• Title/Summary/Keyword: 멀티레벨

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A Multi-thresholding Approach Improved with Otsu's Method (Otsu의 방법을 개선한 멀티 스래쉬홀딩 방법)

  • Li Zhe-Xue;Kim Sang-Woon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.5 s.311
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    • pp.29-37
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    • 2006
  • Thresholding is a fundamental approach to segmentation that utilizes a significant degree of pixel popularity or intensity. Otsu's thresholding employed the normalized histogram as a discrete probability density function. Also it utilized a criterion that minimizes the between-class variance of pixel intensity to choose a threshold value for segmentation. However, the Otsu's method has a disadvantage of repeatedly searching optimal thresholds for the entire range. In this paper, a simple but fast multi-level thresholding approach is proposed by means of extending the Otsu's method. Rather than invoke the Otsu's method for the entire gray range, we advocate that the gray-level range of an image be first divided into smaller sub-ranges, and that the multi-level thresholds be achieved by iteratively invoking this dividing process. Initially, in the proposed method, the gray range of the object image is divided into 2 classes with a threshold value. Here, the threshold value for segmentation is selected by invoking the Otsu's method for the entire range. Following this, the two classes are divided into 4 classes again by applying the Otsu's method to each of the divided sub-ranges. This process is repeatedly performed until the required number of thresholds is obtained. Our experimental results for three benchmark images and fifty faces show a possibility that the proposed method could be used efficiently for pattern matching and face recognition.

The Performance Analysis of CCA Adaptive Equalization Algorithm for 16-QAM Signal (16-QAM 신호에 대한 CCA 적응 등화 알고리즘 성능 분석)

  • Lim, Seung-Gag
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.27-34
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    • 2013
  • This paper deals with the performance anlysis of CCA adaptive equalization algorithm, that is used for reduction of intersymbol interference at the receiving side which occurs in the time dispersive communication channel. Basically, this algorithm is borned for the solving phase unrecovery problem in the CMA equalizer, and the comines the concept of DDA (Decision Directed Algorithm) and RCA (Reduce Constellation Algorithm). The DDA has a stable convergence characteristics in unilevel signal, but not in the number of levels in multilevel signal such as QAM, so it has unstable problem. The RCA does not provide reliable initial convergence. And even after convergence, the equalization noise due to the steady state misadjustment exhibited by it is very high as compared to DDA. For the solving the abovemensioned point, the CCA adaptive eualization alogorithm has borned. In order to performance analysis of CCA algorithm, the recovered signal constellation that is the output of the equalizer, the convergence characteristic by the residual isi and MD (maximum distortion), the SER characteristic are used by computer simulation and it was compared with the DDA, RCA respectively. As a result of simulation, the DDA has superior performance than other algoithm, but it has a convergence unguarantee and unstability in the multilevel signal. In order to solving this problem, the CCA has more good performance than RCA in every performance index.

Distributed Hierarchical Location Placement of Core Nodes in the OCBT Multicast Protocol (OCBT 멀티캐스트 프로토콜에서 core 노드의 분산 계층 위치 결정)

  • 황경호;조동호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.1A
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    • pp.90-95
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    • 2000
  • In the Ordered Core Based Tree(OCBT) protocol, a core location is the most important feature to affect the performance. In this paper, the location placement of multiple level cores is studied. The proposed algorithm isthat each node in the network evaluates a sum of shortest path costs from all the other nodes and the entirenetwork is divided into a hierarchy region to have 3-logical level(Small, Medium, Large). The node to have thelowest cost in each S-Region is decided to be a core node. Then, the core nodes in the each S-Region evaluatea sum of shortest path costs from all the other core nodes in the same M-Region. The core node to have thelowest cost is decided to be the upper level core node. Similarly the highest level core node is decided in theL-Region. The proposed algoritthm is compared with conventional two methods to put the core nodes in thenetwork One is the random method to put the core nodes randomly. The other is the center method to locatethe core node at the nearest node from the center of each S-Region and then to locate the highest level corenode at the nearest core node from the center of the entire network. Extensive simulations are performed in theview of mean tree cost and join latency. Simulation results show that the proposed algorithm has betterperformance than random method or center method.

