• Title/Summary/Keyword: digital device

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A 2.0-GS/s 5-b Current Mode ADC-Based Receiver with Embedded Channel Equalizer (채널 등화기를 내장한 2.0GS/s 5비트 전류 모드 ADC 기반 수신기)

  • Moon, Jong-Ho;Jung, Woo-Chul;Kim, Jin-Tae;Kwon, Kee-Won;Jun, Young-Hyun;Chun, Jung-Hoon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.12
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    • pp.184-193
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    • 2012
  • In this paper, a 5-bit 2-GS/s 2-way time interleaved pipeline ADC for high-speed serial link receiver is demonstrated. Implemented as a current-mode amplifier, the stage ADC simultaneously processes the tracking and residue amplification to achieve higher sampling rate. In addition, each stage incorporates a built-in 1-tap FIR equalizer, reducing inter-symbol-interference (ISI)without an extra digital post-processing. The ADC is designed in a 110nm CMOS technology. It comsumes 91mW from a 1.2-V supply. The area excluding the memory block is $0.58{\times}0.42mm^2$. Simulation results show that when equalizer is enabled, the ADC achieves SNDR of 25.2dB and ENOB of 3.9bits at 2.0GS/s sample rate for a Nyquist input signal. When the equalizer is disengaged, SNDR is 26.0dB for 20MHz-1.0GHz input signal, and the ENOB of 4.0bits.

Channel and Gate Workfunction-Engineered CNTFETs for Low-Power and High-Speed Logic and Memory Applications

  • Wang, Wei;Xu, Hongsong;Huang, Zhicheng;Zhang, Lu;Wang, Huan;Jiang, Sitao;Xu, Min;Gao, Jian
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.16 no.1
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    • pp.91-105
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    • 2016
  • Carbon Nanotube Field-Effect Transistors (CNTFETs) have been studied as candidates for post Si CMOS owing to the better electrostatic control and high mobility. To enhance the immunity against short - channel effects (SCEs), the novel channel and gate engineered architectures have been proposed to improve CNTFETs performance. This work presents a comprehensive study of the influence of channel and gate engineering on the CNTFET switching, high frequency and circuit level performance of carbon nanotube field-effect transistors (CNTFETs). At device level, the effects of channel and gate engineering on the switching and high frequency characteristics for CNTFET have been theoretically investigated by using a quantum kinetic model. This model is based on two-dimensional non-equilibrium Green's functions (NEGF) solved self - consistently with Poisson's equations. It is revealed that hetero - material - gate and lightly doped drain and source CNTFET (HMG - LDDS - CNTFET) structure can significantly reduce leakage current, enhance control ability of the gate on channel, improve the switching speed, and is more suitable for use in low power, high frequency circuits. At circuit level, using the HSPICE with look - up table(LUT) based Verilog - A models, the impact of the channel and gate engineering on basic digital circuits (inverter, static random access memory cell) have been investigated systematically. The performance parameters of circuits have been calculated and the optimum metal gate workfunction combinations of ${\Phi}_{M1}/{\Phi}_{M2}$ have been concluded in terms of power consumption, average delay, stability, energy consumption and power - delay product (PDP). In addition, we discuss and compare the CNTFET-based circuit designs of various logic gates, including ternary and binary logic. Simulation results indicate that LDDS - HMG - CNTFET circuits with ternary logic gate design have significantly better performance in comparison with other structures.

Implementation of Stopping Criterion Algorithm using Variance Values of LLR in Turbo Code (터보부호에서 LLR 분산값을 이용한 반복중단 알고리즘 구현)

  • Jeong Dae-Ho;Kim Hwan-Yong
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.9 s.351
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    • pp.149-157
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    • 2006
  • Turbo code, a kind of error correction coding technique, has been used in the field of digital mobile communication system. As the number of iterations increases, it can achieves remarkable BER performance over AWGN channel environment. However, if the number of iterations is increased in the several channel environments, any further iteration results in very little improvement, and requires much delay and computation in proportion to the number of iterations. To solve this problems, it is necessary to device an efficient criterion to stop the iteration process and prevent unnecessary delay and computation. In this paper, it proposes an efficient and simple criterion for stopping the iteration process in turbo decoding. By using variance values of LLR in turbo decoder, the proposed algerian can largely reduce the average number of iterations without BER performance degradation in all SNR regions. As a result of simulation, the average number of iterations in the upper SNR region is reduced by about $34.66%{\sim}41.33%$ compared to method using variance values of extrinsic information. the average number of iterations in the lower SNR region is reduced by about $13.93%{\sim}14.45%$ compared to CE algorithm and about $13.23%{\sim}14.26%$ compared to SDR algorithm.

Effects of anaerobic sealing agents on preload maintenance of screw-retained implant prosthesis with surface of screws (임플란트 보철물 나사의 전하중 유지에 나사 표면에 따른 혐기성 나사 고정제의 효과)

