• Title/Summary/Keyword: Field Complexity

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Time-division hybrid WDM photonic switch architecture (시분할 하이브리드 WDM 광스위치 구조)

  • 김기태;엄진섭;김우찬;신서용;정홍식
    • Journal of the Korean Institute of Telematics and Electronics D
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    • v.34D no.5
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    • pp.52-60
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    • 1997
  • Photonic switching systems with throughput above Tbit/s are reuried to transport vast amounts of information for the coming B-ISDN. In this paper, we proposed a new time-division hybrid WDM photonic swithc architecture, the proposed basic switch module has simple configuratin consisted of frequency routers for wavelength division and cell coders and star couplers for time division. Through the comparison with other sysems in field of switching capacity, hardware complexity and cost effect of implemetnation, we proved that the proposed system is suitable for large-capacity photonic switching system.

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Adaptive Noise Canceler Using Fast Wavelet Transform Adaptive Algorithm (고속 웨이브렛 변환 적응알고리즘을 이용한 적응잡음제거기에 관한 연구)

  • 이채욱;박세기;오신범;강명수
    • Proceedings of the IEEK Conference
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    • 2002.06d
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    • pp.179-182
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    • 2002
  • In this paper, we propose a wavelet based adaptive algorithm which improves the convergence speed and reduces computational complexity using the fast running FIR filtering efficiently We compared the performance of the proposed algorithm with time and frequence domain adaptive algorithm using computer simulation of adaptive noise canceler based on synthesis speech. As the result, the proposed algorithm is suitable for adaptive signal processing area using speech or acoustic field.

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Optimum Locations of Passe Conductor Loops for Magnetic Field Mitigation of Transmission Line using GA (유전 알고리듬을 이용한 송전선로 자계 저감용 도체루프의 최적 위치 선정)

  • Shin Myong-Chul;Kim Jong-Hyung
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.5
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    • pp.234-241
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    • 2005
  • The performance of passive conductor loop (hereinafter 'loop') method which is used to mitigate the magnetic field around overhead power transmission line is dependent on its configuration and installed location, which are affected by installation conditions of the loops such as objective areas and levels of magnetic field mitigation. Thus, because the design problem of loops is difficult and cumbersome by variety of their configuration and complexity of magnetic coupling mechanism, it is need to be formulated as a computer-based optimum problem to determine the most effective and reasonable loop model satisfying the installation conditions. In this paper, the optimum locations of the multi-wired multiple loops including series reactance compensations are searched by using the genetic algorithm (GA) to mitigate effectively the magnetic fields of relatively near points or far points from transmission line at Am height, and the magnetic fields mitigation characteristics of each loop are analyzed in the view of magnitude, direction and phase of cancellation fields by polarized vector concept to identify their adequacy and rationality for the installation objectives.

A Study on the Performance of BITBUS Network as a Field Bus (Field Bus로서의 BITBUS Network에 대한 성능 연구)

  • 성백문;임동민;이황수;은종관
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.12
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    • pp.1947-1955
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    • 1989
  • With the increasing complexity of cabling at sensory level in process control and manufacturing automation, field buses were introduced to replace the traditional point to point links from each sensor or acruator to its controlling equipments by a single link on which all information is transmitted seriall and multiplexed in time. In this papr, we introduce the BITBUS network as a field bus. For the service discipline of the BITBUS network, two service strategies are proposed to obtain the performance of the network. They are the equal priority cyclic service strategy and the non-equal priority cyclic service strategy. The former assigns equal priority to each node for polling and the latter assumes non-equal priority. The BITBUS network was modeled as a cyclic queueing model and it is analyzed by two methods: the Kuehn's and the Boxma's. Computer simulation was also done for the cyclic queueing model and simulation results were compared with those. Under mathematically non-analyzable environment, only the computer simulation was done. From the simulation result, in order to meet the response time requirement of 5 msec imposed by International Electrotechnical Commission when each node has the average traffic of 5000 messages/sec in manufacturing automation the number of slave nodes should be smaller than 10 at the transmission rate of 2.5 Mbps.

