• Title/Summary/Keyword: C 프레임

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A Study on the Characteristics for the Blanking of Lead Frame with the Rectangular Shape Blanking (사각형 블랭킹을 통한 리드프레임의 블랭킹 특성에 관한 기초연구)

  • Lim, San-Heon;Suh, Eui-Kwon;Shim, Hyun-Bo
    • Journal of the Korean Society for Precision Engineering
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    • v.18 no.3
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    • pp.182-188
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    • 2001
  • An experiment is carried out to investigate the characteristics of blanking for copper alloy C194 (t=0.254mm), a kind of IC lead frame material. By varying clearance between die and punch, the shapes of shear profile are examined. Finite element analysis with element deletion algorithm for ductile fracture mode is also carried out to study the effect of clearance theoretically and to compare with experimental results. The rectangular shape specimen with four different corner radius is used to study the characteristics of blanking for straight side and corner region simultaneously. As the result, the ratios measured from the experiment of roll over, burnish, and fracture zone based on intial blank thickness are compared with those of FE analysis. Both experiment and FE analysis show that the amount of roll over and fracture is increased as the clearance increases. It has been found that larger clearance is required than that of straight region when the radius of corner is less than thickness of blank, in order to maintain same quality of shear profile at the corner region.

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Framework Construction with Multimedia Component Management System on CORBA (CORBA 환경에서 멀티미디어 컴퍼넌트 관리 시스템을 통한 프레임워크 구축)

  • 김행곤
    • Journal of Korea Multimedia Society
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    • v.2 no.2
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    • pp.217-229
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    • 1999
  • Framework is the set of interrelated classes, constructing reusable design in specific domain or set of abstracted classes, and defines common architecture among applications included in domain. Developers can reuse not only class code but also wide range of knowledge on domain by reusing framework. In this papers, we present COM(Component-Oriented Methodology) for the reuse of framework, and develop construction environment for framework and domain development. That is, domain is analyzed by input of domain knowledge on real world to create software based on component, and hotspot is identified through analyzed information, and redesigned(refactoring) by putting additional information on users and developers. After that, I will create domain framework and application framework depending on domain. In this Component-oriented methodology, information is searched, understood and extracted or composite through component-pattern library storage internally. Then this information is classified into the information on component and pattern respectively, and used as additional information in redesigning. With this, developer can obtain reusability, easiness and portability by constructing infrastructure environment that allow to register, update and delete component through Component Pattern Management System(CPMS) under the development environment which can be easily applied to his own application using multimedia component, in this thesis, CORBA(Common Object Request Broker Architecture) environment.

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A Research on the improvement scheme for manufacturing bronze warm forging die through environment-friendly workshop (황동제 온간단조용 금형제작과 환경친화형 작업장 개선에 관한 연구)

  • Kim, Sei-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.2
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    • pp.420-425
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    • 2010
  • In the process of warm forging, billet is heated up to $800^{\circ}C$ and located in the upper part of die block impression. The scattered oxidized scale may cause workers burn and shortening of die life sticking to the die block impression. The separating materials sprayed in die block cause harmful dust, harmful mist, fume, and bad odor which contaminate workshop environment. The process is classified as one of the avoided jobs and make the planned output achievement difficult. Development of an elimination device to clear out the contaminating materials in the workshop and improvement of the unsatisfactory maintenance method to fix the abrasion of die block impression which delays the dead line, cost increases needs to be developed. In this research, I tried to solve the problems caused in warm forging of bronze pipe joint such as the billet heating process, die maintenance, and manufacturing cost through improvement of warming forging manufacturing method and die maintenance method and eliminating harmful gas which will make the workshop more environment friendly.

A Study on the Full-HD HEVC Encoder IP Design (고해상도 비디오 인코더 IP 설계에 대한 연구)

  • Lee, Sukho;Cho, Seunghyun;Kim, Hyunmi;Lee, Jehyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.12
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    • pp.167-173
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    • 2015
  • This paper presents a study on the Full-HD HEVC(High Efficiency Video Coding) encoder IP(Intellectual Property) design. The designed IP is for HEVC main profile 4.1, and performs encoding with a speed of 60 fps of full high definition. Before hardware and software design, overall reference model was developed with C language, and we proposed a parallel processing architecture for low-power consumption. And also we coded firmware and driver programs relating IP. The platform for verification of developed IP was developed, and we verified function and performance for various pictures under several encoding conditions by implementing designed IP to FPGA board. Compared to HM-13.0, about 35% decrease in bit-rate under same PSNR was achieved, and about 25% decrease in power consumption under low-power mode was performed.

A Development of JPEG-LS Platform for Mirco Display Environment in AR/VR Device. (AR/VR 마이크로 디스플레이 환경을 고려한 JPEG-LS 플랫폼 개발)

  • Park, Hyun-Moon;Jang, Young-Jong;Kim, Byung-Soo;Hwang, Tae-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.2
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    • pp.417-424
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    • 2019
  • This paper presents the design of a JPEG-LS codec for lossless image compression from AR/VR device. The proposed JPEG-LS(: LosSless) codec is mainly composed of a context modeling block, a context update block, a pixel prediction block, a prediction error coding block, a data packetizer block, and a memory block. All operations are organized in a fully pipelined architecture for real time image processing and the LOCO-I compression algorithm using improved 2D approach to compliant with the SBT coding. Compared with a similar study in JPEG-LS, the Block-RAM size of proposed STB-FLC architecture is reduced to 1/3 compact and the parallel design of the predication block could improved the processing speed.

