• Title/Summary/Keyword: Hit Repeatedly

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The Structural Integrity Evaluation of Composite Pressure Vessel Using Acoustic Emission (음향방출을 이용한 복합재 압력용기의 건전성 평가)

  • 이상호;최용규
    • Journal of the Korean Society of Propulsion Engineers
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    • v.1 no.2
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    • pp.1-11
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    • 1997
  • During hydroproof test of composite pressure vessel, acoustic emission signal was measured and analyzed to evaluate structural integrity of composite motor case. When pressure was held for 1 min. at constant pressure from low pressure level to high pressure level, the pattern of hit rate of good composite pressure vessel is increased with higher value than that of bad composite pressure vessel. This report also presents detection possibility of burst location approximately in the range of 25∼36% of burst pressure using energy rate. In case that it is difficult to detect burst location of composite motor case, it is possible to detect burst location, i.e. structurally weak location of composite pressure vessel with applying same pressure lower than maximum expected operating pressure(MEOP) repeatedly.

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The Proposal of Alternative Regulatory Considering Game Mechanism for Game at Game Providers : Focusing on The Reward Ratio for Betting (게임제공업소용 게임물에 대한 게임 메커니즘을 고려한 대안적 규제 제언 : 베팅에 대한 보상 비율을 중심으로)

  • Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.493-519
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    • 2017
  • Looking back at the last 10 years of the enactment of the Game Industry Act, the law was revised as a regulation rather than a promotion of the game. The objective of this study is to investigate where game regulation originated and derived through the history of those, and to find out what areas were missed, and to solve the tangled threads by regulation. For this purpose, we reviewed the implications of 10,000 won per hour, and discussed alternatives. Data were collected and analyzed on the basis of a review of regulatory literature and in - depth interviews with experts. When regulating games, we found that the side effects were further amplified by simply regulating the amount. Especially, we found that the vicious cycle in which functions such as indication, hit repeatedly, and automatic progress are made and immediately following prohibited is repeated. The point at which there is a sharp interest between the game user and the game operator in the game progression is the 'reward ratio for betting'. This is the key to protecting users. This could be a regulation considering the mechanism of the game. If the regulatory paradigm shifts in the future due to game regulations that take into account the 'reward ratio for betting' in the future, it is expected to minimize the side effects of price regulation and create a sound game ecosystem.

Improved Progressive Photon Mapping Using Photon Probing (포톤 탐사법을 이용한 개선된 점진적 포톤 매핑)

  • Lee, Sang-Gil;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.3
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    • pp.41-48
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    • 2010
  • Photon mapping is a traditional global illumination method using many photons emitted from the light source for photo-realistic rendering. However, this method needs a lot of resources to perform tracing of millions of photons. Progressive photon mapping solves this problem. Typical progressive photon mapping performs ray tracing at first to find the hit points on diffuse surface of objects. Next, light source repeatedly emits a small number of photons in photon tracing pass, and power of photons in each sphere that has a fixed radius with the hit points in the center is accumulated. This method requires less resources than previous photon mapping, but it spends much time for gathering enough photons since each of photons progresses through a random direction and rendering high quality image. To improve the method, we propose photon probing that calculates variance of photons in the sphere and controls radius of sphere. In addition, we apply cone filter in radiance estimation step for reducing aliasing at the edges in result image.

Popularity Based Cache Replacement Scheme to Enhance Performance in Content Centric Networks (콘텐츠 중심 네트워크에서 성능 향상을 위한 인기도 기반 캐시 교체 기법)

  • Woo, Taehee;Park, Heungsoon;Kim, Hogil
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.11
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    • pp.2151-2159
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    • 2015
  • Unlike an existing IP routing methods, the Content Centric Network(CCN) is new networking paradigm to find the contents by content name. The CCN can effectively process the content requested repeatedly by the user because of the cache which can be storing a content. This paper proposes a popularity based cache replacement scheme. The proposed scheme improves the hit rate better than a existing scheme. Accordingly reducing the load of server and Round Trip Time(RTT).

