• Title/Summary/Keyword: 멀티미디어 통신

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A Variable Latency Goldschmidt's Floating Point Number Square Root Computation (가변 시간 골드스미트 부동소수점 제곱근 계산기)

  • Kim, Sung-Gi;Song, Hong-Bok;Cho, Gyeong-Yeon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.1
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    • pp.188-198
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    • 2005
  • The Goldschmidt iterative algorithm for finding a floating point square root calculated it by performing a fixed number of multiplications. In this paper, a variable latency Goldschmidt's square root algorithm is proposed, that performs multiplications a variable number of times until the error becomes smaller than a given value. To find the square root of a floating point number F, the algorithm repeats the following operations: $R_i=\frac{3-e_r-X_i}{2},\;X_{i+1}=X_i{\times}R^2_i,\;Y_{i+1}=Y_i{\times}R_i,\;i{\in}\{{0,1,2,{\ldots},n-1} }}'$with the initial value is $'\;X_0=Y_0=T^2{\times}F,\;T=\frac{1}{\sqrt {F}}+e_t\;'$. The bits to the right of p fractional bits in intermediate multiplication results are truncated, and this truncation error is less than $'e_r=2^{-p}'$. The value of p is 28 for the single precision floating point, and 58 for the doubel precision floating point. Let $'X_i=1{\pm}e_i'$, there is $'\;X_{i+1}=1-e_{i+1},\;where\;'\;e_{i+1}<\frac{3e^2_i}{4}{\mp}\frac{e^3_i}{4}+4e_{r}'$. If '|X_i-1|<2^{\frac{-p+2}{2}}\;'$ is true, $'\;e_{i+1}<8e_r\;'$ is less than the smallest number which is representable by floating point number. So, $\sqrt{F}$ is approximate to $'\;\frac{Y_{i+1}}{T}\;'$. Since the number of multiplications performed by the proposed algorithm is dependent on the input values, the average number of multiplications per an operation is derived from many reciprocal square root tables ($T=\frac{1}{\sqrt{F}}+e_i$) with varying sizes. The superiority of this algorithm is proved by comparing this average number with the fixed number of multiplications of the conventional algorithm. Since the proposed algorithm only performs the multiplications until the error gets smaller than a given value, it can be used to improve the performance of a square root unit. Also, it can be used to construct optimized approximate reciprocal square root tables. The results of this paper can be applied to many areas that utilize floating point numbers, such as digital signal processing, computer graphics, multimedia, scientific computing, etc.

A Variable Latency Goldschmidt's Floating Point Number Divider (가변 시간 골드스미트 부동소수점 나눗셈기)

  • Kim Sung-Gi;Song Hong-Bok;Cho Gyeong-Yeon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.2
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    • pp.380-389
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    • 2005
  • The Goldschmidt iterative algorithm for a floating point divide calculates it by performing a fixed number of multiplications. In this paper, a variable latency Goldschmidt's divide algorithm is proposed, that performs multiplications a variable number of times until the error becomes smaller than a given value. To calculate a floating point divide '$\frac{N}{F}$', multifly '$T=\frac{1}{F}+e_t$' to the denominator and the nominator, then it becomes ’$\frac{TN}{TF}=\frac{N_0}{F_0}$'. And the algorithm repeats the following operations: ’$R_i=(2-e_r-F_i),\;N_{i+1}=N_i{\ast}R_i,\;F_{i+1}=F_i{\ast}R_i$, i$\in${0,1,...n-1}'. The bits to the right of p fractional bits in intermediate multiplication results are truncated, and this truncation error is less than ‘$e_r=2^{-p}$'. The value of p is 29 for the single precision floating point, and 59 for the double precision floating point. Let ’$F_i=1+e_i$', there is $F_{i+1}=1-e_{i+1},\;e_{i+1}',\;where\;e_{i+1}, If '$[F_i-1]<2^{\frac{-p+3}{2}}$ is true, ’$e_{i+1}<16e_r$' is less than the smallest number which is representable by floating point number. So, ‘$N_{i+1}$ is approximate to ‘$\frac{N}{F}$'. Since the number of multiplications performed by the proposed algorithm is dependent on the input values, the average number of multiplications per an operation is derived from many reciprocal tables ($T=\frac{1}{F}+e_t$) with varying sizes. 1'he superiority of this algorithm is proved by comparing this average number with the fixed number of multiplications of the conventional algorithm. Since the proposed algorithm only performs the multiplications until the error gets smaller than a given value, it can be used to improve the performance of a divider. Also, it can be used to construct optimized approximate reciprocal tables. The results of this paper can be applied to many areas that utilize floating point numbers, such as digital signal processing, computer graphics, multimedia, scientific computing, etc

