• Title/Summary/Keyword: Individual flow control

Search Result 128, Processing Time 0.029 seconds

Leakage Rates Measurement System Development of NPP Primary Containment using Wireless Data Communication Method (원전 격납건물 누설시험용 무선데이터전송을 적용한 시험장치 개발)

  • Ryu, Jae-Kyu;Sohn, Chang-Ho;Hwang, Hee-Jung;Kim, Gun-Soo;Choi, Kyong-Sik
    • Proceedings of the KIEE Conference
    • /
    • 2003.11c
    • /
    • pp.916-919
    • /
    • 2003
  • In this paper, we deal with a development of measurement system to apply the leakage rates test of primary containment in nuclear power plant. The measurement test about leakage rates in primary containment is one sort of test to prove safety of nuclear power plant. The parameters which are measured to calculate leakage rates are drybulb temperature, dew point temperature(or relative humidity), absolute pressure and flow. Overall, the measurement system consists of sensor module for data acquisition of the parameters, transfer module for wireless data communication and control module to control system and to calculate leakage rates. Because existing measurement systems are difficult to set in field, we pursued convenience of use, we applied wireless data communication and individual form module using battery. We also changed for the better in confidence. Recently, we are developing a drybulb temperature and a dew point temperature sensor module. We describe about function of developed measurement system, its standard and an plan for verification of measurement system.

  • PDF

Agent Based Road Control Model for Micro-Level Traffic Simulation (미시적 교통 시뮬레이션을 위한 에이전트 기반 도로 통제 모델 구축 연구)

  • Na, Yu-Gyung;Choi, Jinmu
    • Spatial Information Research
    • /
    • v.22 no.2
    • /
    • pp.89-97
    • /
    • 2014
  • This study investigated how much the spread of traffic control information affect the traffic congestion in order to identify the behavior of the individual drivers that impacts on the entire transport system. For this purpose, agent-based transportation model was constructed. GIS data were directly used for the transportation model and the processing steps of the simulation results are presented. The results showed that the average speed was not lowered when the traffic information was provided to 30 to 70% of total drivers. In contrast, the driver's average speed is reduced when he traffic information was provided to less than 20% or 80% or more. In summary, the provision of traffic information to drivers has an influence on the traffic flow and bypassing vehicles can generate local congestion. This results can be used as a basis for the future direction of road transport policy.

A study on the Throughput Guarantee with TCP Traffic Control (전송률 보장을 위한 TCP 트래픽 제어에 관한 연구)

  • Lee, Myun-Sub
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.11 no.3
    • /
    • pp.303-308
    • /
    • 2016
  • Recently, as the rapid development of network technology and the increase of services required high bandwidth such as multimedia service, the network traffic dramatically increases. This massive increase of network traffic causes some problems such as the degradation of QoS and the lack of network resources and, to solve these problems, various research to guarantee QoS have been performing. Currently, The most representative method to guarantee the QoS is the DiffServ(: Differentiated Service). The DiffServ defines the AF(: Assured Forwarding) PHB(: Per Hop Behavior) and statistically ensures the throughput over the certain level of data rate. However, the TCP congestion control method that make up the majority of the Internet traffic is not fundamentally suitable to the DiffServ that guarantees the throughput without managing the individual flow. Therefore, in this paper, we present this mismatch through the simulation as an example and propose the solution by controlling the TCP of the terminal in the network. The proposed scheme utilizes the information of the reception window size included in the ACK frame and does not require any modification of the TCP algorithms currently in use.

An Experimental Study on Flow Characteristics for Optimal Spacing Suggestion of 45° Upward Groynes (45° 상향수제의 적정 간격 제시를 위한 흐름특성 실험 연구)

