• 제목/요약/키워드: state diagram

검색결과 365건 처리시간 0.021초

ASM을 이용한 전동기의 위치 검출 방법 (A Motor Position Detecting Method Using Algorithmic State Machine(ASM))

  • 김지원;전영환;전진홍;전정우;강도현
    • 전력전자학회논문지
    • /
    • 제7권1호
    • /
    • pp.11-17
    • /
    • 2002
  • 디지털 회로 설계 방법의 하나인 Algorithmic State Machine (ASM)을 이용하여 반복운동을 하는 모터의 위치를 오차 없이 검출할 수 있는 방법에 대한 연구를 수행하였다. 이를 위하여 모터의 운동방향 변화 시 증분형 엔코더의 출력 패턴을 분석하고 이를 바탕으로 상태도 및 상태 테이블을 구성하였으며 모터의 운동방향 변화 시 정확하게 변화시점을 검출할 수 있는 디지털 회로를 설계하였다 설계된 회로의 유용성을 검증하기 위하여 시뮬레이션 및 실험을 수행하였다. 시뮬레이션 결과 모터의 운동 방향이 변화하는 모든 경우에 대해서 제안된 회로를 이용하면 오차 없이 모터의 위치를 검출할 수 있음을 입증하였다.

M2M 모델변환 기반의 UML 스테이트 다이어그램을 통한 테스트케이스 자동추출 메커니즘에 관한 연구 (A Study on Automatic Test Case Extraction Mechanism from UML State Diagrams Based on M2M Transformation)

  • 김동호;김영철
    • 한국인터넷방송통신학회논문지
    • /
    • 제13권1호
    • /
    • pp.129-134
    • /
    • 2013
  • 기존 연구실 연구에서는 메타모델 기반의 순차적 다이어그램을 통한 테스트케이스 생성의 자동화가 초점이었다. 하지만 메타모델 기반의 스테이트 다이어그램을 통한 테스트케이스 자동 생성에 관한 메커니즘에 관한 연구가 부족하다. 그래서 본 논문에서는 Model Driven Architecture(MDA) 메커니즘인 메타모델과 모델변형기법을 채택하여, UML내 스테이트 다이어그램을 통해 테스트케이스를 자동 추출메커니즘을 제안한다. 이를 위해 테스트케이스 생성단계 프로세스를 정의하고 각 단계별 메타모델 정의와 모델간의 변형 규칙을 정의한다. 제안한 기법을 통해 임베디드 소프트웨어 테스트 설계 및 테스트케이스 추출비용과 시간을 줄이고 임베디드 소프트웨어의 품질을 높이고자 한다.

이종 다수의 네트워크 기반 휴머노이드를 위한 협조제어 소프트웨어 프레임워크 (Framework of a Cooperative Control Software for Heterogeneous Multiple Network Based Humanoid)

  • 임헌영;강연식;이중재;김종원;유범재
    • 로봇학회논문지
    • /
    • 제3권3호
    • /
    • pp.226-236
    • /
    • 2008
  • In this paper, control software architecture is designed to enable a heterogeneous multiple humanoid robot demonstration executing tasks cooperating with each other. In the heterogeneous humanoid robot team, one large humanoid robot and two small humanoid robots are included. For the efficient and reliable information sharing between many software components for humanoid control, sensing and planning, CORBA based software framework is applied. The humanoid tasks are given in terms of finite state diagram based human-robot interface, which is interpreted into the XML based languages defining the details of the humanoid mission. A state transition is triggered based on the event which is described in terms of conditions on the sensor measurements such as robot locations and the external vision system. In the demonstration of the heterogeneous humanoid team, the task of multiple humanoid cleaning the table is given to the humanoid robots and successfully executed based on the given state diagram.

