• Title/Summary/Keyword: 연산 지도

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A Study on Face Awareness with Free size using Multi-layer Neural Network (다층신경망을 이용한 임의의 크기를 가진 얼굴인식에 관한 연구)

  • Song, Hong-Bok;Seol, Ji-Hwan
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.2
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    • pp.149-162
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    • 2005
  • This paper suggest a way to detect a specific wanted figure in public places such as subway stations and banks by comparing color face images extracted from the real time CCTV with the face images of designated specific figures. Assuming that the characteristic of the surveillance camera allows the face information in screens to change arbitrarily and to contain information on numerous faces, the accurate detection of the face area was focused. To solve this problem, the normalization work using subsampling with $20{\times}20$ pixels on arbitrary face images, which is based on the Perceptron Neural Network model suggested by R. Rosenblatt, created the effect of recogning the whole face. The optimal linear filter and the histogram shaper technique were employed to minimize the outside interference such as lightings and light. The addition operation of the egg-shaped masks was added to the pre-treatment process to minimize unnecessary work. The images finished with the pre-treatment process were divided into three reception fields and the information on the specific location of eyes, nose, and mouths was determined through the neural network. Furthermore, the precision of results was improved by constructing the three single-set network system with different initial values in a row.

Game Theory Based Co-Evolutionary Algorithm (GCEA) (게임 이론에 기반한 공진화 알고리즘)

  • Sim, Kwee-Bo;Kim, Ji-Youn;Lee, Dong-Wook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.3
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    • pp.253-261
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    • 2004
  • Game theory is mathematical analysis developed to study involved in making decisions. In 1928, Von Neumann proved that every two-person, zero-sum game with finitely many pure strategies for each player is deterministic. As well, in the early 50's, Nash presented another concept as the basis for a generalization of Von Neumann's theorem. Another central achievement of game theory is the introduction of evolutionary game theory, by which agents can play optimal strategies in the absence of rationality. Not the rationality but through the process of Darwinian selection, a population of agents can evolve to an Evolutionary Stable Strategy (ESS) introduced by Maynard Smith. Keeping pace with these game theoretical studies, the first computer simulation of co-evolution was tried out by Hillis in 1991. Moreover, Kauffman proposed NK model to analyze co-evolutionary dynamics between different species. He showed how co-evolutionary phenomenon reaches static states and that these states are Nash equilibrium or ESS introduced in game theory. Since the studies about co-evolutionary phenomenon were started, however many other researchers have developed co-evolutionary algorithms, in this paper we propose Game theory based Co-Evolutionary Algorithm (GCEA) and confirm that this algorithm can be a solution of evolutionary problems by searching the ESS.To evaluate newly designed GCEA approach, we solve several test Multi-objective Optimization Problems (MOPs). From the results of these evaluations, we confirm that evolutionary game can be embodied by co-evolutionary algorithm and analyze optimization performance of GCEA by comparing experimental results using GCEA with the results using other evolutionary optimization algorithms.

An SoC-based Context-Aware System Architecture (SoC 기반 상황인식 시스템 구조)

  • Sohn, Bong-Ki;Lee, Keon-Myong;Kim, Jong-Tae;Lee, Seung-Wook;Lee, Ji-Hyong;Jeon, Jae-Wook;Cho, Jun-Dong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.4
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    • pp.512-516
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    • 2004
  • Context-aware computing has been attracting the attention as an approach to alleviating the inconvenience in human-computer interaction. This paper proposes a context-aware system architecture to be implemented on an SoC(System-on-a-Chip). The proposed architecture supports sensor abstraction, notification mechanism for context changes, modular development, easy service composition using if-then rules, and flexible context-aware service implementation. It consists of the communication unit, the processing unit, the blackboard, and the rule-based system unit, where the first three components reside in the microprocessor part of the SoC and the rule-based system unit is implemented in hardware. For the proposed architecture, an SoC system has been designed and tested in an SoC development platform called SystemC and the feasibility of the behavoir modules for the microprocessor part has been evaluated by implementing software modules on the conventional computer platform. This SoC-based context-aware system architecture has been developed to apply to mobile intelligent robots which would assist old people at home in a context-aware manner.

