• Title/Summary/Keyword: 이어 시뮬레이터

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Development of a Simulator for RBF-Based Networks on Neuromorphic Chips (뉴로모픽 칩에서 운영되는 RBF 기반 네트워크 학습을 위한 시뮬레이터 개발)

  • Lee, Yeowool;Seo, Keyongeun;Choi, Daewoong;Ko, Jaejin;Lee, Sangyub;Lee, Jaekyu;Cho, Heyonjoong
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.11
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    • pp.251-262
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    • 2019
  • In this paper, we propose a simulator that provides various algorithms of RBF networks on neuromorphic chips. To develop algorithms based on neuromorphic chips, the disadvantages of using simulators are that it is difficult to test various types of algorithms, although time is fast. This proposed simulator can simulate four times more types of network architecture than existing simulators, and it provides an additional a two-layer structure algorithm in particular, unlike RBF networks provided by existing simulators. This two-layer architecture algorithm is configured to be utilized for multiple input data and compared to the existing RBF for performance analysis and validation of utilization. The analysis showed that the two-layer structure algorithm was more accurate than the existing RBF networks.

Design and Implementation of a Simulator for Wireless Personal Area Network over Bluetooth (블루투스 기반 개인영역망을 위한 시뮬레이터 설계 및 구현)

  • 정경인;정영삼;이혁준;정광수
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10c
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    • pp.271-273
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    • 2001
  • 최근들어 블루투스 기술은 정보 기기간의 케이블 통신을 대체하는 저가격의 무선 통신 기술로서 많은 관심을 끌고 있으며 블루투스 칩, 프로토콜 스택 및 응용 제품 개발이 활발히 진행되고 있다. 특히 블루투스는 1개의 마스터와 최대 7개의 슬레이브로 구성되는 피코넷과 다수의 피코넷으로 구성되는 스캐터넷의 형성이 가능하여 이를 이용한 ad hoc PAN 네트워킹에 대한 연구가 시작되고 있다. 블루투스 ad hoc PAN 연구를 위해서는 시뮬레이터의 이용이 필수적이다. 본 논문은 블루투스 피코넷에서의 ad hoc 네트워킹을 위한 Glomosim 기반 시뮬레이터의 설계 및 구현에 관한 내용이다. 이 시뮬레이터는 Glomosim 시뮬레이터의 MAC 계층 모듈에 블루투스 baseband 및 LM 래이어를 추가하여 ad hoc IP 라우팅이 가능하도록 설계되어 있다.

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VR Simulator Industry Promotion Issue (VR 시뮬레이터 산업 촉진 쟁점)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.197-198
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    • 2017
  • The purpose of this study is to investigate the problems of the VR simulator industry represented by the 4th industrial revolution and to examine measures for industrial promotion. For this purpose, we consider the VR simulator regulation and examine the problems. Since the VR simulator has the features of existing arcade games and amusement facilities, it should be classified as game or inspected with amusement facilities depending on the viewpoint. This can be a dual regulation, and before the VR simulator industry starts, there is a risk that the industry itself can be damaged by existing legal limitations. For this purpose, it is necessary to provide a unique legal system for VR simulator and it is necessary to examine the contents to be included in such laws and systems. It is expected that the legal system of VR simulator will lead to promotion of new industry.

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An IDS in MANET with Cross Layer Concept (크로스 층에서의 MANET을 이용한 IDS)

  • Kim, Sang-Eun;Han, Seung-Jo
    • Journal of Advanced Navigation Technology
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    • v.14 no.1
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    • pp.41-48
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    • 2010
  • Intrusion detection forms a vital component of internet security. To keep pace with the growing trends, there is a critical need to replace single layer detection technology with multi layer detection. Different types of Denial of Service (DoS) attacks thwart authorized users from gaining access to the networks and we tried to detect as well as alleviate some of those attacks. We have proposed a novel cross layer intrusion detection architecture to discover the malicious nodes. The information available across different layers of protocol stack are exploited in order to improve the accuracy of detection. We have used cooperative and distributive anomaly intrusion detection with data mining technique to enhance the proposed architecture. The simulation of the proposed architecture is done in OPNET simulator and the results are analyzed.

