• Title/Summary/Keyword: Line-Interactive

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A Design and Development of n Large Scale On-Line Game Server Based on PaaS (PaaS 기반 대규모 온라인 게임 서버 설계 및 구현)

  • Hur, Sung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.4
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    • pp.1006-1011
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    • 2008
  • In this paper, we developed a system for large scale on-line interactive game server based on Platform as a Service(PaaS). Small and medium sized game developing companies have various aspects of limitation to launch a large scale on line game site. By using the system proposed in this paper, small and medium sized game developing companies can easily publish their games into market.

Development and Application of Overhead Transmission Line Design Program Using High Spatial Resolution Satellite Imagery (고해상도 위성영상을 이용한 송전선로 경과지 설계 프로그램 개발 및 활용)

  • Lee, Hee-Seon;Park, Byoung-Won
    • Proceedings of the KIEE Conference
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    • 2005.11b
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    • pp.27-29
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    • 2005
  • Overhead transmission line design supporting program using high spatial resolution satellite imagery has been developed recently by Korea Power Engineering Company, The developed program, ITSS(Interactive Tower Spotting System) is purposed to improve the application of satellite imagery with the route selection of overhead transmission line. It is composed of spotting the tower position and designing the tower type and height with DEM(Digital Elevation Model) overlaid with satellite Imagery. To review and confirm the function and work efficiency, ITSS was applied to the pilot project of overhead transmission line design.

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Stability of Solar Power System on the Control Modes of a Forced-Commutated Inverter and a Line-Commutated Inverter (Solar Power System의 인버터 토폴로지 및 제어 모드에 따른 안정도 연구)

  • Lee, Seung-Hyun;Chung, Gyo-Bum;Cho, Bo-Hyung
    • Proceedings of the KIEE Conference
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    • 1997.11a
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    • pp.534-537
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    • 1997
  • Solar power systems have become popular in the modem electric energy system. In order to supply the DC power, generated by solar cells, to the electric power system, the solar power system requires DC-to-AC power conversion. A line-commutated inverter or a forced-commutated inverter can be used in the DC-to-AC power conversion. Because of the nonlinear V-I characteristics of the solar cells, multiple operating points determined by the control mode of the inverter exist in the DC V-I state plane of the solar power system. In this paper, the stability of utility-interactive solar power system with a line-commutated inverter is analyzed at various operating points, using the eigenvalue method and the state-plane analysis technique. The stability of a forced-commutated inverter case is also anaiyzed and compared to that of the line-commutated inverter case.

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Power Flow Control of Modular Multilevel Converter based on Double-Star Bridge Cells Applying to Grid Connection

  • Hamasaki, Shin-Ichi;Okamura, Kazuki;Tsuji, Mineo
    • Journal of international Conference on Electrical Machines and Systems
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    • v.2 no.2
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    • pp.246-253
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    • 2013
  • The Modular Multilevel Converter (MMC) with full bridge cells is available for utility interactive inverter in high voltage line. When it is interconnected with power line, it is possible to control the active power flow in order to supply or charge the power in the line. This research applied the MMC to grid connection system of distributed generator and a power flow control for the MMC is investigated. Theory of power flow between the MMC and the power line is described and control method of power flow and capacitor voltages on arm cells for the MMC are proposed. And effectiveness of the proposed control method is presented by simulation.

Utility Interactive Photovoltaic Generation System Using Discontinuous Mode Buck-Boost Chopper (불연속모드 승강압초퍼를 이용한 계통연계형 태양광발전 시스템)

  • 김영철;이현우;서기영
    • The Transactions of the Korean Institute of Power Electronics
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    • v.4 no.4
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    • pp.325-331
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    • 1999
  • In a utility interactive photovoltaic generation system. a PWM inverter is used for the connection between the p photovoltaic arrays and the utility. The dc current becomes pulsated when the conventional inverter system operates i in the continuous current mode and de current pulsation causes the distortion of the accurrent waveform. This paper p presents the reduced pulsation of de input current by operating the inverter with buck-boost chopper in the d discontinuous conduction mode. The dc current which contains harmonic component is analyzed by means of s separating into two terms of a ripple component and a direct component. The constant dc current without p pulsation is supplied from photovoltaic array to the inverter. The proposed inverter system provides a sinusoidal ac c current for domestic loads and the utility line with unity power factor.

