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MSHR-Aware Dynamic Warp Scheduler for High Performance GPUs (GPU 성능 향상을 위한 MSHR 활용률 기반 동적 워프 스케줄러)

  • Kim, Gwang Bok;Kim, Jong Myon;Kim, Cheol Hong
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.5
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    • pp.111-118
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    • 2019
  • Recent graphic processing units (GPUs) provide high throughput by using powerful hardware resources. However, massive memory accesses cause GPU performance degradation due to cache inefficiency. Therefore, the performance of GPU can be improved by reducing thread parallelism when cache suffers memory contention. In this paper, we propose a dynamic warp scheduler which controls thread parallelism according to degree of cache contention. Usually, the greedy then oldest (GTO) policy for issuing warp shows lower parallelism than loose round robin (LRR) policy. Therefore, the proposed warp scheduler employs the LRR warp scheduling policy when Miss Status Holding Register(MSHR) utilization is low. On the other hand, the GTO policy is employed in order to reduce thread parallelism when MSHRs utilization is high. Our proposed technique shows better performance compared with LRR and GTO policy since it selects efficient scheduling policy dynamically. According to our experimental results, our proposed technique provides IPC improvement by 12.8% and 3.5% over LRR and GTO on average, respectively.

A Study on game engine properties for Art college education (예술 대학 교육을 위한 게임엔진 특성 연구 (Unity와 Unreal engine을 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.227-229
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    • 2019
  • Currently, people use game engines which is consist of essential elements(Graphic engine, Physics engine, Audio engine, UI system, Gameplay frameworks, etc) to develop video. This game engine is used for its own development, but usually it is used by renting a commercial engine. To be able to use such a game engine requires a lot of theoretical and functional education, but in a limited period of university education, it is impossible to deal with various game engines in game art colleges, not general engineering universities. This paper will compare and analyze the characteristics, and merits and demerits of these two kinds of Game engines (Unity and Unreal engine), and showed the result of analyses about the fact that educating which of the above 2 Game engines are helpful and beneficial for the students for the efficient education in the Art college where should teach much in the limited time.

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GPU-based Parallel Ant Colony System for Traveling Salesman Problem

  • Rhee, Yunseok
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.1-8
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    • 2022
  • In this paper, we design and implement a GPU-based parallel algorithm to effectively solve the traveling salesman problem through an ant color system. The repetition process of generating hundreds or thousands of tours simultaneously in TSP utilizes GPU's task-level parallelism, and the update process of pheromone trails data actively exploits data parallelism by 32x32 thread blocks. In particular, through simultaneous memory access of multiple threads, the coalesced accesses on continuous memory addresses and concurrent accesses on shared memory are supported. This experiment used 127 to 1002 city data provided by TSPLIB, and compared the performance of sequential and parallel algorithms by using Intel Core i9-9900K CPU and Nvidia Titan RTX system. Performance improvement by GPU parallelization shows speedup of about 10.13 to 11.37 times.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

A Study on the User Experiences of the Animal Crossing

  • Joo, Yeon-Ji;Kang, Hyun-Woong;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.71-80
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    • 2022
  • Using the TAM, this study investigates the impact of Perceived Usefulness(PU), Perceived Ease of Use(PEOU) of the Animal-Crossing users on game satisfaction(DOS), immersion(DOI), and the relationship between user's attitude and intention through the google online survey. The decorative elements of the game generate a healing effect and more than half of the survey participants share game activities with the online community in terms of PU. In the case of PEOU, the survey participants positively evaluate the technological advancement such as graphics and sounds of the game. In addition, both high degree of satisfaction and immersion in the game have significant correlations with the intention for replaying the game and intention for recommending the game to others.

An Implementation of Cutting-Ironbar Manufacturing Software using Dynamic Programming (동적계획법을 이용한 철근가공용 소프트웨어의 구현)

  • Kim, Seong-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.1-8
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    • 2009
  • In this paper, we deal an implementation of the software that produces sub-optimal solution of cutting-ironbar planning problem using dynamic programming. Generally, it is required to design an optimization algorithm to accept the practical requirements of cutting ironbar manufacturing. But, this problem is a multiple-sized 1-dimensional cutting stock problem and Linear Programming approaches to get the optimal solution is difficult to be applied due to the problem of explosive computation and memory limitation. In order to overcome this problem, we reform the problem for applying Dynamic Programming and propose a cutting-ironbar planning algorithm searching the sub-optimal solution in the space of fixed amount of combinated columns by using heuristics. Then, we design a graphic user interfaces and screen displays to be operated conveniently in the industry workplace and implement the software using open-source GUI library toolkit, GTK+.

