• 제목/요약/키워드: virtual five-level

검색결과 30건 처리시간 0.03초

Common-Mode Voltage and Current Harmonic Reduction for Five-Phase VSIs with Model Predictive Current Control

  • Vu, Huu-Cong;Lee, Hong-Hee
    • Journal of Power Electronics
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    • 제19권6호
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    • pp.1477-1485
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    • 2019
  • This paper proposes an effective model predictive current control (MPCC) that involves using 10 virtual voltage vectors to reduce the current harmonics and common-mode voltage (CMV) for a two-level five-phase voltage source inverter (VSI). In the proposed scheme, 10 virtual voltage vectors are included to reduce the CMV and low-order current harmonics. These virtual voltage vectors are employed as the input control set for the MPCC. Among the 10 virtual voltage vectors, two are applied throughout the whole sampling period to reduce current ripples. The two selected virtual voltage vectors are based on location information of the reference voltage vector, and their duration times are calculated using a simple algorithm. This significantly reduces the computational burden. Simulation and experimental results are provided to verify the effectiveness of the proposed scheme.

Effect of ASLR on Memory Duplicate Ratio in Cache-based Virtual Machine Live Migration

  • Piao, Guangyong;Oh, Youngsup;Sung, Baegjae;Park, Chanik
    • 대한임베디드공학회논문지
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    • 제9권4호
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    • pp.205-210
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    • 2014
  • Cache based live migration method utilizes a cache, which is accessible to both side (remote and local), to reduce the virtual machine migration time, by transferring only irredundant data. However, address space layout randomization (ASLR) is proved to reduce the memory duplicate ratio between targeted migration memory and the migration cache. In this pager, we analyzed the behavior of ASLR to find out how it changes the physical memory contents of virtual machines. We found that among six virtual memory regions, only the modification to stack influences the page-level memory duplicate ratio. Experiments showed that: (1) the ASLR does not shift the heap region in sub-page level; (2) the stack reduces the duplicate page size among VMs which performed input replay around 40MB, when ASLR was enabled; (3) the size of memory pages, which can be reconstructed from the fresh booted up state, also reduces by about 60MB by ASLR. With those observations, when applying cache-based migration method, we can omit the stack region. While for other five regions, even a coarse page-level redundancy data detecting method can figure out most of the duplicate memory contents.

초등학교 수학의 교수를 위한 모바일 가상조작물 앱 분석 (An Analysis of Mobile Virtual Manipulatives Apps for the Teaching of Elementary School Mathematics)

  • 신미경
    • 한국멀티미디어학회논문지
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    • 제20권6호
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    • pp.935-949
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    • 2017
  • The purpose of this study was to analyze the characteristics of virtual manipulatives apps that can be used to teach students struggling to learn mathematics. To achieve this goal, ten general characteristics of 23 virtual manipulatives apps were evaluated. The instructional, interface, and interactive design features of apps were also evaluated on five-point scale ratings of 18 items. In addition, SPSS frequency analysis and the correlation between each feature was analyzed. Frequently presented instructional contents among 23 virtual manipulatives apps were geometry, arithmetic operation, number concept and measurement. The frequently presented level of instructional contents was lower grade elementary school and kindergarten age. The frequently presented instructional type was the simulation. Regarding the design features, instructional design was rated as the highest (mean = 3.7); interactive design (mean = 3.6) and interface design (mean = 3.3) were also rated higher than neural. In addition, as the learning strategy was appropriately presented, it was evaluated that there was less screen linkage and content error.

AHP를 이용한 가상쇼핑몰 평가 (Evaluation of Virtual Shopping Malls Using the Analytic Hierarchy Process)

  • 변대호
    • 경영과학
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    • 제18권1호
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    • pp.55-68
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    • 2001
  • A virtual shopping mall is like a real-world mall, supports electronic shopping by selling products or services through Interne. Although increasing numbers of products are being marketed on the Web, little efforts has been spent on evaluating what mall is more suitable for marketing electronically and for protecting consumers. Evaluation of virtual shopping malls is regarded as a major task in business-to-consumer electronic commerce. This paper considers the Analytic Hierarchy Process(AHP) method in the evaluation of virtual shopping malls and provides its applications. The AHP is a systematic procedure for representing the elements of any problem, hierarchically. A series of pairwise comparison judgments is performed to express the relative strength or intensity of impact of the elements in the hierarchy. The AHP model hierarchy consists of the four following levels: decision maker, main criteria, sub-criteria, and virtual shopping malls. the main criteria include the state of physical firms, representation of information on the virtual shopping malls, product or service, convenience for shopping, consumer protection, and consumer service. The total number of sub-criteria in the third level is twenty-nine. All decision makers selected belong to virtual shopping mall enterprises, or universities. As a case study, we show the synthesized priority of the five virtual shopping malls that have acquired an E-Trust mark. Finally a sensitivity analysis shows how well each virtual shopping mall performs on each criterion by increasing or decreasing the importance of the main criteria.

