• Title/Summary/Keyword: input device

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An Impact Assessment on Atmospheric Dispersion of Pesticide using AGDISP Model (AGDISP모델을 이용한 농약의 대기확산 영향평가)

  • Kim, Jeong-Hwan;Koo, Youn-Seo;Lee, Seung-Hoon
    • Journal of Environmental Impact Assessment
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    • v.22 no.6
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    • pp.547-556
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    • 2013
  • Recently, golf courses have increased over the years because golf became popular leisure sport. Various environmental problems have been then issued by a golf course during constructing and running them. A problem of pesticide, which is serious among various environmental problems, from golf course has harmful effect on surrounding area and makes human suffer from acute and chronic diseases. Pesticides are used for the cost-effective managing of golf course and the amount of pesticides also increases as the number of golf course increase. Since the assessment of pesticides on near-by surrounding has been focused on water and soil media, studies related to atmospheric dispersion have been hardly attempted. The method to assess an impact of pesticide nearby agricultural production by the atmospheric dispersion using AGDISP(AGricultural DISPersal) model was developed and applied to the actual planned golf course located in Hongcheon, Gangwon. For implementing AGDISP, parameters were investigated from the golf course's land use planning map, pesticide spray device, Hong-Cheon weather station and etc. First of all, a kind of pesticide, a form of spraying pesticide, geographical features, weather data, and distance(golf course to plantation) were investigated to understand how to work these parameters in AGDISP. Restricted data(slope angle, droplet size distribution and solar insolation) sensitivity analysis of these parameters to estimate effect of pesticide nearby a plantation and a high relative contribution data of analyzed data was selected for input data. Ethoprophos was chosen as the pesticide used in the golf course and the amounts of pesticide deposition per annual agricultural productions were predicted. The results show that maximum amount of pesticide deposition through atmospheric dispersion was predicted $2.32{\mu}/m^2$ at 96 m where the nearest organic plantation exists. The residues of pesticide were also estimated based on the annul production of the organic and the deposition amount of the pesticide. Consequently, buckwheat, wheat and millet were likely to exceed maximum residue limits for pesticides in foods(MRL) and sorghum, corn and peanut were likely to exceed MRL by organic farming as well.

Characteristics of bridge task in Korean coastal large trawler (우리나라 근해 대형트롤 어선의 선교업무 특성)

  • Kim, Min-Son;Shin, Hyeon-Ok;Lee, Ju-Hee;Hwang, Bo-Kyu
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.49 no.3
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    • pp.301-310
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    • 2013
  • To suggest a standard concerning with the arrangement of bridge equipment, the authors conducted the video observations with 3CCD (charge coupled device) cameras installed on the ceil of the bridge for monitoring the working activities of two bridge teams (the skipper/mate1 and the skipper/mate2) in a Korean coastal large trawler(gross tonnage: 139) for five days from July 30th. 2010 and analyzed of the data. Work elements coded by the work activities were input on the sheet of work analysis by the time unit of 1 sec according to the time occurred. A single work element among the work activities for every 5 minutes was denoted as the number of occurrence. The frequency of equipment usage was limited only in the usage of the equipment. In the case of the navigation and the towing net two ranks were integrated and analyzed. On the other hand, in the case of the casting net and the hauling net, two processes were integrated to as one and then analyzed separately as two ranks. As the results, 15 elements of work was carried out between two bridge teams for the observation; lookout, radar, GPS plotter, fish finder, net monitor, fishing deck, RPM indicator, rudder angle indicator, compass card, for maneuver; steering, ship speed control, trawl winch operation and external communications, paper works and others. It was found that the work load of the skipper per 5 minutes accordance with the navigation, the casting net, the towing net and the hauling net are 20.5 times, 11.9 times, 38.0 times and 9.5 times respectively, the mates are 65.2 times, 66.5 times, 85.7 times and 59.1 times respectively. The radar was shown the highest frequency of the equipment usage and the next was the fish finder, the GPS plotter and the external communications in the case of the navigation. In the case of the towing net the frequency of usage was high the ranking as the radar, the net monitor, the fish finder, the GPS plotter, the steering system and the external communications. In the case of the integrated process both of the casting and hauling net the trawl winch was shown the highest frequency to the skipper and the next was the GPS plotter and the radar, and the steering system was shown the highest frequency to the mate and the next was the radar, the ship speed control system, the GPS plotter, the net monitor and the fish finder.

