• Title/Summary/Keyword: 리듬의 체계

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공개키 암호 체계와 Shor 알고리듬

  • 이순칠
    • Review of KIISC
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    • v.14 no.3
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    • pp.1-7
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    • 2004
  • 양자알고리듬들 중 쇼의 알고리듬은 공개키 암호체계의 근간을 이루는 소인수분해를 고전알고리듬보다 훨씬 빨리 처리할 수 있다. 고전컴퓨터로 N자리 수를 소인수분해 하는데 걸리는 시간은 exp$[(InN)^{1/3}(In In N)^{2/3})]$에 비례하지만 쇼의 양자풀이법을 사용하면 약$(InN)^3$ 보다 적은 시간이 걸린다. 이 알고리듬의 핵심은 양자계의 중첩이라는 성질을 이용해서 푸리에 변환을 모든 데이터에 대해 병렬적으로 동시에 처리함으로서 주기를 빠르게 찾는다는 것이다. 이러한 양자전산의 이점은 모든 연산이 중첩된 상태에 독립적으로 작용한다는 자연계의 선형성에서 비롯된다. 고전컴퓨터에서도 병렬처리를 하지만 양자적 병렬처리를 고전컴퓨터의 병렬처리로 대신할 수는 없다. N비트로 나타내지는$2^N$ 개의 숫자에 대해 동시에 병렬처리 하는데 양자컴퓨터는 한대면 되지만 고전컴퓨터는 $2^N$대가 필요하므로 비트수가 증가하면 필요한 고전컴퓨터의 수가 비현실적으로 증가하기 때문이다. 이 알고리듬의 수행으로 얻어지는 결과는 확정적인 것이 아니며 확률적으로 율은 당을 얻는다. 어떤 수가 약수가 되는지 아닌지는 금방 확인해 볼 수 있으므로 서너 번 이와 같은 시행착오 과정을 거쳐 옳은 답을 얻는다 해도 문제가 되지는 않는다.

A Study in the Temporality in Digital Gameplay (디지털 게임 플레이의 시간성 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.5-16
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    • 2013
  • The purpose of this study is how to occur the temporality in Digital Gameplay. There is two types of time in Gameplay. One is Irreversibility time that goes passed through a game world like a chronology order. Another is Reversibility time that returns and renews the time. The time's duality is caused by player's intervene and experience. And the polychronic temporality in gameplay makes the rhythm as replay and eternal cyclic time.

High Dynamic Range Image Display Combining Weighted Least Squares Filtering with Color Appearance Model (가중 최소자승 필터링과 색 표현 모델을 결합한 넓은 동적 영역 이미지 표현)

  • Piao, Mei-Xian;Lee, Kyung-Jun;Wee, Seung-Woo;Jeong, Jechang
    • Journal of Broadcast Engineering
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    • v.21 no.6
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    • pp.920-928
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    • 2016
  • Recently high dynamic range imaging technique is hot issue in computer graphic area. We present a progressive tone mapping algorithm, which is based on weighted least squares optimization framework. Our approach combines weighted least squares filtering with iCAM06 model. To show more perceptual high dynamic range images in conventional display, we decompose high dynamic range image into base layers and detail layers. The base layers are obtained by using weighted least squares filter. Then, we adopt chromatic adaption function and non-linear compression function to deal with base layers. Only the base layers reduce contrast, and preserving detail. The image quality assessment shows that our tone mapped image is more similar to original high dynamic range image. Moreover, the subjective result shows our algorithm produces more reliable and pleasing image.

A Study on the Rhythm Design Methodology of Landscape Architecture through the Design Principles Analysis of Oksan Seowon Traditional Slope Walls (옥산서원 경사지담장의 디자인원리분석을 통한 조경리듬설계방법론 연구)

  • Koo, Min-Ah
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.34 no.2
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    • pp.45-54
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    • 2016
  • For the design of landscape, quantitative research is very important data for the designer. In this regard, this study analyzed the rhythm of the wall of Oksan Seowon, which horizontally ascends the slope, as the principles of design. This resulted in the deduction of the numerical proportion and progression, which became design motifs and proposed a design method, which can be applied in landscape rhythm design. The Oksan Seowon is a very valuable cultural heritage, where a very meticulous design principles were found as a result of the analysis of the slope rhythm, for which the proportion and scale were employed. A principle of proportion was found, where an asymmetric balance was formed by weighting the lower part of the slope, in accordance with the degree of the slope. Also, The scale of the height of the wall was based on the human scale. The aesthetic rhythmic design progression was derived from the area and the horizontal line rhythm of the walls. Also, They found out the Fibonacci series and golden ratio. The fact that cultural heritage was analyzed of aesthetic design principles by the very systematic quantitative method is of great significance. Moreover, derived motifs proposed examples of an application of analyzed rhythm progression to the landscape rhythm design. This research will be able to function as the frame and data for the design method of the landscape rhythm.

Development of the New Hybrid Evolutionary Algorithm for Low Vibration of Ship Structures (선박 구조물의 저진동 설계를 위한 새로운 조합 유전 알고리듬 개발)

  • Kong, Young-Mo;Choi, Su-Hyun;Song, Jin-Dae;Yang, Bo-Suk
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2006.05a
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    • pp.164-170
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    • 2006
  • This paper proposes a RSM-based hybrid evolutionary algorithm (RHEA) which combines the merits of the popular programs such as genetic algorithm (GA), tabu search method, response surface methodology (RSM). This algorithm, for improving the convergent speed that is thought to be the demerit of genetic algorithm, uses response surface methodology and simplex method. The mutation of GA offers random variety to finding the optimum solution. In this study, however, systematic variety can be secured through the use of tabu list. Efficiency of this method has been proven by applying traditional test functions and comparing the results to GA. And it was also proved that the newly suggested algorithm is very effective to find the global optimum solution to minimize the weight for avoiding the resonance of fresh water tank that is placed in the rear of ship. According to the study, GA's convergent speed in initial stages is improved by using RSM method. An optimized solution is calculated without the evaluation of additional actual objective function. In a summary, it is concluded that RHEA is a very powerful global optimization algorithm from the view point of convergent speed and global search ability.

