• Title/Summary/Keyword: two-connected network design

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Development of Communication Joint Tools for Implementing a Legacy-line Communication System in a Train (열차 내 무배선통신시스템 구축을 위한 통신연결장치 개발)

  • Kim, Hyun Sik;Park, Soo Hoon;Kang, Seog Geun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.4
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    • pp.877-887
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    • 2015
  • In this paper, a design of communication joint tools to implement a legacy-line communication (LLC) system, which exploits various conductive lines in a train, is presented. We develop two kinds of joint tools; one is a conductive joint tool (CJT) that is connected directly to the conventional lines and the other is the inductive joint tool (IJT) which connects the conventional lines indirectly using electromagnetic induction. As a result, the practical experiment of data communication confirms that an LLC system with the developed joint tools has a transmission rate more than 20 Mbps in the distance of 200 m away. In addition, an environmental durability test shows that the joint tools operate stably in an extreme environmenal variation. It is, therefore, considered that the developed joint tools are very useful to implement a communication network in the train working currently.

A Design and Implementation of A Robot Client Middleware for Network-based Intelligent Robot based on Service-Oriented (지능형 네트워크 로봇을 위한 서비스 지향적인 로봇 클라이언트 미들웨어 설계와 구현)

  • Kwak, Dong-Gyu;Choi, Jae-Young
    • The KIPS Transactions:PartA
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    • v.19A no.1
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    • pp.1-8
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    • 2012
  • Network-based intelligent robot is connected with network system, provides interactions with humans, and carries out its own roles on ubiquitous computing environments. URC (Ubiquitous Robot Companion) robot has been proposed to develop network-based robot by applying distributed computing techniques. On URC robot, it is possible to save the computing power of robot client by environments, has been proposed to develop robot software using service-oriented architecture on server-client computing environments. The SOMAR client robot consists of two layers - device service layer and robot service layer. The device service controls physical devices, and the robot service abstracts robot's services, which are newly defined and generated by combining many device services. RSEL (Robot Service Executing Language) is defined in this paper to represent relations and connections between device services and robot services. A RESL document, including robot services by combining several device services, is translated to a programming language for robot client system using RSEL translator, then the translated source program is compiled and uploaded to robot client system with RPC (Remote Procedure Call) command. A SOMAR client system is easy to be applied to embedded systems of host/target architecture. Moreover it is possible to produce a light-weight URC client robot by reducing workload of RSEL processing engine.

Design of a Broadband Window Antenna Using a Parallel T-Matching Network (병렬 T-정합 회로를 이용한 차량 유리 부착형 광대역 안테나 설계)

  • Kim, Yoon-Geon;Kay, Young-Chul;Ji, Sung-Hwan;Choo, Ho-Sung
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.23 no.1
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    • pp.122-130
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    • 2012
  • In this paper, we propose a broadband vehicle antenna that can operate at the WiBro band(2.3~2.4 GHz) for a wireless internet service. The feeding of the proposed antenna consists of two T-matching networks on both side of the polyarcylate substrate, and the two T-matching networks are connected through via holes. The designed antenna was built and installed on a rear window of a commercial sedan, and the antenna performances, such as the reflection coefficients and the radiation gain are measured in the open-sight area. The received signal strength of the designed antenna was also tested in a strong field area as well as in a weak field area. The measurement results show the matching bandwidth($S_{11}$ <10 dB) of about 300 MHz in the WiBro band and the average gain of about -5.13 dBi along the azimuth direction.

Design and Implementation of an Adaptive User Interface for Home Network Environments (홈 네트워크 환경을 위한 적응형 사용자 인터페이스 설계 및 구현)

  • Jung, Jae-Hwan;Jang, Hyun-Su;Ko, Kwang-Sun;Kim, Gu-Su;Eom, Young-Ik
    • The KIPS Transactions:PartB
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    • v.15B no.1
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    • pp.37-44
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    • 2008
  • With the growing proliferation of mobile computing devices, several industrial and academic research groups have a vigorous studying to remote control for various appliances with mobile devices such as Notebooks, PDAs, and Smartphones in home network environments. We can utilize the good points of mobile devices such as portability and usability so that we can remote control and manage the mobile devices connected on home networks anytime, anywhere. However, mobile devices use different languages. Therefore, they cause some problems because their interfaces and the methods of operation are different each other. To solve these problems, there are two consideration. First, we may be solved development of the user interface and difficulty of maintenance in order to control various heterogeneous devices. Second, we may provide the user interface which is dynamically adapting user's preferences and device characteristics. To satisfy these considerations, we describe the design of an adaptive user interface for home network environments using the UIML (User Interface Markup Language) based on XML (eXtensible Markup Language) and the profile information of the user and device. Therefore, we present several implementation examples that show how the framework can form the basis of prototypical applications.

Strategic Management of the Policy for Seoul City's Hangang Renaissance (네트워크 분석적 의사결정방법(ANP)을 이용한 서울시 한강르네상스 정책의 전략적 관리방안)

  • Cho, Se-Hwan;Jeong, Gwang-Seop;Kim, Sang-Won;Won, Jai-Mu
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.1
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    • pp.1-10
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    • 2011
  • This study was performed for the purpose of reviewing the strategic management direction and ideas of the policy for Seoul City's Hangang Renaissance. In order to accomplish this, levels were established for each step of the policy and the policy priority by level was derived. The policy priority by level was analyzed by a decision making model through the Analytic Network Process(ANP) and the priority would be the standard to judge the order of priority. The analysis results showed that there was not a big difference between the priorities of two basic concepts: restoration and creation. The fourth level, detail plan of the third level, showed priority that development by type for waterside city in case of reorganizing city space and diversification of land utilization, utilization of riverside space in water front town for public and composit purpose, establishment of comprehensive plan on constructions in case of improving the landscape of Hangang and unified design plan rose to important element in case of forming Hangang park with the me. Based on the results of priority analysis, we would like to propose for the direction about the policy on Hangang Renaissance project, the policies forming Hangang Park with theme through unified design plan and reorganizing city space have to be proceed preferentially and connected with other plans.

