• Title/Summary/Keyword: 하드웨어 효율

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A Polarization-based Frequency Scanning Interferometer and the Measurement Processing Acceleration based on Parallel Programing (편광 기반 주파수 스캐닝 간섭 시스템 및 병렬 프로그래밍 기반 측정 고속화)

  • Lee, Seung Hyun;Kim, Min Young
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.8
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    • pp.253-263
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    • 2013
  • Frequency Scanning Interferometry(FSI) system, one of the most promising optical surface measurement techniques, generally results in superior optical performance comparing with other 3-dimensional measuring methods as its hardware structure is fixed in operation and only the light frequency is scanned in a specific spectral band without vertical scanning of the target surface or the objective lens. FSI system collects a set of images of interference fringe by changing the frequency of light source. After that, it transforms intensity data of acquired image into frequency information, and calculates the height profile of target objects with the help of frequency analysis based on Fast Fourier Transform(FFT). However, it still suffers from optical noise on target surfaces and relatively long processing time due to the number of images acquired in frequency scanning phase. 1) a Polarization-based Frequency Scanning Interferometry(PFSI) is proposed for optical noise robustness. It consists of tunable laser for light source, ${\lambda}/4$ plate in front of reference mirror, ${\lambda}/4$ plate in front of target object, polarizing beam splitter, polarizer in front of image sensor, polarizer in front of the fiber coupled light source, ${\lambda}/2$ plate between PBS and polarizer of the light source. Using the proposed system, we can solve the problem of fringe image with low contrast by using polarization technique. Also, we can control light distribution of object beam and reference beam. 2) the signal processing acceleration method is proposed for PFSI, based on parallel processing architecture, which consists of parallel processing hardware and software such as Graphic Processing Unit(GPU) and Compute Unified Device Architecture(CUDA). As a result, the processing time reaches into tact time level of real-time processing. Finally, the proposed system is evaluated in terms of accuracy and processing speed through a series of experiment and the obtained results show the effectiveness of the proposed system and method.

From a Defecation Alert System to a Smart Bottle: Understanding Lean Startup Methodology from the Case of Startup "L" (배변알리미에서 스마트바틀 출시까지: 스타트업 L사 사례로 본 린 스타트업 실천방안)

  • Sunkyung Park;Ju-Young Park
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.5
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    • pp.91-107
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    • 2023
  • Lean startup is a concept that combines the words "lean," meaning an efficient way of running a business, and "startup," meaning a new business. It is often cited as a strategy for minimizing failure in early-stage businesses, especially in software-based startups. By scrutinizing the case of a startup L, this study suggests that lean startup methodology(LSM) can be useful for hardware and manufacturing companies and identifies ways for early startups to successfully implement LSM. To this end, the study explained the core of LSM including the concepts of hypothesis-driven approach, BML feedback loop, minimum viable product(MVP), and pivot. Five criteria to evaluate the successful implementation of LSM were derived from the core concepts and applied to evaluate the case of startup L . The early startup L pivoted its main business model from defecation alert system for patients with limited mobility to one for infants or toddlers, and finally to a smart bottle for infants. In developing the former two products, analyzed from LSM's perspective, company L neither established a specific customer value proposition for its startup idea and nor verified it through MVP experiment, thus failed to create a BML feedback loop. However, through two rounds of pivots, startup L discovered new target customers and customer needs, and was able to establish a successful business model by repeatedly experimenting with MVPs with minimal effort and time. In other words, Company L's case shows that it is essential to go through the customer-market validation stage at the beginning of the business, and that it should be done through an MVP method that does not waste the startup's time and resources. It also shows that it is necessary to abandon and pivot a product or service that customers do not want, even if it is technically superior and functionally complete. Lastly, the study proves that the lean startup methodology is not limited to the software industry, but can also be applied to technology-based hardware industry. The findings of this study can be used as guidelines and methodologies for early-stage companies to minimize failures and to accelerate the process of establishing a business model, scaling up, and going global.