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Use of Immersive Virtual Technology in Consumer Retailing and Its Effects to Consumer

  • LEE, Won-Jun
    • 유통과학연구
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    • 제18권2호
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    • pp.5-15
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    • 2020
  • Purpose : Today's retailers are integrating new VR technology into their new marketing strategies. Thus, this research aims to understand the role of virtual experiences in the circumstance of sales channels. Research design, data and methodology : Our model hypothesizes that five key factors determine the consumer experience of VR in the virtual retailing context: smartness, vividness, interactivity, playfulness, escape. Information access and flow are mediating variables that connect key drivers and VR satisfaction. Information access and flow then give influence to satisfaction towards VR. Satisfaction serves as a mediator that determines changes in consumer's dual intention: intention to revisit VR and intention to visit the real site. Results : According to the test results, every path except the relationship between information access and satisfaction of VR is accepted as expected at the significance level of 0.05. Conclusions : This research emphasizes the potential importance of VR and continue VR marketing research as an advent research area. Through the dual-path model, this study found that the primary function of VR is information access and flow experience. This result shows that most VR users value emotional benefits rather than rational benefits provided by VR. Finally, the satisfaction of VR can stimulate both the intention to use the VR and the intention to visit real mall.

Navigating the Transformative Landscape of Virtual Education Trends across India

  • Asha SHARMA;Aditya MISHRA
    • 4차산업연구
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    • 제4권1호
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    • pp.1-9
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    • 2024
  • Purpose: Education is the part of a fundamental human right across the world. In recent years, the trend of virtual education has increased tremendously. The paper aims to find the impact of adoption, accessibility, interactions, knowledge, and satisfaction on the success of transformation towards virtual education. Research design, data and methodology: Primary data has been gathered through the use of responses from students taking admission in virtual higher education to standardized questionnaires. Of the 250, only 122 were considered complete and have been used in further studies. Convinced random sampling method has been used. The results were evaluated using the Likert Five-Point Scale. For applying these statistical tools software SmartPLS and SPSS 19 have been used. The fitness of the model has been re-checked through an Artificial Neural Network (ANN). Result: Results derived that adoption, accessibility, and interactions have a significant impact on knowledge, knowledge influences satisfaction level and satisfaction have a meaningful impact on the success of transformation towards virtual education. Conclusion: It can be concluded that virtual education has the potential to change the future of the education system and its potential in India. The highest importance is due to satisfaction (100%), adoption (98.7%), knowledge (91.4%), accessibility (62%), and interaction (29.2%).

A Novel Modulation Scheme and a DC-Link Voltage Balancing Control Strategy for T-Type H-Bridge Cascaded Multilevel Converters

  • Wang, Yue;Hu, Yaowei;Chen, Guozhu
    • Journal of Power Electronics
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    • 제16권6호
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    • pp.2099-2108
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    • 2016
  • The cascaded multilevel converter is widely adopted to medium/high voltage and high power electronic applications due to the small harmonic components of the output voltage and the facilitation of modularity. In this paper, the operation principle of a T-type H-bridge topology is investigated in detail, and a carrier phase shifted pulse width modulation (CPS-PWM) based control method is proposed for this topology. Taking a virtual five-level waveform achieved by a unipolar double frequency CPS-PWM as the output object, PWM signals of the T-type H-bridge can be obtained by reverse derivation according to its switching modes. In addition, a control method for the T-type H-bridge based cascaded multilevel converter is introduced. Then a single-phase T-type H-bridge cascaded multilevel static var generator (SVG) prototype is built, and a repetitive controller based compound current control strategy is designed with the DC-link voltage balancing control scheme analyzed. Finally, simulation and experimental results validate the correctness and feasibility of the proposed modulation method and control strategy for T-type H-bridge based cascaded multilevel converters.

