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Object/Non-object Image Classification Based on the Detection of Objects of Interest (관심 객체 검출에 기반한 객체 및 비객체 영상 분류 기법)

  • Kim Sung-Young
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.25-33
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    • 2006
  • We propose a method that automatically classifies the images into the object and non-object images. An object image is the image with object(s). An object in an image is defined as a set of regions that lie around center of the image and have significant color distribution against the other surround (or background) regions. We define four measures based on the characteristics of an object to classify the images. The center significance is calculated from the difference in color distribution between the center area and its surrounding region. Second measure is the variance of significantly correlated colors in the image plane. Significantly correlated colors are first defined as the colors of two adjacent pixels that appear more frequently around center of an image rather than at the background of the image. Third one is edge strength at the boundary of candidate for the object. By the way, it is computationally expensive to extract third value because central objects are extracted. So, we define fourth measure which is similar with third measure in characteristic. Fourth one can be calculated more fast but show less accuracy than third one. To classify the images we combine each measure by training the neural network and SYM. We compare classification accuracies of these two classifiers.

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A Study on The RFID/WSN Integrated system for Ubiquitous Computing Environment (유비쿼터스 컴퓨팅 환경을 위한 RFID/WSN 통합 관리 시스템에 관한 연구)

  • Park, Yong-Min;Lee, Jun-Hyuk
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.49 no.1
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    • pp.31-46
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    • 2012
  • The most critical technology to implement ubiquitous health care is Ubiquitous Sensor Network (USN) technology which makes use of various sensor technologies, processor integration technology, and wireless network technology-Radio Frequency Identification (RFID) and Wireless Sensor Network (WSN)-to easily gather and monitor actual physical environment information from a remote site. With the feature, the USN technology can make the information technology of the existing virtual space expanded to actual environments. However, although the RFID and the WSN have technical similarities and mutual effects, they have been recognized to be studied separately, and sufficient studies have not been conducted on the technical integration of the RFID and the WSN. Therefore, EPCglobal which realized the issue proposed the EPC Sensor Network to efficiently integrate and interoperate the RFID and WSN technologies based on the international standard EPCglobal network. The proposed EPC Sensor Network technology uses the Complex Event Processing method in the middleware to integrate data occurring through the RFID and the WSN in a single environment and to interoperate the events based on the EPCglobal network. However, as the EPC Sensor Network technology continuously performs its operation even in the case that the minimum conditions are not to be met to find complex events in the middleware, its operation cost rises. Moreover, since the technology is based on the EPCglobal network, it can neither perform its operation only for the sake of sensor data, nor connect or interoperate with each information system in which the most important information in the ubiquitous computing environment is saved. Therefore, to address the problems of the existing system, we proposed the design and implementation of USN integration management system. For this, we first proposed an integration system that manages RFID and WSN data based on Session Initiation Protocol (SIP). Secondly, we defined the minimum conditions of the complex events to detect unnecessary complex events in the middleware, and proposed an algorithm that can extract complex events only when the minimum conditions are to be met. To evaluate the performance of the proposed methods we implemented SIP-based integration management system.

4-way Search Window for Improving The Memory Bandwidth of High-performance 2D PE Architecture in H.264 Motion Estimation (H.264 움직임추정에서 고속 2D PE 아키텍처의 메모리대역폭 개선을 위한 4-방향 검색윈도우)

  • Ko, Byung-Soo;Kong, Jin-Hyeung
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.6
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    • pp.6-15
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    • 2009
  • In this paper, a new 4-way search window is designed for the high-performance 2D PE architecture in H.264 Motion Estimation(ME) to improve the memory bandwidth. While existing 2D PE architectures reuse the overlapped data of adjacent search windows scanned in 1 or 3-way, the new window utilizes the overlapped data of adjacent search windows as well as adjacent multiple scanning (window) paths to enhance the reusage of retrieved search window data. In order to scan adjacent windows and multiple paths instead of single raster and zigzag scanning of adjacent windows, bidirectional row and column window scanning results in the 4-way(up. down, left, right) search window. The proposed 4-way search window could improve the reuse of overlapped window data to reduce the redundancy access factor by 3.1, though the 1/3-way search window redundantly requires $7.7{\sim}11$ times of data retrieval. Thus, the new 4-way search window scheme enhances the memory bandwidth by $70{\sim}58%$ compared with 1/3-way search window. The 2D PE architecture in H.264 ME for 4-way search window consists of $16{\times}16$ pe array. computing the absolute difference between current and reference frames, and $5{\times}16$ reusage array, storing the overlapped data of adjacent search windows and multiple scanning paths. The reference data could be loaded upward and downward into the new 2D PE depending on scanning direction, and the reusage array is combined with the pe array rotating left as well as right to utilize the overlapped data of adjacent multiple scan paths. In experiments, the new implementation of 4-way search window on Magnachip 0.18um could deal with the HD($1280{\times}720$) video of 1 reference frame, $48{\times}48$ search area and $16{\times}16$ macroblock by 30fps at 149.25MHz.

