• Title/Summary/Keyword: time-reuse

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Development of a Multi-body Dynamics Analysis System Using the Object-Oriented Concept (객체지향 개념을 이용한 다물체 동역학 해석 시스템 개발)

  • 한형석;이재경;서종휘;송현석;박태원
    • Journal of the Korean Society for Precision Engineering
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    • v.20 no.8
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    • pp.115-125
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    • 2003
  • To analyze the applications of all types of mechanical systems, general purpose analysis programs have been developed and commercialized. However, it is customary to develop and use customized programs even though they sometimes require more work than a general purpose program. A customized program is simplified to adapt to a particular application from the beginning, is designed for small computers, and developed with hardware-in-the-loop in mind so it can be applied effectively. By adding design knowledge and bundling know-how to an analysis program, analysis time can be reduced. And because an analysis has to work in conjunction with other analysis programs, a proprietary program that the user can easily modify can be useful. In this thesis, a multi-body dynamics analysis system is presented using one of the most useful programming techniques, object-oriented concept. The object-oriented concept defines a problem from the physical world as an abstract object, an abstract model. The object becomes encapsulated with the data and method. Simulation is performed using the object's interface. It is then possible for the user and the developer to modify and upgrade the program without having particular knowledge of the analysis program. The method presented in this thesis has the following advantages. Since the mechanical components of the multi-body system converts independent modeling into a class, the modification, exchange, distribution, and reuse of elements are increased. It becomes easier to employ a new analysis method and interface with other S/W and H/W systems. To employ a new analysis method, there is no need to modify elements of the main solver and the Library. In addition, information can be communicated to each object through messaging. It makes the modeling of new elements easier using inheritance. When developing a S/W for the computer simulation of physical system, it is reasonable to use object-oriented modeling. Also, for multi-body dynamics analysis, it is possible to develop a solver that is user-oriented.

Effect of Hydrogen Peroxide on UV Treatment of Color in Secondary Effluent for Reclamation (물 재이용을 위한 하수처리장 방류수 색도의 자외선처리에 미치는 과산화수소의 영향)

  • Park, Ki-Young;Maeng, Sung-Kyu;Kim, Ki-Pal;Lee, Seock-Heon;Kweon, Ji-Hyang;Ahn, Kyu-Hong
    • Journal of Korean Society of Water and Wastewater
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    • v.18 no.3
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    • pp.377-384
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    • 2004
  • In the present study, a feasibility of an advanced oxidation process using UV/Hydrogen peroxide($H_2O_2$) system equipped with a medium pressure lamp for secondary effluent reclamation was investigated. Initial concentration of $H_2O_2$ and pH were changed to determine the optimum operation condition for the system. The removal efficiency of color was than 80% with 14.3mg/L of initial $H_2O_2$ and 5 minute of contact time in the UV/$H_2O_2$ system. The color removal was analyzed using first-order reaction equation. The dependence of rate constant (k) on initial $H_2O_2$ represented the rational relationship with maximum value. Residual $H_2O_2$ caused increase of effluent COD, since analyzing agent, dichromate, reacted with $H_2O_2$ in the sample. Therefore, excess initial concentration of $H_2O_2$ would significantly affect effluent COD measurement. At pH variation experiment, both residual $H_2O_2$ and color showed peak in the neutral pH range with the same pattern. Effect of $H_2O_2$ dose also enhanced color removal but raised residual $H_2O_2$ problem in the continuous operation UV system. In conclusion, these results indicated that medium pressure UV/$H_2O_2$ system could be used to control color in the secondary effluent for reclamation and reuse.