A Comparison Study of Colour Perception considering Peripheral Vision on Display Device (디스플레이상에서 주변시를 고려한 색채 인지 비교 연구)

  • Hong, Ji-Young;Park, Yun-Sun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.43-53
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    • 2016
  • In this study, under the assumption that there may be differences in colour attributes that can be perceived according to the brightness of the background and the size of the colour stimulus, a test was conducted where colour matching was done for stimulus sizes of $10^{\circ}$ and $20^{\circ}$ in terms of peripheral vision by varying the background brightness. The test results showed that depending on the background brightness and the specific combinations of the Munsell colour attributes used as the test stimulus, colours can be perceived differently even if they are the same colours. In addition, in contrast to findings from previous studies on colour perception according to the stimulus size, it was found that even if the size of the colour stimulus is relatively small, colours can be perceived more colourfully or more brightly with changes in the background brightness. Based on the findings of this study, degradation in image quality can be improved, which may occur when the size of the input image is changed at a later time, and also, contributions can be made when it comes to the reproduction of effective sold three-dimensional structures that reflect visual qualities when processing 3D holographic imagery, in addition to 2D imagery.

Performance Improvement of Current-mode Device for Digital Audio Processor (디지털 오디오 프로세서용 전류모드 소자의 성능 개선에 관한 연구)

  • Kim, Seong-Kweon;Cho, Ju-Phil;Cha, Jae-Sang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.5
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    • pp.35-41
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    • 2008
  • This paper presents the design method of current-mode signal processing for high speed and low power digital audio signal processing. The digital audio processor requires a digital signal processing such as fast Fourier transform (FFT), which has a problem of large power consumption according to the settled point number and high speed operation. Therefore, a current-mode signal processing with a switched Current (SI) circuit was employed to the digital audio signal processing because a limited battery life should be considered for a low power operation. However, current memory that construct a SI circuit has a problem called clock-feedthrough. In this paper, we examine the connection of dummy MOS that is the common solution of clock-feedthrough and are willing to calculate the relation of width between dummy MOS for a proposal of the design methodology for improvement of current memory. As a result of simulation, in case of that the width of memory MOS is 20um, ratio of input current and bias current is 0.3, the relation of width between switch MOS and dummy MOS is $W_{M4}=1.95W_{M3}+1.2$ for the width of switch MOS is 2~5um, it is $W_{M4}=0.92W_{M3}+6.3$ for the width of switch MOS is 5~10um. Then the defined relation of MOS transistors can be a useful design guidance for a high speed low power digital audio processor.

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A Study on the Gamut Mapping Method of the Wide Gamut Display Device (광 색역 디스플레이 장치의 색역 사상에 관한 연구)

  • Um Jinsub;Shin Yoonchol;Kim Moonchol
    • 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.69-80
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    • 2005
  • In these days, the technology development of the imaging/optic industry and the digital broadcasting replace the classic CRT with the new display devices that is getting slimmer and larger. Especially, when the general TV signal is applied directly to the wide gamut display using LED or laser, which can display higher chromatic colors that can't be reproduced on CRT, the color distortion occurs and it causes serious problems. Thus, in this paper the gamut mapping is studied, which gets rids of the color distortion and utilizes the wider color gamut than that of the CRT sufficiently. In the gamut mapping the general mapping concept is the increasement of the chroma on the same hue plane but it causes the over chromatic enhancement. So, the vector mapping, which increases the lightness md the chroma at the same time, is proposed to prevent the side effect. In the vector mapping the chromaticity is maintained constantly, hence the image can be seen more natural than that of the chroma mapping. By using the gamut fitting, it is compensated that the tone disappearance or the contour effect that is arose from the geometric properties of the input and the output color gamut. These gamut mapping and gamut fitting can prevent the color distortion and reproduce the natural image on the wide gamut displays.

Design of 3-bit Arbitrary Logic Circuit based on Single Layer Magnetic-Tunnel-Junction Elements (단층 입력 구조의 Magnetic-Tunnel-Junction 소자를 이용한 임의의 3비트 논리회로 구현을 위한 자기논리 회로 설계)

