• Title/Summary/Keyword: cable layout

Search Result 23, Processing Time 0.021 seconds

A Low-Crosstalk Design of 1.25 Gbps Optical Triplexer Module for FTTH Systems

  • Kim, Sung-Il;Park, Sun-Tak;Moon, Jong-Tae;Lee, Hai-Young
    • ETRI Journal
    • /
    • v.28 no.1
    • /
    • pp.9-16
    • /
    • 2006
  • In this paper, we analyzed and measured the electrical crosstalk characteristics of a 1.25 Gbps triplexer module for Ethernet passive optical networks to realize fiber-tothe-home services. Electrical crosstalk characteristic of the 1.25 Gbps optical triplexer module on a resistive silicon substrate should be more serious than on a dielectric substrate. Consequently, using the finite element method, we analyze the electrical crosstalk phenomena and propose a silicon substrate structure with a dummy ground line that is the simplest low-crosstalk layout configuration in the 1.25 Gbps optical triplexer module. The triplexer module consists of a laser diode as a transmitter, a digital photodetector as a digital data receiver, and an analog photodetector as a cable television signal receiver. According to IEEE 802.3ah and ITU-T G.983.3, the digital receiver and analog receiver sensitivities have to meet -24 dBm at $BER=10^{-12}$ and -7.7 dBm at 44 dB SNR. The electrical crosstalk levels have to maintain less than -86 dB from DC to 3 GHz. From analysis and measurement results, the proposed silicon substrate structure that contains the dummy line with $100\;{\mu}m$ space from the signal lines and 4 mm separations among the devices satisfies the electrical crosstalk level compared to a simple structure. This proposed structure can be easily implemented with design convenience and greatly reduce the silicon substrate size by about 50 %.

  • PDF

Developing die and Peripheral Equipment Used for the Manufacture of Octagonal Outlet Boxes (8각 아웃렛 박스 제조용 금형 및 주변기기 개발)

  • Chio Kye-Kwang
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.6 no.6
    • /
    • pp.560-565
    • /
    • 2005
  • This paper deals with the development of manually operated die used for the manufacture of octagonal boxes into two sets of automated die. In particular, theoctagonal boxes are used fur the switch boxes intended fur the cable conduit of buildings or f3r wiring connection. Manufacturing these boxes requires forming the materials using the primary press before they undergo 2nd through 6th processing by the press machine including the four sides of the octagonal outlet box and bending. Such complicated process hikes up labor cost, slows down production, and results in defect rate of $10\%$ or higher; hence the overall rise in manufacturing cost. Moreover, workers avoid this type of work due to the roar and vibration coming from the press and the risk of accident. To eliminate such phenomenon, a CAM die made by integrating five sets of die into one set of die and an automatic conveyor system were developed. As a result, unmanned work was realized with only two units of press and two sets of die; thus solving the problem of work being avoided and saving on manufacturing cost.

  • PDF

Concurrency Control Method Based on Scalable on Prediction for Multi-platform Games (멀티플랫폼 게임을 위한 예측기반 동시성 제어방식)

  • Lee, Sung-Ug
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.10
    • /
    • pp.1322-1331
    • /
    • 2006
  • Concurrency control is one of the important factors to maintain consistent conditions of a game because most participants of the game should be shared information to play the game through a distributed network system. replay delay times should establish in every event and the received event should be saved and performed simultaneously for Concurrency Control. However, it is not easy to practice the event with same speed in environment having various moving speed. Therefore, expansion have to be provided. In other words, one of the most important factors of a game's efficiency is the process of bandwidth and delay. the process of concurrency control method based on scalable prediction for Multi-platform games would minimize the loss rate of a event and then would improve the interaction capacity of a game. It also might get reliability between clients. This paper analyzes some problems in terms of a layout of a game that integrates a cable and a wireless system. In addition, this paper provides methods to expand bandwidth and delay that might be an obstacle of a On-line game and to ensure reliability between a server and a client.

  • PDF