• Title/Summary/Keyword: 코딩 게임

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Optimal Detection for NOMA Systems with Correlated Information Sources of Interactive Mobile Users (상호작용 이동통신 사용자의 상관 정보원을 가진 비직교 다중접속 시스템에서의 최적 검출)

  • Chung, Kyu-Hyuk
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.4
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    • pp.651-658
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    • 2020
  • In the fifth generation (5G) mobile networks, the interactive mobile game users have increased tremendously, which induces correlated information sources (CIS). One of the promising 5G technologies is non-orthogonal multiple access (NOMA). In NOMA, the users share the channel resources, so that CIS affect each user's bit-error rate (BER) performance, which is not the case for orthogonal multiple access (OMA). In this paper, we derive the optimal receiver for NOMA with CIS, and then investigate the impact of CIS on each user's BER performance.

Development of Creative Problem-Solving Activities for Integrating Mathematics and Information Science: Focusing on the Hat Game for Mathematically Gifted Students (수학 정보과학 융합을 위한 창의적 문제해결 활동 개발: 영재 학생을 대상으로 한 모자 게임을 중심으로)

  • Seo, Jiyoung;Youn, Sang-Gyun
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.439-467
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    • 2022
  • The future society requires not only knowledge but also various competencies, including creativity, cooperative spirit and integrated thinking. This research develops a program for integrating mathematics and information science to enhance important mathematical competencies such as problem-solving and communication. This program does not require much prior knowledge, can be motivated using everyday language and easy-to-access tools, and is based on creative problem-solving activities with multilateral cooperation. The usefulness and rigor of mathematics are emphasized as the number of participants increases in the activities, and theoretical principles stem from the matrix theory over finite fields. Moreover, the activity highlights a connection with error-correcting codes, an important topic in information science. We expect that the real-world contexts of this program contribute to enhancing mathematical communication competence and providing an opportunity to experience the values of mathematics and that this program to be accessible to teachers since coding is not included.

Python Development Tool (Python 통합 개발 환경 구축)

  • Chung, Yoo-Jin;Lee, Tae-Hyung;Kim, Eui-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.69-72
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    • 2009
  • Python은 통합 개발 환경이 구축되어 있지 않아 Python을 이용해 개발하는 경우 대부분 Vi 혹은 Emacs 같은 텍스트 편집기를 이용해 코딩을 하고 다시 터미널 혹은 콘솔로 나와 일일이 디버깅을 해야만 한다. 게다가 import 한 모듈의 API에 대해서 알고 싶으면 Python Interpreter에서 다시 봐야 하는 등 상당한 불편함이 있다. 이에 본 논문에서는 한 화면에서 편집, 컴파일, 수행결과 보기, 디버거 등을 수행할 수 있는 Python 통합 개발 환경을 구축하였다.

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A study on the fast deblocking filter for H.264/AVC (H.264/AVC에 적용 가능한 고속 deblocking 필터 연구)

  • Jung Duck-Young;Kim Won-Sam;Sonh Seung-Il
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.890-893
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    • 2006
  • 동영상과 관련된 멀티미디어가 많은 관심을 받으며 영상 압축 기술에 대한 관심이 높아지고 있는 가운데, 최근 다른 표준보다 두 배 이상 좋은 새로운 비디오 코딩 표준인 H.264/AVC의 압축 기술이 발표되었다. 이 기술은 지상파 DMB와 PMP, 카메라폰 그리고 핸드폰의 게임과 음악 및 영상에 관련된 컨텐츠에서 고품질의 영상을 보다 효율적으로 제공한다. 이에 본 논문에서는 H.264/AVC의 부호화 과정에서 발생하는 오류로 인한 블록화를 최소화하기 위해 사용되는 deblocking 필터의 메모리와 처리속도의 향상을 제안하였다. 27*32SRAM을 사용하여 Vertical edge를 모두 처리하고 Horizontal edge를 처리하는 방식이 아닌 한 블록에 대한 Vertical edge후에 바로 Horizontal edge를 처리함으로써 28(prebuffering)19(Y)+32(Cb)+32(Cr)=188clocks에 $16\times16$ 블록 처리가 완료되는 deblocking 필터를 제안하여 하드웨어 설계언어인 VHDL언어로 설계하였다. 그리고 FPGA칩인 XCV1000E에 다운로드하여 칩 레벨의 시뮬레이션을 수행함으로써 설계된 deblocking 필터를 검증하였다.

