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변동성을 고려한 탑재프로세스 모델링과 시뮬레이션에 관한 연구 (A Study on the Erection Process Modeling and Simulation considering Variability)

  • 임현규;이용길;김병철;우종훈
    • 대한조선학회논문집
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    • 제53권2호
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    • pp.101-107
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    • 2016
  • Generally, the shipbuilding industry has finite resources and limited workspace. Due to finite resources, limited workspace and state of block preparation, erection process in shipbuilding industry is frequently delayed than erection process scheduling which is planned at long-term plan stage. In this study, considering variability of block reserve ratio, the degree of delay in real erection process is measured and compared to scheduling which is planned at long-term plan stage in shipbuilding industry including finite capacity and variative lead time. Also, the erection process scheduling which has minimum lead time can be checked through simulation. The results of this study could be improved the accuracy of erection process scheduling by checking the main event compliance ratio by block reserve ratio and calculating the optimum erection pitch for the main event compliance.

이기종 디바이스를 이용한 인터렉티브 디지털 사이니지 시스템 연구 (A Study of Interactive Digital Signage System using Heterogeneous Device)

  • 박대승;성열우;김정길
    • 반도체디스플레이기술학회지
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    • 제20권3호
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    • pp.184-188
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    • 2021
  • In general, digital signage is a next-generation smart media that provides various information and advertisement services to many people indoors or outdoors using the Internet. Recently, digital signage is rapidly spreading in such a small indoor environment, that is, in an area closely related to daily life, for example, inside an elevator. However, in this kind of indoor environment where the stay time of persons is extremely limited, it would be not easy for them to keep advertisements in the user memory for a long time. In the digital signage display installed in an indoor environment, it is possible to think about the possibility for a function such as expanding the screen to a user's smartphone, which is now widely spread, to contain, store, and use the transmitted content. In this paper, we propose a method to extend the display of digital signage contents to personal smart phones with interaction function in such a limited environment. In order to make the system operation, the proposed system was verified by confirming the result of dual screen implementation in a smart phone through the prototype implementation of a digital signage system in an embedded Linux environment.

Strategy for Task Offloading of Multi-user and Multi-server Based on Cost Optimization in Mobile Edge Computing Environment

  • He, Yanfei;Tang, Zhenhua
    • Journal of Information Processing Systems
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    • 제17권3호
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    • pp.615-629
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    • 2021
  • With the development of mobile edge computing, how to utilize the computing power of edge computing to effectively and efficiently offload data and to compute offloading is of great research value. This paper studies the computation offloading problem of multi-user and multi-server in mobile edge computing. Firstly, in order to minimize system energy consumption, the problem is modeled by considering the joint optimization of the offloading strategy and the wireless and computing resource allocation in a multi-user and multi-server scenario. Additionally, this paper explores the computation offloading scheme to optimize the overall cost. As the centralized optimization method is an NP problem, the game method is used to achieve effective computation offloading in a distributed manner. The decision problem of distributed computation offloading between the mobile equipment is modeled as a multi-user computation offloading game. There is a Nash equilibrium in this game, and it can be achieved by a limited number of iterations. Then, we propose a distributed computation offloading algorithm, which first calculates offloading weights, and then distributedly iterates by the time slot to update the computation offloading decision. Finally, the algorithm is verified by simulation experiments. Simulation results show that our proposed algorithm can achieve the balance by a limited number of iterations. At the same time, the algorithm outperforms several other advanced computation offloading algorithms in terms of the number of users and overall overheads for beneficial decision-making.

네트워크 기반 스마트 농업을 위한 교육 서비스 표준모델 (Education Service Standard Model of Smart Farming based on Network)

  • 김동일;정희창
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2021년도 추계학술대회
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    • pp.287-289
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    • 2021
  • 스마트농업 교육은 자기주도형 학습으로 제공되어 공간,장소,시간에 제약을 받지 않으며 서비스 사용자의 현재 상태를 감시하여 서비스 제공에 반영시킬 수 있도록 상황인지 기능을 가진다. 본 논문에서는 스마트농업 교육서비스의 개념과 교육 서비스를 위한 요구사항 그리고 참조구조의 교육 표준 모델을 분석한다. 또한 스마트 농업 교육 서비스의 확산을 위해 필수적으로 요구되는 네트워크 기반에서의 교육 서비스의 모델을 제시하여 스마트 농업 국내외 표준화 및 농업정보의 확산에 기여하리라 판단된다.

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Analysis and survey of design decision making process in steel production process

  • Furukawa, Satoru;Yoshida, Tomohiro;Chi, Naiyuan;Okamoto, Hiroyuki;Furusaka, Shuzo
    • 국제학술발표논문집
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    • The 8th International Conference on Construction Engineering and Project Management
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    • pp.30-37
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    • 2020
  • In the building construction, the steel-frame work occupies an important position in terms of structure, cost and quality. Especially in Japan, steel frames have traditionally been the main structure of many buildings. For steel-frame works in such positions, this paper investigates an existing steel fabricator to clarify the actual conditions of design decision making process and management method in steel production process. This study focuses on a steel fabricator (Company M in the following sentences), whose main market is Japan and which has facilities in Thailand, China, and Japan. Company M uses QR codes to control the production status of products, and exchanges all information between inside and outside the company via specialized departments in the form of documents. The authors have already analyzed the relationship between production lead time and defect rate based on actual project data at Architectural Institute of Japan in 2016. In 2019, we expressed the process from the confirmation of the design information of the current steel frame to the production by WBS, and clarified the relationship between the production lead time and steel frame product quality structurally. In this paper, the authors reoport the progress of the survey conducted so far, the positioning of the collected data, and the future survey policy.

