• Title/Summary/Keyword: Power Player

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Reducing Standby Power Consumption System by Monitoring the AC Input Current for the AV Devices (AV 기기를 위한 AC 입력 전류 모니터링 대기 전력 저감 시스템)

  • Lee, Dae Sik;Yi, Kang Hyun
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.65 no.9
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    • pp.1493-1496
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    • 2016
  • This paper proposes a system for reducing the standby power consumption in using the consumer electronic devices such as a television, a home theater, a set-top box, or a DVD player. The system is consisted of a flyback converter, monitoring circuits, a relay and a micro-processor. The proposed system can reduce the standby power consumption by disconnecting the AC input and the consumer devices can be turned on with a remote control. The proposed standby power system consumes the low power to receive the infrared signal from the remote controller. Furthermore, a electronic double layer capacitor is used to store the energy with high efficiency. The proposed power system can operate the 플라이백 converter to charge the electronic double layer capacitor and connect the AC input to the consumer electronic devices. The proposed power circuit can reduce the standby power consumption in AV devices without increasing the cost. The prototype is implemented to verify the system with the commercialized products.

The Kinematic Difference According to Success and Failure of Shot-Putting - Focusing on Member of the National Team, Hwang, In-sung, Player - (남자 포환던지기 시 성공과 실패에 따른 운동학적 차이 - 국가대표 황인성 선수를 중심으로 -)

  • Ryu, Ji-Seon;Park, Jae-Myoung;Kim, Tae-Sam
    • Korean Journal of Applied Biomechanics
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    • v.21 no.2
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    • pp.161-171
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    • 2011
  • The purpose of this study was to identify biomechanical characteristics of glide and delivery motion of In-Sung Hwang, player who is a member of the national team among the finalists in the men's shot put at the 2010 National Sports Festivals. Three-Dimensional motion analysis using a system of 3 video cameras at a sampling frequency of 60 Hz was performed for this study. During the glide and delivery phase the results showed following characteristics; 1) The glide type was suitable for the short-long technique, but the trajectory of shot at the glide and delivery phase showed a different trajectory pattern with "S-shaped" type of elite players due to many deviating from central axis of the APSS(athletic-plus shot system). 2) Left knee was more flexed during failed trials compared to successful trials but COG was higher. Therefore, the player showed less stability of COG as he may not get enough breaking force at the left foot. 3) Furthermore, it would be required to have strong muscle power at the trunk, throwing arm, and the lower extremity in order to achieve maintain a low projection angle of the release.

Implementation of Badminton Motion Analysis and Training System based on IoT Sensors

  • Sung, Nak-Jun;Choi, Jin Wook;Kim, Chul-Hyun;Lee, Ahyoung;Hong, Min
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.19-25
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    • 2017
  • In this paper, we designed and implemented IoT sensors based badminton motion analysis and training system that can be readily used by badminton players with PC. Unlike the traditional badminton training system which uses signals of the flags by coach, the proposed electronic training system used IoT sensors to automatically detect and analysis the motions for badminton players. The proposed badminton motion analysis and training system has the advantage with low power, because it communicates with the program through BLE communication. The badminton motion analysis system automatically measures the training time according to the player's movement, so it is possible to collect objective result data with less errors than the conventional flag signal based method by coach. In this paper, training data of 5 athletes were collected and it provides the feedback function through the visualization of each section of the training results by the players which can enable the effective training. For the weakness section of each player, the coach and the player can selectively and repeatedly perform the training function with the proposed training system. Based on this, it is possible to perform the repeated training on weakness sections and they can improve the response speed for these sections. Continuous research is expected to be able to compare more various players' agility and physical fitness.

Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Learning in the WTO/DDA Negotiations?: An Experimental Study

  • Sung, Hankyoung
    • East Asian Economic Review
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    • v.19 no.3
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    • pp.243-273
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    • 2015
  • The purpose of this paper is to identify learning in games in experimental economic settings, and apply their results to real multilateral trade negotiations, such as the Doha Development Agenda (DDA) in the World Trade Organizations (WTO). This paper argues that the structure of games including a veto player (Veto games) is similar to the WTO/DDA negotiations in that the players do not possess identical power. This paper's main contribution to the literature involves showing that learning about power is dominant over learning from simple repetition in Veto games. Additionally, this paper shows that players are concerned about how much they have gained in previous games in Veto games, although their memories generally do not last beyond the next game, and thus they tend to be selfish as they have less shares. Based on these results, there is a possibility to be more generous in the distribution of benefits by allowing players without veto power to retain special rights so that they would not be totally powerless. It also shows the necessity of having "respite" in the process of negotiations and policy options for choosing partners for winning coalitions.

The effects of a concentration, an auditory reaction time and a muscle power on an agility (집중력, 청각반응속도, 순발력이 민첩성에 미치는 영향)

  • Kim, Mi-Kyoung;Nam, Ji-Yoon;Noh, Su-Yeong;Han, Dong-Wook
    • Journal of Korean Physical Therapy Science
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    • v.19 no.3
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    • pp.17-22
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    • 2012
  • Background : The purpose of this study was to investigate the relationship between an agility and a concentration, an auditory reaction time and a muscle power. Methods : Twenty one healthy female college students who were 20-21 years participated in the experiment; after being introduced to the methods, they voluntarily signed a consent form. And they received several test related with this study; side step test for an agility, Harris & Harris test for a concentration, brain auditory evoked potential test for an auditory reaction time and vertical jump test for a muscle power. Result : There was no relationship between the agility and the concentration and the auditory reaction time. However, the muscle power related with the agility significantly. Conclusion : In conclusion, these findings suggest that a muscle power training is a good way to promote an agility. So, we can find out that, in an player who requires an agility, a muscle power training is the most important way for promoting an agility than a concentration training or an auditory reaction time training.

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A Study on A method to Evaluate Market Dominance Transfer through Bundling Services in a Telecommunication Market (통신시장 결합상품을 통한 지배력 전이 검증 방법에 대한 연구)

  • Shin, Minsoo;Kim, Iljung
    • Korean Management Science Review
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    • v.32 no.2
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    • pp.37-50
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    • 2015
  • The number of contracts for bundling services in a domestic telecommunication market records 1.3 miilion as of the first half year in 2007, and steadily increased to 8.97 million in 2010, to 12.76 million in 2013. In 2014, 70.4% of telecommunication service consumers are found to subscribe to bundling service. Bundling services provide consumers with benefits such as price discount, convenience, increase ARPU. However, a market dominant player in a specific market may transfer its market power to another market by selling bundling services. SSNIP has been adopted to provide a market definition. However, SSNIP is not suitable to measure the effect of market power transition through bundling services because SSNIP cannot measure the effect of changeover sales of bundling services. Thus, in this study, we have investigated the effect of market power transition through bundling services reflecting market power effect and quality upgrade using Gross Upward Market Power Pressure Index metho and reviewed UPP and derivative UPP models.

The Effect of snatch technique improvement for men weightlifter of feedback support through quantity analysis by periods (주기적 정성적분석을 통한 훈련목표 제공이 남자 역도 인상기술 향상에 미치는 영향)