A Study of design component of character that appear Mobile game (모바일게임에 나타난 캐릭터의 디자인요소에 관한 연구)

  • Choi, Tae-Jun;Ryu, Seuc-Ho;Lee, Heung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.204-210
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    • 2006
  • Mobile phone has become one of the most essential thing in modern life. In the past, it was only means of cummunication among people. But now, the function of mobile phone is getting diversified. People listen to music, take pictures and play games with their mobile phone. According to the Research in Jan. 2005, members of Korean 3 mobile cummunication companies were 36 million. And the Research in Jan. 2006 shows that number of 2 million and 16 thousand of members are incresed in a year. (36million to 38million 16 thousands) Mobile game is the most popular fuction among teenagers. People like mobile game becase they can enjoy the mobile game anywhere with easy and simple way. So some companies are even launching dedicated phone for mobile game. And with the unification of platform, people can enjoy various kinds of mobile game now. Most of the mobile character bobies are divided into 2 parts such as 'Head parts' and 'Body parts'. If the body is divided into more than 4 parts, it is difficult to express emotions and actions of the character becase of the small screen of mobile phone. That is why most of the characters have 2 parts - divided body. I stadied how the Design Factor of Mobile Characters such as materials of characters, shape of characters and Frame of accessory's movement are used in the mobile game.

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Non-Disruptive Server Management for Sustainable Resource Service Based on On-Premise (온-프레미스 기반 지속적인 자원 서비스를 위한 서버 무중단 기법)

  • Kim, Hyun-Woo
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.12
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    • pp.295-300
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    • 2018
  • The rapid development of IT, many conventional passive jobs have been automated. This automation increases the leisure time of many people and various services are being developed for them. In addition, with the advent of smart devices that are compact and portable, it is possible to use various internet services without any time and place discretion. Various studies based on virtualization are under way to efficiently store and process large data generated by many devices and services. Desktop Storage Virtualization (DSV), which integrates and provides users with on-premise-based distributed desktop resources during these studies, uses virtualization to consolidate unused resources within distributed, legacy desktops. This DSV is very important for providing high reliability to users. In addition, research on hierarchical structure and resource integration for efficient data distribution storage processing in a distributed desktop-based resource integration environment is underway. However, there is a lack of research on efficient operation in case of server failure in on-premise resource integration environment. In this paper, we propose Non-disruptive Server Management (NSM) which can actively cope with the failure of desktop server in distributed desktop storage environment based on on-premise. NSM is easy to add and remove desktops in a desktop-based integrated environment. In addition, an alternative server is actively performed in response to a failure occurrence.

Multi-blockchain model ensures scalability and reliability based on intelligent Internet of Things (지능형 사물인터넷 기반의 확장성과 신뢰성을 보장하는 다중 블록체인 모델)

  • Jeong, Yoon-Su;Kim, Yong-Tae
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.140-146
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    • 2021
  • As the environment using intelligent IoT devices increases, various studies are underway to ensure the integrity of information sent and received from intelligent IoT devices. However, all IoT information generated in heterogeneous environments is not fully provided with reliable protocols and services. In this paper, we propose an intelligent-based multi-blockchain model that can extract only critical information among various information processed by intelligent IoT devices. In the proposed model, blockchain is used to ensure the integrity of IoT information sent and received from IoT devices. The proposed model uses the correlation index of the collected information to trust a large number of IoT information to extract only the information with a high correlation index and bind it with blockchain. This is because the collected information can be extended to the n-tier structure as well as guaranteed reliability. Furthermore, since the proposed model can give weight information to the collection information based on blockchain, similar information can be selected (or bound) according to priority. The proposed model is able to extend the collection information to the n-layer structure while maintaining the data processing cost processed in real time regardless of the number of IoT devices.

IoT data processing techniques based on machine learning optimized for AIoT environments (AIoT 환경에 최적화된 머신러닝 기반의 IoT 데이터 처리 기법)

  • Jeong, Yoon-Su;Kim, Yong-Tae
    • Journal of Industrial Convergence
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    • v.20 no.3
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    • pp.33-40
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    • 2022
  • Recently, IoT-linked services have been used in various environments, and IoT and artificial intelligence technologies are being fused. However, since technologies that process IoT data stably are not fully supported, research is needed for this. In this paper, we propose a processing technique that can optimize IoT data after generating embedded vectors based on machine learning for IoT data. In the proposed technique, for processing efficiency, embedded vectorization is performed based on QR such as index of IoT data, collection location (binary values of X and Y axis coordinates), group index, type, and type. In addition, data generated by various IoT devices are integrated and managed so that load balancing can be performed in the IoT data collection process to asymmetrically link IoT data. The proposed technique processes IoT data to be orthogonalized based on hash so that IoT data can be asymmetrically grouped. In addition, interference between IoT data may be minimized because it is periodically generated and grouped according to IoT data types and characteristics. Future research plans to compare and evaluate proposed techniques in various environments that provide IoT services.