Assessment of Natural Radiation Exposure by Means of Gamma-Ray Spectrometry and Thermoluminescence Dosimetry (감마선분광분석(線分光分析) 및 열형광검출법(熱螢光檢出法)에 의한 자연방사선(自然放射線)의 선량측정연구(線量測定硏究))

  • Jun, Jae-Shik;Oh, Hi-Peel;Choi, Chul-Kyu;Oh, Heon-Jin;Ha, Chung-Woo
    • Journal of Radiation Protection and Research
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    • v.10 no.2
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    • pp.96-108
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    • 1985
  • A study for the assessment of natural environmental radiation exposure at a flat and open field of about $10,000m^2$ in area in CNU Daeduk campus has been carried out by means of gamma-ray scintillation spectrometry and thermoluminescence dosimetry for one year period of time from October 1984. The detectors used were 3'${\phi}{\times}$3' NaI(T1) and two different types of LiF TLD, namely, chip sealed in plastic sheet which tightly pressed on two open holes of a metal plate and Teflon disk. Three 24-hour cycles of in-situ spectrometry, and two 3-month and one 1-month cycles of field TL dosimetry were performed. All the spectra measured were converted into exposure rate by means of G(E) opertaion, and therefrom exposure rate due to terrestrial component of environmental radiation was figured out. Exposure rate determined by the spectrometry was, on average, $(10.54{\pm}2.96){\mu}R/hr$, and the rates of $(12.0{\pm}3.4){\mu}R/hr$ and $(11.0{\pm}3.6){\mu}R/hr$ were obtained from chip and disk TLD, respectively. Fluctuations in diurnal variation of the exposure rate measured by the spectrometry were noticeable sometime even in a single cycle of 24 hours. It is concluded that appropriately combined use of TLD with iu-sitn gamma-ray spectrometry system can give more accurate and precise measure of environmental radiation exposure, and further study for more adequate and sensitive TLD for environmental dosimetry, including improvement and elevation of accuracy in data assessment through inter-laboratory or international intercomparison is necessary.

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A Disk Group Commit Protocol for Main-Memory Database Systems (주기억 장치 데이타베이스 시스템을 위한 디스크 그룹 완료 프로토콜)

  • 이인선;염헌영
    • Journal of KIISE:Databases
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    • v.31 no.5
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    • pp.516-526
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    • 2004
  • Main-Memory DataBase(MMDB) system where all the data reside on the main memory shows tremendous performance boost since it does not need any disk access during the transaction processing. Since MMDB still needs disk logging for transaction commit, it has become another bottleneck for the transaction throughput and the commit protocol should be examined carefully. There have been several attempts to reduce the logging overhead. The pre-commit and group commit are two well known techniques which do not require additional hardware. However, there has not been any research to analyze their effect on MMDB system. In this paper, we identify the possibility of deadlock resulting from the group commit and propose the disk group commit protocol which can be readily deployed. Using extensive simulation, we have shown that the group commit is effective on improving the MMDB transaction performance and the proposed disk group commit almost always outperform carefully tuned group commit. Also, we note that the pre-commit does not have any effect when used alone but shows some improvement if used in conjunction with the group commit.

Design of Omok AI using Genetic Algorithm and Game Trees and Their Parallel Processing on the GPU (유전 알고리즘과 게임 트리를 병합한 오목 인공지능 설계 및 GPU 기반 병렬 처리 기법)

  • Ahn, Il-Jun;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.2
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    • pp.66-75
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    • 2010
  • This paper proposes an efficient method for design and implementation of the artificial intelligence (AI) of 'omok' game on the GPU. The proposed AI is designed on a cooperative structure using min-max game tree and genetic algorithm. Since the evaluation function needs intensive computation but is independently performed on a lot of candidates in the solution space, it is computed on the GPU in a massive parallel way. The implementation on NVIDIA CUDA and the experimental results show that it outperforms significantly over the CPU, in which parallel game tree and genetic algorithm on the GPU runs more than 400 times and 300 times faster than on the CPU. In the proposed cooperative AI, selective search using genetic algorithm is performed subsequently after the full search using game tree to search the solution space more efficiently as well as to avoid the thread overflow. Experimental results show that the proposed algorithm enhances the AI significantly and makes it run within the time limit given by the game's rule.

