• Title/Summary/Keyword: Flow Identification

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Application of the Through-Transmitted Ultrasonic Signal for the Identification of Two-Phase Flow Patterns in a Simulated High Temperature Vertical Channel

  • Chu In-Cheol;Song Chul-Hwa;Baek Won-Pil
    • Nuclear Engineering and Technology
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    • v.36 no.1
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    • pp.12-23
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    • 2004
  • In the present study a new measurement technique has been developed, which uses an ultrasonic transmission signal in order to identify the vertical two phase flow pattern. The ultrasonic measurement system developed in the present study not only provides the information required for the identification of vertical two phase flow patterns but also makes real time identification possible. Various vertical two phase flow patterns such as bubbly, slug, churn, annular flow etc. have been accurately identified with the present ultrasonic measurement system under atmospheric condition. In addition, the present test apparatus can practically simulate the ultrasonic propagation characteristics under high temperature and high pressure systems. Therefore, it is expected that the present ultrasonic flow pattern identification technique could be applicable to the vertical two phase flow systems under high temperature and high pressure conditions.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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A Study of Performance Improvement of Internet Application Traffic Identification using Flow Correlation (플로우 상관관계를 통한 인터넷 응용 트래픽 분석의 성능 향상에 관한 연구)

  • Yoon, Sung-Ho;Kim, Myung-Sup
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.6B
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    • pp.600-607
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    • 2011
  • As network traffic is dramatically increasing due to the popularization of Internet, the need for application traffic identification becomes important for the effective use of network resources. In this paper, we present an Internet application traffic identification method based on flow correlation to overcome limitation of signature-based identification methods and to improve performance (completeness) of it. The proposed method can identify unidentified flows from signature-based method using flow correlation between identified and unidentified flows. We propose four separate correlation methods such as Server-Client, Time, Host-Host, and Statistic correlation and describe a flow correlation-based identification system architecture which incorporates the four separate methods. Also we prove the feasibility and applicability of our proposed method by an acceptable experimental result.

Flow Pattern Identification of Vertical Upward Two-Phase Flow Using the Attractor-Density-Map Analysis of the Void Fraction Signal in the Nonlinear Phase Space (비선형 위상공간에서의 기포 분율 신호의 끌개밀도분식을 이용한 수직 상향 이상유동의 유동패턴분류)

  • Kim, Nam-Seok;Lee, Jae-Young
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.28 no.11
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    • pp.1398-1406
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    • 2004
  • The nonlinear signals from an impedance meter for the area average void fraction in two-phase flow have been analyzed to construct a phase space trajectory. The pseudo phase space was constructed with the time delay and proper dimensions. The time delay and the embedding dimension were chosen by the average mutual information and by the false nearest neighborhood, respectively. The attractor-density-map of projected states was used to produce the two dimensional probability distribution functions (2D-PDF). Since the developed 2D-PDF showed clear distinction of the flow patterns, the flow regime identification was made with three rules and with the 2D-PDF. Also, the transition criteria of Mishima-Ishii agree well with the present results.

A Study On The Structural Relationship Between Utilization Motivation Of Online Brand Community And The Flow, Community Identification, Brand Attachment (온라인 브랜드 커뮤니티의 이용 동기, 플로우(Flow), 커뮤니티 동일시, 브랜드 애착 간의 구조적 관계에 관한 연구)

  • Han, Kwang-Seok
    • Management & Information Systems Review
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    • v.29 no.2
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    • pp.27-52
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    • 2010
  • Research on the user motivation of online brand community, the flow, community identification, brand attachment and the structural relationships between them This study is focused on the utilization motives of online brand community (emotional motivation, social motivation, informational motives), and their influences on each motivation on the flow and structural relationships between the brand identification and attachment. For the research, hierarchical chi-squal analysis, was used among Structural Equation Models, to statistically verify the size between the two paths. First, the research has proven the positive influence of user motivation of online brand community on flow. Especially on this research, user motivation of online brand community on flow was divided and analyzed into three motivations; emotional motivation, social motivation, informational motivation, the social and emotional motivation are proven to have the biggest influence on the flow and informational motivation has comparatively low influence on the flow. Secondly, this research will prove that the type of flow built on user motivation of online brand community can give positive influence on community identification and brand attachment. And third, the influence of community identification on brand attachment is very high on the flow. Result will clearly shows the flow built on user motivation of online brand community can help build brand attachment through community identification.