Enhanced Prediction for Low Complexity Near-lossless Compression (낮은 복잡도의 준무손실 압축을 위한 향상된 예측 기법)

  • Son, Ji Deok;Song, Byung Cheol
    • Journal of Broadcast Engineering
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    • v.19 no.2
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    • pp.227-239
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    • 2014
  • This paper proposes an enhance prediction for conventional near-lossless coder to effectively lower external memory bandwidth in image processing SoC. First, we utilize an already reconstructed green component as a base of predictor of the other color component because high correlation between RGB color components usually exists. Next, we can improve prediction performance by applying variable block size prediction. Lastly, we use minimum internal memory and improve a temporal prediction performance by using a template dictionary that is sampled in previous frame. Experimental results show that the proposed algorithm shows better performance than the previous works. Natural images have approximately 30% improvement in coding efficiency and CG images have 60% improvement on average.

음성인식 기반 인터렉티브 미디어아트의 연구 - 소리-시각 인터렉티브 설치미술 "Water Music" 을 중심으로-

  • Lee, Myung-Hak;Jiang, Cheng-Ri;Kim, Bong-Hwa;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.354-359
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    • 2008
  • This Audio-Visual Interactive Installation is composed of a video projection of a video Projection and digital Interface technology combining with the viewer's voice recognition. The Viewer can interact with the computer generated moving images growing on the screen by blowing his/her breathing or making sound. This symbiotic audio and visual installation environment allows the viewers to experience an illusionistic spacephysically as well as psychologically. The main programming technologies used to generate moving water waves which can interact with the viewer in this installation are visual C++ and DirectX SDK For making water waves, full-3D rendering technology and particle system were used.

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Interaction between BIM Model and Physical Model During Conceptual Design Stage (설계 초기 단계에서 BIM 모델과 물리적 모델의 상호작용 방안)

  • Yi, Ingeun;Kim, Sung-Ah
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.4
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    • pp.344-350
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    • 2013
  • It is essential to consider geometry in the early design stage for rational design decisions. However, a crucial decision had been taken by conversation, physical model, and gesture rather than BIM mode which can analyze geometry efficiently. This research proposes the framework of interaction between BIM model and physical model for real-time BIM analysis. Through this real-time system framework of two models, architects can adopt BIM data at early design stage to review analysis of BIM model. It should facilitate dynamic design based on rich BIM information from an early stage to a final stage.

Efficient Side Infonnation Generation Techniques and Perfonnance Evaluation for Distributed Video Coding System (분산 동영상 부호화 시스템을 위한 부가정보 생성 기법의 성능 평가)

  • Moon, Hak-Soo;Lee, Chang-Woo;Lee, Seong-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.3C
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    • pp.140-148
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    • 2011
  • The side information in the distributed video coding system is generated using motion compensated interpolation methods. Since the accuracy of the generated side information affects the amount of parity bits for the reconstruction of Wyner-Ziv frame, it is important to produce an accurate side information. In this paper, we analyze the informance of various side information generation methods and propose an effective side information generation technique. Also, we compare each side information generation methods from the hardware point of view and analyze the performance of distributed video coding system using various side information generation methods.

H.264/AVC Fast Intra Mode Decision using GPGPU Parallel Programming (GPGPU 병렬 프로그래밍을 이용한 H.264/AVC 고속 화면내 예측 모드 결정)

  • Choi, Sung-Jun;Han, Ki-Hun;Yoo, Yeong-Soo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.110-112
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    • 2011
  • GPU의 병렬성과 연산능력을 일반적인 공학적 문제 해결에 적용하는 GPGPU 컴퓨팅에 대한 연구가 최근 활발히 진행되고 있다. 비디오 압축과정에는 많은 양의 화소 데이터에 동일하게 반복되는 연산을 수행하는 알고리즘이 많이 적용되므로 GPGPU를 통한 고속 병렬 계산의 응용 분야로 매우 적합하다. H.264/AVC는 비디오를 압축하는 가장 최신의 국제표준으로 여러 제품군과 서비스에 대한 적용되어 시장에서 널리 사용되고 있다. 본 논문에서는 GPGPU의 응용 분야로 주목 받고 있는 비디오 압축 분야에 대한 적용으로 H.264/AVC의 화면내 예측 모드 결정과정에 GPGPU 병렬 프로그래밍을 적용하여 예측 모드 결정 속도를 향상하는 방법을 제안한다. GPU상에서의 데이터 병렬처리를 위해 CUDA C언어를 사용하였으며, CPU상에서의 연산은 C언어를 사용하여 구현되었다. GPU상에서 프레임 전체에 대한 화면내 예측 모드를 병렬적으로 결정함으로써 이에 소요되는 시간을 줄여 줄 수 있었다. 실험결과 GPU상에서 병렬적으로 예측 모드를 결정할 때 Full-HD급 영상에서 약 2.8배 정도의 속도 향상을 확인할 수 있었다. 향후 GPGPU 병렬 프로그래밍을 화면 내 예측뿐만 아니라 반복되는 연산을 수행하는 다른 알고리즘에도 적용하여 부호화기의 계산 부담을 덜어준다면 고속 실시간 비디오 압축 부호기 개발이 더욱 용이해 질것으로 기대된다.

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