An App-based Evolving Medical Nomogram Service System (앱기반 진화 의료 노모그램 서비스 시스템)

  • Lee, Keon-Myung;Hwang, Kyoung-Soon;Kim, Wun-Jae
    • Journal of Korea Entertainment Industry Association
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    • v.4 no.4
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    • pp.72-76
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    • 2010
  • Clinical nomogram is a graphical representation of numeric formula, constructed from clinical cases database of followed patients' treatment, which is used for medical predication. For a clinical nomogram to contribute patient care, it is required to accumulate as many as clinical cases and to extract medical prediction knowledge. It needs to be equipped with an effective method to build medical nomogram with high predication accuracy. It is desirable for medical nomogram to be accessible at patient care point. This paper proposes a medical nomogram service system architecture which takes into account the above-mentioned issues. The proposed system architecture includes a web-based database subsystem to maintain and keep track of clinical cases. On the periodic basis, a new clinical nomogram is reconstructed for the updated clinical database. For the convenient use of patient care practice environment, an app-based program is provided which makes prediction based on the most recent clinical nomogram constructed in the service system. The proposed method has been applied to a clinical nomogram service system development for recurrence and survival prediction in bladder cancer patients.

GPU-Optimized BVH and R-Triangle Methods for Rapid Self-Intersection Handling in Fabrics

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.59-65
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    • 2024
  • In this paper, we present a GPU-based acceleration of computationally intensive self-collision processing in triangular mesh-based cloth simulation. For Compute Unified Device Architecture (CUDA)-based parallel optimization, we propose 1) an efficient way to build, update, and traverse the Bounding Volume Hierarchy (BVH) tree on the GPU, and 2) optimize the Representative-Triangle (R-Triangle) technique on the GPU to minimize primitive collision checking in triangular mesh-based cloth simulations. As a result, the proposed method can handle self-collisions and object collisions of cloth simulation in GPU environment faster and more efficiently than CPU-based algorithms, and experiments on various scenes show that it can achieve simulation results that are 5x to 10x faster. Since the proposed method is optimized for BVH on GPU, it can be easily integrated into various algorithms and fields that utilize BVH.

Overlay Rendering of Multiple Geo-Based Images Using WebGL Blending Technique (WebGL 블렌딩 기법을 이용한 다중 공간영상정보 중첩 가시화)

  • Kim, Kwang-Seob;Lee, Ki-Won
    • Journal of the Korean Association of Geographic Information Studies
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    • v.15 no.4
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    • pp.104-113
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    • 2012
  • Followed by that HTML5(Hypertext Markup Language5) was introduced, many kinds of program and services based on this have been developed and released. HTML5 is technical standard specifications for cross platform for personal computers and mobile devices so that it is expected that continuing progress and wide application in the both sides of the academic and the industrial fields increase. This study is to design and implement a mobile application program for overlay rendering with DEM and other geo-based image sets using HTML5 WebGL for 3D graphic processing on web environment. Particularly, the blending technique was used for overlay processing with multiple images. Among available WebGL frameworks, CubicVR.js was adopted, and various blending techniques were provided in the user interface for general users. For the actual application in the study area around the Sejong city, serveral types of geo-based data sets were used and processed: KOMPSAT-2 images, ALOS PALSAR SAR images, and grid data by environment measurements. While, DEM for 3D viewing with these geo-based images was produced using contour information of the digital map sets. This work demonstrates possibilities that new types of contents and service system using geo-based images can be extracted and applied.

A Web-based System for Real-time Monitoring of Dangerous Objects using RFID (RFID를 이용한 웹 기반의 실시간 위험물 모니터링 시스템 구축 사례)

  • Kim, Ju-Il;Lee, Woo-Jin;Chong, Ki-Won
    • The Journal of Society for e-Business Studies
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    • v.13 no.2
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    • pp.101-115
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    • 2008
  • Recently in the human society, the crime using small arms has increased. Also, many accidents happen because of incomplete management of chemicals and radiation. Accordingly, it is necessary to manage dangerous objects by tracing the position of dangerous objects and rapidly providing the correct information for them. This paper presents a web-based system for real-time monitoring of dangerous objects using RFID in order to overcome the limitations and problems of current dangerous objects management techniques. In this paper, we define the architecture for web-based dangerous objects monitoring system and the scheme for storing information of a dangerous object in the RFID tag. We also implement the web-based monitoring system and present the execution result of the system. The proposed real-time monitoring system is composed of the dangerous objects monitoring server which manages information of dangerous objects and controls them, the dangerous objects monitoring middleware which is mediator between dangerous objects and the server, the RFID reader which reads information of dangerous objects from RFID tags attached to the objects and the database which stores information, status and position of dangerous object. The proposed system manages diverse dangerous objects such as small arms, radiation and harmful chemicals based on the position of them using RFID, so the user can check dangerous objects when they are checked in and checked out and the user can acquire the real-time position information of them through the system. Furthermore, the user can visually monitor dangerous objects through web browser from any where and at any time because the system is web-based system and it provides graphical user interface.

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