In this paper we designed the motor control IP Core and evaluate its quality from the viewpoint of IP reuse. The most attractive merit of this methodology, so called IP-based hardware design, is hardware reuse. Although various vendors designed hardware with the same specification and got the same functional results, all that IPs is not the same quality in the reuse aspect. As tremendous calls for SoC have been increased, associated research about IP quality standard, VSIA(Virtual Socket Interface Alliance) and STARC(Semiconductor Technology Academic Research Center), has been doing best to make the IP quality evaluation system. And they made what conforms to objective IP design standard. We suggest the methodology to evaluate our own designed motor control IP quality with this standard. To attain our goal, we designed motor control IP that could control the motor velocity and position with feedback compensation algorithm. This controller has some IP blocks : digital filter, quadrature decoder, position counter, motion compensator, and PWM generator. Each block's functionality was verified by simulator ModelSim and then its quality was evaluated. To evaluate the core, We use Vnavigator for lint test and ModelSim for coverage check. During lint process, We adapted the OpenMORE's rule based on RMM (Reuse Methodology Manual) and it could tell us our IP's quality in a manner of the scored value form. If it is high, its quality is also high, and vice versa. During coverage check ModelSim-SE is used for verifying how our test circuits cover designs. This objective methods using well-defined commercial coverage metrics could perform a quantitative analysis of simulation completeness. In this manner, We evaluated the designed motor control IP's quality from the viewpoint of reuse. This methodology will save the time and cost in designing SoC that should integrate various IPs. In addition to this, It can be the guide for comparing the equally specified IP's quality. After all, we are continuously looking forward to enhancing our motor control IP in the aspect of not only functional perfection but also IP reuse to prepare for the SoC-Compliant motor control IP design.
Lim, So Young;Lee, Koeun;Choi, Byung-Jai;Lee, Jae-Ho
The Journal of Korea Assosiation for Disability and Oral Health
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제13권2호
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pp.99-103
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2017
The primary responsibility for the oral hygiene of the disabled is usually the parents. Dental care of the disabled is early detection and recovery of lesions and continuous management. For this to be successful it is necessary to use diagnostic tool that can detect the early stages of dental caries which is difficult to detect with the naked eye. It is also important to educate and motivate the caregivers on oral hygiene management. Quantitative Light-induced Fluorescence-Digital (Billuminator, Inspektor Researh Systems BV, Amsterdam, The Netherlands), which provides overall caries inspection and visual information, can be useful for caregiver education. A 3-year-old girl who was hospitalized with Pallister-Killian syndrome, Hypothyroidism visited our clinic with chief complaint of rugged upper incisors. This girl had multiple dental caries and oral hygiene was very poor. Periodic QLF-D images were taken to provide caregiver education and oral hygiene management was improved. A 13-year-old girl with cerebral palsy visited our clinic for regular check up. Using QLF-D, we explained to the parents that there is a need for treatment of dental caries, and education of oral hygiene management was conducted. Improvement of oral hygiene in the disabled can be achieved through caregiver education. QLF-D is a diagnostic device that can detects early caries by irradiating light in the visible ray area to the teeth. It can also detects microleakage of restoration, plaque and calculus without disclosing agent. Clinicians can use the QLF-D to perform a general oral examination for the disabled. Also, QLF-D can be used to store visual information and educate caregivers. The accumulation of information using QLF-D makes it possible to provide feedback on oral care of parents, which is more advantageous for caregivers education.
Journal of the Korean BIBLIA Society for library and Information Science
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제21권1호
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pp.193-209
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2010
It is library service innovation that leading change as cultural leader in advance of original technology of knowledge information, sharing and forming a new system, creating a new knowledge in feedback relationship, and constructing a specified unique library in active interaction. The purpose of this study is to provide public library a new vision based on pubic library 2.0 service model through library service innovation in digital knowledge information age. This study aims to improvement community knowledge information system of conceptual design based on public library 2.0. It is summarized as follows: First, library 2.0 service model is proposed with library 2.0 definition, principle and essential factor through literal and e-journal search. Second, application case is searched centering around library 2.0 cooperating technology of blogs, wiki, instant messaging, podcast, social networking, flickr. Third, public library new vision is proposed by definition and principle of public library 2.0. This study is conceptual design for next generation public library and is needed follow research for system implementation and test.