  • Ryu, Seung-Beom;Heo, Seong-Joo;Koak, Jai-Young;Kim, Seong-Kyun
    • The Journal of Korean Academy of Prosthodontics
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    • v.58 no.2
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    • pp.103-109
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    • 2020
  • Purpose: The purpose of this study was to evaluate the preload maintenance of the retaining screw when using anaerobic sealing agents in implant fixture and abutment components. Specifically, the study examines the effects of anaerobic sealing agents on different types of screws. Materials and methods: External hexagon implants made of titanium and anti-rotational abutments were used. Titanium abutment screws and ebony abutment screws from the same manufacturer were used. The experiment was divided into four groups (n = 10 in each group). In the control group, no sealing agent was used at the implant fixture and abutment screw interface. All abutment screws were tightened according to the manufacturer's recommended torque (30 N.cm). After 24 hours, the removal torque (detorque) of each screw was measured using a digital torque gauge device. The data were analyzed by two-way ANOVA test according to normality distribution satisfaction. Results: Looking at the results for each group, titanium screws and no treatment showed detorque values of 20.3 ± 1.6 N.cm. titanium screws and applied anaerobic sealing agent showed detorque values of 32.4 ± 6.7 N.cm. Ebony screws and no treatment showed detorque values of 20.2 ± 1.5 N.cm. ebony screws and applied anaerobic sealing agent showed detorque values of 30.4 ± 4.5 N.cm. Conclusion: The detorque value was higher in the case of using anaerobic sealing agents in both the titanium screw and ebony screw groups. But there was no difference between the two screws.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

Dose Verification of Intensity Modulated Radiation Therapy with Beam Intensity Scanner System

  • Vahc, Young-Woo;Park, Kwangyl;Ohyun Kwon;Park, Kyung-Ran;Lee, Yong-Ha;Yi, Byung-Yong;Kim, Sookil
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2002.09a
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    • pp.248-251
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    • 2002
  • The intensity modulated radiation therapy (IMRT) with a multileaf collimator (MLC) requires the conversion of a radiation fluence map into a leaf sequence file that controls the movement of the MLC during radiation treatment of patients. Patient dose verification is clinically one of the most important parts in the treatment delivery of the radiation therapy. The three dimensional (3D) reconstruction of dose distribution delivered to the target helps to verify patient dose and to determine the physical characteristics of beams used in IMRT. A new method is presented for the pretreatment dosimetric verification of two dimensional distributions of photon intensity by means of Beam Intensity Scanner System (BISS) as a radiation detector with a custom-made software for dose calculation of fluorescence signals from scintillator. The scintillator is used to produce fluorescence from the irradiation of 6MV photons on a Varian Clinac 21EX. The BISS reproduces 3D- relative dose distribution from the digitized fluoroscopic signals obtained by digital video camera-based scintillator(DVCS) device in the IMRT. For the intensity modulated beams (IMBs), the calculations of absorbed dose are performed in absolute beam fluence profiles which are used for calculation of the patient dose distribution. The 3D-dose profiles of the IMBs with the BISS were demonstrated by relative measurements of photon beams and shown good agreement with radiographic film. The mechanical and dosimetric properties of the collimating of dynamic and/or step MLC system alter the generated intensity. This is mostly due to leaf transmission, leaf penumbra and geometry of leaves. The variations of output according to the multileaf opening during the irradiation need to be accounted for as well. These phenomena result in a fluence distribution that can be substantially different from the initial and calculative intensity modulation and therefore, should be taken into account by the treatment planning for accurate dose calculations delivered to the target volume in IMRT.

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Intensity Compensation for Efficient Stereo Image Compression (효율적인 스테레오 영상 압축을 위한 밝기차 보상)

  • Jeon Youngtak;Jeon Byeungwoo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.2 s.302
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    • pp.101-112
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    • 2005
  • As we perceive the world as 3-dimensional through our two eyes, we can extract 3-dimensional information from stereo images obtained from two or more cameras. Since stereo images have a large amount of data, with recent advances in digital video coding technology, efficient compression algorithms have been developed for stereo images. In order to compress stereo images and to obtain 3-D information such as depth, we find disparity vectors by using disparity estimation algorithm generally utilizing pixel differences between stereo pairs. However, it is not unusual to have stereo images having different intensity values for several reasons, such as incorrect control of the iris of each camera, disagreement of the foci of two cameras, orientation, position, and different characteristics of CCD (charge-coupled device) cameras, and so on. The intensity differences of stereo pairs often cause undesirable problems such as incorrect disparity vectors and consequent low coding efficiency. By compensating intensity differences between left and right images, we can obtain higher coding efficiency and hopefully reduce the perceptual burden of brain to combine different information incoming from two eyes. We propose several methods of intensity compensation such as local intensity compensation, global intensity compensation, and hierarchical intensity compensation as very simple and efficient preprocessing tool. Experimental results show that the proposed algerian provides significant improvement in coding efficiency.

A Study on change from an RTU-based substation to IEC 6 1850-based SA substation (RTU 기반 변전소의 IEC 61850 기반 SA 변전소로의 전환에 대한 실증 연구)

  • Yuk, Sim-Bok;Lee, Sung-Hwan;Kim, Chong-il
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.436-444
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    • 2018
  • Currently, the new substation automation uses the international standard IEC 61850 communication protocol. KEPCO is also constructing a new substation based on IEC 61850 from 2013 through the pilot application and research and development starting from 2007. However, there are few cases where existing substations(Transformer, T/L GIS, D/L GIS, etc.) have been used, and RTU based substations operating systems have been changed to SA substations based on IEC 61850. Therefore, the introduction of IEC 61850 in existing substation facilities has the advantage of enhancing the substantiality of the substation by reusing existing facilities, improving the interoperability with the latest substations introduced, and converting existing substations into systems suitable for unmanned operation. In this paper, we introduce a case of changing the existing RTU based substation operation system to digital substation using IEC 61850 field information processor, Ethernet switch and SA operation system. Also, IEC 61850 client authentication program and Wireshark, which is a packet analysis tool, verify IEC 61850 conformance and its feasibility.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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