A Study on the Effects of Storytelling-linked Integrated Math Programs on Young Children's Mathematical Disposition and Self-efficacy (스토리텔링 통합 수 프로그램이 유아의 수학적 성향 및 자기효능감에 미치는 영향)

  • Jung, Dan Be;Kim, Ji Eun
    • Korean Journal of Childcare and Education
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    • v.11 no.2
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    • pp.151-175
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    • 2015
  • This study configured an integrated math program in which young children can directly participate through storytelling, a teaching technique that has recently earned great popularity. The purpose of the study is to have a positive effect on their mathematical disposition and self-efficacy through the adoption of this program. The program consists of the following five themes: 'understanding of the basic concept of numbers and calculation', 'understanding of the basic concept of space and figure', 'basic measurement', 'understanding of rules' and 'basic data collection and result representation'. The specific activities for each theme planned and executed according to a detailed plan were designed for 20 classes including integrated activities such as story sharing, fine arts and games. The study's participants were 48 five-year old children. The result of the research was that the experimental group's mathematical disposition and self-efficacy score was significantly higher than the control group. The Storytelling-Integrated Math Program was effective in young children's cultivating mathematical disposition and improving self-efficacy. Considering the reality that there has been some confusion and difficulty in carrying out storytelling math and an integrated math program based on the NURI curriculum, it appears that this study could provide a specific and effective teaching-learning program to teachers who want to introduce a program like this.g

A Design of FFT/IFFT Core with R2SDF/R2SDC Hybrid Structure For Terrestrial DMB Modem (지상파 DMB 모뎀용 R2SDF/R2SDC 하이브리드 구조의 FFT/IFFT 코어 설계)

  • Lee Jin-Woo;Shin Kyung-Wook
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.42 no.11
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    • pp.33-40
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    • 2005
  • This paper describes a design of FFT/IFFT Core(FFT256/2k), which is an essential block in terrestrial DMB modem. It has four operation modes including 256/512/1024/2048-point FFT/IFFT in order to support the Eureka-147 transmission modes. The hybrid architecture, which is composed of R2SDF and R2SDC structure, reduces memory by $62\%$ compared to R2SDC structure, and the SQNR performance is improved by TS_CBFP(Two Step Convergent Block Floating Point). Timing simulation results show that it can operate up to 50MHz(a)2.5-V, resulting that a 2048-point FFT/IFFT can be computed in 41-us. The FFT256/2k core designed in Verilog-HDL has about 68,400 gates and 58,130 RAM. The average power consumption estimated using switching activity is about 113-mW, and the total average SQNR of over 50-dB is achieved. The functionality of the core was fully verified by FPGA implementation.

Trace-Back Viterbi Decoder with Sequential State Transition Control (순서적 역방향 상태천이 제어에 의한 역추적 비터비 디코더)

  • 정차근
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.40 no.11
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    • pp.51-62
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    • 2003
  • This paper presents a novel survivor memeory management and decoding techniques with sequential backward state transition control in the trace back Viterbi decoder. The Viterbi algorithm is an maximum likelihood decoding scheme to estimate the likelihood of encoder state for channel error detection and correction. This scheme is applied to a broad range of digital communication such as intersymbol interference removing and channel equalization. In order to achieve the area-efficiency VLSI chip design with high throughput in the Viterbi decoder in which recursive operation is implied, more research is required to obtain a simple systematic parallel ACS architecture and surviver memory management. As a method of solution to the problem, this paper addresses a progressive decoding algorithm with sequential backward state transition control in the trace back Viterbi decoder. Compared to the conventional trace back decoding techniques, the required total memory can be greatly reduced in the proposed method. Furthermore, the proposed method can be implemented with a simple pipelined structure with systolic array type architecture. The implementation of the peripheral logic circuit for the control of memory access is not required, and memory access bandwidth can be reduced Therefore, the proposed method has characteristics of high area-efficiency and low power consumption with high throughput. Finally, the examples of decoding results for the received data with channel noise and application result are provided to evaluate the efficiency of the proposed method.

Revision of ART with Iterative Partitioning for Performance Improvement (입력 도메인 반복 분할 기법 성능 향상을 위한 고려 사항 분석)

  • Shin, Seung-Hun;Park, Seung-Kyu;Jung, Ki-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.3
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    • pp.64-76
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    • 2009
  • Adaptive Random Testing through Iterative Partitioning(IP-ART) is one of Adaptive Random Testing(ART) techniques. IP-ART uses an iterative partitioning method for input domain to improve the performances of early-versions of ART that have significant drawbacks in computation time. Another version of IP-ART, named with EIP-ART(IP-ART with Enlarged Input Domain), uses virtually enlarged input domain to remove the unevenly distributed parts near the boundary of the domain. EIP-ART could mitigate non-uniform test case distribution of IP-ART and achieve relatively high performances in a variety of input domain environments. The EIP-ART algorithm, however, have the drawback of higher computation time to generate test cases mainly due to the additional workload from enlarged input domain. For this reason, a revised version of IP-ART without input domain enlargement needs to improve the distribution of test cases to remove the additional time cost. We explore three smoothing algorithms which influence the distribution of test cases, and analyze to check if any performance improvements take place by them. The simulation results show that the algorithm of a restriction area management achieves better performance than other ones.