• Title/Summary/Keyword: virtual structure

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Optical Simulation Study on the Performances of Collimating Films for LCD Backlight Applications (액정표시장치 백라이트용 집광필름의 광학특성 분석을 위한 시뮬레이션 기법 연구)

  • Park, Ji-Hee;Lee, Jung-Ho;Jeong, Jin-Ha;Nahm, Kie-Bong;Ko, Jae-Hyeon;Kim, Joong-Hyun
    • Korean Journal of Optics and Photonics
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    • v.18 no.6
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    • pp.432-440
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    • 2007
  • Optical simulation methods such as a ray tracing technique have been widely used to predict the optical performances of collimating films for LCD backlight applications. It is necessary to optimize simulation conditions which have substantial effect on the simulation result in order to predict accurate performances of collimating films. We have set up a very simple backlight model consisting of a reflection film, a virtual flat light-source, and a prism film, which is a representative collimating film for backlight, in order to analyze the simulation conditions which are strongly correlated with the on-axis luminance gain and the viewing-angle characteristics of prism films. It was found that the dependence of the relative change in the on-axis luminance on the structure and material properties of collimating films can be derived from the above-mentioned simple BLU model and from simulation using it. However, the exact reflection property of the reflection film and the distribution of the incident light onto the optical film were found to be very important for revealing exact viewing-angle characteristics of collimating films.

Location Tracking and Remote Monitoring system of Home residents using ON/OFF Switches and Sensors (ON/OFF 스위치와 센서를 이용한 홈 거주자의 위치추적 및 원격모니터링 시스템)

  • Ahn Dong-In;Kim Myung-Hee;Joo Su-Chong
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.1
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    • pp.66-77
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    • 2006
  • In this paper, we researched the searching and tracking locations of a home resident using ON/OFF switches and sensors and designed a remote monitoring system. As an implementation environment, this system is developed on the base of the distributed object group framework we have developed from previous works. In order to trace the moving locations of a home resident, we firstly showed a home structure which attaches ON/OFF switches and sensors to home appliances and indoor facilities being fixed in home. Whenever a home resident opens/closes these objects, the signals operated from ON/OFF switches and sensors are sent to a home server system. In this time, the real locations of ON/OFF switches and sensors that the signals are being occurred must be the current location that he/she stays. A home server system provides the functionalities that map the real location of a resident in home to virtual location designed on remote desk-tops or terminals like PDAs, and that construct a healthcare database consisted of moving patterns, moving ranges, momentum for analyzing the given searching locations and times Finally, this system provides these information for remotely monitoring services.

(A Study on the Control Mechanism for Network Survivability in OVPN over IP/GMPLS over DWDM) (DWDM기반의 OVPN에서 네트워크 생존성을 위한 제어 메커니즘 연구)

  • Cho Kwang-Hyun;Jeong Chang-Hyun;Hong Kyung-Dong;Kim Sung-Un
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.9 s.339
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    • pp.85-96
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    • 2005
  • A ' Virtual Private Network (YPN) over Internet' has the benefits of being cost-effective and flexible. However, given the increasing demands for high bandwidth Internet and for reliable services in a 'VPN over Intemet,' an IP/GMPLS over DWDM backbone network is regarded as a very favorable approach for the future 'Optical VPN (OVPN)' due to the benefits of transparency and high data rate. Nevertheless, OVPN still has survivability issues such that a temporary fault can lose a large amount of data in seconds, moreover unauthorized physical attack can also be made on purpose to eavesdrop the network through physical components. Also, logical attacks can manipulate or stop the operation of GMPLS control messages and menace the network survivability of OVPN. Thus, network survivability in OVPN (i.e. fault/attack tolerant recovery mechanism considering physical structure and optical components, and secured transmission of GMPLS control messages) is rising as a critical issue. In this Paper, we propose a new path establishment scheme under shared risk link group (SRLG) constraint for physical network survivability. And we also suggest a new logical survivability management mechanism by extending resource reservation protocol-traffic engineering extension (RSVP-TE+) and link management protocol (LMP). Finally, according to the results of our simulation, the proposed algorithms are revealed more effective in the view point of survivability.

