• 제목/요약/키워드: Moving Core

검색결과 226건 처리시간 0.028초

SOCMTD: Selecting Optimal Countermeasure for Moving Target Defense Using Dynamic Game

  • Hu, Hao;Liu, Jing;Tan, Jinglei;Liu, Jiang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권10호
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    • pp.4157-4175
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    • 2020
  • Moving target defense, as a 'game-changing' security technique for network warfare, realizes proactive defense by increasing network dynamics, uncertainty and redundancy. How to select the best countermeasure from the candidate countermeasures to maximize defense payoff becomes one of the core issues. In order to improve the dynamic analysis for existing decision-making, a novel approach of selecting the optimal countermeasure using game theory is proposed. Based on the signal game theory, a multi-stage adversary model for dynamic defense is established. Afterwards, the payoffs of candidate attack-defense strategies are quantified from the viewpoint of attack surface transfer. Then the perfect Bayesian equilibrium is calculated. The inference of attacker type is presented through signal reception and recognition. Finally the countermeasure for selecting optimal defense strategy is designed on the tradeoff between defense cost and benefit for dynamic network. A case study of attack-defense confrontation in small-scale LAN shows that the proposed approach is correct and efficient.

Static Characteristics of a Moving-Coil-Type Linear Motor in Consideration of Interaction between PM and Armature Field (영구자석 계자와 전기자 자속의 상호작용 효과를 고려한 가동코일형 리니어모터의 정특성)

  • Jang, Seok-Myeong;Jeong, Sang-Seop;Park, Hui-Chang;Mun, Seok-Jun;Park, Chan-Il;Jeong, Tae-Yeong
    • The Transactions of the Korean Institute of Electrical Engineers B
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    • 제48권1호
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    • pp.19-26
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    • 1999
  • A moving-coil-type linear motor, designed and fabricated, is consisted of the NdFeB permanent magnets with high specific energy as the stator, a coil-wrapped nonmagnetic hollow rectangular structure and an iron core as a pathway for magnetic flux. The interaction between permanent magmet and armature fie1d, so called "push/pull effect", is to shift the airgap flux density variation due to the magnet alone by a certain amount. Thrust therefore is shift downward or upward. The push/pull effect was presented through the FEM analysis and the static tests. We compared the thrust obtained through the FEM analysis with the static tests. Finally, we present the linearity and correction coefficients of the thrust in consideration of the push/pull effects.l effects.

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A Shadow Region Suppression Method using Intensity Projection and Converting Energy to Improve the Performance of Probabilistic Background Subtraction (확률기반 배경제거 기법의 향상을 위한 밝기 사영 및 변환에너지 기반 그림자 영역 제거 방법)

  • Hwang, Soon-Min;Kang, Dong-Joong
    • Journal of Institute of Control, Robotics and Systems
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    • 제16권1호
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    • pp.69-76
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    • 2010
  • The segmentation of moving object in video sequence is a core technique of intelligent image processing system such as video surveillance, traffic monitoring and human tracking. A typical method to segment a moving region from the background is the background subtraction. The steps of background subtraction involve calculating a reference image, subtracting new frame from reference image and then thresholding the subtracted result. One of famous background modeling is Gaussian mixture model (GMM). Even though the method is known efficient and exact, GMM suffers from a problem that includes false pixels in ROI (region of interest), specifically shadow pixels. These false pixels cause fail of the post-processing tasks such as tracking and object recognition. This paper presents a method for removing false pixels included in ROT. First, we subdivide a ROI by using shape characteristics of detected objects. Then, a method is proposed to classify pixels from using histogram characteristic and comparing difference of energy that converts the color value of pixel into grayscale value, in order to estimate whether the pixels belong to moving object area or shadow area. The method is applied to real video sequence and the performance is verified.