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Development of the New Hybrid Evolutionary Algorithm for Low Vibration of Ship Structures (선박 구조물의 저진동 설계를 위한 새로운 조합 유전 알고리듬 개발)

  • Kong, Young-Mo;Choi, Su-Hyun;Song, Jin-Dae;Yang, Bo-Suk
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.16 no.6 s.111
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    • pp.665-673
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    • 2006
  • This paper proposes a RSM-based hybrid evolutionary Algorithm (RHEA) which combines the merits of the popular programs such as genetic algorithm (GA), tabu search method and response surface methodology (RSM). This algorithm, for improving the convergent speed that is thought to be the demerit of genetic algorithm, uses response surface methodology and simplex method. The mutation of GA offers random variety to finding the optimum solution. In this study, however, systematic variety can be secured through the use of tabu list. Efficiency of this method has been proven by applying traditional left functions and comparing the results to GA. It was also proved that the newly suggested algorithm is very effective to find the global optimum solution to minimize the weight for avoiding the resonance of fresh water tank that is placed in the after body area of ship. According to the study, GA's convergent speed in initial stages is improved by using RSM method. An optimized solution is calculated without the evaluation of additional actual objective function. In a summary, it is concluded that RHEA is a very powerful global optimization algorithm from the view point of convergent speed and global search ability.

Implementation of Recursive DSP Algorithms Based on an Optimal Multiprocessor Scheduler (최적 멀티프로세서 스케줄러를 이용한 재귀 DSP 알고리듬의 구현)

  • Kim Hyeong-Kyo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.2
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    • pp.228-234
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    • 2006
  • This paper describes a systematic process which can generate a complete circuit specification efficiently for a given recursive DSP algorithm based on an optimal multiprocessor scheduler. The process is composed of two states: scheduling and circuit synthesis. The scheduling part accepts a fully specified flow graph(FSFG) as an input, and generates an optimal synchronous multiprocessor schedule. Then the circuit synthesis part translates the modified schedule into a complete circuit diagram including a control specification. The circuit diagram can be applied to a silicon compiler for VLSI layout generation. This paper illustrates the whole process with an example of a second order Gray-Market lattice filter.

The Optimization of Fuzzy Logic Controllers Using Genetic Algorithm (유전 알고리듬을 이용한 퍼지 제어기의 최적화)

  • Chang, Wook;Park, Jin-Bae;Joo, Young-Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.7 no.4
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    • pp.48-57
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    • 1997
  • This paper presents the automatic construction and parameter optimization technique for fuzzy logic controllers using genetic algorithm. In general. the design of fuzzy logic controllers has difficulties in the acq~lisition of expert's knowledge and relies to a great extent on empirical and heuristic knowledge which, in many cases, cannot be objectively justified. So, the performance of the controllers c:an be degraded in the case of plant parameter variations or unpredictable incident which a designer may have ignored, and the parameters of fuzzy logic controllers obtained by expert's control action may not be optirnal. Some of these problems can be resolved by the use of genetic algorithm. The proposed method can tune the parameters of fuzzy logic controllers including scaling factors and determine: the appropriate number of fuzzy rulcs systematically. Finally, we provides the second order dead time plant to evaluate the feasibility and generality of the proposed method. Comparison shows that the proposed method can produce fuzzy logic controllers with higher accuracy and a smaller number of fuzzy rules than manually tuned fuzzy logic controllers.

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A Study of Efficient Pattern Classification on Texture Feature Representation Coordinate System (텍스처 특징 표현 좌표체계에서의 효율적인 패턴 분류 방법에 대한 연구)

  • Woo, Kyeong-Deok;Kim, Sung-Gook;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.237-248
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    • 2010
  • When scenes in the real world are perceived for the purpose of computer/robot vision fields, there are great deals of texture based patterns in them. This paper introduces a texture feature representation on a coordinate system in which many different patterns can be represented with a mathematical model (Gabor function). The representation of texture features of each pattern on the coordinate system results in the high performance/competence of texture pattern classification. A decision tree algorithm is used to classify pattern data represented on the proposed coordinate system. The experimental results for the texture pattern classification show that the proposed method is better than previous researches.

Rule-based traffic information processing (규칙에 기반한 교통량 정보처리 기법)

  • 윤광준;박영태
    • Proceedings of the IEEK Conference
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    • 1998.06a
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    • pp.709-712
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    • 1998
  • 본 논문에서는 지능형 교통 정보처리 시스템의 구축을 위해 기존의 불완전한 영상분할 기법을 후처리 과정에서 자동차의 특징과 context 정보로 구성된 지식기반에 의한 전문가 시스템으로 보완함으로써 자연적인 영상에서도 정확한 영상분할이 가능한 컴퓨터 시각장치 알고리듬을 제안하였다. 다양한 환경에서 구축한 3000여개의 영상 데이터베이스 중 100여개의 영상에 대해 위의 차량검출 기법을 적용한 결과, 영상의 대비도가 높을 경우 대부분의 영상에서 약 10%의 오차 범위 내에서 정확한 영역검출이 가능하였으며, 교통량의 최적제어를 위한 지능적 신호체계 구축의 자동화에 사용될 수 있다.

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