• Title/Summary/Keyword: Multi-stage Process

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A 125 MHz CMOS Delay-Locked Loop with 32-phase Output Clock (32 위상의 출력 클럭을 가지는 125 MHz CMOS 지연 고정 루프)

  • Lee, Kwang-Hun;Jang, Young-Chan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.1
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    • pp.137-144
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    • 2013
  • A delay-locked loop (DLL) that generates a 32-phase clock with the operating frequency of 125 MHz is introduced. The proposed DLL uses a delay line of $4{\times}8$ matrix architecture to improve a differential non-linearity (DNL) of the delay line. Furthermore, a integral non-linearity (INL) of the proposed DLL is improved by calibrating phases of clocks that is supplied to four points of an input stage of the $4{\times}8$ matrix delay line. The proposed DLL is fabricated by using $0.11-{\mu}m$ CMOS process with a 1.2 V supply. The measured operating frequency range of the implemented DLL is 40 MHz to 280 MHz. At the operating frequency of 125MHz, the measurement results shows that the DNL and INL are +0.14/-0.496 LSB and +0.46/-0.404 LSB, respectively. The measured peak-to-peak jitter of the output clock is 30 ps when the peak-to-peak jitter of the input clock is 12.9 ps. The area and power consumption of the implemented DLL are $480{\times}550{\mu}m^2$ and 9.6 mW, respectively.

A study on the 3-step classification algorithm for the diagnosis and classification of refrigeration system failures and their types (냉동시스템 고장 진단 및 고장유형 분석을 위한 3단계 분류 알고리즘에 관한 연구)

  • Lee, Kangbae;Park, Sungho;Lee, Hui-Won;Lee, Seung-Jae;Lee, Seung-hyun
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.31-37
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    • 2021
  • As the size of buildings increases due to urbanization due to the development of industry, the need to purify the air and maintain a comfortable indoor environment is also increasing. With the development of monitoring technology for refrigeration systems, it has become possible to manage the amount of electricity consumed in buildings. In particular, refrigeration systems account for about 40% of power consumption in commercial buildings. Therefore, in order to develop the refrigeration system failure diagnosis algorithm in this study, the purpose of this study was to understand the structure of the refrigeration system, collect and analyze data generated during the operation of the refrigeration system, and quickly detect and classify failure situations with various types and severity . In particular, in order to improve the classification accuracy of failure types that are difficult to classify, a three-step diagnosis and classification algorithm was developed and proposed. A model based on SVM and LGBM was presented as a classification model suitable for each stage after a number of experiments and hyper-parameter optimization process. In this study, the characteristics affecting failure were preserved as much as possible, and all failure types, including refrigerant-related failures, which had been difficult in previous studies, were derived with excellent results.

An Analysis for the Effect of ESP/gas Lift Hybrid System on Oil Productivity (전기공저펌프/가스리프트 혼합시스템이 오일 생산성에 미치는 영향 분석)

  • Lee, Hyesoo;Iranzi, Joseph;Wang, Jihoon;Son, Hanam
    • Journal of the Korean Institute of Gas
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    • v.26 no.5
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    • pp.1-9
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    • 2022
  • Selection of a suitable artificial lift is important in terms of efficient operation and economics for oil production. In general, process of well design includes the selection of artificial lift, but the oil recovery could be enhanced by use of hybrid system combined with two types of artificial lift method according to reservoir condition for oil production. Electric submersible pump (ESP), as a presentative artificial lift method, is a manner for supplying the pressure in the lower part of oil well by using of a multi-stage centrifugal pump with an electric energy. However, there is a disadvantage that has a limit to the application period because of mechanical defection on ESP. Accordingly, it is possible to reduce the shutdown time of production well by applying the ESP/Gas lift hybrid system, which is to switch to a gas lift when an ESP is defective. This study describes the effect of ESP/gas lift hybrid system compared with ESP method for a onshore horizontal well locating in the of Permian basin, USA. As a result of study, ESP/gas lift hybrid system could make more effective productivity than ESP method. Also, we quantitatively predicted how much economic benefit would be obtained when the hybrid system was applied in the production well.

A study of utilizing key components in game trailer production - Focusing on production case of trailer "Thanatos" - (핵심 구성 요소를 활용한 게임 트레일러 제작에 대한연구 - 게임 트레일러 '타나토스' 제작 사례를 중심으로 -)

  • Jiang, HaiTao;Yun, TaeSoo;Lee, ByungChun;Lee, JeongGi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.19-31
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    • 2016
  • Game Trailer plays the role of main marketing for promotion of game. Recently, the characteristic can be summarized as storytelling, graphics method, production technology, and game mechanics of 3D Game Trailer. Online game was produced as cinematic trailer in the beginning, but recently, in-game trailer has been produced as machinima production method for users. This method reveals functions, various contents, and graphics related to the game through trailer, and it is useful in giving information and curiosity related to the game. Machinima composes background and characters in a short period of time online due to recent 3D CG methods, and only dubbing needs to be proceeded. This saves production fee and production period, and it also has the advantage of having multi-story. Game trailer Thanatos is a video developed through machinima production method. This paper proposes production process and the importance of the key components of the whole project through the above four aspects to be used in the actual production stage by intuitively apply and analysis.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Integrating Urban Planning and Environmental Impact Assessment for Enhancing Citizen Participation : Focusing on Official Development Assistance Project in Kenya (도시계획과 환경영향평가 제도의 통합적 접근을 통한 시민 참여 확대 방안: 케냐 ODA 사업 사례를 바탕으로)

