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    • 3. 发明申请
    • PLASMA GENERATOR
    • 等离子发生器
    • US20110042008A1
    • 2011-02-24
    • US12735807
    • 2009-02-20
    • Masaru HoriHiroyuki KanoKazuo AmanoTetsuya KoikeNaofumi YoshidaToshiyuki Ikedo
    • Masaru HoriHiroyuki KanoKazuo AmanoTetsuya KoikeNaofumi YoshidaToshiyuki Ikedo
    • C23F1/08H05H1/48
    • H05H1/48H01J37/3244H01J37/32449H01J37/32467H01J37/3255
    • To provide a plasma generator having a plasma-generating zone of an increased volume.A plasma generator 100 has a casing 10 made of a sintered ceramic produced from alumina (Al2O3) as a raw material. The casing 10 has a slit-like gas intake section 12, and a gas discharge section 20 in which a plurality of holes are disposed in a line. From the gas intake section 12 to the top of a plasma-generating zone P, the slits have a width of 1 mm. There is provided a second gas discharge section 22 including holes 24 which have a diameter of 0.5 mm and a length of 16 mm and which are arranged in a line along the longitudinal axis of the plasma-generating zone P. The plasma-generating zone P has a cross-section which is a rectangle having a side of 2 to 5 mm. Electrodes 2a, 2b are provided with hollow portions on the surfaces thereof facing each other. A power sources supplies about 9 kV, which is obtained by boosting 100 V (60 Hz) and is applied to the electrodes 2a, 2b with a current of 20 mA. When argon gas is supplied through a gas intake section 12, a plasma was generated, even when the electrodes 2a, 2b were separated at a maximum spacing of 4 cm. No electric discharge was generated between the tips of the holes 24 and a treatment object.
    • 提供具有增加体积的等离子体产生区域的等离子体发生器。 等离子体发生器100具有由作为原料的氧化铝(Al 2 O 3)制成的烧结陶瓷制成的壳体10。 壳体10具有狭缝状的气体吸入部12和排列在多个孔中的气体排出部20。 从气体吸入部12到等离子体产生区P的顶部,狭缝的宽度为1mm。 设置有第二气体排出部22,该第二气体排出部22具有直径为0.5mm,长度为16mm的孔24,沿着等离子体产生区P的纵轴线排列。等离子体产生区P 具有侧面为2〜5mm的矩形的截面。 电极2a,2b在其彼此面对的表面上设置有中空部分。 电源提供约9kV,其通过升压100V(60Hz)而获得,并以20mA的电流施加到电极2a,2b。 当通过气体进入部分12供应氩气时,即使电极2a,2b以4cm的最大间距分离,也产生等离子体。 在孔24的尖端和处理对象物之间不产生放电。
    • 4. 发明授权
    • Load balancing for game
    • 游戏负载均衡
    • US09233304B2
    • 2016-01-12
    • US13426868
    • 2012-03-22
    • Shuichi KurabayashiNaofumi YoshidaKosuke Takano
    • Shuichi KurabayashiNaofumi YoshidaKosuke Takano
    • A63F13/00A63F13/30A63F13/33A63F13/35
    • A63F13/358A63F13/12A63F13/33A63F13/35A63F2300/534A63F2300/535
    • Technologies are generally described for load balancing for a game in a cloud computing environment hosting a game service. In some examples, a method may include analyzing a status of a player character located in a virtual space, the virtual space being configured to have a plurality of areas and the player character being located in a first area among the plurality of areas, calculating a probability of movement of the player character from the first area to a second area among the plurality of areas based at least in part on the analyzed status, and calculating an amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area based at least in part on the calculated probability.
    • 技术通常被描述为负责平衡游戏在承载游戏服务的云计算环境中。 在一些示例中,方法可以包括分析位于虚拟空间中的玩家角色的状态,虚拟空间被配置为具有多个区域,并且玩家角色位于多个区域中的第一区域中,计算一个 至少部分地基于所分析的状态,将所述玩家角色从所述第一区域移动到所述多个区域中的第二区域的概率,以及计算从对应于所述第二区域的第二高速缓存服务器复制的高速缓存数据量到 至少部分地基于所计算的概率,对应于所述第一区域的第一缓存服务器。