  • PDF

A Method for Automatic Generation of OWL-S Service Ontology

  • Yang, Jin-Hyuk;Chung, In-Jeong
    • Journal of Information Processing Systems
    • /
    • 제2권2호
    • /
    • pp.114-123
    • /
    • 2006
  • We present in this paper the methodology for automatic generation of OWL-S service model ontology along with the results and issues. First, we extract information related to atomic services and their properties such as IOPE from the UML class diagram, and retrieve information related to the composition of services from the UML state-chart diagram. Then, the XSLT applications utilize the acquired information to generate the OWL-S service model ontology through the predefined mappings between OWL-S constructs for composite services and UML state-chart primitives. For the justification of generated service ontology, several validation checks are performed. Our service ontology generation method is general and fully automatic, as well as effective, in that it is achieved in an environment familiar to developers, and information needed to generate service ontology is provided necessarily during service development. It is also noticeable to facilitate representing the condition with GUI rather than a complex language such as OCL.

A Study on Iconic Animation based on Object Modeling Technique

  • Joung, Suck-Tae
    • Journal of information and communication convergence engineering
    • /
    • 제6권3호
    • /
    • pp.279-284
    • /
    • 2008
  • We propose the iconic animation of the software requirement specifications by using the object and dynamic models of the object modeling technique(OMT) methodology. In order to produce the iconic animation, we use "graphical classes" and "icon transformations." In general, the graphical classes are defined for each class of the object diagram. The icon transformations which show the activities of the application are constructed by considering the meaning of the activities and are defined by either basic or compound icons. The icon transformations are added to the state diagrams to generate extended state diagrams. The animation system generates the header files and the code instantiating GUI from the object diagram having graphical classes. The system also generates "event methods" from the extended state diagrams. When the event methods are executed, the behavior of the events is animated by the icon transformations.

Bifurcation analysis of budding yeast cell cycle

  • Nguyen, Cuong;Yoon, Chang-No;Kim, Hak-Yong;Han, Seung-Kee
    • 한국생물정보학회:학술대회논문집
    • /
    • 한국생물정보시스템생물학회 2004년도 The 3rd Annual Conference for The Korean Society for Bioinformatics Association of Asian Societies for Bioinformatics 2004 Symposium
    • /
    • pp.50-56
    • /
    • 2004
  • Bifurcation analysis of cell cycle regulation in the budding yeast is performed basedon the mathematical model by Chen et al [Molecular biology of cell, 11:369-391, 2000]. On the bifurcation diagram, locations of both stable and unstable solutions of the nonlinear differential equations are presented by taking the mass of cell as a controlparameter. Based on the bifurcation diagram, dynamic mechanism underlying the 'start' transition, initiation of a new round of cell cycle, and the 'finish' transition, completion of cell cycle and returning back to the initial state, is discussed: the 'start' transition is a transition from a stable fixed solution for a small mass and to an oscillatory state for a large mass, and the 'finish' transition is a switching back to the stable fixed solution from the oscillatory state. To understand the role of the genes during the cell cycle regulation, bifurcation diagrams for the mutants are compared with that of the wild type.

  • PDF

멀티미디어 배전감시 제어시스템의 MMI 기술개발 (Development of MMI Techniques of the Power Distribution Control Systems for Multimedia Environment)

  • 이병철;정진현
    • 대한전기학회:학술대회논문집
    • /
    • 대한전기학회 1998년도 하계학술대회 논문집 C
    • /
    • pp.1185-1187
    • /
    • 1998
  • The object of this study shows a program for supervisory control of the electric power distribution, approach to the more easy manipulations and hangulization that could be easily familiar to the domestic operators whereas the program, up to now, displayed only in English. This program is consist of a skeleton-diagram designer and a state-displayer of the electric power distribution To make skeleton-diagram data available in state-displayer, the designer must be performed with the proposed format in the program manual. States display executes downloading S/Ws-state-data externally and display the S/W informations at that times, and also power distribution simulation of voluntary S/W manipulations performed by the internal operators is possible.