Developed an output device for high-frequency cosmetic medical equipment using micro multi-needle (마이크로 멀티니들을 이용한 고주파 피부미용 의료기기를 위한 출력 장치 개발)

  • Kim, Jun-tae;Joo, Kyu-tai;Cha, Eun Jong;Kim, Myung-mi;Jeong, Jin-hyoung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.5
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    • pp.394-402
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    • 2021
  • The entry of an aging society and the extension of human life expectancy, the increasing interest in women's social advancement and men's appearance, and the natural interest in K-culture through media media, while receiving worldwide attention, Focus on K-Bueaty. Recently, looking at the occupation of the medical tourism field, in the case of aesthetic medicine tourism such as molding and dermatology, it has gained popularity not only in Asia such as China and Japan, but also in North America and Europe. The first external confirmation of human aging is the wrinkles on the skin of the face. Clean, wrinkle-free, elastic and healthy skin is a desire of most people. Skin condition and condition such as focused ultrasonic stimulation (HIFU: High Intensity Focused Utrasound) and low frequency, high frequency (RF: Radio Frequency), galvanic therapy using microcurrent, cryotherapy using rapid cooling, etc. Depending on the method of management, the effect of the treatment differs depending on the output and the stimulation site, etc., even in the treatment of medical equipment and beauty equipment using the same mechanism. In this research, in order to develop invasive high-frequency dermatological devices using a large number of beauty medical devices and microneedles of beauty devices, the international standards IEC 60601-2 (standards for individual medical devices) and MFDS (Ministry of) We designed and developed a high-frequency output device in compliance with the high-frequency stimulation standard announced in the Food and Drug Safety (Ministry of Food and Drug Safety). The circuit design consists of an amplifier (AMP: Amplifier) using Class-A Topology and a power supply device using Half-Bridge Topology. As a result of measuring the developed high-frequency output device, an average efficiency of 63.86% was obtained, and the maximum output was measured at 116.7W and 50.67dBm.

A Study on 'Verfremdung' effects in visual advertisements with a special reference to the <017-I-Touch series, The Hand Transformed into a Web >, mobile network advertisement (동영상 광고에서 나타나는 '소격화' 효과에 관한 연구 - 광고 <017-I-Touch편 (손이 물갈퀴) >를 중심으로 -관어영시광고중소출현적‘맥생화’효과적연구(關於影視廣告中所出現的‘陌生化’效果的硏究))

  • Jin, Ri-Long;Ahn, Sang-Soo;Kim, Jong-Deok
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.37-46
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    • 2005
  • Today's advertisement is dominated by visual images, which deliver messages in the most efficient and engaging way. Vivid and live images, through multimedia, attract the viewer to consume the products being advertised. In this course, the effect of 'Verfremdung' or alienation is often detected. This terminology was at first used in a epic play of Bertolt Brecht to signify a specific effect to block the empathy of the audience by reminding them of their position as the audience separate from the play. 'Verfremdung' helps them to have a sense of objectivity and critical attitude toward the performance. Multimedia commercials nowadays exhibit such a quality together with 'viewer participation:' criticism on reality: and 'speed.' In an advertisement for Shinsegi Communications' mobile system titled <017-I-Touch series, the hand transformed into a web>, the copy, 'my blood type is 'i', ' is accompanied by six unrelated fictitious scenes in which the same ocean appears as a common denominator. Because there is no connection between the scenes, free imagination of the viewer has to be involved and thus plays a significant role in making them into a context. This fact dearly exhibit some characteristics of post- modern advertisement. Momentary 'Gap' and 'Difference' between scenes contribute to 'Verfremdung' or alienation' that makes it hard for the consumers to comprehend the content on the spot. Such an uneasy situation, however, keeps the viewers thinking about the advertisement itself. While repeatedly exposed to the alienated images, the viewers come to get involved in the advertisement, trying to make the fragmented images into a coherent context. In addition, the leaps between the scenes produce a sense of 'speed' in a context, which adds more impact to the way of delivering messages using multimedia. With the help of multimedia, 'Verfremdung: which was originally intended to bring about objective and critical altitude of the audience in a play, plays a crucial role in attracting the viewer's attention and conveying a specific message in a moment in contemporary advertisement.

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