  • Moon, Young-Jin;Ryu, Jung-Hyun;Lee, Soon-Ho
    • Korean Journal of Applied Biomechanics
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    • v.14 no.2
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    • pp.69-83
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    • 2004
  • The purpose of this study is searching for technical merits and demerits of each weight lifting player through qualitative motion analysis system. Moreover, It is also analysis the repeating the establishment of exercise purpose and studying for the effect of the field adaptation. The subject of this study was five male weight lifting players who have been engaged in Korean Delegation Team. The institution of exercise target was made through two times qualitative analysis and the result of studying for the effect of the field adaptation was produced before offering feedback. Moreover, two time analysis added after offering feedback. All analysis was based on 2-D visual analysis. The results of this study are as follows: 1. Maximal barbell moving speed in starting phase was decreased after offering feedback. This result implies advancement of technical skills after offering feedback. 2. From starting posture to 앉아받기, forward and backward moving distance of hip joint was decreased after offering feedback in all subjects. This result represents advancement of technical skills after offering feedback. 3. In terms of pull phase, forward and backward moving distance of hip and shoulder joint was decreased after offering feedback in all subjects. This result represents advancement of technical skills after offering feedback. 4. In terms of pull phase, the difference of horizontal value of coordinates was decreased after offering feedback in all subjects. This result represents advancement of technical skills after offering feedback. 5. In terms of pull phase, the motion range of hip joint was decreased after offering feedback in three of five subjects and this represents advancement of technical skills after offering feedback. However, the rest of them were not variable or narrow decreasing. This result represents that feedback system could not brought tremendous effects. 6. From apex point of barbell to 앉아받기, the difference of barbell height was decreased after offering feedback in three of five subjects and this represents advancement of technical skills after offering feedback. However, the rest of them weren't variable or narrow increasing. This result represents that feedback system could not brought tremendous effects. 7. In terms of last-pull phase, the angular velocity of knee joint was increased after offering feedback in four of five subjects and this represents advancement of technical skills after offering feedback. However, the rest of them, only one subject, decreased. This result represents that feedback system could not brought tremendous effects. 8. In terms of last-pull, the conversional tendency of maximal extension to flextion came out all but simultaneously without offering feedback in four of five subjects. This is well-performed technique. Only one subject, however, could not use power effectively because the fact that his maximal extension came out in serial, from ankle to knee and waist means dispersion of power. In addition to, after offering feedback, only one subject made increasing the maximal extension of knee in last-pull and this result represents advancement of skills after offering feedback. However, the rest of them could not make meaningful development after offering feedback. 9. It might be assumed that searching for technical merits and demerits of each weight lifting player through qualitative motion analysis system could improve player's skill.

Study of Power supply noise for Blu-Ray Player Console with Touch Pad (블루레이 플레이어 Console용 Touch Pad의 전원 노이즈 해석에 관한 연구)

  • Kim, Sang-In;Kim, Jong-Min;Kim, Byung-Ki;Nah, Wan-Soo
    • Proceedings of the KIEE Conference
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    • 2009.07a
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    • pp.1555_1556
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    • 2009
  • 전자기기에서 외부 Console로 사용되는 Touch Pad의 입력오류를 줄이기 위해서는 안정된 전원의 공급이 필요하다, 전원에서 발생하는 노이즈는 PDN(Power Delivery Network)의 임피던스에 의해서 발생하며, 이들 노이즈를 줄이기 위해서는 decoupling capacitor의 적절한 수량과 위치를 선정하여, PDN의 임피던스를 최소화해야 한다. 본 논문에서는 임피던스의 최소화를 위해서 Full-wave 시뮬레이션을 이용해서 임피던스 특성을 분석하고, VNA(Vector Network Analyzer)를 이용하여 주파수에 대한 PDN 임피던스를 측정하고, Touch Pad 구동용 지그를 이용해서 Time Domain에서의 임피던스 저감에 따른 노이즈 특성을 분석 비교하였다.

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Efficient Scheduling Algorithm for drone power charging

  • Tajrian, Mehedi;Kim, Jai-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.60-61
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    • 2019
  • Drones are opening new horizon as a major Internet-of-Things (IoT) player which is a network of objects. Drone needs to charge itself during providing services from the charging stations. If there are lots of drones and one charging station, then it is a critical situation to decide which drone should get charged first and make order of priorities for drones to get charged sequentially. In this paper, we propose an efficient scheduling algorithm for drone power charging (ESADPC), in which charging station would have a scheduler to decide which drone can get charged earlier among many other drones. Simulation results have showed that our algorithm reduces the deadline miss ration and turnaround time.