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Learning App Development using App Inventor for Preliminary Early Childhood Teacher (앱 인벤터를 활용한 예비 유아교사 학습 앱 개발)

  • An, Mi-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.355-361
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    • 2018
  • Recently, there are efforts to improve my learning ability by using various learning tools based on ICT technology. The application such as games is used in conjunction with lecture class to induce interest in the class and to enhance the learning effect by using smartphone app as learning tool. In addition, we are trying to improve creative thinking ability, problem solving ability and logical thinking ability through early coding education. In this paper, we describe the learning and quiz app using the app inventor and conducted the related questionnaire. We developed a learning philosophy for preliminary early childhood teachers using the developed apps and taught them how to utilize them in early childhood education by explaining the apps and using the app inventor. Through questionnaires, we confirmed the learning effect and the willingness to use in early childhood education. Through this study, I hope to improve the ability of early childhood teacher learning and to utilize the coding in early childhood education with the app developed as the app inventor.

Fast Motion Estimation Algorithm Using Motion Vectors of Neighboring Blocks (인접블록의 움직임벡터를 이용한 고속 움직임추정 방식)

  • So Hyeon-Ho;Kim Jinsang;Cho Won-Kyung;Kim Young-Soo;Suh Doug Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.12C
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    • pp.1256-1261
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    • 2005
  • In this paper, we propose a low-power Booth multiplication which reduces the switching activities of partial products during multiplication process. Radix-4 Booth algorithm has a characteristic that produces the Booth encoded products with zero when input data have sequentially equal values (0 or 1). Therefore, partial products have higher chances of being zero when an input with a smaller effective dynamic range of two multiplication inputs is used as a multiplier data instead of a multiplicand. The proposed multiplier divides a multiplication expression into several multiplication expressions with smaller bits than those of an original input data, and each multiplication is computed independently for the Booth encoding. Finally, the results of each multiplication are added. This means that the proposed multiplier has a higher chance to have zero encoded products so that we can implement a low power multiplier with the smaller switching activity. Implementation results show the proposed multiplier can save maximally about $20\%$ power dissipation than a previous Booth multiplier.

Gated Clock-based Low-Power Technique based on RTL Synthesis (RTL 수준에서의 합성을 이용한 Gated Clock 기반의 Low-Power 기법)

  • Seo, Young-Ho;Park, Sung-Ho;Choi, Hyun-Joon;Kim, Dong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.3
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    • pp.555-562
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    • 2008
  • In this paper we proposed a practical low-power design technique using clock-gating in RTL. An efficient low-power methodology is that a high-level designer analyzes a generic system and designs a controller for clock-gating. Also the desirable flow is to derive clock-gating in normal synthesis process by synthesis tool than to insert directly gate to clock line. If low-power is considered in coding process, clock is gated in coding process. If not considered, after analyzing entire operation. clock is Bated in periods of holding data. After analyzing operation for clock-gating, a controller was designed for it, and then a low-power circuit was generated by synthesis tool. From result, we identified that the consumed power of register decreased from 922mW to 543mW, that is the decrease rate is 42%. In case of synthesizing the test circuit using synthesizer of Power Theater, it decreased from 322mW to 208mW (36.5% decrease).

Camera and Receiver Development for 3D HDTV Broadcasting (3차원 고화질TV 방송용 카메라 및 수신기 개발)

  • 이광순;허남호;안충현
    • Journal of Broadcast Engineering
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    • v.7 no.3
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    • pp.211-218
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    • 2002
  • This paper introduces the HD 3DTV camera and 3DTV receiver that are compatible with the ATSC HDTV broadcasting system. The developed 3DTV camera is based on stereoscopic techniques, and it has control function to control both left and right zoom lens simultaneously and to control the vergence. Moreover, in order to control the vergence manually and to eliminate the synchronization problem of the both images, the 3DTV camera has the 3DTV video multiplexing function to combine the left and right images into the single image. The developed 3DTV signal, and it has the various analog/digital interfaces. The performance of the developed system is confirmed by shooting the selected soccer game in 2002 FIFA KOREA/JAPANTM World Cup and by broadcasting the match. The HD 3DTV camera and receiver will be applied to the 3DTV industries such as 3D movie, 3D game, 3D image processing, 3DTV broadcasting system, and so on.