An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

Log processing using messaging system in SSD Storage Tester (SSD Storage Tester에서 메시징 시스템을 이용한 로그 처리)

  • Nam, Ki-ahn;Kwon, Oh-young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.8
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    • pp.1531-1539
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    • 2017
  • The existing SSD storage tester processed logs in a 1-N structure between server and client using TCP and network file system. This method causes some problems for example, an increase in CPU usage and difficulty in exception handling, etc. In this paper, we implement a log processing message layer that can deal with asynchronous distributed processing using open source messaging system such as kafka, RabbitMQ and compare this layer with existing log transmission method. A log simulator was implemented to compare the transmission bandwidth and CPU usage. Test results show that the transmission using the message layer has higher performance than the transmission using the message layer, and the CPU usage does not show any significant difference The message layer can be implemented more easily than the conventional method and the efficiency is higher than that of the conventional method.

Expansible & Reconfigurable Neuro Informatics Engine : ERNIE (대규모 확장이 가능한 범용 신경망 연산기 : ERNIE)

  • 김영주;동성수;이종호
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.6
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    • pp.56-68
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    • 2003
  • Difficult problems In implementing digital neural network hardware are the extension of synapses and the programmability for relocating neurons. In this paper, the structure of a new hardware is proposed for solving these problems. Our structure based on traditional SIMD can be dynamically and easily reconfigured connections of network without synthesizing and mapping original design for each use. Using additional modular processing unit the numbers of neurons find synapses increase. To show the extensibility of our structure, various models of neural networks : multi-layer perceptrons and Kohonen network are formed and tested. The performance comparison with software simulation shows its superiority in the aspects of performance and flexibility.

Service Management System for Mobile Harbor (모바일 하버 서비스 관리 시스템)

  • Lee, Hoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.3B
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    • pp.268-274
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    • 2011
  • Recently, we could witness research works on the development of mobile harbor. In line with the implementation of the physical entity for the mobile harbor system, there exists a need for the development of the service management system for the mobile harbor. In this work we propose a framework for the mobile harbor service management system. To that purpose, we first define the principle for the operation of the mobile harbor service management system. Also we develop the mobile harbor service management system by simulation. Finally, we illustrate the implication of the research by experiments.

Development of the EV Charging Infra-structure Simulator (전기차 충전인프라 시뮬레이터 개발)

  • Song, Tack-Ho;Jeong, Mun-Gue;Lee, Han-Byuel;Kim, Cheol-Woo
    • Proceedings of the KIEE Conference
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    • 2011.07a
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    • pp.898-899
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    • 2011
  • 2010년 미국 GM에서 개발한 쉐보레 볼트는 그 이전에 개발된 일본 도요타의 프리우스에 이어 선풍적 관심을 모으고 있다. 한국에서 개발 시험 출시한 Blue-one 전기자동차는 제주 실증 단지에서 그 성능이 시험되고 있다. 전력연구원에서 는 "그리드 연계형 전기차 충전인프라 개발" 과제를 통해, 충전 전력 요금을 현행 계시별 공급원가 수준에 기초하되, 전기차 고유의 충전부하 특성을 고려하여 경부하 시간대에 사용을 유도하는 방향으로 전기차 충전 전용 요금을 설계하였다. 이 전기차 충전인프라 전용요금을 사용하여, 전기차의 충전인프라 운영을 시뮬레이션 하였다. 본 논문에서는 전기차 충전인프라 개발 목적, 충전인프라 개발 방법, 충전인프라 개발 결과를 기술하였으며, 향후 연구방향 및 충전인프라 구축 방향에 대해 고찰해 보았다.

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A Empirical Review of the Measurement Method for the Impulse Noise Using Ear Simulator (Ear Simulator를 이용한 충격소음 측정방법에 대한 고찰)

  • Song, Kee-Hyeok;Chung, Sung-Hak
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.425-426
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    • 2014
  • 충격소음(Impulse Noise) 측정 시 지그(Ear Simulator)가 자체적으로 음압측정에 미치는 영향을 확인하기 위해 지그를 이용하여 실내에서 충격소음을 측정하였다. 측정의 신뢰성과 정확성을 확보하기 위해 마이크로폰과 지그에서 동일조건에서 동시에 데이터를 수집하였다. 추가로 헤드&토르소에서 실험을 실시하였다. 최대음압레벨과 1/3옥타브 밴드 결과를 비교분석함으로써 측정 방법에 따른 차이점을 발견하였다.

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