  • Yeom, Jaeweon;Ha, Dongoh;Jung, Juchul
    • Journal of Environmental Impact Assessment
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    • v.29 no.5
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    • pp.338-349
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    • 2020
  • The importance of citizen participation, especially in urban planning, is increasing. Citizen participation is the sharing of control or influence on decisions and choices that affect stakeholders, and providing citizens with the opportunity to participate in the decision-making process. The paradigm of urban planning has also shifted from the rational planning model, which relied solely on the rationality of planners, to expand citizen participation. In fact, citizen participation in the process of establishing a vision for comprehensive plan is expanding, especially in metropolitan governments such as Seoul, Busan, and Daegu. However, there are criticisms that citizen cannot practically participate in urban planning due to limited participation methods and lack of participation in the pre-planning process. Accordingly, the necessity of institutionalization of citizen participation in the urban planning has been raised. According to literature reviews, foreign countries have integrated environmental impact assessment (EIA) into the urban planning to institutionalize citizen participation and pursue sustainability of the plan. In particular, the EIA actively includes citizen participation from the scoping stage to identify the issues. However, it was pointed out that there is a limitation to guaranteeing sustainability of the plan since EIA is carried out only at the urban project level. In other words, in order to expand citizen participation and ensure sustainability through the integrated approach, analysis of EIA in urban planning level is needed. Therefore, this study carried out a case study of EIA in the official development assistance of the Kenya multi-purpose dam construction to analyze the impact assessment in a wider scope than the urban project-level.

Effects of Rennin and/or Starter Addition on the Manufacture and Ripening of Soybean Cheeses (Rennin 및 Starter의 첨가(添加)가 대두(大豆)치즈의 제조(製造) 및 숙성(熟成)에 미치는 영향(影響))

  • Jeong, Jae Hong;Choi, Woo Young
    • Korean Journal of Agricultural Science
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    • v.7 no.2
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    • pp.190-201
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    • 1980
  • This experiment was designed to optimize the process of manufacturing the soybean cheeses and to elucidate the chemical changes during ripening when the chemical changes during ripening when the milk components and enzyme preparations were added to the raw materials. Conditions for extracting soybean protein such as temperature, duration and amount of water added were determined; various coagulaters were compared by checking the curd texture and yield; starters from S. thermophilus, S. lactis MLB and S. cremoris EB-9 were tested as single- or multi-stain combinations; and the effects of skim milk and/or rennins-both microbial and calf origin-addition upon the process of manufacturing and ripening were studied. The results obtained were as follows. 1. optimal conditions for soybean extraction were found to be: temperature $100^{\circ}C$, duration 10 minutes, and amount of water added 9-fold, as considered the extraction rate of solids and proteins, and curd yield. 2. Sodium gluconate was the most effective among the coagulators tested, and 5% of single-strain starter from S. thermophilus was appered to be adequate inoculum for curd formation. 3. The effects of skim milk and/or rennins addition on the process of manufacturing and ripening of soybean cheeses were: 1) The addition of rennins resulted in fast formation of curd, especially with skim milk it was so. And Hansen rennet extracts brought better results in curd formation than Meito rennet extracts did. 2) No significant effect was observed on the changes in moisture content during ripening, however the levels of moisture contents in the products were higher in case of using Meito rennet extracts. 3) Effect on pH changes during ripening was also not significant in general, while levels of pH were decrease markedly during manufacturing and the initial stage of ripening. 4) The levels of bacterial counts were much higher in case of skim milk addition throughtout the ripening period. In general the numbers were reached to approximately $10^8cells/g$ during manufacturing, then decreased gradually to below $10^2cells/g$ in 8 weeks of ripening. 5) The addition of skim milk and/or rennin resulted in higher ripening index, and skim milk plus Meito rennet extracts was appeared to be best combination for the ripening index.

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Prediction of field failure rate using data mining in the Automotive semiconductor (데이터 마이닝 기법을 이용한 차량용 반도체의 불량률 예측 연구)

