• Title/Summary/Keyword: Feedback types

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Double-Frequency Jitter in Chain Master-Slave Clock Distribution Networks: Comparing Topologies

  • Piqueira Jose Roberto Castilho;Caligares Andrea Zaneti
    • Journal of Communications and Networks
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    • v.8 no.1
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    • pp.8-12
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    • 2006
  • Master-slave (M-S) strategies implemented with chain circuits are the main option in order to distribute clock signals along synchronous networks in several telecommunication and control applications. Here, we study the two types of masterslave chains: Without clock feedback, i.e., one-way master-slave (OWMS) and with clock feedback, i.e., two-way master-slave (TWMS) considering the slave nodes as second-order phase-locked loops (PLL) for several types of loop low-pass filters.

Task performance under three visual feedback conditions in a teleoperation task (원격 조종 작업에서 3가지 시각 궤환 조건하의 작업 수행도)

  • Yoon, Wan-Jin;Kim, Jin;Cho, Am
    • Proceedings of the ESK Conference
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    • 1995.10a
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    • pp.3-12
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    • 1995
  • In this research, we investigated the effect of three visual feedback conditions (direct viewing, one-monitor viewing, and tow-monitors viewing) on the task performance of human operator in teloperation task. The three different level of task difficulties under each concitions were performed by thirty-six subjects. The result of the experiments was analysed by the task difficulties, and the measurements of performance are the task completion time and the frequency of task errors. In a teleoperator, the participation of a human operator is always required, and the man-machine interface and the operator's abilities is an important issue. Recently, the different types of sensory feedback conditions(force, vision, sound, tactile, etc) for teleoperation is a very active research area in ergonomics. Among them, visual feedback conditon is an important sense that can provide the information of task environment. Therefore, the sufficient understandings and investigation for human ability under various visual feedback conditions is required to establish the efficient man-machine interface of teleoperation. The result showed that the visual feecback conditions and the level of task difficulties have a significant effect on the task performance. For three level of task difficulties, the task completion time was the shortest under the condition of direct viewing. The number of task errors under the conditions of direct viewing and two-monitors viewing were reduced by more than half compare to that of one-monitor viewing.

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An Analysis of the Dynamics of the Capitalism's Evolution with Systems Thinking (시스템사고를 통한 자본주의 진화과정의 동태성 분석)

  • Choi, Nam-Hee
    • Korean System Dynamics Review
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    • v.15 no.4
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    • pp.101-127
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    • 2014
  • This study aims to understand how and why each stage of capitalism grows and changes into the new direction in the moment of crisis, based on the systems thinking approach through the causal loop feedback structure. To achieve the research purpose, it classifies the evolution process of the capitalistic economic system into 4 types: Capitalism 1.0(Classical Laissez-Faire Capitalism), 2.0(Revised Capitalism), 3.0(Neo-liberalism), and 4.0(New Capitalism for the Future). This study focuses particularly on by which feedback structure the growth, crisis, and new transition of capitalism could be explained. The main research results are as follows. The intended positive feedback structure caused the growth at each early stage of capitalism. After that time, as a result of the uncontrolled growth, the negative feedback structure controlling its growth operated on the one hand, while the positive feedback structure amplifying the crisis did on the other hand. The study suggests the Resilient Capitalism as the new evolutional direction of Capitalism 4.0. It can contribute to strengthening its resilience by which all the economic players can recover promptly and flexibly from the crises such as the failure of competition and unemployment.

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Developing a Graph Convolutional Network-based Recommender System Using Explicit and Implicit Feedback (명시적 및 암시적 피드백을 활용한 그래프 컨볼루션 네트워크 기반 추천 시스템 개발)

  • Xinzhe Li;Dongeon Kim;Qinglong Li;Jaekyeong Kim
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.43-56
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    • 2023
  • With the development of the e-commerce market, various types of products continue to be released. However, customers face an information overload problem in purchasing decision-making. Therefore, personalized recommendations have become an essential service in providing personalized products to customers. Recently, many studies on GCN-based recommender systems have been actively conducted. Such a methodology can address the limitation in disabling to effectively reflect the interaction between customer and product in the embedding process. However, previous studies mainly use implicit feedback data to conduct experiments. Although implicit feedback data improves the data scarcity problem, it cannot represent customers' preferences for specific products. Therefore, this study proposed a novel model combining explicit and implicit feedback to address such a limitation. This study treats the average ratings of customers and products as the features of customers and products and converts them into a high-dimensional feature vector. Then, this study combines ID embedding vectors and feature vectors in the embedding layer to learn the customer-product interaction effectively. To evaluate recommendation performance, this study used the MovieLens dataset to conduct various experiments. Experimental results showed the proposed model outperforms the state-of-the-art. Therefore, the proposed model in this study can provide an enhanced recommendation service for customers to address the information overload problem.