Kim, Kyo-Tae;Han, Moo-Jae;Heo, Ye-Ji;Kim, Joo-Hee;Kang, Sang-Sik;Park, Ji-Koon;Nam, Sang-Hee
Journal of the Korean Society of Radiology
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제10권5호
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pp.321-325
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2016
Dose creep is one of clinical errors that arises from the tester's inexperience or carelessness, and according to Task Group #116 of American Association of Physicists in Medicine, its continued occurrence is being reported in the digital method. At this point, the demand for an automatic exposure control device that minimizes the dose creep phenomenon and can improve reproducibility is increasing. In this study is to consider the automatic exposure control device sensor that can is not only easy to produce, but also reduce the dose creep phenomenon by conducting a research on high-efficient semiconductor sensor. As a result, the Intrinsic-type and PIN-type sensors have excellent optical property compared to Ref sensor, would have less shading effect, and have relatively low sensitivity, but would provide accurate feedback signals to automatic exposure control device with its consistent tendency according to exposure condition changes.
For an emotion retrieval system implementation to support pedestrian navigation, coordinating the pedestrian emotion model with the system user's emotion is considered a key component. This study proposes a new method for capturing the user's model that corresponds to the pedestrian emotion model and examines the validity of the method. In the first phase, a database comprising a set of interior images that represent hypothetical destinations was developed. In the second phase, 10 subjects were recruited and asked to evaluate on navigation and satisfaction toward each interior image in five rounds of navigation experiments. In the last phase, the subjects' feedback data was used for of the pedestrian emotion model, which is called ‘learning' in this study. After evaluations by the subjects, the learning effect was analyzed by the following aspects: recall ratio, precision ratio, retrieval ranking, and satisfaction. Findings of the analysis verify that all four aspects significantly were improved after the learning. This study demonstrates the effectiveness of the learning algorithm for the proposed pedestrian emotion model. Furthermore, this study demonstrates the potential of such pedestrian emotion model to be well applicable in the development of various mobile contents service systems dealing with visual images such as commercial interiors in the future.
Journal of the Institute of Electronics Engineers of Korea TC
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제40권1호
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pp.24-36
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2003
The digital mobile communication will be developed till getting multimedia service in anyone, any where, any time. Theses requiring items are going to be come true via IMT-2000 system. Transmitting signal bandwidth of IMT-2000 system is 3 times as large as IS-95 system. That is mean peak to average of signal is higher than IS-95A system. So we have to design it carefully not to effect in adjacent channel. HPA(High Power Amplifier) located in the end point of system is operated in 1-㏈ compression point(Pl㏈), then it generates 3rd and 5th inter modulation signals. Theses signals affect at adjacent channel and RF signal is distorted by compressed signal which is operated near by Pl㏈ point. Then the most important design factor is how we make HPA having high linearity. Feedback, Pre-distorter and Feed-forward methods are presented to solve theses problems. Feed-forward of these methods is having excellent improving capacity, but composed with complex structure. Generally, Linearity and Efficiency in power amplifier operate in the contrary, then it is difficult for us to find optimal operating point. In this paper we applied algorithm which searches optimal point of linear characteristics, which is key in Power Amplifier, using minimum current point of error amplifier in 1st loop. And we made 2nd loop compose with new structure. We confirmed fabricated LPA is operated by having high linearity and minimum current condition with ACPR of -26 ㏈m max. @ 30㎑ BW in 3.515㎒ and ACLR of 48 ㏈c max@${\pm}$㎒ from 1W to 40W.