Wyner-Ziv Video Compression using Noise Model Selection (잡음 모델 선택을 이용한 Wyner-Ziv 비디오 압축)

  • Park, Chun-Ho;Shim, Hiuk-Jae;Jeon, Byeung-Woo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.4
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    • pp.58-66
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    • 2009
  • Recently the emerging demands of the light-video encoder promotes lots of research efforts on DVC (Distributed Video Coding). As an appropriate video compression method, DVC has been studied, and Wyner-Ziv (WZ) video compression is its one representative structure. The WZ encoder splits the image into two kinds of frames, one is key frame which is compressed by conventional intra coding, and the other is WZ frame which is encoded by WZ coding. The WZ decoder decodes the key frame first, and estimates the WZ frame using temporal correlation between key frames. Estimated WZ frame (Side Information) cannot be the same as the original WZ frame due to the absence of the WZ frame information at decoder. As a result, the difference between the estimated and original WZ frames are regarded as virtual channel noise. The WZ frame is reconstructed by removing noise in side information. Therefore precise noise estimation produces good performance gain in WZ video compression by improving error correcting capability by channel code. But noise cannot be estimated precisely at WZ decoder unless there is good WZ frame information, and generally it is estimated from the difference of corresponding key frames. Also the estimated noise is limited by comparing with frame level noise to reduce the uncertainty of the estimation method. However these methods cannot provide good noise estimation for every frame or each bit plane. In this paper, we propose a noise nodel selection method which chooses a better noise model for each bit plane after generating candidate noise models. Experimental result shows PSNR gain up to 0.8 dB.

Evaluation of Thermal and Shrinkage Stresses in Hardening Concrete Considering Early-Age Creep Effect (초기재령 콘크리트의 크리프를 고려한 온도 및 수축응력 해석)

  • 차수원;오병환;이형준
    • Journal of the Korea Concrete Institute
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    • v.14 no.3
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    • pp.382-391
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    • 2002
  • This study is devoted to the problems of thermal and shrinkage stresses in order to avoid cracking at early ages. The early-age damage induced by volume change has great influence on the long-term structural performance of the concrete structures such as its durability and serviceability To solve this complex problem, the computer programs for analysis of thermal and shrinkage stresses were developed. In these procedures, numerous material models are needed and the realistic numerical models have been developed and validated by comparison with relevant experimental results in order to solve practical problems. A framework has been established for formulation of material models and analysis with 3-D finite element method. After the analysis of the temperature, moisture and degree of hydration field in hardening concrete structure, the stress development is determined by incremental structural formulation derived from the principle of virtual work. In this study, the stress development is related to thermal and shrinkage deformation, and resulting stress relaxation due to the effect of early-age creep. From the experimental and numerical results it is found that the early-age creep p)ays important role in evaluating the accurate stress state. The developed analysis program can be efficiently utilized as a useful tool to evaluate the thermal and shrinkage stresses and to find measures for avoiding detrimental cracking of concrete structures at early ages.

A Study on the Statistical GIS for Regional Analysis (지역분석을 위한 웹 기반 통계GIS 연구)

  • 박기호;이양원
    • Spatial Information Research
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    • v.9 no.2
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    • pp.239-261
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    • 2001
  • A large suite of official statistical data sets has been compiled for geographical units under the national directives, and it is the quantitative regional analysis procedures that could add values to them. This paper reports our attempts at prototyping a statistical GIS which is capable of serving over the Web a variety of regional analysis routines as well as value-added statistics and maps. A pilot database of some major statistical data was ingested for the city of Seoul. The baseline subset of regional analysis methods of practical usage was selected and accommodated into the business logic of the target system, which ranges from descriptive statistics, regional structure/inequality measures, spatial ANOVA, spatial (auto) correlation to regression and residual analysis. The leading-edge information technologies including the application server were adopted in the system design and implementation so that the database, analysis modules and analytic mapping components may cooperate seamlessly behind the Web front-end. The prototyped system supports tables, maps, and files of downloadable format for input and output of the analyses. One of the most salient features of out proposed system is that both the database and analysis modules are extensible via the bi-directional interface for end users; The system provides users with operators and parsers for algebraic formulae such that the stored statistical variables may be transformed and combined into the newly-derived set of variables. This functionality eventually leads to on-the-fly fabrication of user-defined regional analysis algorithms. The stored dataset may also be temporarily augmented by user-uploaded dataset; The extension of this form, in essence, results in a virtual database which awaits for users commands as usual. An initial evaluation of the proposed system confirms that the issues involving the usage and dissemination of information can be addressed with success.