  • PDF

과도성분과 상태도를 이용한 거리 계전기의 향상된 Zone 3 알고리즘 (An Enhanced Zone 3 Algorithm of a Distance Relay using Transient Components and State Diagram)

  • 허정용;김철환;박남옥
    • 대한전기학회:학술대회논문집
    • /
    • 대한전기학회 2003년도 추계학술대회 논문집 전력기술부문
    • /
    • pp.245-247
    • /
    • 2003
  • Zone 3 of the distance relay is used to provide the remote back-up protection in case of the failure of the primary protection. However, the risk for mal-operations under stressed conditions such as heavy loading, voltage and transient instability is usually high. Zone 3 is used in combination with the derivatives of the voltage, and current, etc to prevent mal-operations. Sometimes, the impedance characteristics that restrict the tripping area of relay are used to avoid the mal-operations due to load encroachment. This paper presents a novel zone 3 scheme based on combining the steady-state components(i.e. 60Hz) and the transient components(TCs) using a state diagram that visualizes the sequence of studies that emanate from the sequence of events. The simulation results show that the novel zone 3 distance relay elements using the proposed method operates correctly for the various events.

  • PDF

Phase Transitions and Phase Diagram of the Island Model with Migration

  • Park, Jeong-Man
    • Journal of the Korean Physical Society
    • /
    • 제73권9호
    • /
    • pp.1219-1224
    • /
    • 2018
  • We investigate the evolutionary dynamics and the phase transitions of the island model which consists of subdivided populations of individuals confined to two islands. In the island model, the population is subdivided so that migration acts to determine the evolutionary dynamics along with selection and genetic drift. The individuals are assumed to be haploid and to be one of two species, X or Y. They reproduce according to their fitness values, die at random, and migrate between the islands. The evolutionary dynamics of an individual based model is formulated in terms of a master equation and is approximated by using the diffusion method as the multidimensional Fokker-Planck equation (FPE) and the coupled non-linear stochastic differential equations (SDEs) with multiplicative noise. We analyze the infinite population limit to find the phase transitions from the monomorphic state of one type to the polymorphic state to the monomorphic state of the other type as we vary the ratio of the fitness values in two islands and complete the phase diagram of our island model.

얼굴 방향과 손 동작 인식을 통합한 가상 공간에 존재하는 Agent들과의 상호 작용 (Interaction with Agents in the Virtual Space Combined by Recognition of Face Direction and Hand Gestures)

  • 조강현;김성은;이인호
    • 전자공학회논문지CI
    • /
    • 제39권3호
    • /
    • pp.62-78
    • /
    • 2002
  • 본 논문에서는 인간의 행동을 컴퓨터에게 인식시켜 가상의 공간에 존재하는 에이전트(agent)들과 상호 작용이 가능한 시스템을 구현하였다. 이 시스템은 크게 행동을 인식하는 인식 시스템과 인식 정보를 통해 미리 구성한 가상 공간에 존재하는 여러 에이전트간의 상호 작용을 하는 시스템으로 구성되어있다. 인식 시스템은 동작자의 연속적인 행동을 CCD카메라로부터 입력받아 각각의 프레임에 대해 머리와 손의 특징을 추출한다. 그리고, 추출된 정보를 연속적인 시간의 흐름에 대해 해석을 한 후, 동작을 인식한다. 상호 작용 시스템을 위해 동작자의 분신인 아바타(avatar), 자율적으로 행동하는 퍼피(puppy), 그리고 비자율적인 객체인 탁자, 문, 창문, 공과 같은 이동이 가능한 오브젝트(object)들이 존재하는 가상 공간을 구현하였다. 인식된 동작은 상호 작용 시스템을 통해 가상 공간의 아바타에게 전달이 된다. 아바타의 동작 천이는 상태 천이도를 바탕으로 이루어진다. 상태 천이도는 각각의 동작이 노드로 정의되고, 그 노드들을 종속적으로 연결한 그래프로 구성된다. 아바타는 문과 창문을 여닫고, 오브젝트를 잡거나 이동할 수 있다. 또 퍼피에게 명령을 내리거나 퍼피의 동작에 대한 응답을 할 수 있다.