Conceptual Design of a 10 HP Homopolar Motor with Superconducting Windings

  • Park, Sang-Ho;Kim, Yun-Gil;Lee, Se-Yeon;Choi, Kyeong-Dal;Hahn, Song-Yop;Lee, Ji-Kwang
    • Progress in Superconductivity and Cryogenics
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    • 제13권2호
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    • pp.9-12
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    • 2011
  • Superconducting motor has a lot of benefits from high power density for ship propulsions, so a number of research project are in progress worldwide. Despite of all the benefits, there is always a difficulty of cryo-moving part for conventional air-core superconducting synchronous motors. In order to get rid of this moving cryogenic part, we propose a homopolar superconducting synchronous motor, which has high temperature superconducting armature and field coils. The rotor is supposed to be made of iron only and excited by the stationary HTS field coils. The stationary field coils make the cooling system simple and easy to realize because there is no cryo-moving part. A design result of a 10 hp homopolar synchronous motor is presented in this paper. The self and mutual inductance of the motor having the size of air gap as variable parameter are calculated by a 3-dimemsional finite element method. The value of design variables such as the dimension of a motor and the number of turns, etc. is decided by performing the coordinate transformation of the calculated inductance. The operating frequency is supposed to be below 5 Hz for low rotating speed which is needed for a purpose of ship propulsion. Low frequency also has the benefit of low AC losses.

A Parallel Approach to Navigation in Cities using Reconfigurable Mesh

  • El-Boghdadi, Hatem M.;Noor, Fazal
    • International Journal of Computer Science & Network Security
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    • 제21권4호
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    • pp.1-8
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    • 2021
  • The subject of navigation has drawn a large interest in the last few years. Navigation problem (or path planning) finds the path between two points, source location and destination location. In smart cities, solving navigation problem is essential to all residents and visitors of such cities to guide them to move easily between locations. Also, the navigation problem is very important in case of moving robots that move around the city or part of it to get some certain tasks done such as delivering packages, delivering food, etc. In either case, solution to the navigation is essential. The core to navigation systems is the navigation algorithms they employ. Navigation algorithms can be classified into navigation algorithms that depend on maps and navigation without the use of maps. The map contains all available routes and its directions. In this proposal, we consider the first class. In this paper, we are interested in getting path planning solutions very fast. In doing so, we employ a parallel platform, Reconfigurable mesh (R-Mesh), to compute the path from source location to destination location. R-Mesh is a parallel platform that has very fast solutions to many problems and can be deployed in moving vehicles and moving robots. This paper presents two algorithms for path planning. The first assumes maps with linear streets. The second considers maps with branching streets. In both algorithms, the quality of the path is evaluated in terms of the length of the path and the number of turns in the path.

A Study on the Development of Multi-User Virtual Reality Moving Platform Based on Hybrid Sensing (하이브리드 센싱 기반 다중참여형 가상현실 이동 플랫폼 개발에 관한 연구)

  • Jang, Yong Hun;Chang, Min Hyuk;Jung, Ha Hyoung
    • Journal of Korea Multimedia Society
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    • 제24권3호
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    • pp.355-372
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    • 2021
  • Recently, high-performance HMDs (Head-Mounted Display) are becoming wireless due to the growth of virtual reality technology. Accordingly, environmental constraints on the hardware usage are reduced, enabling multiple users to experience virtual reality within a single space simultaneously. Existing multi-user virtual reality platforms use the user's location tracking and motion sensing technology based on vision sensors and active markers. However, there is a decrease in immersion due to the problem of overlapping markers or frequent matching errors due to the reflected light. Goal of this study is to develop a multi-user virtual reality moving platform in a single space that can resolve sensing errors and user immersion decrease. In order to achieve this goal hybrid sensing technology was developed, which is the convergence of vision sensor technology for position tracking, IMU (Inertial Measurement Unit) sensor motion capture technology and gesture recognition technology based on smart gloves. In addition, integrated safety operation system was developed which does not decrease the immersion but ensures the safety of the users and supports multimodal feedback. A 6 m×6 m×2.4 m test bed was configured to verify the effectiveness of the multi-user virtual reality moving platform for four users.

