• Title/Summary/Keyword: 멀티미디어 통신

Search Result 3,311, Processing Time 0.029 seconds

k-SAT Problem Algorithm Based on Maximum-Maximum Frequency (최대-최대 빈도수 k-SAT 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.6
    • /
    • pp.125-132
    • /
    • 2023
  • To NP-complete 3-SAT problem, this paper proposes a O(nm) polynomial time algorithm, where n is the number of literals and m is the total frequency of all literals in equation f. Conventionally well-known DPLLs should perform O(2𝑙) in the worst case by performing backtracking if they fail to find a solution in a brute-force search of a branch-and-bound for the number of literals 𝑙. DPLL forms the core of the SAT Solver by substituting true(T) or false(F) for a literal so that a clause containing the least frequency literal is true(T) and removing a clause containing that literal. Contrary to DPLL, the proposed algorithm selects a literal max𝑙 with the maximum frequency and sets $_{\max}({\mid}l{\mid},{\mid}{\bar{l}}{\mid})=1$. It then deletes 𝑙∈ci clause in addition to ${\bar{l}}$ from ${\bar{l}}{\in}c_i$ clause. Its test results on various k-SAT problems not only show that it performs less than existing DPLL algorithm, but prove its simplicity in satisfiability verification.

A Study on the comparison of radio broadcasting service status to improve use (라디오방송서비스 이용현황 비교와 이용 제고 방안 )

  • Lee SangWoon
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.5
    • /
    • pp.199-206
    • /
    • 2023
  • In this paper, the current status of domestic radio use was compared with foreign countries such as the UK and the US. As a result of the comparison, it was found that the radio reach in both the UK and the US was very high at around 90%, but in Korea it was found to be very low at 21.7%. In addition, in the UK and the US, radio broadcasting is recognized as an important medium for delivering disaster warning messages in the event of a disaster, but in Korea, the importance of radio broadcasting in disaster situations was assessed at 0.7%, confirming that its importance is being overlooked. And the measures to increase the domestic radio broadcasting usage rate are 'Improving service quality such as expanding radio reception coverage', 'Awareness of the importance of radio broadcasting as a disaster warning medium', 'Introduction of digital radio' and 'Introduction of FM radio data broadcasting'. are presented.

Cycle Detection of Discrete Logarithm using an Array (배열을 이용한 이산대수의 사이클 검출)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.5
    • /
    • pp.15-20
    • /
    • 2023
  • Until now, Pollard's Rho algorithm has been known as the most efficient way for discrete algebraic problems to decrypt symmetric keys. However, the algorithm is being studied on how to further reduce the complexity of O(${\sqrt{p}}$) performance, along with the disadvantage of having to store the giant stride m=⌈${\sqrt{p}}$⌉ data. This paper proposes an array method for cycle detection in discrete logarithms. The proposed method reduces the number of updates of stack memory by at least 73%. This is done by only updating the array when (xi<0.5xi-1)∩(xi<0.5(p-1)). The proposed array method undergoes the same number of modular calculation as stack method, but significantly reduces the number of updates and the execution time for array through the use of a binary search method.

A Study on the Evaluation of LLM's Gameplay Capabilities in Interactive Text-Based Games (대화형 텍스트 기반 게임에서 LLM의 게임플레이 기능 평가에 관한 연구)

  • Dongcheul Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.3
    • /
    • pp.87-94
    • /
    • 2024
  • We investigated the feasibility of utilizing Large Language Models (LLMs) to perform text-based games without training on game data in advance. We adopted ChatGPT-3.5 and its state-of-the-art, ChatGPT-4, as the systems that implemented LLM. In addition, we added the persistent memory feature proposed in this paper to ChatGPT-4 to create three game player agents. We used Zork, one of the most famous text-based games, to see if the agents could navigate through complex locations, gather information, and solve puzzles. The results showed that the agent with persistent memory had the widest range of exploration and the best score among the three agents. However, all three agents were limited in solving puzzles, indicating that LLM is vulnerable to problems that require multi-level reasoning. Nevertheless, the proposed agent was still able to visit 37.3% of the total locations and collect all the items in the locations it visited, demonstrating the potential of LLM.

Algorithm for Cross-avoidance Bypass Routing in Numberlink Puzzle (숫자 연결 퍼즐에 관한 교차 회피 우회 경로 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.3
    • /
    • pp.95-101
    • /
    • 2024
  • The numberlink puzzle(NLP), which non-crossings with other numbers of connection in connecting lines through empty cells between a given pair of numbers, is an NP-complete problem with no known way to solve the puzzle in polynomial time. Until now, arbitrary numbers have been selected and puzzles have been solved using trial-and-error methods. This paper converts empty cells into vertices in lattice graphs connected by edge between adjacent cells for a given problem. Next, a straight line was drawn between the pairs of numbers and divided into groups of numbers where crossing occurred. A bypass route was established to avoid intersection in the cross-number group. Applying the proposed algorithm to 18 benchmarking data showed that the puzzle could be solved with a linear time complexity of O(n) for all data.

