• Title/Summary/Keyword: Soft Constraints

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A Study on the Standard-interfaced Smart Farm Supporting Non-Standard Sensor and Actuator Nodes (비표준 센서 및 구동기 노드를 지원하는 표준사양 기반 스마트팜 연구)

  • Bang, Dae Wook
    • Journal of Information Technology Services
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    • v.19 no.3
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    • pp.139-149
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    • 2020
  • There are now many different commercial weather sensors suitable for smart farms, and various smart farm devices are being developed and distributed by companies participating in the government-led smart farm expansion project. However, most do not comply with standard specifications and are therefore limited to use in smart farms. This paper proposed the connecting structure of operating non-standard node devices in smart farms following standard specifications supporting smart greenhouse. This connecting structure was proposed as both a virtual node module method and a virtual node wrapper method. In addition, the SoftFarm2.0 system was experimentally operated to analyze the performance of the implementation of the two methods. SoftFarm2.0 system complies with the standard specifications and supports non-standard smart farm devices. According to the analysis results, both methods do not significantly affect performance in the operation of the smart farm. Therefore, it would be good to select and implement the method suitable for each non-standard smart farm device considering environmental constraints such as power, space, distance of communication between the gateway and the node of the smart farm, and software openness. This will greatly contribute to the spread of smart farms by maximizing deployment cost savings.

Multi-level Scheduler for Supporting Multimedia Task (멀티미디어 태스크 지원을 위한 다단계 스케줄러)

  • Ko Young-Woong
    • The KIPS Transactions:PartA
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    • v.12A no.5 s.95
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    • pp.375-384
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    • 2005
  • General purpose operating systems are Increasingly being used for serving time-sensitive applications. These applications require soft real-time characteristics from the kernel and from other system-level services. In this paper, we explore various operating systems techniques needed to support time-sensitive applications and describe the design of MUSMA(Multi-level Scheduler for Multimedia Application). MUSMA is a framework that combination of user-level top scheduler and kernel-level bottom scheduler. We develope MUSMA in linux environment and it's performance is evaluated. Experiment result shows that it is possible to satisfy the constraints of multimedia in a general purpose operating system without significantly compromising the performance of non-realtime applications.

Seismic performance of the immersed tunnel under offshore and onshore ground motions

  • Bowei Wang;Guquan Song;Rui Zhang;Baokui Chen
    • Earthquakes and Structures
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    • v.27 no.1
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    • pp.41-55
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    • 2024
  • There are obvious differences between the characteristics of offshore ground motion and onshore ground motion in current studies, and factors such as water layer and site conditions have great influence on the characteristics of offshore ground motion. In addition, unlike seismic response analysis of offshore superstructures such as sea-crossing bridges, tunnels are affected by offshore soil constraints, so it is necessary to consider the dynamic interaction between structure and offshore soil layer. Therefore, a seismic response analysis model considering the seawater, soil layer and tunnel structure coupling is established. Firstly, the measured offshore and different soil layers onshore ground records are input respectively, and the difference of seismic response under different types of ground motions is analyzed. Then, the models of different site conditions were input into the measured onshore bedrock strong ground motion records to study the influence of seawater layer and silt soft soil layer on the seabed and tunnel structure. The results show that the overall seismic response between the seabed and the tunnel structure is more significant when the offshore ground motion is input. The seawater layer can suppression the vertical seismic response of seabed and tunnel structure, while the slit soft soil layer can amplify the horizontal seismic response. The results will help to promote seismic wave selection of marine structures and provide reference for improving the accuracy of seismic design of immersed tunnels.

Research Needs for TSV-Based 3D IC Architectural Floorplanning

  • Lim, Sung Kyu
    • Journal of information and communication convergence engineering
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    • v.12 no.1
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    • pp.46-52
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    • 2014
  • This article presents key research needs in three-dimensional integrated circuit (3D IC) architectural floorplanning. Architectural floorplaning is done at a very early stage of 3D IC design process, where the goal is to quickly evaluate architectural designs described in register-transfer level (RTL) in terms of power, performance, and reliability. This evaluation is then fed back to architects for further improvement and/or modifications needed to meet the target constraints. We discuss the details of the following research needs in this article: block-level modeling, through-silicon-via (TSV) insertion and management, and chip/package co-evaluation. The goal of block-level modeling is to obtain physical, power, performance, and reliability information of architectural blocks. We then assemble the blocks into multiple tiers while connecting them using TSVs that are placed in between hard IPs and inside soft IPs. Once a full-stack 3D floorplanning is obtained, we evaluate it so that the feedback is provided back to architects.

Development of Generator Maintenance Scheduling Program (발전기 예방정비계획 전산모형 개발)

  • Park, Jong-Bae;Jeong, Yun-Won;Joo, Haeng-Ro;Yi, Myoung-Hee;Shin, Jum-Gu
    • Proceedings of the KIEE Conference
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    • 2006.07a
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    • pp.216-217
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    • 2006
  • This paper presents development of program for generator maintenance scheduling. The maintenance scheduling of generating units is a dynamic discrete combinatorial optimization problem with constraints to determine the optimal maintenance periods of each generating units for a given planning periods. The developed program is designed so as to provide the maintenance schedule satisfying the operating reserve margin levelization and the procurement of proper reliability. In order to verify the effectiveness of the developed program, the numerical study has been performed with the practical data in 2005.