  • Kim, Sung Joong;Kang, Joon Gu;Yeo, Hong Koo
    • Journal of Korea Water Resources Association
    • /
    • v.47 no.5
    • /
    • pp.459-468
    • /
    • 2014
  • Groyne to control the direction and velocity of flow in rivers is generally installed for the purpose of protecting riverbanks or embankments from erosion caused by running water. In particular, as interest in river restoration and natural river improvement increases, groynes are proposed as a key hydraulic structure for local flow control and riparian habitat establishment. Groynes are installed mainly in groups rather than as individual structures. In case of groynes installed as a group, flow around the groynes change according to spacing in between the groynes. Therefore, groyne spacing is regarded as the most important factor in groyne design. This study aimed at examining changes of flows around and within the area of groynes that take place according to the spacing of groynes installed in order to propose the optimal spacing for upward groynes. To examine flow characteristics around groynes, this study looked at flows in main flow area and recirculation flow area separately. In main flow area, it examined the impact of flow velocity increasing as a result of conveyance reduction that is exerted on river bed stability in relation to changes in the maximum flow velocity according to installation spacing. As a factor causing impacts on scouring and sedimentation within the area of groynes, recirculation flow in the groyne area can lead problems concerning flow within the area and stability of embankment. As for recirculation area, an analysis was conducted on the scale of rotational flow and the flow around embankment that exerts impacts on stability of the embankment. In addition, a comparative analysis was carried with reference to changes of the central point of rotational flow that occur within the area of groynes. As a result of compositely examining the results, the appropriate installation spacing is proposed as min. four times-max. six times considering a decrease in flow velocity according to the installation of upward groynes, river bed stability and stability of embankments against counterflow within the area of groynes.

Effects of Soybean Small Peptides on Rumen Fermentation and on Intestinal and Total Tract Digestion of Luxi Yellow Cattle

  • Wang, W.J.;Yang, W.R.;Wang, Y.;Song, E.L.;Liu, X.M.;Wan, F.C.
    • Asian-Australasian Journal of Animal Sciences
    • /
    • v.26 no.1
    • /
    • pp.72-81
    • /
    • 2013
  • Four Luxi beef cattle ($400{\pm}10$ kg) fitted with ruminal, duodenal and ileal cannulas were used in a $4{\times}4$ Latin square to assess the effects of soybean small peptide (SSP) infusion on rumen fermentation, diet digestion and flow of nutrient in the gastrointestinal tract. The ruminal infusion of SSP was 0 (control), 100, 200 and 300 g/d. Ruminal SSP infusion linearly (p<0.01) and quadratically (p<0.01) increased microbial protein synthesis and rumen ammonia-N concentration. Concentrations of total volatile fatty acid were linearly increased (p = 0.029) by infusion SSP. Rumen samples were obtained for analysis of microbial ecology by real-time PCR. Populations of rumen Butyrivibrio fibrisolvens, Streptococcus bovis, Ciliate protozoa, Ruminococcus flavefaciens, and Prevotella ruminicola were expressed as a proportion of total Rumen bacterial 16S ribosomal deoxyribonucleic acid (rDNA). Butyrivibrio fibrisolvens populations which related to total bacterial 16S rDNA were increased (p<0.05), while Streptococcus bovis populations were linearly (p = 0.049) and quadratically (p = 0.020) decreased by infusion of SSP. Apparent rumen digestibility of DM and NDF were (Q, p<0.05; L, p<0.05) increased with infusion SSP. Total tract digestion of DM, OM and NDF were linearly (p<0.01) and quadratically (p<0.01) increased by infusing SSP. The flow of total amino acids (AA), essential amino acids (EAA) and individual amino acids were linearly (p<0.01) and quadratically (p<0.01) increased with infusion SSP. The digestibility of Lysine was quadratically (p = 0.033) increased and apparent degradability of Arginine was linearly (p = 0.032) and quadratically (p = 0.042) increased with infusion SSP. The results indicated that infusion SSP could improve nutrient digestion, ruminal fermentation and AA availability.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
    • /
    • v.19 no.3
    • /
    • pp.69-98
    • /
    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

A study on the intraoral factor related to oral malodor (구취발생에 관여하는 구강내부요인에 관한 연구)