  • Yun, Gyungsik;Jung, Hee-Won;Park, Seungbum
    • Journal of Technology Innovation
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    • v.26 no.3
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    • pp.37-68
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    • 2018
  • Since the 20th century, automobiles, which are the most common means of transportation, have been evolving as the use of electronic control devices and automotive semiconductors increases dramatically. Automotive semiconductors are a key component in automotive electronic control devices and are used to provide stability, efficiency of fuel use, and stability of operation to consumers. For example, automotive semiconductors include engines control, technologies for managing electric motors, transmission control units, hybrid vehicle control, start/stop systems, electronic motor control, automotive radar and LIDAR, smart head lamps, head-up displays, lane keeping systems. As such, semiconductors are being applied to almost all electronic control devices that make up an automobile, and they are creating more effects than simply combining mechanical devices. Since automotive semiconductors have a high data rate basically, a microprocessor unit is being used instead of a micro control unit. For example, semiconductors based on ARM processors are being used in telematics, audio/video multi-medias and navigation. Automotive semiconductors require characteristics such as high reliability, durability and long-term supply, considering the period of use of the automobile for more than 10 years. The reliability of automotive semiconductors is directly linked to the safety of automobiles. The semiconductor industry uses JEDEC and AEC standards to evaluate the reliability of automotive semiconductors. In addition, the life expectancy of the product is estimated at the early stage of development and at the early stage of mass production by using the reliability test method and results that are presented as standard in the automobile industry. However, there are limitations in predicting the failure rate caused by various parameters such as customer's various conditions of use and usage time. To overcome these limitations, much research has been done in academia and industry. Among them, researches using data mining techniques have been carried out in many semiconductor fields, but application and research on automotive semiconductors have not yet been studied. In this regard, this study investigates the relationship between data generated during semiconductor assembly and package test process by using data mining technique, and uses data mining technique suitable for predicting potential failure rate using customer bad data.

Research on ITB Contract Terms Classification Model for Risk Management in EPC Projects: Deep Learning-Based PLM Ensemble Techniques (EPC 프로젝트의 위험 관리를 위한 ITB 문서 조항 분류 모델 연구: 딥러닝 기반 PLM 앙상블 기법 활용)

  • Hyunsang Lee;Wonseok Lee;Bogeun Jo;Heejun Lee;Sangjin Oh;Sangwoo You;Maru Nam;Hyunsik Lee
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.11
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    • pp.471-480
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    • 2023
  • The Korean construction order volume in South Korea grew significantly from 91.3 trillion won in public orders in 2013 to a total of 212 trillion won in 2021, particularly in the private sector. As the size of the domestic and overseas markets grew, the scale and complexity of EPC (Engineering, Procurement, Construction) projects increased, and risk management of project management and ITB (Invitation to Bid) documents became a critical issue. The time granted to actual construction companies in the bidding process following the EPC project award is not only limited, but also extremely challenging to review all the risk terms in the ITB document due to manpower and cost issues. Previous research attempted to categorize the risk terms in EPC contract documents and detect them based on AI, but there were limitations to practical use due to problems related to data, such as the limit of labeled data utilization and class imbalance. Therefore, this study aims to develop an AI model that can categorize the contract terms based on the FIDIC Yellow 2017(Federation Internationale Des Ingenieurs-Conseils Contract terms) standard in detail, rather than defining and classifying risk terms like previous research. A multi-text classification function is necessary because the contract terms that need to be reviewed in detail may vary depending on the scale and type of the project. To enhance the performance of the multi-text classification model, we developed the ELECTRA PLM (Pre-trained Language Model) capable of efficiently learning the context of text data from the pre-training stage, and conducted a four-step experiment to validate the performance of the model. As a result, the ensemble version of the self-developed ITB-ELECTRA model and Legal-BERT achieved the best performance with a weighted average F1-Score of 76% in the classification of 57 contract terms.

A Study on Image Copyright Archive Model for Museums (미술관 이미지저작권 아카이브 모델 연구)

  • Nam, Hyun Woo;Jeong, Seong In
    • Korea Science and Art Forum
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    • v.23
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    • pp.111-122
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    • 2016
  • The purpose of this multi-disciplinary convergent study is to establish Image Copyright Archive Model for Museums to protect image copyright and vitalize the use of images out of necessity of research and development on copyright services over the life cycle of art contents created by the museums and out of the necessity to vitalize distribution market of image copyright contents in creative industry and to formulate management system of copyright services. This study made various suggestions for enhancement of transparency and efficiency of art contents ecosystem through vitalization of use and recycling of image copyright materials by proposing standard system for calculation, distribution, settlement and monitoring of copyright royalty of 1,000 domestic museums, galleries and exhibit halls. First, this study proposed contents and structure design of image copyright archive model and, by proposing art contents distribution service platform for prototype simulation, execution simulation and model operation simulation, established art contents copyright royalty process model. As billing system and technological development for image contents are still in incipient stage, this study used the existing contents billing framework as basic model for the development of billing technology for distribution of museum collections and artworks and automatic division and calculation engine for copyright royalty. Ultimately, study suggested image copyright archive model which can be used by artists, curators and distributors. In business strategy, study suggested niche market penetration of museum image copyright archive model. In sales expansion strategy, study established a business model in which effective process of image transaction can be conducted in the form of B2B, B2G, B2C and C2B through flexible connection of museum archive system and controllable management of image copyright materials can be possible. This study is expected to minimize disputes between copyright holder of artwork images and their owners and enhance manageability of copyrighted artworks through prevention of such disputes and provision of information on distribution and utilization of art contents (of collections and new creations) owned by the museums. In addition, by providing a guideline for archives of collections of museums and new creations, this study is expected to increase registration of image copyright and to make various convergent businesses possible such as billing, division and settlement of copyright royalty for image copyright distribution service.