• 제목/요약/키워드: Digital Theory

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동적전압보상기를 위한 시간지연을 고려한 디지털 제어기 설계 (Design of A Digital Controller with Time Delay for Dynamic Voltage Restorers)

  • 김효성;이상준;설승기
    • 전력전자학회:학술대회논문집
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    • 전력전자학회 2003년도 추계학술대회 논문집
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    • pp.36-40
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    • 2003
  • On analyzing the power circuit of a DVR system, control limitations and control targets are presented for the voltage compensation in DVRs. The control delay in digital controllers increases the dimension of the system transfer function one degree higher which makes the control system more complicate and more unstable. Based on the power stage analysis, a novel controller for the compensation voltages in DVRs is proposed by a feedforward control scheme. Proposed controller works well with the time delay in the digital control system. This paper also proposes a guide line to design the control gain, appropriate output filter parameters and inverter switching frequency for DVRs in digital controllers. Proposed theory is verified by an experimental DVR system with a typical digital controller.

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퍼지 추론을 이용한 디지털 재설계에 관한 연구 (Study on the Digital Redesign Using Fuzzy Inference Systems)

  • 권오국;장욱;주영훈;박진배;최윤호
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1998년도 하계학술대회 논문집 B
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    • pp.506-508
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    • 1998
  • In this paper, the optimal digital redesign is studied within the framework of fuzzy systems and dual-rate sampling control theory. An equivalent fast-rate discrete-time state-space model of the continuous-time system is constructed by using fuzzy inference systems. To obtain the optimal feedback gains developed in the continuous-time system, the constructed fuzzy system is converted into a continuous-time system. The developed continuous-time control law is converted into an equivalent slow-rate digital control law using the proposed digital redesign method. The digital redesign technique using a fuzzy model is employed to simulate the inverted pendulum dynamics.

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디지털 문서 콘텐츠 보호를 위한 문서 복제 탐지 시스템에 관한 연구 (A Study on the Document Copy Detection System for Protection of Digital Document Contents)

  • 김헌
    • 디지털콘텐츠학회 논문지
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    • 제7권3호
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    • pp.199-205
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    • 2006
  • 컴퓨터 기술의 향상과 정보의 중요성이 더해지면서 갈수록 지적재산권에 대한 침해와 표절이 증가하고 있다. 표절과 불법 복제가 성행하고 있지만 이에 대한 대처 방법과 연구가 국내외적으로 아직까지 미흡한 실정이다. 표절의 판별과 감정에는 일일이 사람들의 손을 거쳐야 하며 많은 시간과 자원의 소요가 뒤 따른다. 따라서 좀 더 효율적인 방법론과 객관적이고 시스템적인 접근이 필요하다고 본다. 또한 불법적인 지적재산권 침해에 대응한 관리 및 탐지 기술이 더욱 중요해졌음을 의미한다. 본 논문에서는 소중한 지적재산권을 효과적으로 관리 및 탐지하는 기술과 이론을 제시하고자 한다. 또한 기존 DRM 솔루션들이 가지고 있는 장단점들을 분석하여 좀 더 효율적인 디지털 콘텐츠 관리 및 탐지 시스템을 제안하게 되었다.

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Exploring the Psychological Mechanism Underlying the Effect of COVID-19 Information Exposure via Digital Media on COVID-19 Preventive Behavioral Intention

  • Choi, Ji Hye;Noh, Ghee-Young
    • Asian Journal for Public Opinion Research
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    • 제10권2호
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    • pp.76-101
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    • 2022
  • Despite the increasing use of digital media and their powerful impact on risk management during recent outbreaks of emerging infectious diseases, the question of how digital media exposure influences preventive behaviors has not been fully explained. Using the appraisal tendency framework and protection motivation theory as theoretical frameworks, we theorized the affective and cognitive mechanisms under which the differential roles of three negative emotions (fear, anger, worry) on two cognitive appraisals (perceived threat and perceived efficacy) were examined. Based on data collected from a survey of 1,500 South Koreans during the COVID-19 pandemic, we found that while worry and anger increased perceived efficacy, fear reduced perceived efficacy. The results also showed that although exposure to COVID-19 information via digital formats increased preventive behavioral intention in general, digital media use for COVID-19 information had a negative influence on preventive behavioral intention through the sequential mediation of fear and perceived efficacy.

Impact of Digital Technology on the Art Museum Industry's Business Model

  • Zou, Anna;Xu, Jingyi;Choi, Myeongcheol;Chen, Lingyun;Kim, Hannearl
    • International Journal of Advanced Culture Technology
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    • 제10권2호
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    • pp.116-121
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    • 2022
  • Digital technology has now pervaded and become an inseparable part of our daily life. The art museum sector is evolving into a business model that adapts to the new digital format due to the requirement for survival and development. This study examines the development state of China's art museum industry and investigates the current business model innovation trend in the art museum industry from three perspectives: reorganization and development of the art museum industry's business model theory; reconstruction of the art museum industry's display and marketing logic; and innovation of the art museum industry's operation mechanism, based on a systematic assessment of domestic and international research. This research can provide reference value for digital technology to drive the innovation of business model in art museum industry. Moreover, the study has important reference significance for the development strategy of art museum industry.