  • Jung, Mi-Ae;Lee, Eun-Sook
    • Journal of Korean society of Dental Hygiene
    • /
    • v.8 no.1
    • /
    • pp.119-131
    • /
    • 2008
  • This study was peformed in order to find out the relationship between the causing factors and the production of each gas 01 oral malodor, to contribute the oral malodor control at dental clinic as well as to establish the effective application of malodor control project for public oral health program 127 patients from 20 to 40 years old who had been visited for preventive dental cares were participated for the study. Such items as caries status, periodontal status, salivary flow, viscosity, pH. Snyder test, plaque deposit and tongue plaque were checked through the oral examination in order to find out the contributing factors Hydrogen sulfide, Methyl mercaptan, Di-methyl sulfide and Ammonia gas components were checked with Oral-Chroma and Attain, the oral malodor check units. Not only the corelation coefficiencies but also the multi-way variance analysis were calculated between each causing factor and each component of oral malodor gases to estimate the contributing factors of the oral malodor. 1. There was no relationship between the caries status and each component pf the oral malodor such as sulfur compound or Ammonia, both in laboratory test and VAS test (pF0.05). It revealed negative relationship between Hydrogen sulfide and FT(rM-0.1904. pE0.05) as well as the VAS and FT (rM-0.210. pE0.05). S0, it was estimated that the less oral malador was recognized when caries state changed to filled state in Hydrogen sulfide laboratory test or VAS test 2. High relationship was showed between salivary flow and Hydrogen sulfide (rM-0.183, pM0.039), Methyl mercaptan(rM-0.234, p-0.008). Dimethyl sulfide(rM-0.234, pM0.008) and Ammonia(-0.361. pM0.001) gas(pE0.05). 3. There was a high relationship between M-PHP(Modified-Patient Hygiene Performance Index) and tong plaque all kinds of sulfide(rM0.249. pM0.005). Ammonia gas component(rM0.232, pM0.009). 4. It was found that considerable relationship was appeared between the periodontal status and Ammonia gas (rM0.274, pM0.002), so, it should be needed to control Ammonia. Such dental Cares as the prevention or early treatment of periodontal disease and the accelerating the salivary flow as well as reducing the amounts and activities of filament or spiral typed oral micro-organism were recommended for adults, not only for dental care program at the dental clinics but also for public health programs, in order to promote the oral health and quality of file for individual and community peoples.

  • PDF

A architecture and control method of Streaming Packet Scheduler at 100bps for Guaranteed QoS of Internet and Broadcasting Services (인터넷 및 방송서비스의 QoS 보장을 위한 10Gbps급 스트리밍 패킷 스케줄러 구조 및 제어방법)

  • Kim Kwang-Ok;Park Wan-Ki;Choi Byeoun-Chul;Kwak Dong-Yong
    • Journal of the Institute of Electronics Engineers of Korea TC
    • /
    • v.41 no.1
    • /
    • pp.23-34
    • /
    • 2004
  • This paper presents architecture and control method of packet scheduler to guarantee QoS of high quality streaming services in high-speed packet-switched networks. Since streaming services need far more stringent QoS requirements than the typical sort of burst data applications, they should be guaranteed minimum bandwidth and end-to-end delay bound to each flow, regardless of the behavior of other flows. To meet these requirements, a packet scheduler isolate a flow from the undesirable effects of other flows and provides end-to-end delay guarantees for individual flow and divides stringently the available link bandwidth among flows sharing the link. Until now, many vendors are developing traffic management chips running at 10Gbps, but most of chips have drawbacks to support high quality streaming services. In this paper, we investigate the drawbacks of commercial TM chips and traffic characteristic of streaming services and present implementation frameworks of the proposed packet scheduler. Finally, we analyze the simulation results of the proposed scheduler.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
    • /
    • v.19 no.4
    • /
    • pp.101-124
    • /
    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

Synergistic Effects of Exemestane and Aspirin on MCF-7 Human Breast Cancer Cells

  • Hu, Li-Xia;Du, Ying-Ying;Zhang, Ying;Pan, Yue-Yin
    • Asian Pacific Journal of Cancer Prevention
    • /
    • v.13 no.11
    • /
    • pp.5903-5908
    • /
    • 2012
  • Objective: The purpose of this study is to investigate the combined effects of exemestane and aspirin on MCF-7 human breast cancer cells. Methods: Antiproliferative effects of exemestane and aspirin, alone and in combination, on growth of MCF-7 human breast cancer cells were assessed using the MTT assay. Synergistic interaction between the two drugs was evaluated in vitro using the combination index (CI) method. The cell cycle distribution was analyzed by flow cytometry and Western blotting was used to investigate the expression of cyclooxygenase-1, cyclooxygenase-2 and Bcl-2. Results: MTT assays indicated that combination treatment obviously decreased the viability of MCF-7 human breast cancer cells compared to individual drug treatment (CI<1). In addition, the combination of exemestane and aspirin exhibited a synergistic inhibition of cell proliferation, significantly arrested the cell cycle in the $G_0/G_1$ phase and produced a stronger inhibitory effect on COX-1 and Bcl-2 expression than control or individual drug treatment. Conclusion: These results indicate that the combination of exemestane and aspirin might become a useful method to the treatment of hormone-dependent breast cancer. The combination of the two inhibitors significantly increased the response as compared to single agent treatment, suggesting that combination treatment could become a highly effective approach for breast cancer.