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A Study on the Development of a New OSMU Education Model Applying Local Content as a Source (지역 콘텐츠를 이용한 OSMU 교육모델 개발에 관한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
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    • s.21
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    • pp.51-69
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    • 2010
  • OSMU is now one of the most important keywords in the media industry. However, how to educate future media workers who can design and implement OSMU is an unsolved problem to media educators. In order to overcome the limitations of two perspectives of OSMU, namely economic perspective and storytelling perspective, this study propose a new OSMU education model for college students. Beginning with creating local content using MediaWiki, this model consists of five phases of media windowing, including MediaWiki, smartphone application, Web design, multimedia e-magazine for tablet PC, and publication. A Chuncheon-based university has been experimenting with this new OSMU education program. MediaWiki has played important role for creating local content collaboratively. All That Chuncheon application is now on service via SKT Tstore and Chuncheon Web pages has been designed successfully. Multimedia e-magazine and book publication is under preparation. The experiment has been successful so far, mainly due to the strategic choice of local content as the source of following media window. Also students have been strongly motivated for participating in this OSMU program.

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A Indoor Management System using Raspberry Pi (라즈베리 파이를 이용한 실내관리 시스템)

  • Jeong, Soo;Lee, Jong Jin;Jung, Won Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.9
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    • pp.745-752
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    • 2016
  • In the era of the Internet of Things, where all physical objects are connected to the Internet, we suggest a remote control system using a Raspberry Pi single-board computer with ZigBee, which can turn an indoor light-emitting diode (LED) and a multiple-tap on and off, and with a smart phone can control the brightness of the LED as well as an electronic door lock. By connecting an infrared (IR) transmitter module to the Raspberry Pi, we can control home appliances, such as an air conditioner, and we can also monitor indoor images, indoor temperatures, and illumination by using a smart phone app. We developed a method of finding out IR transmission codes required for remote-controllable appliances with an AVR micro-controller. We suggest a method to remotely open and shut an office door by novating the door lock. The brightness level of an LED (between 0 and 10) can be controlled through a PWM signal generated by an ATmega88 microcontroller. A mutiple-tap is controlled using an ATmega32, a photo-coupler, and a TRIAC. The signals for measured temperature and illumination are converted from analog to digital by using the ATtiny44A microcontroller transmitting to a Raspberry Pi through SPI communication. Then, we connect a camera to the CSI head of the Raspberry Pi. We can turn on the smart multiple-tap for a certain period of time, or we can schedule the multi-tap to turn on at a specific time. To reduce standby power, people usually pull out a power code from multiple-taps or turn off a switch. Our method helps people do the same thing with a smart phone, if they are away from home.

Performance Enhancement by Scaling Soft Bit Information of APSK (APSK 변조 방식에 대한 연판정 출력의 스케일링을 통한 성능 개선)

  • Zhang, Meixiang;Kim, Sooyoung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.10
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    • pp.858-866
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    • 2013
  • In the DVB-S2, which is the technical specification of the second generation digital video broadcasting via satellite, APSK modulation scheme along with LDPC coding schemes are defined. APSK is a multi-lelvel PSK modulation scheme and decoding of LDPC coded signal requires soft decision information. Therefore, the APSK demodulator at the receiver should have capability of estimating soft information. In this paper, we introduce a method to estimate soft information by using simple distance estimation, and show that this method overestimates the soft information. Subsequently, this overestimated soft information leads to performance degradation. In order to overcome this problem, we propose a scaling method to improve the performance at the receiver In addition, we show that the proposed scaling scheme enables us to estimate the soft information with linear order complexity and produce the performance close to the maximum likelihood detection.