A Study on Factors to Affect Reuse Intention and Conversion Intention by Evaluation after Game Use - with Two FPS Games as a Main Consideration - (게임 이용 후 평가에 의한 재이용 의도 및 전환의도에 미치는 요인에 관한 연구 -2개의 FPS 게임을 중심으로-)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.69-77
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    • 2009
  • Game producers provide their products and service to users. But the need and desire of users change in many ways as time goes. But game Co. Ltd is difficult because of the capital and the technical identities for providing characteristic products and service etc. Specially, the FPS game which is popular among users is developed by game Co. Ltd as the maximum reflects desire of users, but is similarly developed in other companies FPS game by similar desire. This cannot accept from desire of a certain prospective customer furthermore, decrease of a loyalty customer and a new customer, and a company is difficult of market activity. Therefore, this research is to find of user's psychological needs by FPS game user after gaming on reusing intention and switching intention factors influencing. As the result, the intention of satisfaction and re-use for FPS game is 84.9%, the conversion intention to special force game is 9.6% and the conversion intention to the game of Sudden attack is 5.5%. It shows that desire of the user for certain games is changing.

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Experimental and modelling study of clay stabilized with bottom ash-eco sand slurry pile

  • Subramanian, Sathyapriya;Arumairaj, P.D.;Subramani, T.
    • Geomechanics and Engineering
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    • v.12 no.3
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    • pp.523-539
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    • 2017
  • Clay soils are typical for their swelling properties upon absorption of water during rains and development of cracks during summer time owing to the profile desorption of water through the inter-connected soil pores by water vapour diffusion leading to evaporation. This type of unstable soil phenomenon by and large poses a serious threat to the strength and stability of structures when rest on such type of soils. Even as lime and cement are extensively used for stabilization of clay soils it has become imperative to find relatively cheaper alternative materials to bring out the desired properties within the clay soil domain. In the present era of catastrophic environmental degradation as a side effect to modernized manufacturing processes, industrialization and urbanization the creative idea would be treating the waste products in a beneficial way for reuse and recycling. Bottom ash and ecosand are construed as a waste product from cement industry. An optimal combination of bottom ash-eco sand can be thought of as a viable alternative to stabilize the clay soils by means of an effective dispersion dynamics associated with the inter connected network of pore spaces. A CATIA model was created and imported to ANSYS Fluent to study the dispersion dynamics. Ion migration from the bottom ash-ecosand pile was facilitated through natural formation of cracks in clay soil subjected to atmospheric conditions. Treated samples collected at different curing days from inner and outer zones at different depths were tested for, plasticity index, Unconfined Compressive Strength (UCS), free swell index, water content, Cation Exchange Capacity (CEC), pH and ion concentration to show the effectiveness of the method in improving the clay soil.

A Study on Building Method of the Construction Industry Thesaurus Using Facet Analysis Method (패싯 분석 기법을 활용한 건설 시소러스 구축 방안에 관한 연구)

  • Hong, Ki-Churl
    • Journal of Korean Library and Information Science Society
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    • v.48 no.1
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    • pp.345-371
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    • 2017
  • Traditionally, the construction industry field is one of the typical fields using facet analysis method. Internationally the facet analysis method is applied to the classification scheme "Uniclass" or thesaurus "Construction Industry Thesaurus(CIT)". In the case of Korea, the facet analysis method is being used in classification scheme "Construction Industry Classification System" but it is difficult to find studies on facet analysis method in thesaurus or building case study. This study aims to establish facet types by introducing building of thesaurus for information retrieval in construction field using facet analysis method and to suggest building plan of thesaurus in construction field using facet analysis method. In this paper, We establish the 11 top facets(agent/patient, artifacts, abstract, material, parts/component, works, attribute, media, process, space, time) and the 13 subfacet as rudimental facets and suggest building plan according to thesaurus building procedure which is suggested by International Standard(ISO 25964-1). The result of this study is expected to apply to facet based thesaurus. And it is also expected to reuse in Taxonomy or Ontology etc. and to use in interoperability with the classification scheme of Construction filed.

Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.6
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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A Study on the Design of Ship Drawing Process Management System Based on COM+ Service (COM+ 기반의 선박 설계공정관리 시스템 설계에 관한 연구)

  • 박대유;김응곤;김형진;양계정;윤성국
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.10a
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    • pp.970-973
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    • 2003
  • Recently, the development paradigm of enterprise information system has been moved from 2-tier environment to 3-tier environment. 3-tier environment makes possible to develop more efficient system in terms of the performance, extension, deployment and maintenance. The ship drawing process management system which manages a long-term drawing process and a great number of designers has to support an accuracy and a real-time of information but it is impossible because it is still served in 2-tier environment and some process of them is not developed yet. In this paper, we implemented the analysis and design of system based on CBD(Component Based Development) for the purpose of hanging the environment from two-dimensional Client/server architecture environment to COM+ based 3-tier architecture environment. And by completing a development of total system, the productivity and the efficiency of the ship drawing process management system will be improved. And a wide reuse of components makes possible to improve the productivity and efficiency of system.

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A New Hardware Architecture of High-Speed Motion Estimator for H.264 Video CODEC (H.264 비디오 코덱을 위한 고속 움직임 예측기의 하드웨어 구조)

  • Lim, Jeong-Hun;Seo, Young-Ho;Choi, Hyun-Jun;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.16 no.2
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    • pp.293-304
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    • 2011
  • In this paper, we proposed a new hardware architecture for motion estimation (ME) which is the most time-consuming unit among H.264 algorithms and designed to the type of intellectual property (IP). The proposed ME hardware consists of buffer, processing unit (PU) array, SAD (sum of absolute difference) selector, and motion vector (MVgenerator). PU array is composed of 16 PUs and each PU consists of 16 processing elements (PUs). The main characteristics of the proposed hardware are that current and reference frames are re-used to reduce the number of access to the external memory and that there is no clock loss during SAD operation. The implemented ME hardware occupies 3% hardware resources of StatixIII EP3SE80F1152C2 which is a FPGA of Altera Inc. and can operate at up to 446.43MHz. Therefore it can process up to 50 frames of 1080p in a second.

A Low Power Resource Allocation and Scheduling Algorithm for High Level Synthesis (상위 레벨 합성을 위한 저 전력 스케줄링 및 자원할당 알고리즘)

  • Sin, Mu-Kyoung;Lin, Chi-Ho
    • The KIPS Transactions:PartA
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    • v.8A no.3
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    • pp.279-286
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    • 2001
  • This paper proposes a low power resource allocation and scheduling algorithm that minimized power consumption such as DSP circuit in high-level synthesis process. In this paper, we have used list-scheduling method for low power design in scheduling step. Also, it increase possibility to reuse input through resource sharing when assign resource. After scheduling, the resources allocation uses the power function in consideration of the result of calculating average hamming distances and switching activity between two input. First, it obtain switching activity about input value after calculate average hamming distances between two operator and find power value make use of bit pattern of the input value. Resource allocation process assign operator to minimize average hamming distance and power dissipation on all occasions which is allocated at each control step according to increase control step. As comparing the existed method, the execution time becomes fast according to number of operator and be most numberous control step. And in case of power that consume, there is decrease effect from 6% to 8% to be small.

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Reusability Enhancement of the MND-AF Artifacts in the Defense-CBD Methodology (국방 CBD 방법론에서 MND-AF 산출물 재활용성 제고)

  • Lee Hyun-Chul;Lee Sang-Ho;Jung Gyung-Chul;Lee Sung Jong
    • The KIPS Transactions:PartD
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    • v.12D no.7 s.103
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    • pp.1001-1006
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    • 2005
  • The Ministry of National Defense has developed MND-AF and Defense-CBD methodology to make the integration and management of standardization effective through enhancing the interoperability and reusability of information systems. Yet no explicit guidelines or procedures have not been developed for the applying range and mutual relationship of the artifacts between MND-AF and Defense-CBD methodology. Thus, the development time is unnecessarily extended and budget also is increasing because both methodologies produce the artifacts respectively. This paper presents a reusability enhancement scheme for producing MND-AF artifacts according to Defense-CBD process by analyzing artifacts of two methodology les at each element level, so that it will reduce the overhead of producing the artifacts and enhance the completeness of the artifacts. In result, in the case of applying Defense-CBD methodology for developing a information system34 artifacts out of 37 MND-AF artifacts can be reusable.