Performance Evaluation of DSE-MMA Blind Equalization Algorithm in QAM System (QAM 시스템에서 DSE-MMA 블라인드 등화 알고리즘의 성능 평가)

  • Kang, Dae-Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.115-121
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    • 2013
  • This paper related with the DSE-MMA (Dithered Sign-Error MMA) that is the simplification of computational arithmetic number in blind equalization algorithm in order to compensates the intersymbol interference which occurs the passing the nonlinear communication channel in the presence of the band limit and phase distortion. The SE-MMA algorithm has a merit of H/W implementation for the possible to reduction of computational arithmetic number using the 1 bit quantizer in stead of multiplication in the updating the equalizer tap weight. But it degradates the overall blind equalization algorithm performance by the information loss at the quantization process compare to the MMA. The DSE-MMA which implements the dithered signed-error concepts by using the dither signal before qualtization are added to MMA, then the improved SNR performance which represents the roburstness of equalization algorithm are obtained. It has a concurrently compensation capability of the amplitude and phase distortion due to intersymbol interference like as the SE-MMA and MMA algorithm. The paper uses the equalizer output signal, residual isi, MD, MSE learning curve and SER curve for the performance index of blind equalization algorithm, and the computer simulation were performed in order to compare the SE-MMA and DSE-MMA applying the same performance index. As a result of simulation, the DSE-MMA can improving the roburstness and the value of every performance index after steady state than the SE-MMA, and confirmed that the DSE-MMA has slow convergence speed which meaning the reaching the seady state from initial state of adaptive equalization filter.

The Design of th GRACE-LB Algorithm for Congestion Control in Broadband ISDN ATM Network (광대역 ISDN ATM 네트워크의 과잉 밀집 제어를 위한 GRACE-LB 알고리즘의 설계)

  • 곽귀일;송주석
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.5
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    • pp.708-720
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    • 1993
  • The new preventive control mechanisms for traffic management in BISDN/ATM networks can be divided into Connection Admission Control(CAC), Usage Parameter Control (UPC), and Priority Control. Of these mechanism, Usage Parameter Control continuously monitors the parameters admitted in the network's entry point to guarantee quality of service of connections already admitted. Upon detecting traffic that violates the negotiated parameter, it takes the necessary control measures to prevent congestion. Among these traffic control methods, this paper focuses on the Usage Parameter Control method, and proposes and designs GRACE-LB(Guaranteed Rate Acceptance & Control Element-using Leaky Bucket) which improves upon existing UPC models. GRACE-LB modifies the previous LB model by eliminating the cell buffer, dividing the token Pool into two pools, Long-term pool, Short-term pool, and changing the long-term token generating form using 'Cycle Token' into the same bursty form as the traffic source. Through this, GRACE-LB achieves effective control of the Average Bit Rate(ABR) and burst duration of bursty multimedia traffic which previous LB models found difficult to control. Also, since GRACE-LB can e implemented using only simple operations and there are no cell buffers in it, it has the merit of being easily installed at any place.

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Design of PUF-Based Encryption Processor and Mutual Authentication Protocol for Low-Cost RFID Authentication (저비용 RFID 인증을 위한 PUF 기반 암호화 프로세서와 상호 인증 프로토콜 설계)

  • Che, Wonseok;Kim, Sungsoo;Kim, Yonghwan;Yun, Taejin;Ahn, Kwangseon;Han, Kijun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39B no.12
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    • pp.831-841
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    • 2014
  • The attacker can access the RFID systems illegally because authentication operation on the RFID systems are performed in wireless communication. Authentication methods based on the PUF were presented to defend attacks. Because of Hash and AES, the cost is expensive for the low-cost RFID tag. In this paper, the PUF-based encryption processor and the mutual authentication protocol are proposed for low-cost RFID authentication. The challenge-response pairs (PUF's input and output) are utilized as the authentication key and encrypted by the PUF's characteristics. The encryption method is changed each session and XOR operation with random number is utilized. Therefore, it is difficult for the attacker to analyze challenge-response pairs and attack the systems. In addition, the proposed method with PUF is strong against physical attacks. And the method protects the tag cloning attack by physical attacks because there is no authentication data in the tag. Proposed processor is implemented at low cost with small footprint and low power.

An Improved Search Space for QRM-MLD Signal Detection for Spatially Multiplexed MIMO Systems (공간다중화 MIMO 시스템의 QRM-MLD 신호검출을 위한 개선된 탐색공간)

  • Hur, Hoon;Woo, Hyun-Myung;Yang, Won-Young;Bahng, Seung-Jae;Park, Youn-Ok;Kim, Jae-Kwon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.4A
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    • pp.403-410
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    • 2008
  • In this paper, we propose a variant of the QRM-MLD signal detection method that is used for spatially multiplexed multiple antenna system. The original QRM-MLD signal detection method combines the QR decomposition with the M-algorithm, thereby significantly reduces the prohibitive hardware complexity of the ML signal detection method, still achieving a near ML performance. When the number of transmitter antennas and/or constellation size are increased to achieve higher bit rate, however, its increased complexity makes the hardware implementation challenging. In an effort to overcome this drawback of the original QRM-MLD, a number of variants were proposed. A most strong variant among them, in our opinion, is the ranking method, in which the constellation points are ranked and computation is performed for only highly ranked constellation points, thereby reducing the required complexity. However, the variant using the ranking method experiences a significant performance degradation, when compared with the original QRM-MLD. In this paper, we point out the reasons of the performance degradation, and we propose a novel variant that overcomes the drawbacks. We perform a set of computer simulations to show that the proposed method achieves a near performance of the original QRM-MLD, while its computational complexity is near to that of the QRM-MLD with ranking method.