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Development of an Online Evaluation Model for Traffic Signal Control System (교통신호제어시스템 온라인 평가모형 개발)

  • Go, Gwang-Yong;Lee, Seung-Hwan
    • Journal of Korean Society of Transportation
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    • v.26 no.3
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    • pp.31-40
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    • 2008
  • There have been a lot of efforts to find more accurate evaluation methods for traffic signal control effectiveness for a long period of time. Nowadays a newly advanced method called HILSS, 'Hardware-in-the-Loop-Simulation System', is used to evaluate the overall traffic control's effectiveness including physical control environments like communication conditions, hardware performance, controller's mechanical operations and so on. In this study, an Online-HILSS model has been developed, which runs on CORSIM(5.0) micro traffic simulation model on-lined to COSMOS. For the verification of the model, three tests are performed as follows; (1) a comparison of TMC's timing plan with the simulated green interval, (2) as a case study, a delay distribution comparison of the online simulation with the CORSIM stand-alone simulation. The result of the first test shows that the model can run the simulation green interval by TMC's timing plan correctly. The result of second test shows that the online simulation of the model brings the same simulation results with the CORSIM offline simulation in case of the same timing plan. These results mean that the online evaluation model could be a reliable tool to measure a real-time signal control effectiveness of a wide area street network with the HILSS method.

The DEVS Integrated Development Environment for Simulation-based Battle experimentation (시뮬레이션 기반 전투실험을 위한 DEVS 통합 개발 환경)

  • Hwang, Kun-Chul;Lee, Min-Gyu;Han, Seung-Jin;Yoon, Jae-Moon;You, Yong-Jun;Kim, Sun-Bum;Kim, Jung-Hoon;Nah, Young-In;Lee, Dong-Hoon
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.39-47
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    • 2013
  • Simulation based Battle Experimentation is to examine the readiness for a battle using simulation technology. It heavily relies on the weapon systems modeling and simulation. To analyze the characteristics and complexity of the weapon systems in the experiment, the modeling & simulation environment has to be able to break down the system of systems into components and make the use of high fidelity components such as real hardware in simulation. In that sense, the modular and hierarchical structure of DEVS (Discrete EVent System Specification) framework provides potentials to meet the requirements of the battle experimentation environment. This paper describes the development of the DEVS integrated development environment for Simulation based Battle Experimentation. With the design principles of easy, flexible, and fast battle simulation, the newly developed battle experimentation tool mainly consists of 3 parts - model based graphical design tool for making DEVS models and linking them with external simulators easily through diagrams, the experiment plan tool for speeding up a statistic analysis, the standard components model libraries for lego-like building up a weapon system. This noble simulation environment is to provide a means to analyze complex simulation based experiments with different levels of models mixed in a simpler and more efficient way.

Development of a Close-range Real-time Aerial Monitoring System based on a Low Altitude Unmanned Air Vehicle (저고도 무인 항공기 기반의 근접 실시간 공중 모니터링 시스템 구축)

  • Choi, Kyoung-Ah;Lee, Ji-Hun;Lee, Im-Pyeong
    • Spatial Information Research
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    • v.19 no.4
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    • pp.21-31
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    • 2011
  • As large scaled natural or man-made disasters being increased, the demand for rapid responses for such emergent situations also has been ever-increasing. These responses need to acquire spatial information of each individual site rapidly for more effective management of the situations. Therefore, we are developing a close-range real-time aerial monitoring system based on a low altitude unmanned helicopter. This system can acquire airborne sensory data in real-time and generate rapidly geospatial information. The system consists of two main parts: aerial and ground parts. The aerial part includes an aerial platform equipped with multi-sensor(cameras, a laser scanner, a GPS receiver, an IMU) and sensor supporting modules. The ground part includes a ground vehicle, a receiving system to receive sensory data in real-time and a processing system to generate the geospatial information rapidly. Development and testing of the individual modules and subsystems have been almost completed. Integration of the modules and subsystems is now in progress. In this paper, we w ill introduce our system, explain intermediate results, and discuss expected outcome.

The Localness and Socio-Economic Foundation of Local Social Enterprises : The Case of Gyeongnam Province in South Korea (지역자원 활용형 사회적기업의 지역연계성과 존립기반 - 경남지역을 사례로 -)

  • Lee, Jong-Ho;Chae, Min-Soo
    • Journal of the Korean association of regional geographers
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    • v.22 no.3
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    • pp.499-514
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    • 2016
  • Social enterprise is defined as a sort of companies that pursue both publicity and profitability. It is usual that their business activities and viability are dependent upon localized resources in terms of a labor market, raw material procurement and sales market. Also, the characteristics and viability of social enterprises based on local resources within the framework of social economy policy. The social economic policy in Korea is generally treated as means of local developments. This paper aims to examine the localness and socio-economic foundation of social enterprises which are located in the west of Gyeongnam province in Korea and to provide policy recommendations for promoting local resource-based social enterprises. The selection of the case study firms was chosen by considering various factors such as the viability of the firm, location of a company and the types of organization. The research result shows that most of local social enterprises had a viability and profitability to effectively utilize local resources. But it is claimed that the government policy for promoting local social enterprises reveals some limitations to promoting effectively local social enterprises. First, it is necessary to limit the qualification of applying to the government support program. Second, financial support should be changed from hardware-centered programs to software-centered programs such as training and education for human resource development and the business consulting. Finally, it is necessary for the government policy to focus on follow-up programs for firms which are no more capable of receiving the government financial support. For these firms, the government policy needs to focus on facilitating activities of cooperation between local universities and local social enterprise.