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Walking of a biped robot with compliant ankle joints (순응성 발목 관절을 갖는 두발 로보트의 보행)

  • 이건영
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.1157-1160
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    • 1996
  • Control of a biped robot which has compliant ankle joints is dealt in this paper. Simulated version of a human ankle joint is built using springs and mechanical constraints, which gives a flexibility of joint and compliance against the touching ground. The biped robot with compliant ankle joints proposed here gives a good contact between its sole and the ground and makes foot landing soft. As a result, installing force sensors for measuring the center of gravity of the biped becomes easier. A motor to drive an ankle joint is not needed which makes legs light. However, the control problem becomes more difficult because the torque of the ankle joint to put the biped in a desired walking gait cannot be provided from the compliant ankle joint. To solve this problem, we proposed a dynamic gait modification method by adjusting the position of a hip joint. Simulation results for the mathematical model of the SD-2 biped in the Ohio State University are given to show the validity of the proposed controller.

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Intelligent walking of a biped robot using soft-computing method (소프트 컴퓨팅 기법을 이용한 이족 로봇의 지능적 보행)

  • Lee, Seon-Gu;Song, Hee-Jun;Kim, Dong-Won;Seo, Sam-Jun;Park, Gwi-Tae
    • Proceedings of the KIEE Conference
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    • 2006.04a
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    • pp.312-314
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    • 2006
  • Researches on biped robot walking have been mostly focusing on walking on even surfaces. Therefore, robot walking has been only realized on pre-specified spaces with pre-specified movements according to the previous researches. In this paper a walking system for a biped robot using fuzzy system and neural networks to overcome those constraints. The system enables biped walking to be possible in various environments and with more complicated obstacels. For the purpose, a walking robot should recognize its surrounding environment and determine its movement. In the proposed system, a robot dynamically generates its walking trajectories of each joint by using neural networks when facing new obstacle such as stairs, and it maintains its walking stability by using closed loop fuzzy control system which manipulates the waist joints.

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An Overrun Control Method and its Synthesis Method for Real-Time Systems with Probabilistic Timing Constraints (확률적인 시간 제약 조건을 갖는 실시간 시스템을 위한 과실행 제어 및 합성 기법)

  • Kim, Kang-Hee;Hwang, Ho-Young
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.243-254
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    • 2005
  • Soft real-time applications such as multimedia feature highly variable processor requirements and probabilistic guarantees on deadline misses, meaning that each task in the application meets its deadline with a given probability. Thus, for such soft real-time applications, a system designer may want to improve the system utilization by allocating to each task a processor time less than its worst-case requirement, as long as the imposed probabilistic timing constraint is met. In this case, however, we have to address how to schedule jobs of a task that require more than (or, overrun) the allocated processor time to the task. In this paper, to address the overrun problem, we propose an overrun control method, which probabilistically controls the execution of overrunning jobs. The proposed overrun control method probabilistically allows overrunning jobs to complete for better system utilization, and also probabilistically prevents the overrunning jobs from completing so that the required probabilistic timing constraint for each task can be met. In the paper, we show that the proposed method outperforms previous methods proposed in the literature in terms of the overall deadline miss ratio, and that it is possible to synthesize the scheduling parameters of our method so that all tasks can meet the given probabilistic timing constraints.

Priority-based Group Task Scheduling Policy for a Multiplayer Real-time Game Server (다중사용자용 실시간 게임 서버를 위한 우선순위 기반 그룹 태스크 스케쥴링 정책)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.57-64
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    • 2012
  • Multiplayer, real-time games are a kind of soft real-time systems because a game server has to respond to requests from many clients within specified time constraints. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to different priorities on CPU processing. Events can be divided into different groups, depending on their consistency degree and priority. To handle these events with different priority and meet their timing constraints, we propose a priority-based group task scheduling policy in this paper. The number of clients or events requested by each client may be increased temporarily. In the presence of transient overloading, the game server needs to allocate more CPU bandwidth to serve an event with the higher priority level preferentially. The proposed scheduling policy is capable of enhancing real-time performance of the entire system by maximizing the number of events with higher priority completed successfully within their deadlines. The performance of this policy is evaluated through extensive simulation experiments.

Priority-based Scheduling Methods for Real-time Tasks of Massively Multiplayer On-line Game Systems (대규모 다중사용자용 온라인 게임 시스템의 실시간 태스크를 위한우선순위 스케쥴링 기법)

  • Kim, Jinhwan
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.493-501
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    • 2013
  • A key challenge in massively multiplayer on-line game(MMOG) systems is providing real-time response latencies to the large number of concurrent game players. MMOG systems are a kind of soft real-time systems because requests from many players should be responded within specified time constraints. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In order to meet their timing constraints, we propose priority scheduling methods that attempt to allocate preferentially more CPU bandwidth to serve an task with the higher priority level in the presence of transient overloading. The proposed scheduling methods are capable of enhancing real-time performance of MMOG system by maximizing the number of tasks with higher priority completed successfully within their deadlines while minimizing total average latency of tasks finished after given deadlines. The performance of these scheduling methods is evaluated through extensive simulation experiments.