Species-level Zooplankton Classifier and Visualization using a Convolutional Neural Network (합성곱 신경망을 이용한 종 수준의 동물플랑크톤 분류기 및 시각화)

  • Man-Ki Jeong;Ho Young Soh;Hyi-Thaek Ceong
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.19 no.4
    • /
    • pp.721-732
    • /
    • 2024
  • Species identification of zooplankton is the most basic process in understanding the marine ecosystem and studying global warming. In this study, we propose an convolutional neural network model that can classify females and males of three zooplankton at the species level. First, training data including morphological features is constructed based on microscopic images acquired by researchers. In constructing training data, a data argumentation method that preserves morphological feature information of the target species is applied. Next, we propose a convolutional neural network model in which features can be learned from the constructed learning data. The proposed model minimized the information loss of training image in consideration of high resolution and minimized the number of learning parameters by using the global average polling layer instead of the fully connected layer. In addition, in order to present the generality of the proposed model, the performance was presented based on newly acquired data. Finally, through the visualization of the features extracted from the model, the key features of the classification model were presented.

Pruning Algorithm for Spokes Puzzle (수레바퀴 살 퍼즐에 관한 전정 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.4
    • /
    • pp.89-97
    • /
    • 2024
  • The problem of the spokes puzzle(SP), which connects the spokes(edges) required by the wheel axis (hub, vertex) without intersection to form a network in which all the hubs are connected, can be said to be a wasteland of research. For this problem, there is no algorithm that presents a brute-force search or branch-and-bound method that takes exponential time. This paper proposes an algorithm to plot a lattice graph with cross-diagonal lines of m×n for a given SP and to pruning(delete) the surplus edges(spokes). The proposed algorithm is a simple way to select an edge of a hub whose number of edges matches the hub requirement and delete the edge crossing it. If there is no hub with an edge that meets the hub requirement, a strategy was adopted to preferentially delete(pruning) the edge of the hub with the maximum amount of spare. As a result of applying the proposed algorithm to 20 benchmarking experimental data, it was shown that a solution that minimizes the number of trials and errors can be obtained for all problems.

Path Matching Algorithm for Bridges Puzzle (가교 퍼즐에 관한 경로 매칭 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.4
    • /
    • pp.99-106
    • /
    • 2024
  • The problem of the bridges(Hasjiwokakero, Hasi) puzzle, which connects the bridge(edge) required by the island(vertex) without crossing the horizontal and vertical straight bridges except for the diagonal to form a connected network, is a barren ground for research without any related research. For this problem, there is no algorithm that presents a generalized exponential time brute-force or branch-and-bound method. This paper obtained the initial solution of the lattice graph by drawing a grid without diagonal lines for a given BP, removing unnecessary edges, and supplementing essential bridges. Next, through insufficient island pair path matching, the method of adding insufficient edges to the route and deleting the crossed surplus edges(bridges) was adopted. Applying the proposed algorithm to 24 benchmarking experimental data showed that accurate solutions can be obtained for all problems.

Design and Performance Evaluation of a New SR-ARQ with an Adaptive Timer and Delayed NAK for Improving Handover Performance in Next-Generation Mobile Communication Networks (차세대 이동 통신망에서 핸드오버 성능 향상을 위한 적응형 타이머와 지연 NAK을 이용한 SR-ARQ 설계 및 성능 평가)

  • Park, Man-Kyu;Choi, Yun-Chul;Lee, Jae-Yong;Kim, Byung-Chul;Kim, Dae-Young;Kim, Jae-Ho
    • Journal of the Institute of Electronics Engineers of Korea TC
    • /
    • v.46 no.1
    • /
    • pp.48-59
    • /
    • 2009
  • Next generation mobile communication system will have various access networks and provide seamless multimedia data service to mobile nodes. The WiNGS system, one of these access network, has superior RAT(Radio Access Technology) and network connectivity other than previous ones. In this paper, we propose link-layer SR-ARQ between mobile node and WAGW to solve packet re-ordering problem during handover. In the proposed scheme, we apply the adaptive timer at the SR-ARQ sender to reduce unnecessary packet retransmission during handoff and delayed NAK algorithm at the SR-ARQ receiver for delaying NAK response due to temporary out-of-sequenced frames. We evaluate the performance of the proposed scheme by implementing the new SR-ARQ protocol at the link-layer using ns-2 simulator, and show the handover performance is improved greatly by preventing unnecessary retransmission.

IPTV Service Provider over FTTH (광가입자망을 통한 IPTV 서비스 제공)

  • Park In-Gyu
    • Journal of the Institute of Electronics Engineers of Korea TC
    • /
    • v.43 no.5 s.347
    • /
    • pp.7-16
    • /
    • 2006
  • IPTV is referred to the service which provide integrated IPTV services for providing video, 10/100-Mbit/sec Internet, voice, video-on-demand (VOD), and other broadband applications including home security, video conferencing, and telemedicine. All services are integrated into an IP (Internet Protocol) architecture designed specifically for Gigabit Ethernet FTTH systems, HFC or xDLC. It is absolutely necessary that telecon operators provide IP video delivery platforms that enable service providers to transform their business. With their own products, they can better manage their existing services and generate new revenues from broadcast TV, movies on demand and multimedia. Triple-play is a combination of broadcast, telephony and broadband services offered through IPTV networks. With cable operators allowed to offer a triple-play bundle, the nation's telecom operators are beginning to get a little anxious. Cable operators assert that triple-play is a must-have and natural extension of the cable service bundle. The Korean Cable TV Association asserts that the triple-play model is of paramount importance to the cable industry's future growth. But the telecom sector considers itself unfairly disadvantaged, saying they cannot compete until regulatory issues are resolved. The start of web-based television in Korea may still be some time off with a confrontation between the nation's IT regulator and broadcasting sector over the service's legal boundaries shows no signs of being resolved my time soon. korea should be is the fastest-growing provider of IPTV solutions in the industry, with over worldwide customers.