  • Lee, Hyun-Joo;Kim, So-Jeong;Lee, Seung-Yeon;Lee, Seung-Jun;Shin, Hyung-Soon
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.45 no.12
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    • pp.1-7
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    • 2008
  • Magnetic Tunneling Junction (MTJ) has been used as a nonvolatile universal storage element mainly in memory technology. However, according to several recent studies, magneto-logic using MTJ elements show much potential in substitution for the transistor-based logic device. Magneto-logic based on MTJ can maintain the data during the power-off mode, since an MTJ element can store the result data in itself. Moreover, just by changing input signals, the full logic functions can be realized. Because of its programmability, it can embody the reconfigurable magneto-logic circuit in the rigid physical architecture. In this paper, we propose a novel 3-bit arbitrary magneto-logic circuit beyond the simple combinational logic or the short sequential one. We design the 3-bit magneto-logic which has the most complexity using MTJ elements and verify its functionality. The simulation results are presented with the HSPICE macro-model of MTJ that we have developed in our previous work. This novel magneto-logic based on MTJ can realize the most complex logic function. What is more, 3-bit arbitrary logic operations can be implemented by changing gate signals of the current drivel circuit.

A Study on Manipulating Method of 3D Game in HMD Environment by using Eye Tracking (HMD(Head Mounted Display)에서 시선 추적을 통한 3차원 게임 조작 방법 연구)

  • Park, Kang-Ryoung;Lee, Eui-Chul
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.2
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    • pp.49-64
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    • 2008
  • Recently, many researches about making more comfortable input device based on gaze detection technology have been done in human computer interface. However, the system cost becomes high due to the complicated hardware and there is difficulty to use the gaze detection system due to the complicated user calibration procedure. In this paper, we propose a new gaze detection method based on the 2D analysis and a simple user calibration. Our method used a small USB (Universal Serial Bus) camera attached on a HMD (Head-Mounted Display), hot-mirror and IR (Infra-Red) light illuminator. Because the HMD is moved according to user's facial movement, we can implement the gaze detection system of which performance is not affected by facial movement. In addition, we apply our gaze detection system to 3D first person shooting game. From that, the gaze direction of game character is controlled by our gaze detection method and it can target the enemy character and shoot, which can increase the immersion and interest of game. Experimental results showed that the game and gaze detection system could be operated at real-time speed in one desktop computer and we could obtain the gaze detection accuracy of 0.88 degrees. In addition, we could know our gaze detection technology could replace the conventional mouse in the 3D first person shooting game.

A Low-Voltage Low-Power Analog Front-End IC for Neural Recording Implant Devices (체내 이식 신경 신호 기록 장치를 위한 저전압 저전력 아날로그 Front-End 집적회로)

  • Cha, Hyouk-Kyu
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.10
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    • pp.34-39
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    • 2016
  • A low-voltage, low-power analog front-end IC for neural recording implant devices is presented. The proposed IC consists of a low-noise neural amplifier and a programmable active bandpass filter to process neural signals residing in the band of 1 Hz to 5 kHz. The neural amplifier is based on a source-degenerated folded-cascode operational transconductance amplifier (OTA) for good noise performance while the following bandpass filter utilizes a low-power current-mirror based OTA with programmable high-pass cutoff frequencies from 1 Hz to 300 Hz and low-pass cutoff frequencies from 300 Hz to 8 kHz. The total recording analog front-end provides 53.1 dB of voltage gain, $4.68{\mu}Vrms$ of integrated input referred noise within 1 Hz to 10 kHz, and noise efficiency factor of 3.67. The IC is designed using $18-{\mu}m$ CMOS process and consumes a total of $3.2{\mu}W$ at 1-V supply voltage. The layout area of the IC is $0.19 mm^2$.

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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Construction Material Management Using Smart Mobile Computing (스마트 모바일 어플리케이션을 이용한 건설 자재 관리)

  • Lee, Kwang-Pyo;Lee, Hyun-Soo;Park, Moon-Seo;Kim, Eui-Jun
    • Korean Journal of Construction Engineering and Management
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    • v.12 no.4
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    • pp.59-69
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    • 2011
  • Construction works have become larger and more complex, improving productivity by introducing Information Technology (IT) is pursued. In this circumstance, many different kinds of project management system is being introduced, and various IT technologies are applied such as Personal Digital Assistant (PDA), Bar Code, Radio Frequency Identification (RFID), Web Camera, and so on. However, these kinds of technologies might cause reprocessing of information and ineffectiveness of project because of lack of real time information processing technology or separation between construction sites and management offices. Therefore, this research aims to develop Application that can be applied efficiently for construction material management, by understanding problems of former management system with questionnaires and extracting functions with analysis of requirements. This will be possible to input information automatically, to process and check material information in real time, and to identify the location of necessary material. Then, the problem of separation between construction sites and management offices are solved, and as a result, more efficient management of materials in construction sites will become possible.