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Determination of flutter derivatives by stochastic subspace identification technique

  • Qin, Xian-Rong;Gu, Ming
    • Wind and Structures
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    • v.7 no.3
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    • pp.173-186
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    • 2004
  • Flutter derivatives provide the basis of predicting the critical wind speed in flutter and buffeting analysis of long-span cable-supported bridges. In this paper, one popular stochastic system identification technique, covariance-driven Stochastic Subspace Identification(SSI in short), is firstly presented for estimation of the flutter derivatives of bridge decks from their random responses in turbulent flow. Secondly, wind tunnel tests of a streamlined thin plate model and a ${\Pi}$ type blunt bridge section model are conducted in turbulent flow and the flutter derivatives are determined by SSI. The flutter derivatives of the thin plate model identified by SSI are very comparable to those identified by the unifying least-square method and Theodorson's theoretical values. As to the ${\Pi}$ type section model, the effect of turbulence on aerodynamic damping seems to be somewhat notable, therefore perhaps the wind tunnel tests for flutter derivative estimation of those models with similar blunt sections should be conducted in turbulent flow.

A Study on the Effect of Game Character Identification on Item Purchase and Game Play Intention (게임 속 캐릭터에 대한 동일시가 아이템 구매 및 게임 이용의도에 미치는 영향)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.41-50
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    • 2021
  • Character identification is illustrated in terms of game players' altered self-perception during gameplay. Research has shown that players' identification with game characters resulted in game players aligning their attitude with game character. This study investigates the relationships among control, ownership, character customization, identification, flow with game charater, and the impact on game players' behavior toward item purchase and play intention. Empirical results showed that character ownership and character customization significantly predicted use-character identification, but the impact of character control was not supported. In addition, the positive relationships between identification and flow was supported.

ON EFFICIENT TWO-FLOW ZERO-KNOWLEDGE IDENTIFICATION AND SIGNATURE

  • Lee, Young-Whan
    • Journal of applied mathematics & informatics
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    • v.29 no.3_4
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    • pp.869-877
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    • 2011
  • In this paper, we propose an efficient two-flow zero-knowledge blind identification protocol on the elliptic curve cryptographic (ECC) system. A. Saxena et al. first proposed a two-flow blind identification protocol in 2005. But it has a weakness of the active-intruder attack and uses the pairing operation that causes slow implementation in smart cards. But our protocol is secure under such attacks because of using the hash function. In particular, it is fast because we don't use the pairing operation and consists of only two message flows. It does not rely on any underlying signature or encryption scheme. Our protocol is secure assuming the hardness of the Discrete-Logarithm Problem in bilinear groups.

Adaptive digital control system of flow rates for an OTEC plant

  • Nakamura, Masatoshi;Uehara, Haruo
    • 제어로봇시스템학회:학술대회논문집
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    • 1987.10a
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    • pp.753-758
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    • 1987
  • The purpose of ocean thermal energy conversion (OTEC) plant control is to provide stable power efficiently by appropriately regulating the seawater flow rates and the working fluid flow rate under conditions of continually changing seawater temperatures. This paper describes digital control of working fluid flow rate based on an adaptive control theory for the "Imari 2" OTEC plant at Saga University. Provisions have been made for linkage between the software of the adaptive control theory and the hardware of the OTEC plant. In implementing the working fluid flow rate control, if persistency of excitation conditions are lost, the algorithm of identification often exhibits bursting phenomena. To avoid this difficulty, the stopping-and-starting rule for identification was derived and was used for the working fluid flow rate control. Satisfactory control performance was then obtained by using this digital control system.ol system.

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