• Title/Summary/Keyword: hybrid architecture

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The use of ZrO2 as an electron-injecting layer in hybrid metal-oxide/polymer light-emitting diodes

  • Tokmoldin, Nurlan;Bradley, Donal D.C.;Haque, Saif
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.779-780
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    • 2009
  • New inverted architecture of a hybrid inorganic-organic light-emitting diode, utilizing ZrO2 electron-injecting layer, is presented. The thickness of the ZrO2, as well as the annealing of the light-emitting polymer, is found critical to obtain good performance. A range of light-emitting polymers is shown to operate efficiently in the proposed architecture.

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ON THE HYBRID MEAN VALUE OF GENERALIZED DEDEKIND SUMS, GENERALIZED HARDY SUMS AND KLOOSTERMAN SUMS

  • Qing Tian;Yan Wang
    • Bulletin of the Korean Mathematical Society
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    • v.60 no.3
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    • pp.611-622
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    • 2023
  • The main purpose of this paper is to study the hybrid mean value problem involving generalized Dedekind sums, generalized Hardy sums and Kloosterman sums. Some exact computational formulas are given by using the properties of Gauss sums and the mean value theorem of the Dirichlet L-function. A result of W. Peng and T. P. Zhang [12] is extended. The new results avoid the restriction that q is a prime.

A Theoretical Study for Stack Effect driven Natural Ventilation System in High-rise Building (고층건물에서 연돌효과를 활용한 자연환기시스템 설계를 위한 이론적 고찰)

  • Yoon, Sung-Min;Seo, Jung-Min;Kim, Yang-Soo;Lee, Joong-Hoon;Song, Doo-Sam
    • 한국태양에너지학회:학술대회논문집
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    • 2009.11a
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    • pp.123-129
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    • 2009
  • In these days, the green building movement caused by the energy crisis is increasing, passive design is getting mere and more attention as it provides many possibilities for energy conservation. Moreover, with the increasing social intention for healthy life, the demand for indoor air Quality is increasing in Korea. As result, the ventilation system which can provide the sound outdoor air constantly has been obliged in Korea. So, the hybrid system which using natural power and mechanical power and makes up for the shortage of mechanical and natural ventilation attracts people's attention in Korea. As a hybrid ventilation system, in this study, the stack effect driven hybrid ventilation system in high-rise residential building will be suggested. And in this paper, the theoretical review for hybrid ventilation system suggested in this study will be addressed. Especially, the characteristics of pressure distribution and airflow caused by stack effect in high-rise residential building and the possibility of natural ventilation as results of stack effect will be described.

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Basic Welding Characteristics by Nd-YAG Laser Beam on AH32 (선급강재의 레이저 용접특성에 관한 기초실험 - HYBRID 용접시 LASER-ARC거리 변화에 따른 용융특성 변화에 관한 실험)

  • Bang, Ban-Sur;Joo, Sung-Min;Kim, Young-Pyo;Kim, Hyung;Katayama, Seiji
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 2003.05a
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    • pp.279-283
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    • 2003
  • As the state of the art in recent years Laser-Arc Hybrid welding is tried actively because of its various economical and technical advantages. In this study, melting tendencies according to the variation of laser-arc distance are investigated in case of YAG laser-TIG Hybrid welding process of AH32 ship structural steel. Nd-YAG laser with a laser beam power of 3KW is used and varied laser-arc distance 0mm to 10mm with fixing the TIG current as l00A. There is certain distance between laser and TIG elecrode to improve welding heat input and also increase the penetration.

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Scheduling Algorithm for WDM-PON in SUCCESS Network Architecture (SUCCESS 네트워크 구조에서의 WDM-PON을 위한 스케줄링 알고리즘)

  • Kim, Hyun-Sook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.7B
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    • pp.427-432
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    • 2005
  • Emerging high broad band multimedia service with high quality has led to demand for challenge of optical access network and Passive Optical Network is one of the most important technologies for future optical access network. In this paper, we study the scheduling algorithm for WDM-PON in SUCCESS network architecture, a next generation hybrid WDM/TDM optical access network architecture. Due to economic implementation of this architecture, the shared resources efficiently need to be assigned and then we propose the efficient scheduling algorithm based on specific architecture and characters of SUCCESS. We evaluate and analyze the performance in terms of the average packet delay and throughput of the whole system.