Computer Generated Hologram for Beam Control of LCOS based Wavelength Selective Switch (LCOS기반의 파장선택스위치 빔제어용 컴퓨터 생성 홀로그램)

  • Lee, Yong-Min;Han, Chang Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.6
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    • pp.744-749
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    • 2016
  • This paper presents the design of a computer-generated hologram for beam control of an LCOS-based wavelength selective switch, which is the core technology for next-generation ROADM. By introducing a computer-generated hologram instead of general grating patterns to control the LCOS device, we contribute to building a more efficient wavelength selective switch. With the use of phase modulation properties of LCOS devices, we designed the hologram for five-port output and a 40-channel wavelength selective switch. We applied a multi-level phase modulation technique with the Gerchberg-Saxton algorithm to produce the hologram, which is easily scalable to any different type of wavelength selective switch. With an experimental setup, we verified the usability of the hologram designed for five-port output. We also suggest a hologram design technique for beam control of a 40-channel wavelength selective switch.

A Neural Metwork's FPGA Realization using Gate Level Structure (게이트레벨 연산구조를 사용한 신경합의 FPGA구현)

  • Lee, Yun-Koo;Jeong, Hong
    • Journal of Korea Multimedia Society
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    • v.4 no.3
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    • pp.257-269
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    • 2001
  • Because of increasing number of integrated circuit, there is many tries of making chip of neural network and some chip is exit. but this is not prefer because YLSI technology can't support so large hardware. So imitation of whole system of neural network is more prefer. There is common procedure in signal processing as in the neural network and pattern recognition. That is multiplication of large amount of signal and reading LUT. This is identical with some operation of MLP, and need iterative and large amount of calculation, so if we make this part with hardware, overall system's velocity will be improved. So in this paper, we design neutral network, not neuron which can be used to many other fields. We realize this part by following separated bits addition method, and it can be appled in the real time parallel process processing.

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Learning Heuristics for Tactical Path-finding in Computer Games (컴퓨터 게임에서 전술적 경로 찾기를 위한 휴리스틱 학습)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1333-1341
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    • 2009
  • Tactical path-finding in computer games is path-finding where a path is selected by considering not only basic elements such as the shortest distance or the minimum time spend but also tactical information of surroundings when deciding character's moving trajectory. One way to include tactical information in path-finding is to represent a heuristic function as a sum of tactical quality multiplied by a weighting factor which is.. determined based on the degree of its importance. The choice of weighting factors for tactics is very important because it controls search performance and the characteristic of paths found. In this paper. we propose a method for improving a heuristic function by adjusting weights based on the difference between paths on examples given by a level designer and paths found during the search process based on the CUITent weighting factors. The proposed method includes the search algorithm modified to detect search errors and learn heuristics and the perceptron-like weight updating formular. Through simulations it is demonstrated how different paths found by tactical path-finding are from those by traditional path-finding. We analyze the factors that affect the performance of learning and show the example applied to the real game environments.

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Health Level 7 Version 3 based Generating Clinical Document Architecture for Medication Administration System (HL7 버전 3 기반의 투약관리시스템을 위한 임상문서구조의 생성)

  • Kim, Genun-Hee;Cho, Su-Mi;Lee, Eun-Joo;Kim, Hwa-Sun;Cho, Hune
    • Journal of Korea Multimedia Society
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    • v.11 no.3
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    • pp.386-397
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    • 2008
  • This study proposes the actualization of a standard data model for activities through the development of clinical document architecture for medication administration using the health level 7 development frameworks(HDF) process based on object oriented analysis and development method of health level 7 V 3. Medication administration is the most common activity performed by clinical professionals at healthcare settings. A standardized information model and structured hospital information system are necessary to achieve evidence-based clinical activities. We had used HDF and various tools(Rose tree, RMIM designer, V3 generator) to create the clinical document architecture(CDA). This allowed us to illustrate each step of the HDF in the administration of medication. This study generated a information model of the medication administration process, which is one clinical activity. It should become a fundamental conceptual model for understanding international standard methodology by information technology(IT) developers with the objective of modeling healthcare information systems.

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