Drape Evaluation of 3D Garment Simulations for Flared Skirts

  • Lee, Joohyun;Kim, Hyun Ah;Nam, Yun Ja;Ryu, Hyo Seon
    • 한국의류산업학회지
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    • 제16권1호
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    • pp.128-136
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    • 2014
  • The virtual try-on technologies of the current level have limitations with material expression as well as some difficulties with commercialization. There are differences in simulation results and subjective evaluations perceived by consumers according to the types and physical characteristics of materials used in virtual try-on simulations. This study were to analyze the exterior clothing shapes and visual images from 3D virtual try-on simulations with materials whose drapability was differentiated and then test the accuracy of the expression of the drapability of the materials. The study carried out 3D virtual try-on simulations by selecting flared skirts as an item to best express differences in drapability along with five materials of different physical properties and offered some basic data for greater utilization of virtual try-on simulations by comparing and analyzing them with the exterior shapes and visual images of actual flared skirts. The analysis results of hemline shapes between actual and virtual try-on according to the types of materials showed no match among the quantitative items of exterior shapes factors. There were no significant differences in the visual images except for "soft" according to the simulation methods, which means that the items can serve as part of a scale for visual image comparison. It is necessary to reflect quantitative numbers regarding "drapability" proposed in the study simulation software and to continue to build a systematic database for virtual simulations by investigating and testing various materials.

디지털 게임 내 가상경관 분류 기준 확립 및 대표 유형 산출 (Virtual Landscape Classification Standards and Representative Spatial Types in Digital Games)

  • 김익환;이인정;이지현
    • 한국게임학회 논문지
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    • 제16권6호
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    • pp.19-28
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    • 2016
  • 기술이 발전함에 따라 디지털 게임 속 공간이 다채로운 모습으로 구현되고 있으며 이를 체계적으로 설계하는 것에 대한 중요성은 끊임없이 강조되고 있지만 디지털 게임 공간을 설계하는 방법론을 구축하는 연구는 진행된 바 없다. 이를 위해서는 디지털 게임 속 공간들을 유형별로 분류 및 정의한 연구가 선행되어야 한다. 본 연구는 문헌조사를 통해 디지털 게임 공간을 분류하는 다섯 가지 기준을 제시하였으며, 이에 대한 유효성 평가를 진행하였다. 해당 기준들은 각각 '서술형태, 협업 정도, 상호교환 정도, 공간 동작 차원, 공간 형태' 이다. 이후 본 연구는 확보된 기준들을 바탕으로 20년간 가장 주목받은 게임들 분류하여 그 변화 추이를 살펴본 결과 세 가지 대표 공간 유형을 관찰할 수 있었다. 해당 분류 방법론은 디지털 게임 공간 설계 및 구현 인원들에게 디지털 게임 공간에 대한 체계적인 접근을 제공할 것이며, 나아가서 가상경관 설계 방법론을 구축함에 건축 및 조경의 영역에서 활용되고 있는 각종 설계 방법론의 차등적 적용이 가능하게끔 유도할 수 있을 것이다.

동작 적합성 평가를 위한 3차원 가상착의 프로그램 활용 방안 - 남성 진 팬츠를 중심으로 - (Utilization of 3D Virtual Garment Simulation Program Proposed for the Evaluation of Movement Fitness - Focusing on the Men's Jean Pants -)

  • 김경아;어미경;홍은희
    • 한국의상디자인학회지
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    • 제17권4호
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    • pp.55-66
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    • 2015
  • The objective of this study is to propose a method by which movement fitness can be evaluated using a three-dimensional virtual garment simulation program. To this end, five types of jean pants for men were evaluated on the program by setting the avatars to make particular movements to examine the level of pressure on each body part. To verify whether the clothing pressure measurement produces valid and reliable results, virtual garment simulation program was utilized. The results indicated that there were significant differences in the levels of pressure on body parts depending on the type of test garment and motion. In addition, the clothing pressure measurement results were in line with the appearance evaluation results suggested by a previous study. Based on this set of results, the nomological validity of the clothing pressure measurement program used in this study was verified. Moreover, we employed an appearance evaluation along with the clothing pressure measurement to verify the reliability of the program; there was a high correlation between clothing pressure measurements and appearance evaluation measurements, indicating that measuring clothing pressures may well compensate for the limitations of appearance evaluation. We expect the results of this study to make valuable contributions in facilitating the digitalization of the fashion industry. Furthermore, this study also is significant in that it has suggested 3D virtual fitting programs as a solution to the long-criticized problem related to the evaluation of movement fitness in existing virtual garment simulation programs.

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