• 제목/요약/키워드: Communication architecture

검색결과 2,644건 처리시간 0.035초

Development of Realtime EtherCAT Master Library Using INtime

  • Moon, Yong-Seon;Trong, Tuan Anh Vo;Ko, Nak-Yong;Seo, Dong-Jin;Lim, Seung-Woo
    • International Journal of Fuzzy Logic and Intelligent Systems
    • /
    • 제9권2호
    • /
    • pp.94-98
    • /
    • 2009
  • This paper proposes an architecture of a real-time EtherCAT master library called RtEML. The controls EtherCAT slaves under EtherCAT protocol in real-time. It provides a simple programming interface which is useful in developing robot application in C/C++ or C#. To achieve deterministic, hard real-time control in Microsoft Windows environment without additional hardware, INtime is used. Since INtime is designed specifically to take advantage of the powerful capabilities of the x86 processor architecture, the proposed RtEML achieves microseconds of real-time performance.

Multiple Network-on-Chip Model for High Performance Neural Network

  • Dong, Yiping;Li, Ce;Lin, Zhen;Watanabe, Takahiro
    • JSTS:Journal of Semiconductor Technology and Science
    • /
    • 제10권1호
    • /
    • pp.28-36
    • /
    • 2010
  • Hardware implementation methods for Artificial Neural Network (ANN) have been researched for a long time to achieve high performance. We have proposed a Network on Chip (NoC) for ANN, and this architecture can reduce communication load and increase performance when an implemented ANN is small. In this paper, a multiple NoC models are proposed for ANN, which can implement both a small size ANN and a large size one. The simulation result shows that the proposed multiple NoC models can reduce communication load, increase system performance of connection-per-second (CPS), and reduce system running time compared with the existing hardware ANN. Furthermore, this architecture is reconfigurable and reparable. It can be used to implement different applications of ANN.

A Performance-Oriented Intra-Prediction Hardware Design for H.264/AVC

  • Jin, Xianzhe;Ryoo, Kwangki
    • Journal of information and communication convergence engineering
    • /
    • 제11권1호
    • /
    • pp.50-55
    • /
    • 2013
  • In this paper, we propose a parallel intra-operation unit and a memory architecture for improving the performance of intra-prediction, which utilizes spatial correlation in an image to predict the blocks and contains 17 prediction modes in total. The design is targeted for portable devices applying H.264/AVC decoders. For boosting the performance of the proposed design, we adopt a parallel intra-operation unit that can achieve the prediction of 16 neighboring pixels at the same time. In the best case, it can achieve the computation of one luma $16{\times}16$ block within 16 cycles. For one luma $4{\times}4$ block, a mere one cycle is needed to finish the process of computation. Compared with the previous designs, the average cycle reduction rate is 78.01%, and the gate count is slightly reduced. The design is synthesized with the MagnaChip $0.18{mu}m$ library and can run at 125 MHz.

Design of Unified Multi-Search Service Model based on Grid-IR Architecture (Grid-IR 아키텍처 기반의 통합 멀티 검색 서비스 모델 설계)

  • Hwang, Sung-bin;Kim, Hyuk-ho;Lee, Pil-Woo;Jung, Yong-Hwan;Kim, Yang-Woo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 한국정보처리학회 2008년도 춘계학술발표대회
    • /
    • pp.613-616
    • /
    • 2008
  • 그리드는 분산된 이기종 자원을 활용하는 컴퓨팅 패러다임으로 초기 그리드 자원을 활용하기 위한 표준으로 OGSA(Open Grid Service Architecture)가 제안되었다. 글로버스 툴킷3은 사용자가 OGSA에 표준에 맞게 그리드를 구성할 수 있는 기능을 제공했다. 하지만 그 이후 웹 서비스 표준의 발전에 따라 그에 맞는 새로운 표준인 WSRF(Web Service Resource Framework)가 정의 되었고, 현재 WSRF 표준에 따라서 GT4가 개발되어 발표된 상황이다. 이에 본 논문에서는 기존의 OGSA 표준에 맞게 구축된 그리드 정보검색 서비스들을 WSRF 표준에 맞도록 새로운 표준 인터페이스를 정립하고, OGSA-DAI(Data Access & Integration) 컴포넌트를 통한 데이터 관리 기능을 추가함으로써 새로운 그리드 정보검색 서비스 프로토타입을 정의하고자 한다.