Laminar Flow Structures Near a Circular Cylinder in between a Free-Surface and a Moving Wall (자유수면과 움직이는 벽면 사이에 놓인 원형 실린더 주위의 층류 유동구조)

  • Seo, Jang-Hoon;Jung, Jae-Hwan;Yoon, Hyun-Sik;Park, Dong-Woo;Chun, Ho-Hwan
    • Journal of the Society of Naval Architects of Korea
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    • 제49권3호
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    • pp.213-221
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    • 2012
  • The present study numerically investigates the interaction between a free-surface and flow around a circular cylinder over a moving wall. In order to simulate the flow past the circular cylinder over a moving wall near a free-surface, this study has adopted the direct-forcing/fictitious domain (DF/FD) method with the level set method in the Cartesian coordinates. Numerical simulation is performed for a Reynolds numbers of 100 in the range of $0.25{\leq}g/D{\leq}2.00$ and $0.5{\leq}h/D{\leq}2.00$, where g/D and h/D are the gaps between the cylinder and a moving wall and the cylinder and a free-surface normalized by cylinder diameter D, respectively. According to g/D and h/D, the vortex structures have been classified into three patterns of the two-row, one-row, steady elongation. In general, both of g/D and h/D have the large values which mean the cylinder is far away from the wall and the free-surface, two-row vortex structure forms in the wake. When g/D decreases, the two-row vortex structure gradually transfers into the one-row vortex structure. When the g/D reveals the critical value below which the flow becomes steady state, resulting in the steady elongation vortex.

Design and Characteristics of Linear Motor Damper for Vibration Control (진동제어용 리니어 모터 탬퍼의 설계 및 특성)

  • Jang, S.M.;Jeong, S.S.;Park, H.D.;Ham, S.Y.;Kim, H.I.
    • Proceedings of the KIEE Conference
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    • 대한전기학회 2001년도 하계학술대회 논문집 B
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    • pp.880-882
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    • 2001
  • A moving-coil-type linear oscillatory actuator is consisted of the NdFeB permanent magnets with high specific energy as the stator, a coil-wrapped nonmagnetic hollow rectangular structure and an iron core as a pathway for magnetic flux. The inductance of moving coil and the push/pull effect is obtained from the permeance model of LOA with the open magnetic circuit. The analytical method are verified using the 2D finite element method.

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Reduction of Armature Reaction for Moving Coil Linear Oscillatory Actuator (가동코일형 LOA에서의 전기자 반작용 저감법)

  • Jang, S.M.;Jeong, S.S.;Lee, S.H.;Yun, I.K.
    • Proceedings of the KIEE Conference
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    • 대한전기학회 2001년도 하계학술대회 논문집 B
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    • pp.580-582
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    • 2001
  • In moving coil LOA, the variation of mover position and the consequent changes of coil flux path affect the coil inductance because of unbalanced magnetic circuit. Furthermore, the armature field shifts and distorts the airgap flux density distribution due to the magnet alone by a certain amount, which cause the unbalanced reciprocating force. In this paper, we propose the reduction method of armature reaction and coil inductance. The proposed LOA has the shorted ring the saturated core, the double coil, and Halbach array.

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Design of an Alpine Skiing Game Using ActionScript 3.0

  • Bai-Tiantain, Bai-Tiantain;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of information and communication convergence engineering
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    • 제10권2호
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    • pp.168-174
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    • 2012
  • Flash is the most popular 2D animation and game development software, supporting vector and media technology at the core, which enables the development of small and pithy games. It is widely used in Web animation, courseware, TV commercials, game development, and other works of design. In this paper, we propose a control movement function and auxiliary functions for an alpine skiing game based on ActionScript 3.0. The control movement function is designed with moving phases (i.e., free fall, sliding, projectile, and landing). The auxiliary functions include drawing path, start/restart movement, and saving the highest score. In addition, for the visual design of our game, we designed animations in connection with a character and background. In order to facilitate testing the friction, users can input a chosen friction value. Without user input, the friction default is set at 0.97.