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A Study on the AtoN Operational Software Development for the AtoN Management and the Decision Support of its Placement Planning (항로표지 관리 및 배치 의사결정 지원을 위한 항로표지 운용 소프트웨어 개발에 관한 연구)

  • Kim, Ah-Young;Lee, Yeong-Ju;Park, Se-Kil;Oh, Jae-Yong;Kim, Yeon-Gyu
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.20 no.5
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    • pp.543-551
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    • 2014
  • This study has searched to find a program in order to manage simply and practically use the expelled AtoN database from the AtoN Simulator and to support the idea decision for the AtoN placement. It examines a program that manages AtoN database through the hierarchy structure, history card and endowment with condition same as a scenario. And accomplishes this study's goal owing to realizing AtoN operational software that helps for visual, hearing sense, fixed amount verification upon AtoN placement project. The AtoN operational software contributes not only flexible control like a newly establishment, relocation etc, but also supports idea decision for AtoN placement plan through many functions such as condition search, virtual sailing and fixed amount appraisal result exhibition, etc. Through utilization of this, it is to help upon the presupposition of the impact to ship or sailor about many designs and in addition, upon the judgment of whether or not for the efficiency and appropriation of the design. It is expected to reduce possible failure costs and management costs due to AtoN design and placement plans, because to compare more various designs thru the easier verification method.

Crack Source location Technique for nam Concrete Beam using Acoustic Emission (음향방출을 이용한 무근콘크리트 보의 균열 발생원 탐사기법)

  • 한상훈;이웅종;조홍동;김동규
    • Journal of the Korea Concrete Institute
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    • v.13 no.2
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    • pp.107-113
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    • 2001
  • This study was conducted preliminarily to develop the crack source location technique for plain concrete beam using acoustic emission(AE). Before the main experiment, the test of virtual An source location was achieved in plain concrete block. The sensor layout was mutually compared between triangular layout and rectangular layout. As the results of test, AE source location by triangular layout was evaluated more effective than that by rectangular layout. The specimen to apply he source location technique was man in total nine specimens (each three in 40 %, 50%, 60% of W/C ratio) which the experiment variable was the compressive strength level(W/C ratio). The bending loading method is selected by cyclic loadings to evaluate the degree of concrete damage. It is seen that Kaiser effect and Felicity effect exists through analysis of AE parameters in coming failure experiment. As a result of analyzing the felicity ratio(FR) values, it is shown that this values can be used for evaluating the degree of concerto damage. AE activity is started highly at the 70% of failure load without the compressive strength level. Thus considered by a index in constructing the system of the failure warning at application of the field structure. And the results compared the real cracking location with the source location has perceived by AE monitoring before it is appeared the primary crack by visual observation.

GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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Spatial Join based on the Transform-Space View (변환공간 뷰를 기반으로한 공간 조인)

  • 이민재;한욱신;황규영
    • Journal of KIISE:Databases
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    • v.30 no.5
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    • pp.438-450
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    • 2003
  • Spatial joins find pairs of objects that overlap with each other. In spatial joins using indexes, original-space indexes such as the R-tree are widely used. An original-space index is the one that indexes objects as represented in the original space. Since original-space indexes deal with sizes of objects, it is difficult to develop a formal algorithm without relying on heuristics. On the other hand, transform-space indexes, which transform objects in the original space into points in the transform space and index them, deal only with points but no sites. Thus, spatial join algorithms using these indexes are relatively simple and can be formally developed. However, the disadvantage of transform-space join algorithms is that they cannot be applied to original-space indexes such as the R-tree containing original-space objects. In this paper, we present a novel mechanism for achieving the best of these two types of algorithms. Specifically, we propose a new notion of the transform-space view and present the transform-space view join algorithm(TSVJ). A transform-space view is a virtual transform-space index based on an original-space index. It allows us to interpret on-the-fly a pre-built original-space index as a transform-space index without incurring any overhead and without actually modifying the structure of the original-space index or changing object representation. The experimental result shows that, compared to existing spatial join algorithms that use R-trees in the original space, the TSVJ improves the number of disk accesses by up to 43.1% The most important contribution of this paper is to show that we can use original-space indexes, such as the R-tree, in the transform space by interpreting them through the notion of the transform-space view. We believe that this new notion provides a framework for developing various new spatial query processing algorithms in the transform space.