A Study of Hybrid Characteristics in Architectural Elevations Seoul, between 1876 and 1905 (개화기(開化期) 서울에서 양식적 건축 요소를 차용한 절충적 한옥(韓屋)의 입면에 관한 연구)

  • Kim, Jung-In
    • Journal of the Korean housing association
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    • v.26 no.3
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    • pp.11-24
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    • 2015
  • There have not been many debates on the subject of Korean architecture during the transformative period of Gae Wha Gi (開化期: Enlightenment Period of Korea), when Western-style buildings first appeared in Seoul. This study begins by finding and recording those buildings in Seoul that show the gradual adoption and appropriation of Western architectural elements at the turn of the 20th century. By exploring the confluence of two different architectural styles, this paper attempts to look carefully at the hybrid conditions that resulted from encounters between the Koreans and the Westerners in the late 19th and early 20th century. Beginning with discovering the first products of the Western architectural influence in Seoul, this study explores the uneasy co-existence between the traditional Korean architectural style, and the Western architectural style. This co-existence ultimately bred new building techniques, and interior layouts; the appearance of these hybrid buildings illustrate the gradual transition from the traditional way, in which users modified, combined and appropriated various elements from both styles. Analyzing historical documents and photos, this study tries to capture a detailed image of the period when the influence of the Western architecture had an unavoidable impact and brought change to the traditional architecture of Korea.

Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.73-80
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    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

A Hybrid Cloud-P2P Architecture for Scalable Massively Multiplayer Online Games (확장가능한 대규모 멀티플레이어 온라인 게임을 위한 클라우드와 P2P 하이브리드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.73-81
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    • 2020
  • Today's massively multiplayer online games(MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. The increase in the number of players in MMOGs has led to some issues with the demand of server which generates a significant increase in costs for the game industry and impacts to the quality of service offered to players. In dealing with a considerable scale of MMOGs, we propose a cloud computing and peer-to-peer(P2P) hybrid architecture in this paper. Given the two nearly independent functionalities of P2P and cloud architectures, we consider the possibility of fusing these two concepts and researching the application of the resultant amalgamation in MMOGs. With an efficient and effective provisioning of resources and mapping of load, the proposed hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud while exploiting the capacity of the peers. The simulation results show that MMOGs based on the proposed hybrid architecture have better performance and lower traffic received compared with MMOGs based on traditional client-server system.

Bandwidth Requirement of Region-based Hybrid Architectures for Massively Multiplayer Online Games (대규모 멀티플레이어 온라인 게임을 위한 영역 기반 하이브리드 구조의 대역폭 요건)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.123-130
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    • 2018
  • Many massively multiplayer online games(MMOG) use client-server architectures that have enormous server-side bandwidth requirements. In this paper, we propose a region-based hybrid game architecture that combines the advantages of client-server and peer-to-peer architectures, so that only critical events changing game state are processed by the server. In this hybrid architecture, the central server divides the game into regions and assigns a player as a regional server to distribute important updates for that region. Thus, the central server sends state updates to the players through the regional servers. All players in the same region directly exchange updates without affecting game state. This division of labor greatly reduces server bandwidth significantly and enables it to serve larger number of concurrent players. Our experiments show that the region-based hybrid architecture with three-level hierarchy scales better than the client-server architecture, saving considerable bandwidth at the central server while requiring enough bandwidth of players acting as regional servers.

Fast Hybrid Transform: DCT-II/DFT/HWT

  • Xu, Dan-Ping;Shin, Dae-Chol;Duan, Wei;Lee, Moon-Ho
    • Journal of Broadcast Engineering
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    • v.16 no.5
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    • pp.782-792
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    • 2011
  • In this paper, we address a new fast DCT-II/DFT/HWT hybrid transform architecture for digital video and fusion mobile handsets based on Jacket-like sparse matrix decomposition. This fast hybrid architecture is consist of source coding standard as MPEG-4, JPEG 2000 and digital filtering discrete Fourier transform, and has two operations: one is block-wise inverse Jacket matrix (BIJM) for DCT-II, and the other is element-wise inverse Jacket matrix (EIJM) for DFT/HWT. They have similar recursive computational fashion, which mean all of them can be decomposed to Kronecker products of an identity Hadamard matrix and a successively lower order sparse matrix. Based on this trait, we can develop a single chip of fast hybrid algorithm architecture for intelligent mobile handsets.