Implementation of an Instruction Buffer to process Variable-Length Instructions (가변 길이 명령어 처리를 위한 명령어 버퍼 구현)

  • 박주현;김영민
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.35C no.12
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    • pp.66-76
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    • 1998
  • In this paper, we implement a buffer capable of handling short loops references to statistically lower the miss rate of variable-length instructions stored in the instruction buffer. MAU(Mark Appending Unit) takes the instructions as they are fetched from external memory, performs some initial decode operations and stores the results of the decode in the buffer for reducing multiple decodes when instructions are executed repeatedly such as in a loop. It includes a decision block of whether hit or not for effectively processing branch instructions Each module of the proposed architecture of processing variable-length instruction is described in VHDL structurally and behaviorally and whether it is working well or not is checked on V-System simulator of Model Technology Inc. We synthesized and simulated the architecture using an ASIC Synthesizer tool with 0.6$\mu\textrm{m}$ 5-Volt CMOS COMPASS library. Operation speed is up to 140MHz. The architecture includes about 17,000 gates.

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A Study on the Spatial Determination of Red Tide Occurrence Area Using GSIS (GSIS 이용한 적조발생지의 공간결정 연구)

  • Kim, Jin-Gi
    • Journal of Korean Society for Geospatial Information Science
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    • v.15 no.2 s.40
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    • pp.51-57
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    • 2007
  • Few researches related to the spatial determination of areas where red tide occurs have been performed, so accurately determining the area where red tide occurs and disappears poses difficulties. Therefore, a more objective and scientific method is necessary to analyze the occurrence and movement of red tide based on a geo-spatial information system. In this study, the coastline was extracted using a digital topographic map in order to examine areas where red tide occurs each year. An analysis of red tide occurrence areas, which were determined based on red tide data for the last several years, showed that only Yeoja bay had almost a zero case of red tide of the areas studied, whereas Dolsando in the South Sea and NamHaedo Aenggang bay areas exhibited the highest frequency of red tide occurrences. Based on these results, by using a system that determines the geo-spatial distribution status of areas repeatedly hit by red tide every year, it would be possible to predict the course of red tide and prevent consequent damages.

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Deconstructive reading of Makoto Shinkai's : Stories of things that cannot meet without their names (해체로 읽는 신카이 마코토의 <너의 이름은. 군(君)の명(名)は.> : 이름 없이는 서로 만날 수 없는 사물들에 대해)

  • Ahn, Yoon-kyung;Kim, Hyun-suk
    • Cartoon and Animation Studies
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    • s.50
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    • pp.75-99
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    • 2018
  • Makoto Shinkai, an animated film maker in Japan, has been featured as a one-person production system and as a 'writer of light', but his 2016 release of "Your Name" was a departure from the elements that characterize his existing works. At the same time, by the combination of the traditional musubi(むすび) story, ending these, it was a big hit due to its rich narratives and attraction of open interpretation possibility. As it can be guessed from the title of this work, this work shows the encounter between the Japanese ancient language and the modern language in relation to the 'name', and presents the image that the role of the name(language) is repeatedly emphasized with various variations in events for the perfect 'encounter'. In this work, the interpretations of $Signifi\acute{e}$ for characters and objects are extended and reserved as a metaphorical role of the similarity, depending on the meaning of the subject which they touch. The relationship between words and objects analyzed through the structure of Signifiant and $Signifi\acute{e}$ is an epoch-making ideological discovery of modern times revealed through F. Saussure. Focusing on "the difference" between being this and that from the notion of Saussure, Derrida dismissed logocentrism, rationalism that fully obeyed the order of Logos. Likewise, dismissing the center, or dismissing the owner had emerged after the exclusive and closed principle of metaphysics in the west was dismissed. Derrida's definition of 'deconstruction' is a philosophical strategy that starts with the insight on the nature of language. 'Dissemination,' a metaphor that he used as a methodological concept to read texts acts as interpretation and practice (or play), but does not pursue an ultimate interpretation. His 'undecidability' does not start with infinity, but ends with infinity. The researcher testifies himself and identifies that we can't be an interpreter of the world because we, as a human are not the subject of language but a user. Derrida also interpreted the world of things composed of Signifiant and $Signifi\acute{e}$ as open texts. In this respect, this study aimed to read Makoto's works telling about the meeting of a thing and a thing with name as a guide, based on Derrida's frame of 'deconstruction' and 'dissemination.' This study intends to re-consider which relationship the Signifiant and $Signifi\acute{e}$ have with human beings who live in modern times, examine the relationship between words and objects presented in this work through Jacques Derrida's destruction and dissemination concepts, and recognize that we are merely a part of Signifiant and $Signifi\acute{e}$. Just as Taki and Mitsuha confirm the existence by asking each other, we are in the world of things, expecting musubi that a world of names calls me.