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Real-Time Traffic Information and Road Sign Recognitions of Circumstance on Expressway for Vehicles in C-ITS Environments (C-ITS 환경에서 차량의 고속도로 주행 시 주변 환경 인지를 위한 실시간 교통정보 및 안내 표지판 인식)

  • Im, Changjae;Kim, Daewon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.1
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    • pp.55-69
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    • 2017
  • Recently, the IoT (Internet of Things) environment is being developed rapidly through network which is linked to intellectual objects. Through the IoT, it is possible for human to intercommunicate with objects and objects to objects. Also, the IoT provides artificial intelligent service mixed with knowledge of situational awareness. One of the industries based on the IoT is a car industry. Nowadays, a self-driving vehicle which is not only fuel-efficient, smooth for traffic, but also puts top priority on eventual safety for humans became the most important conversation topic. Since several years ago, a research on the recognition of the surrounding environment for self-driving vehicles using sensors, lidar, camera, and radar techniques has been progressed actively. Currently, based on the WAVE (Wireless Access in Vehicular Environment), the research is being boosted by forming networking between vehicles, vehicle and infrastructures. In this paper, a research on the recognition of a traffic signs on highway was processed as a part of the awareness of the surrounding environment for self-driving vehicles. Through the traffic signs which have features of fixed standard and installation location, we provided a learning theory and a corresponding results of experiment about the way that a vehicle is aware of traffic signs and additional informations on it.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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Preliminary Design and Implementation of 3D Sound Play Interface for Graphic Contents Developer (그래픽 콘텐츠 개발자를 위한 입체음 재생 인터페이스 기본 설계 및 구현)

  • Won, Yong-Tae;Jang, Bong-Seog;Ahn, Dong-Soon;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.203-211
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    • 2008
  • Due to the advance of H/W and S/W techniques to play 3D sound, the virtual space contented by 3D graphics and sounds can provide users more improved realities and vividness. However for the small 3D contents developers and companies, it is hard to implement 3D sound techniques because the implementation requires expensive sound engines, 3D sound technical understanding and 3D sound programming skills. Therefore 3D-sound-playing-interface is necessary to easy and cost-effective 3D sound implementation. Using this interface, graphics experts can easily add 3D sound techniques to their applications. In this paper, the followings are designed and implemented as a preliminary stage in the way of developing the 3D sound playing interface. First, we develop 3D sound S/W modules converting mono to 3D sound in PC based systems. Second, we develop the interconnection modules to map 3D graphic objects and sound sources. The developed modules in this paper can allow the user to percept sound source position and surround effect at the moving positions in the virtual world. In the coming works, we are going to develop the more completed 3D sound playing interface consisted of the synchronization technique for sound and moving objects, and HRTF.

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Design of Real-Time PreProcessor for Image Enhancement of CMOS Image Sensor (CMOS 이미지 센서의 영상 개선을 위한 실시간 전처리 프로세서의 설계)

  • Jung, Yun-Ho;Lee, Joon-Hwan;Kim, Jae-Seok;Lim, Won-Bae;Hur, Bong-Soo;Kang, Moon-Gi
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.38 no.8
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    • pp.62-71
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    • 2001
  • This paper presents a design of the real-time digital image enhancement preprocessor for CMOS image sensor. CMOS image sensor offers various advantages while it provides lower-quality images than CCD does. In order to compensate for the physical limitation of CMOS sensor, the spatially adaptive contrast enhancement algorithm was incorporated into the preprocessor with color interpolation, gamma correction, and automatic exposure control. The efficient hardware architecture for the preprocessor is proposed and was simulated in VHDL. It is composed of about 19K logic gates, which is suitable for low-cost one-chip PC camera. The test system was implemented on Altera Flex EPF10KGC503-3 FPGA chip in real-time mode, and performed successfully.

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