• Title/Summary/Keyword: multi-leve

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Multi-level Converter for Low EMI and High Quality Output Voltage (저 EMI 및 고품질 출력전압을 위한 멀티레벨 컨버터)

  • Lee, Sang-Hun;Lee, Min-Jung;Park, Sung-Jun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.11
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    • pp.2015-2021
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    • 2008
  • Recently, with the growth of photovoltaic system, many researchers and companies have concerned about the multi-level inverter which has an efficiency of boosting voltage. In this paper a novel structure of multi-level converter for reducing ripple of output voltage is proposed. In the proposed converter Buck converters are connected in series to generate the output voltage and the ripple of output voltage can be reduced compared with the exiting Buck converter. Especially when outputting lower output voltage the number of acting switching elements is less and the result of ripple reducing is more obvious. This paper implements a multi-level switching function based on the FPGA.

A FAST MOTION ESTIMATION ALGORITHM BASED ON MULTI-RESOLUTION FRAME STRUCTURE (다 해상도 프레임 구조에 기반한 고속 움직임 추정 기법)

  • 송병철;나종범
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.887-890
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    • 1998
  • We present a novel multi-resolution block matching algorithm (BMA) for fast motion estimation. At the coarsest level, a full search BMA (FSBMA) is performed for searching complex or random motion. Concurrently, spatial correlation of motion vector (MV) field is used for searching continuous motion. Here we present an efficient method for searching full resolution MVs without MV decimation even at the coarsest leve. After the coarsest level search, two or three initial MV candidates are chosen for the next level. At the further levels, the MV candidates are refined within much smaller search areas. Simulation results show that in comparison with FSBMA, the proposed BMA achieves a speed-up factor over 710 with minor PSNR degradation of 0.2dB at most, under a normal MPEG2 coding environment. Furthermore, our scheme is also suitable for hardware implementation due to regular data-flow.

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Development of multifunctional handling robot (탑성식 다목적 핸들링로봇의 개발)

  • Jun J.U.;Park H.M.;Jung J.S.;Kim S.K.;Lee W.Y.;Ha M.K.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.1656-1659
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    • 2005
  • earning industry is high in terms of side of creation of the added value or progress of technology rightly hereupon. This research raises or designed multi-function handling robot that can make welding, assembly conveniently catching large size work waterRatio that robot occupies is low level worldwide fairly in susdension wire, electricity electron and neutralization learning industry and domestic industry of this is staying in average leve. Can speak that grafting of robotic machine and neutralization

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The Implementation of Multi-Port UTOPIA Level2 Controller for Interworking ATM Interface Module and MPLS Interface Module (MPLS모듈과 ATM모듈과의 Cell Mode 인터페이스를 위한 Multi-Port지원 UTOPIA-L2 Controller구현)

  • 김광옥;최병철;박완기
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.11C
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    • pp.1164-1170
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    • 2002
  • In the ACE2000 MPLS system, MPLS Interface Module(MIM) is composed of an ATM Interface Module and a HFMA performing a packet forwarding. In the MIM, the HFMA RSAR receive cells from the Physical layer and reassemble the cells. And the IP Lookup controller perform a packet forwarding after packet classification. Forwarded packet is segmented into cells in the HFMA TSAR and transfer to the ALMA for the transmission to an ATM cell switch. When the MIM make use of an ATM Interface Module, it directly connect the ALMA with a PHY layer using the UTOPIA Level2 interface. Then, an ALMA performs Master Mode. Also, the HFMA TSAR performs the Master Mode in the MIM. Therefore, the UTOPIA-L2 Controller of the Slave Mode require for interfacing between an ALMA and a HFHA TSAR. In this paper, we implement the architecture and cell control mechanism for the UTOPIA-L2 Controller supporting Multi-ports.

An Interface Technique for Avatar-Object Behavior Control using Layered Behavior Script Representation (계층적 행위 스크립트 표현을 통한 아바타-객체 행위 제어를 위한 인터페이스 기법)

  • Choi Seung-Hyuk;Kim Jae-Kyung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.751-775
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    • 2006
  • In this paper, we suggested an avatar control technique using the high-level behavior. We separated behaviors into three levels according to level of abstraction and defined layered scripts. Layered scripts provide the user with the control over the avatar behaviors at the abstract level and the reusability of scripts. As the 3D environment gets complicated, the number of required avatar behaviors increases accordingly and thus controlling the avatar-object behaviors gets even more challenging. To solve this problem, we embed avatar behaviors into each environment object, which informs how the avatar can interact with the object. Even with a large number of environment objects, our system can manage avatar-object interactions in an object-oriented manner Finally, we suggest an easy-to-use user interface technique that allows the user to control avatars based on context menus. Using the avatar behavior information that is embedded into the object, the system can analyze the object state and filter the behaviors. As a result, context menu shows the behaviors that the avatar can do. In this paper, we made the virtual presentation environment and applied our model to the system. In this paper, we suggested the technique that we controling an the avatar control technique using the high-level behavior. We separated behaviors into three levels byaccording to level of abstract levelion and defined multi-levellayered script. Multi-leveILayered script offers that the user can control avatar behavior at the abstract level and reuses script easily. We suggested object models for avatar-object interaction. Because, TtThe 3D environment is getting more complicated very quickly, so that the numberss of avatar behaviors are getting more variableincreased. Therefore, controlling avatar-object behavior is getting complex and difficultWe need tough processing for handling avatar-object interaction. To solve this problem, we suggested object models that embedded avatar behaviors into object for avatar-object interaction. insert embedded ail avatar behaviors into object. Even though the numbers of objects areis large bigger, it can manage avatar-object interactions by very efficientlyobject-oriented manner. Finally Wewe suggested context menu for ease ordering. User can control avatar throughusing not avatar but the object-oriented interfaces. To do this, Oobject model is suggested by analyzeing object state and filtering the behavior, behavior and context menu shows the behaviors that avatar can do. The user doesn't care about the object or avatar state through the related object.