A Study on Automatic Module Control Robot System (자율 모듈 제어 로봇시스템에 관한 연구)

  • Lee, Jeong-Ick
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.610-613
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    • 2010
  • 본 과제를 통하여 기술적으로는 로봇 개발에 있어 기존 기술을 최대한 활용하고 새로운 기능을 추가하는 형태로 발전해 갈 수 있도록, 각 요소별 기능을 표준화 모듈화 하여 새로운 제품의 개발이 손쉽게 이루어 질 수 있는 기본 platform으로의 역할이 가능해졌다. 구동부 제작 및 설계, 금형 비용 등을 절감하기 위한 다목적 완구로봇 플랫폼을 확보할 수 있었다. 로봇이 복잡한 환경을 인식하고, 자율적으로 작업을 수행하며, 예측하지 못한 문제에 적절한 대처를 할 수 있도록 하기 위한 핵심 기술을 제공하게 될 것으로 생각된다. 로봇 개발에 있어 전문지식이 없는 초보자들이 직접 제작 구동해 볼 수 있는 비주얼한 개발환경을 지원할 뿐만 아니라 GUI 개발환경 및 TEXT Programming 으로 상호 전환이 가능한 코딩 방법을 지원(MSRS와의 차별화를 시도하였다. 기존 하드웨어 지식과 소프트웨어지식이 없는 상태에서도 제작자의 창의력에 따라 다양한 형태의 로봇을 제작 적용이 용의 하며 초보자들에 대한 로봇개발에 흥미를 유발할 수 있도록 하였다. 고급사용자를 위한 별도의 다운로딩 포트를 제공하였다. 로봇공학의 기본지식을 습득(아날로그/디지털 회로를 이해하고, 각종 센서의 이해하며, 스템/서보/DC모터의 제어기술, 펌웨어개발능력, 기본수준의 소프트웨어개발 능력) 활용할 수 있다. 또한, 경제 및 산업적 측면으로는 다음과 같은 장점이 있다. 기존 기술들의 장점을 취합하여 추가적인 기술을 적용할 수 있는 Base형태의 로봇을 개발할 경우 이를 활용한 제품 개발 및 Base자체로도 충분한 시장을 형성 할 수 있을 것으로 기대된다. 인터넷기반 로봇 제어 기술의 확보로 로봇시스템의 생산비용을 낮추고 TTM (Time-to-Market) 제약을 해결시켜 준다. 다른 응용 시스템에 쉽게 적용이 가능하고 지식기반 로봇 서비스의 요소기술 개발은 멀티미디어 콘텐츠분야(교육/게임/오락 등)의 활성화가 가능하기 때문에 타 IT산업에의 파급효과가 예상된다. B2B를 통한 실질적인 판매를 통한 동종기업의 연구 개발비 및 개발 기간의 단축이 예상된다.

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The Optimal Turbo Coded V-BLAST Technique in the Adaptive Modulation System corresponding to each MIMO Scheme (적응 변조 시스템에서 각 MIMO 기법에 따른 최적의 터보 부호화된 V-BLAST 기법)

  • Lee, Kyung-Hwan;Ryoo, Sang-Jin;Choi, Kwang-Wook;You, Cheol-Woo;Hong, Dae-Ki;Kim, Dae-Jin;Hwang, In-Tae;Kim, Cheol-Sung
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.6 s.360
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    • pp.40-47
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    • 2007
  • In this paper, we propose and analyze the Adaptive Modulation System with optimal Turbo Coded V-BLAST(Vertical-Bell-lab Layered Space-Time) technique that adopts the extrinsic information from MAP (Maximum A Posteriori) Decoder with Iterative Decoding as a priori probability in two decoding procedures of V-BLAST; the ordering and the slicing. Also, we consider and compare the Adaptive Modulation System using conventional Turbo Coded V-BLAST technique that is simply combined V-BLAST with Turbo Coding scheme and the Adaptive Modulation System using conventional Turbo Coded V-BLAST technique that is decoded by the ML (Maximum Likelihood) decoding algorithm. We observe a throughput performance and a complexity. As a result of a performance comparison of each system, it has been proved that the complexity of the proposed decoding algorithm is lower than that of the ML decoding algorithm but is higher than that of the conventional V-BLAST decoding algorithm. however, we can see that the proposed system achieves a better throughput performance than the conventional system in the whole SNR (Signal to Noise Ratio) range. And the result shows that the proposed system achieves a throughput performance close to the ML decoded system. Specifically, a simulation shows that the maximum throughput improvement in each MIMO scheme is respectively about 350 kbps, 460 kbps, and 740 kbps compared to the conventional system. It is suggested that the effect of the proposed decoding algorithm accordingly gets higher as the number of system antenna increases.