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임베디드 환경에서 실시간 가상 터치 인식 시스템의 구현 (Implementation of Real-time Virtual Touch Recognition System in Embedded System)

  • 권순각;이동석
    • 한국멀티미디어학회논문지
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    • 제19권10호
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    • pp.1759-1766
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    • 2016
  • We can implement the virtual touch recognition system by mounting the virtual touch algorithm into an embedded device connected to a depth camera. Since the computing performance is limited in embedded system, the real-time processing of recognizing the virtual touch is difficult when the resolution of the depth image is large. In order to resolve the problem, this paper improves the algorithms of binarization and labeling that occupy a lot of time in all processing of virtual touch recognition. It processes the binarization and labeling in only necessary regions rather than all of the picture. By appling the proposed algorithm, the system can recognize the virtual touch in real-time as about 31ms per a frame in the depth image that has 640×480 resolution.

모델휴먼프로세서를 활용한 인지과정 시뮬레이터 구축에 관한 연구 (A Study on Development of a Cognitive Process Simulator Based on Model Human Processor)

  • 이동하;나윤균
    • 한국안전학회지
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    • 제13권4호
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    • pp.230-239
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    • 1998
  • Though limited, Model Human Processor (MHP) has been used to explain the complex users' behaviors during human-computer interactions in a simplified manner. MHP consists of perceptual, cognitive and motor systems, each with processors and memories interacting with each other in serial or parallel mode. The important parameters of memory include the storage capacity, the decay time, and the code type of a memorized item. The important parameter of a processor is the cycle time. Using these features of the model, this study developed a computerized cognitive process simulator to predict the cognitive process time of a class match task process. An experimental validity test result showed that the mean prediction time for cognitive process of the class match task simulated 50 times by the simulator was consistent with the mean cognitive process time of the same task performed by 37 subjects. Animation of the data flow during the class match task simulation will help understand the invisible human cognitive process.

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Optimizing Instruction Prefetching to Improve Worst-Case Performance for Real-Time Applications

  • Ding, Yiqiang;Yan, Jun;Zhang, Wei
    • Journal of Computing Science and Engineering
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    • 제3권1호
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    • pp.59-71
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    • 2009
  • While the average-case performance is important for general-purpose applications, worst-case performance is crucial for real-time systems to ensure schedulability and reliability. Recent work has shown that simple prefetching techniques such as the Next-N-Line prefetching can benefit both average-case and worst-case performance; however, the improvement on the worstcase execution time (WCET) is rather limited and inefficient. This paper presents two instruction prefetching approaches that are specially designed to enhance the worst-case performance, including the loop-based prefetching and WCET-oriented prefetching. Our experiments indicate that both instruction prefetching techniques can achieve better worst-case execution cycles than the Next-N-Line prefetching while having various impacts on the average-case performance.

근사적 확률을 이용한 표적 탐색 (A Faster Algorithm for Target Search)

  • 정성진;홍성필;조성진;박명주
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2006년도 추계학술대회
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    • pp.57-59
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    • 2006
  • The purpose of search problem is to maximize the probability of target detection as limited search capability. Especially, as elapsing of time at a point of time of initial information received the target detection rate for searching an expected location due to a moving target such that wrecked ship or submarine decrease in these problems. The algorithm of search problem to a moving target having similar property of above targets should solve the search route as quickly as possible. In existing studies, they have a limit of applying in practice due to increasing computation time required by problem size (i.e., number of search area, search time). In this study, we provide that it takes more reasonable computation time than preceding studies even though extending a problem size practically using an approximate computation of probability.

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Improved Flux and Torque Estimators of a Direct Torque Controlled Interior PM Machine with Compensations for Dead-time Effects and Forward Voltage Drops

  • Sayeef, Saad;Rahman, M.F.
    • Journal of Power Electronics
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    • 제9권3호
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    • pp.438-446
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    • 2009
  • The performance of direct torque controlled (DTC) interior permanent magnet (IPM) machines is poor at low speeds due to a few reasons, namely limited accuracy of stator voltage acquisition and the presence of offset and drift components in the acquired signals. Due to factors such as forward voltage drop across switching devices in the three phase inverter and dead-time of the devices, the voltage across the machine terminals differ from the reference voltage vector used to estimate stator flux and electromagnetic torque. This can lead to instability of the IPM drive during low speed operation. Compensation schemes for forward voltage drops and dead-time are proposed and implemented in real-time control, resulting in improved performance of the space vector modulated DTC IPM drive, especially at low speeds. No additional hardware is required for these compensators.