A Study on the Prototyping for Developing Computer Game (컴퓨터게임 제작을 위한 프로토타입에 관한 연구)

  • Tak, Hwa-Eun;Kim, Sung-Kon
    • Archives of design research
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    • v.17 no.4
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    • pp.129-140
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    • 2004
  • The process of game development is contained of many steps that is hard to forecast success or failure. In order to develop successful game, the development period should be shorter, which could reduce development cost. In order to reduce development period and cost, it is needed to make a communication among planners, programmers, graphic designers and investors lively with a prototype as a communication tool. In this study, the concrete examples are demonstrated how to use prototypes as a tool for communication and feedback of team members, in the process of game development. This paper explains the characteristics of various types of prototypes according to types of game contents. This paper demonstrated two types of prototype according to development stage, one type is a prototype to gather feedback in the planning stage, the other is a prototype to make team members cooperate and communicate in the stage of production stage.

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A Study on Development of Technology Roadmap of Haptic Interfaces in Games (게임용 Haptic 인터페이스 기술 로드맵 개발에 관한 연구)

  • Lee, Seon-Gil;Kim, Sung-Yong
    • IE interfaces
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    • v.17 no.2
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    • pp.158-168
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    • 2004
  • A technology roadmap was developed for haptic interface technologies to be applied to games. Haptic interface technologies are expected to play an important role in games to provide gamers with interaction and immersive perception in near future, even though haptic interface technologies have been less studied than other perception-related technologies with respect to games. Information on two types of haptic interfaces - portable and desktop - and their evolution processes were analyzed in terms of technological demands. Haptic feedback technologies to realize these demands were inspected with the time frame and haptic feedback technologies were derived using a technology tree. The technology roadmap of haptic interfaces in game was finally constructed by mapping the technological demands in time with game technology trends. The technology roadmap of haptic interfaces will have implications on developing haptic interfaces to be applied to many applications including virtual realities and games.

A Study on Energy Saving Hydraulic Cylinder System Using Hydraulic Transformer (유압 트랜스포머를 이용한 유압 실린더의 에너지 절감에 관한 연구)

  • Lee, Min-Su;Cho, Yong-Rae;Yoon, Hong-Soo;Ahn, Kyoung-Kwan
    • Journal of the Korean Society for Precision Engineering
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    • v.25 no.2
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    • pp.49-56
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    • 2008
  • In order to reduce energy consumption, secondary controlled system has been applied to many types of equipments. In lifting equipments or press machines using hydraulic cylinder, a hydraulic transformer is used as a control component instead of a valve for motion control and a component for recovering potential energy of load. The transformer is a combination of a variable displacement pump/motor as a secondary controlled element and a fixed displacement pump/motor. In this paper the effect of transformer is studied. Multiple closed loop controllers with displacement feedback of variable pump/motor, speed feedback and position feedback of cylinder are used. The efficiency and energy consumption when cylinder is driven up and down is calculated by simulation. Simulation results show that considerable energy saving is achieved by choosing load ratio, circuit type and supply pressure.

Pricing in ATM network with feedback

  • Kim, Hyoun-Jong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.10a
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    • pp.186-189
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    • 1996
  • In most of the recent research literature, network performance is expressed in terms of network engineering measures such as delay or loss. These performance measures are important to network owners and operators, but it is believed that user preferences should be the primary consideration which drives the resource allocation scheme. A network is only as valuable as its users perceive it to be. Therefore, it is advocated that the users themselves determine relative traffic priorities. This paper describes the role of feedback in network resource allocation, which could be part of a user-oriented framework for network operation and control. Feedback mechanism can also be used to improve the two types of efficiency in the network; network efficiency and economic efficiency.

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Output Feedback VSC for a DC Servo Position Control System (직류서보 위치제어시스템을 위한 출력궤환 가변구조제어기)

  • Park, Young-Jeen;Lee, Kee-Sang;Hong, Soon-Chan
    • Proceedings of the KIEE Conference
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    • 1993.11a
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    • pp.106-109
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    • 1993
  • A new VSC scheme, OFVSC(Output Feedback Variable Structure Controller), is proposed by consisting of servo compensator and output feedback VSC with dynamic switching function. The servo compensator which is designed for output variable enhances the robustness for all the types of disturbances, and makes effective tracking is possible without using error dynamics which is usually used in conventional VSC. The proposed OFVSC is applied to the practical design of a robust DC servo control system and the control performances are evaluated through theoretical analysis and simulations.

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Active Vibration Control of a Beam using Direct Velocity Feedback (직접속도 피드백을 이용한 보의 능동진동제어)

  • 이영섭
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2004.05a
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    • pp.587-592
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    • 2004
  • Direct velocity feedback (DVFB) control is known that it offers an unconditional stability with very high performance when the control strategy is applied at a point collocated sensor and actuator pair, because the sensor-actuator pair has strictly positive real (SPR) property. In this paper, two types of collocated sensor-actuator pairs are considered for practical active vibration control of a structure. They are a point collocated sensor-actuator pair and a point sensor-distributed actuator pair. Both pairs with DVFB sho robust stability and performance. It is noted that the collocated point sensor-actuator ultimately acts as a 'skyhook' damper, but the point sensor-distributed actuator pair with DVFB acts as a 'skyhook' rotational dmaper pair.ational dmaper pair.

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