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A Novel Interactive Power Electronics Seminar (iPES) Developed at the Swiss Federal Institute of Technology (ETH) Zurich

  • Drofenik, Uwe;Kolar, Johann W.
    • Journal of Power Electronics
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    • v.2 no.4
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    • pp.250-257
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    • 2002
  • This paper introduces the Interactive Power Electronics Seminar - iPES - a new software package for teaching of fundamentals of power electronic circuits and systems. iPES is constituted by HTML text with Java applets for interactive animation, circuit design and simulation and visualization of electromagnetic fields and thermal issues in power electronics. It does comprise an easy-to-use self-explaining graphical user interface. The software does need just a standard web-browser, i.e. no installations are required. iPES can be accessed via the World Wide Web or from a CD-ROM in a stand-alone PC by students and professionals. Due to the underlying software technology iPES is very flexible and could be used for on-line learning and could easily be integrated into an e-learning platform. The aim of this paper Is to give an introduction to the iPES-project and to show the different areas covered. The e- learning software is available at no costs at $\underline{www.ipes.ethz.ch}$ in English, German, Japanese, Korean, Chinese and Spanish. The project is still under development and the web page is updated in about 4 weeks intervals.

The Effect of Consumer's Prosumer Propensity on the WOM Effect of Fashion Website (소비자의 프로슈머 성향이 인터넷 패션사이트의 구전효과에 미치는 영향)

  • Hong, Keum-Hee
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.75-82
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    • 2012
  • Compared to off-line, on-line word-of-mouth has fast dissemination speed and extensive effects based on interactive features. Moreover, in the age of Web 2.0, on-line media has made consumers evolve from simple purchasers to producers, who intervene into product manufacturing through on-line WOM. According to this, this study is conducted to clarify how consumer's prosumer propensity affects WOM in detail when purchasing fashion products on-line through website interactivity and perceived usefulness of WOM. The results are as follows. 1. Consumer's prosumer propensity is classified in four dimensions: the propensity to participate, the propensity to relate, the propensity to amuse and the propensity to create. 2. The sample has shown low prosumer propensity overall, and there were no gender differences. 3. Testing structural equation model, it was clarified that the higher the consumer's prosumer propensity, the higher the consumer's evaluation of website interactivity and thus the greater the WOM effect through its perception of usefulness. 4. There were some differences in the path of structural equation model according to consumer's prosumer propensity. From the results, it can be concluded that consumer's prosumer propensity is a key factor in the on-line WOM. Therefore fashion businesses should actively utilize consumer's prosumer propensity to apply their opinion in the product planning stage or use it as the means of company-friendly viral marketing.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Game Contents of Ubiquitous UCC with Participation (참여형 UCC를 통한 유비쿼터스 UCC놀이콘텐츠 시스템개발 - 모바일 기반 콘텐츠를 중심으로(J.E.N))

  • Kim, Jin-Sik;Park, In-Seok;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.47-52
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    • 2008
  • J.E.N(Joint Enjoyment Network) is the ubiquitous UCC play contents system that provides amusements off-line by utilizing the UCC that people are able to participate in. It is also the entertainment service system that is devised to use contents that could be enjoyed through the cell phone and to make people participate in production, in cases of meeting people off-line during their pastime. The development of this system begins from pointing out the problem of the limitation of the UCC that does participate in production but the produced contents could only be watched, and the UCC only works on-line. The goal of researching this ubiquitous UCC play contents is to suggest the UCC entertainment service system that are available off-line by applying the interactive system to UCC and, by this, to obtain the positive responses about the off-line participating UCC contents. In this research, it chooses scenario and 테스크 performance as the method of deriving the participating UCC from the off-line, and it suggests the ubiquitous UCC play contents system through analyzing the behaviors in each off-line place. Moreover, by developing the prototype that could practically perform the system, it verifies the potentialities of the UCC entertainment service. The anticipation of this study is to make people participate and enjoy not only in production, but also in the contents made. This research will provide the modern people who concern about where to go and what to do with the amusements and will also present a way of new form of contents mixed with UCC and the entertainment service.

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Development of a Numerical Methodology for Analysis and Design of Weldments

  • Sur, Ukhwan
    • Journal of Mechanical Science and Technology
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    • v.15 no.4
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    • pp.422-432
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    • 2001
  • There are many analysis formulas for determining the resultant shear force in welds. However, there is no general procedure which is applicable to a joint with all six possible loadings exerted simultaneously. A numerical methodology and computer program for such a problem were developed, and they are capable of analyzing a weld of any shape composed of straight or circular line segments. The computer program developed in this study can also display the design procedures and results using computer graphics. The development of such a design procedure and an interactive computer program for weldments analysis will lead to lower cost.

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