디지털 콘텐츠의 무결성 유지를 위한 장기적인 보존 정책에 관한 연구 (A Study on the Preservation Policy for Maintaining the Integrity of Digital Contents)

  • 정영미;윤화묵;김정택
    • 정보관리연구
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    • 제41권4호
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    • pp.205-226
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    • 2010
  • 디지털 콘텐츠의 장기적인 보존 정책에서 디지털 콘텐츠의 무결성 유지를 보장하는 것은 가장 중요한 부분 중 하나이다. 그래서 본 연구는 장기적인 관점에서 디지털 콘텐츠의 무결성 유지를 보장할 수 있는 명문화된 보존 정책의 기틀을 마련하기 위해, 실행 수준의 장기적인 보존 정책에 포함되어야 하는 항목들과 세부적인 요건들을 도출해보았다. 특히 해외의 디지털 아카이빙 사례들 중에서 무결성 유지에 초점을 맞춘 장기적인 보존 정책들을 조사하였고 저장 매체와 파일 포맷, 매체와 포맷 변환, 재난 방지와 복구 정책, 관리와 취급, 검사와 모니터링, 그리고 보안의 관점에서 분석하였다

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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COMPARISON AMONG SEVERAL ADJACENCY PROPERTIES FOR A DIGITAL PRODUCT

  • Han, Sang-Eon
    • 호남수학학술지
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    • 제37권1호
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    • pp.135-147
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    • 2015
  • Owing to the notion of a normal adjacency for a digital product in [8], the study of product properties of digital topological properties has been substantially done. To explain a normal adjacency of a digital product more efficiently, the recent paper [22] proposed an S-compatible adjacency of a digital product. Using an S-compatible adjacency of a digital product, we also study product properties of digital topological properties, which improves the presentations of a normal adjacency of a digital product in [8]. Besides, the paper [16] studied the product property of two digital covering maps in terms of the $L_S$- and the $L_C$-property of a digital product which plays an important role in studying digital covering and digital homotopy theory. Further, by using HS- and HC-properties of digital products, the paper [18] studied multiplicative properties of a digital fundamental group. The present paper compares among several kinds of adjacency relations for digital products and proposes their own merits and further, deals with the problem: consider a Cartesian product of two simple closed $k_i$-curves with $l_i$ elements in $Z^{n_i}$, $i{\in}\{1,2\}$ denoted by $SC^{n_1,l_1}_{k_1}{\times}SC^{n_2,l_2}_{k_2}$. Since a normal adjacency for this product and the $L_C$-property are different from each other, the present paper address the problem: for the digital product does it have both a normal k-adjacency of $Z^{n_1+n_2}$ and another adjacency satisfying the $L_C$-property? This research plays an important role in studying product properties of digital topological properties.

동적 지형분석에서의 전망이론 기반 NPC 의사결정 모델 (Prospect Theory based NPC Decision Making Model on Dynamic Terrain Analysis)

  • 이동훈
    • 한국게임학회 논문지
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    • 제14권4호
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    • pp.37-44
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    • 2014
  • 본 논문에서는 행동경제학에서 주로 사용되는 전망이론을 게임 인공지능 분야에 도입하여 인간의 인지적 특성을 사실적으로 표현하고자 하는 관점에서 NPC의 의사결정 모델을 제안한다. 이를 위하여 효용 이론의 한계로 지적되었던 기준점 설정의 문제, 민감도 체감성, 손실 회피의 특징을 분석하고, 이를 게임 상에서의 NPC 의사결정 모델에 반영한다. 본 논문에서는 제안 모델을 동적 지형분석에 적용하였으며, 실험을 통해 NPC의 다양한 개성 부과 및 창발적인 행위를 유도할 수 있음을 확인하였다.

학생들의 디지털 콘텐츠 불법복제에 대한 교사들의 인식과 태도에 관한 연구 (A Study on Teachers' perceptions and attitude toward students' piracy of digital contents)

  • 김미량;김덕정
    • 컴퓨터교육학회논문지
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    • 제15권3호
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    • pp.49-59
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    • 2012
  • 본 연구에서는 학생들의 디지털 콘텐츠 불법복제를 방지하기 위한 교사들의 태도와 노력에 미치는 다양한 요인을 분석하고자 하였다. 본 연구는 Ajzen과 Fishbein에 의해 개발된 합리적 행동 이론에 기반을 두고 있다. 177명의 현직 교사를 대상으로 실시한 설문 결과를 토대로 이루어졌으며, 가설 검증을 위해 PLS(Partial Least Square) 모형이 사용되었다. 검증 결과, 학생들의 디지털 콘텐츠 불법복제를 방지하기 위한 의도에 교사의 태도와 사회적 영향력이 긍정적인 영향을 미칠 것이라는 가설은 유의한 것으로 나타났다. 또한, 교사의 인식수준과 불법복제에 대한 처벌수준도 의도에 직 간접적으로 영향을 미치는 것으로 나타났다. 그러나 태도나 의도에 영향을 미칠 것으로 예상한 교사의 효능감에 대한 가설은 기각되었다. 연구 가설의 검증을 통해 결론적으로, 학술적이고 실질적인 결과들이 논의되었다.

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