The reason to research the musical is it has a lot of useful things for the various studies department not only Korea Musical Theatre own although it has been a successful musical theater on the Off-Broadway by Reboot culture era. Even though does not release on Korea, the popular of the show and powerful results of environments have delivered through the international magazines and Youtube channels to Korea. To study of Musical will be lead us to the world which adopted to the social problems as the youth school violence, family communication hurdle, and religion missing by script not only the musical drama but the interpretation for Teen-agers social problem. There are many kinds of Neo educations are proved by smart learning as STEAM. The students who have been studied with the smartphone, I-pad, personal computer, or laptop as smart tools for class are familliar as feedback processing speedly. It would make them learn the skill for their knowledge of a digital age, but it should not let them how to understand other people's emotion as real although STEAM has emtion part. Besides they have communicated on the social network not the ordinary man but the special ego by themselves, as mention or retweet as like their amusements and make the gossip group. This study would show the perspective for understanding Teen-agers Social Problem and who is the victims today's juvenile problems though the musical based on Jim Taulli's directing.
This paper analyzes the performance of symbol timing recovery and equalizer in 8VSB digital terrestrial TV receiver under various multipath signals and proposes equalization techniques which improve indoor reception performance. Data segment sync is used for symbol timing recovery and timing offset is measured for echoes of various delays and amplitudes by using symbol timing detection filter whose pattern is +1. +1. -1. and -1. Measured timing offsets were below 10% for long echoes with more than 5 symbol delay and above 30% for short echoes with around 1 symbol delay. Indoor reception is always more challenging than outdoor reception due to lower signal strength. large and short multipaths. and moving interfering objects. So it is considered to use FSE (Fractionally Spaced Equalizer) which is very robust to timing offset and blind equalizer which can update equalizer tap coefficients even by information data. We compare the performance of conventional DFE (Decision Feedback Equalizer) and FSE-DFE using LMS algorithm and Stop and Go algorithm for the indoor reception. Experiments reveals FSE has excellent performance for large timing offset and Stop and Go algorithm shows good performance for Doppler shift. so we propose to use FSE-DFE structure with Stop and Go algorithm for the reliable indoor reception.
Journal of The Korean Association For Science Education
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제35권1호
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pp.27-35
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2015
General education is changed by accepting the change in education environment to digital generation, emphasis about student-centered education, and change of teacher's role. E-learning has taken center stage as an effective learning environment but the problems are drawn for the absence of interaction that is important in learning. In this study, on the basis of questionnaire results about learning using website, we operated blended-learning where students come and go in cyberspace and physical space to set up the lesson environment for emphasizing interaction. We selected a control group (N=40) and an experimental group (N=40) from second grade students in a middle school for this research. General instructor-led lessons were implemented in the control group and blended-learning lessons to emphasize interaction between teacher and students were implemented in the experimental group. The experiments were applied to eight class-hours in 'characteristics of matter' unit. We implemented Test of Science Related Attitude (TOSRA) to the students before and after the lessons and administered questionnaire for checking attitude changes and perception in students. The results of the test show that the experimental group students were more encouraged and became more confident and curious about scientific learning than the control group students. The analysis of the interview and results of TOSRA show that blended-learning provided guidance and feedback by the teacher to the experimental group students more than the control group students. Blended-learning is suggested as a learning-method that is helpful in improving scientific attitude in students because it enables them to express their experiences without limit of time-space and promote interaction between teacher and students.
The existence of network is indeed the single most important factor that brings about new business phenomena in the new digital economy, especially in the IT industry. Network effect refers to a phenomenon that the increase in size of the network leads to increased network value and user utility. It determines the competitive structure of an industry and the performances of industry competitors (Shapiro and Varian, 1999). The phenomenon of increasing returns and winner-take-all enjoyed by the early winner in the competition can be attributed to the existence of positive feedback which increases the value of network and induces more users into join the network (Arthur, 1996; Shapiro and Varian, 1999; Song and Lee, 2003). This research attempts to shed light on the topic of innovation and competitive strategy of network-based industries. We analyze the case of the Korean mobile communications industry, in which a shift in technological paradigm from 2G to 3G brought new changes to the competitive structure of the industry. The Korean mobile communications industry makes an ideal case for analysis since it is an industry whose value is inherently dependent upon its user network. It is characterized by the typical increasing returns, in which a monopolizing player is enjoying firstmover's network effects. Because of the existence of network in the mobile communications industry, latecomers' disruptive innovations could not outcompete the incumbent's sustaining innovations. The contribution of this research lies in laying a groundwork for future studies by introducing a numerical simulation model to analyze the complexity theory and network effect.
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