Shadow Removal in Front Projection System using a Depth Camera (깊이 카메라를 이용한 전방 프로젝션 환경에서 그림자 제거)

  • Kim, Jaedong;Seo, Hyunggoog;Cha, Seunghoon;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.1-10
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    • 2015
  • One way to create a visually immersive environment is to utilize a front projection system. Especially, when enough space is not available behind the screen, it becomes difficult to install a back projection system, making the front projection an appropriate choice. A drawback associated with the front projection is, however, the interference of shadow. The shadow can be cast on the screen when the user is located between the screen and the projector. This shadow can negatively affect the user experience and reduce the sense of immersion by removing important information. There have been various attempts to eliminating shadows cast on the screen by using multiple projectors that compensate for each other with missing information. There is trade-off between calculataion time and desired accuracy in this mutual compensation. Accurate estimation of the shadow usually requires heavy computation while simple approaches suffer from inclusion of non-shadow regions in the result. We propose a novel approach to removing shadows created in the front projection system using the skeleton data obtained from a depth camera. The skeleton data helps accurately extract the shape of the shadow that the user cast without requiring much computation. Our method also utilizes a distance field to remove the afterimage of shadow that may occur when the user moves. We verify the effectiveness of our system by performing various experiments in an interactive environment created by a front projection system.

Third order Sigma-Delta Modulator with Delayed Feed-forward Path for Low-power Operation (저전력 동작을 위한 지연된 피드-포워드 경로를 갖는 3차 시그마-델타 변조기)

  • Lee, Minwoong;Lee, Jongyeol
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.10
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    • pp.57-63
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    • 2014
  • This paper proposes an architecture of $3^{rd}$ order SDM(Sigma-Delta Modulator) with delayed feed-forward path in order to reduce the power consumption and area. The proposed SDM improve the architecture of conventional $3^{rd}$ order SDM which consists of two integrators. The proposed architecture can increase the coefficient values of first stage doubly by inserting the delayed feed-forward path. Accordingly, compared with the conventional architecture, the capacitor value($C_I$) of first integrator is reduced by half. Thus, because the load capacitance of first integrator became the half of original value, the output current of first op-amp is reduced as 51% and the capacitance area of first integrator is reduced as 48%. Therefore, the proposed method can optimize the power and the area. The proposed architecture in this paper is simulated under conditions which are supply voltage of 1.8V, input signal 1Vpp/1KHz, signal bandwidth of 24KHz and sampling frequency of 2.8224MHz in the 0.18um CMOS process. The simulation results are SNR(Signal to Noise Ratio) of 88.9dB and ENOB(Effective Number of Bits) of 14-bits. The total power consumption of the proposed SDM is $180{\mu}W$.

Implementation of Hardware Data Prefetcher Adaptable for Various State-of-the-Art Workload (다양한 최신 워크로드에 적용 가능한 하드웨어 데이터 프리페처 구현)

  • Kim, KangHee;Park, TaeShin;Song, KyungHwan;Yoon, DongSung;Choi, SangBang
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.12
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    • pp.20-35
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    • 2016
  • In this paper, in order to reduce the delay and area of the partial product accumulation (PPA) of the parallel decimal multiplier, a tree architecture that composed by multi-operand decimal CSAs and improved CLA is proposed. The proposed tree using multi-operand CSAs reduces the partial product quickly. Since the input range of the recoder of CSA is limited, CSA can get the simplest logic. In addition, using the multi-operand decimal CSAs to add decimal numbers that have limited range in specific locations of the specific architecture can reduce the partial products efficiently. Also, final BCD result can be received faster by improving the logic of the decimal CLA. In order to evaluate the performance of the proposed partial product accumulation, synthesis is implemented by using Design Complier with 180 nm COMS technology library. Synthesis results show the delay of the proposed partial product accumulation is reduced by 15.6% and area is reduced by 16.2% comparing with which uses general method. Also, the total delay and area are still reduced despite the delay and area of the CLA are increased.