Design and Implementation of a Smart Home Cloud Control System Using Bridge based on IoT (IoT 기반의 브리지를 이용한 스마트 홈 클라우드 제어 시스템 설계 및 구현)

  • Hao, Xu;Kim, Chul-Won
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.5
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    • pp.865-872
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    • 2017
  • Recently, in response to the Internet age, the demand for hardware devices has been increasing, centering on the rapidly growing smart home field, due to the growth and management of sensor and control technology, mobile application, network traffic, big data management and cloud computing. In order to maintain the sustainable development of the hardware system, it is necessary to update the system, and the hardware device is absolutely necessary in real time processing of complex data (voice, image, etc.) as well as data collection. In this paper, we propose a method to simplify the control and communication method by integrating the hardware devices in two operating systems in a unified structure to solve the simultaneous control and communication method of hardware under different operating systems. The performance evaluation results of the proposed integrated hardware and the cloud control system connected to the cloud server are described and the main directions to be studied in the field of internet smart home are described.

Prototype Development of 3-Phase 3.3kV/220V 6kVA Modular Semiconductor Transformer (3상 3.3kV/220V 6kVA 모듈형 반도체 변압기의 프로토타입 개발)

  • Kim, Jae-Hyuk;Kim, Do-Hyun;Lee, Byung-Kwon;Han, Byung-Moon;Lee, Jun-Young;Choi, Nam-Sup
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.62 no.12
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    • pp.1678-1687
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    • 2013
  • This paper describes a prototype of 3-phase 3.3kV/220V 6kVA modular semiconductor transformer developed in the lab for feasibility study. The developed prototype is composed of three single-phase units coupled in Y-connection. Each single-phase unit with a rating of 1.9kV/127V 2kVA consists of a high-voltage high-frequency resonant AC-DC converter, a low-voltage hybrid-switching DC-DC converter, and a low-voltage hybrid-switching DC-AC converter. Also each single-phase unit has two DSP controllers to control converter operation and to acquire monitoring data. Monitoring system was developed based on LabView by using CAN communication link between the DSP controller and PC. Through various experimental analyses it was verified that the prototype operates with proper performance under normal and sag condition. The system efficiency can be improved by adopting optimal design and replacing the IGBT switch with the SiC MOSFET switch. The developed prototype confirms a possibility to build a commercial high-voltage high-power semiconductor transformer by increasing the number of series-connected converter modules in high-voltage side and improving the performance of switching element.

Design and Implementation of μ-Webpage based on QR Code (QR 코드 기반 마이크로 웹페이지 설계 및 구현)

  • Ha, Sunju;Eun, Seongbae;So, SeonSub;Yun, Young-Sun;Jung, Jinman
    • KIISE Transactions on Computing Practices
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    • v.21 no.3
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    • pp.239-246
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    • 2015
  • QR(Quick Response) Code has been developed to provide greater storage capacity and more functionality compared to 1D bar codes. With the emergence of increasingly mobile devices equipped with cameras such as smart-phones and tablets, QR codes have become very popular and more important in mobile businesses. Typically, most QR codes are used as a URL link for redirecting users to webpages. However, the URL based QR codes are required to be connected over the internet and to be run a server. This can incur unnecessary traffics in the Internet. Furthermore, it is not suitable for the country lagging behind others in its network infrastructure. In this paper, we propose a server-less ${\mu}$-webpage to provide mobile web services and be optimized for the capabilities and limitations of QR Code. We have implemented the ${\mu}$-webpage in Android, and the results showed that the proposed mechanism can provide web-services without requiring extra servers or incurring mobile traffic data compared to the URL-based QR Codes.

Computational Model for Flow in River Systems Including Storage Pockets with Side Weirs (횡월류형 강변저류지를 포함하는 하천수계에 대한 수리학적 계산모형)

  • Jun, Kyung-Soo;Kim, Jin-Soo;Kim, Won;Yoon, Byung-Man
    • Journal of Korea Water Resources Association
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    • v.43 no.2
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    • pp.139-151
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    • 2010
  • A quasi-two-dimensional unsteady flow model was developed for simulating the flow in a river system including artificial storage pockets with side weirs. It is a multiply-connected network which combines channels and storage pockets. The channel flow is described by the one-dimensional Saint Venant equations, and the weir overflow flow by the cell continuity and stage-discharge relations. The model was applied to the Imjin river system including six artificial storage pockets. Design flood peak reduction due to storage pockets is not sensitive to the side weir discharge coefficient. Storage pockets downstream are less effective than upstream ones in reducing peak stage as the backwater effect becomes more dominant. Simulated flood control effect is highly sensitive to the roughness coefficient. The uncertainty due to the roughness coefficient increases as the weir crest elevation gets higher. Because the best design alternative varies with the roughness coefficient, proper estimation of it is essential to the design of side weirs. Moreover, uncertainty of the estimation needs to be considered in the design process.

Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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