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An Architecture of the Fast Parallel Multiplier over Finite Fields using AOP (AOP를 이용한 유한체 위에서의 고속 병렬연산기의 구조)

  • Kim, Yong-Tae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.1
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    • pp.69-79
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    • 2012
  • In this paper, we restrict the case as m odd, n=mk, and propose and explicitly exhibit the architecture of a new parallel multiplier over the field GF($2^m$) with a type k Gaussian period which is a subfield of the field GF($2^n$) implements multiplication using the parallel multiplier over the extension field GF($2^n$). The complexity of the time and area of our multiplier is the same as that of Reyhani-Masoleh and Hasan's multiplier which is the most efficient among the known multipliers in the case of type IV.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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NUMERICAL METHOD FOR TWO-PHASE FLOW ANALYSIS USING SIMPLE-ALGORITHM ON AN UNSTRUCTURED MESH (비정렬격자 SIMPLE 알고리즘기반 이상유동 수치해석 기법)

  • Kim, Jong-Tae;Park, Ik-Kyu;Cho, Hyung-Kyu;Kim, Kyung Doo;Jeong, Jae-Jun
    • Journal of computational fluids engineering
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    • v.13 no.4
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    • pp.86-95
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    • 2008
  • For analyses of multi-phase flows in a water-cooled nuclear power plant, a three-dimensional SIMPLE-algorithm based hydrodynamic solver CUPID-S has been developed. As governing equations, it adopts a two-fluid three-field model for the two-phase flows. The three fields represent a continuous liquid, a dispersed droplets, and a vapour field. The governing equations are discretized by a finite volume method on an unstructured grid to handle the geometrical complexity of the nuclear reactors. The phasic momentum equations are coupled and solved with a sparse block Gauss-Seidel matrix solver to increase a numerical stability. The pressure correction equation derived by summing the phasic volume fraction equations is applied on the unstructured mesh in the context of a cell-centered co-located scheme. This paper presents the numerical method and the preliminary results of the calculations.

Optimized Local Relocation for VLSI Circuit Modification Using Mean-Field Annealing

  • Karimi, Gholam Reza;Verki, Ahmad Azizi;Mirzakuchaki, Sattar
    • ETRI Journal
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    • v.32 no.6
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    • pp.932-939
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    • 2010
  • In this paper, a fast migration method is proposed. Our method executes local relocation on a model placement where an additional module is added to it for modification with a minimum number of displacements. This method is based on mean-field annealing (MFA), which produces a solution as reliable as a previously used method called simulated annealing. The proposed method requires substantially less time and hardware, and it is less sensitive to the initial and final temperatures. In addition, the solution runtime is mostly independent of the size and complexity of the input model placement. Our proposed MFA algorithm is optimized by enabling module rotation inside an energy function called permissible distances preservation energy. This, in turn, allows more options in moving the engaged modules. Finally, a three-phase cooling process governs the convergence of problem variables called neurons or spins.

A Study on the Thermal Behavior during Micro Hole Drilling (마이크로 구멍 가공 중의 열적 현상에 관한 연구)

  • 류승호;조동우
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1995.10a
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    • pp.79.1-84
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    • 1995
  • The thermal analysis method containing micro drilling characteristic is proposed for the first time. There are such problems in thermal analysis of micro hole drilling as the thermal modeling complexity of drilling process and the undesirable micro drilling characteristic. Especially, the undesirable micro drilling characteristic prevents our using conventional thermal modeling. To model the thermal behavior of the micro drilling process, the finite different method, where heat source vectors are distributed by the measured rhrust and torque, is proposed. This method agrees with thermal behavior of the real system. And, it enable to predict the temperature field near the drill during. The validity of this method is verified in comparing with experimental results.

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NUMERICAL METHOD FOR TWO-PHASE FLOW ANALYSIS USING SIMPLE-ALGORITHM ON AN UNSTRUCTURED MESH (비정렬격자 SIMPLE 알고리즘기반 이상유동 수치해석 기법)

  • Kim, Jong-tae;Park, Ik-Kyu;Cho, Hyung-Kyu;Kim, Kyung-Doo;Jeong, Jae-Jun
    • 한국전산유체공학회:학술대회논문집
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    • 2008.03a
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    • pp.71-78
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    • 2008
  • For analyses of multi-phase flows in a water-cooled nuclear power plant, a three-dimensional SIMPLE-algorithm based hydrodynamic solver CUPID-S has been developed. As governing equations, it adopts a two-fluid three-field model for the two-phase flows. The three fields represent a continuous liquid, a dispersed droplets, and a vapour field. The governing equations are discretized by a finite volume method on an unstructured grid to handle the geometrical complexity of the nuclear reactors. The phasic momentum equations are coupled and solved with a sparse block Gauss-Seidel matrix solver to increase a numerical stability. The pressure correction equation derived by summing the phasic volume fraction equations is applied on the unstructured mesh in the context of a cell-centered co-located scheme. This paper presents the numerical method and the preliminary results of the calculations.

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