Performance Oriented Docket-NoC (Dt-NoC) Scheme for Fast Communication in NoC

  • Vijayaraj, M.;Balamurugan, K.
    • JSTS:Journal of Semiconductor Technology and Science
    • /
    • 제16권3호
    • /
    • pp.359-366
    • /
    • 2016
  • Today's multi-core technology rapidly increases with more and more Intellectual Property cores on a single chip. Network-on-Chip (NoC) is an emerging communication network design for SoC. For efficient on-chip communication, routing algorithms plays an important role. This paper proposes a novel multicast routing technique entitled as Docket NoC (Dt-NoC), which eliminates the need of routing tables for faster communication. This technique reduces the latency and computing power of NoC. This work uses a CURVE restriction based algorithm to restrict few CURVES during the communication between source and destination and it prevents the network from deadlock and livelock. Performance evaluation is done by utilizing cycle accurate RTL simulator and by Cadence TSMC 18 nm technology. Experimental results show that the Dt-NoC architecture consumes power approximately 33.75% 27.65% and 24.85% less than Baseline XY, EnA, OEnA architectures respectively. Dt-NoC performs good as compared to other routing algorithms such as baseline XY, EnA, OEnA distributed architecture in terms of latency, power and throughput.

Spatio-Temporal Residual Networks for Slide Transition Detection in Lecture Videos

  • Liu, Zhijin;Li, Kai;Shen, Liquan;Ma, Ran;An, Ping
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제13권8호
    • /
    • pp.4026-4040
    • /
    • 2019
  • In this paper, we present an approach for detecting slide transitions in lecture videos by introducing the spatio-temporal residual networks. Given a lecture video which records the digital slides, the speaker, and the audience by multiple cameras, our goal is to find keyframes where slide content changes. Since temporal dependency among video frames is important for detecting slide changes, 3D Convolutional Networks has been regarded as an efficient approach to learn the spatio-temporal features in videos. However, 3D ConvNet will cost much training time and need lots of memory. Hence, we utilize ResNet to ease the training of network, which is easy to optimize. Consequently, we present a novel ConvNet architecture based on 3D ConvNet and ResNet for slide transition detection in lecture videos. Experimental results show that the proposed novel ConvNet architecture achieves the better accuracy than other slide progression detection approaches.

Geological Education and Communication Enhancement Study of Jeju National Geopark (제주 국가지질공원 교육·안내 체계 개선방향 연구)

  • Cho, Seon;Jeong, Wookju
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • 제46권5호
    • /
    • pp.93-107
    • /
    • 2018
  • The concepts of geotourism and geoparks have emerged due to the paradigm shift in tourism and the increased recognition of geosites and geoheritage as legacies that must be protected and preserved. The number of geoparks designated by UNESCO and national governments is increasing globally. The purpose of this paper is to propose directions for enhancing Jeju Geopark to perform as a geological educational venue. This study reviewed the present conditions of the education and communication, the media, and the facilities of the geopark with respect to the required conditions to be effective for geological education. Data surveys, field surveys, visitor questionnaires, and interviews were conducted to examine the educational and guidance system of the geopark, the physical space configuration, and the operation and management methods. The research process is as follows. First, the study analyzed the status of the education and communication in Jeju Geopark, according to the criteria of the UNESCO GGN, using data acquired from the survey. Second, the study analyzed and evaluated the educational and communication facilities, and media, focusing on four aspects of the geopark: the geo-trail, spatial composition and layout, communicational and educational facilities, and the system and design of signboards. Third, the study assessed the perception and satisfaction of visitors to the geopark. Fourth, the study summarized the potential and limitations of the Jeju Geopark through in-depth interviews. The four analyses showed that enhancements in the exploration environment, communication, media, and operation and management system are all necessary for effective geological education. Based on these results, this study suggests directions for enhancing the geopark in the four following aspects. Management and maintenance must be improved to meet UNESCO criteria, while the improvements in the visiting environment quality, the supplementing of communication and facilities, and enhancements in the organization and system of operation and management also must be taken on.

Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • 제16권4호
    • /
    • pp.73-80
    • /
    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

Performance Analysis of TLM in Flying Master Bus Architecture Due To Various Bus Arbitration Policies (다양한 버스 중재방식에 따른 플라잉 마스터 버스아키텍처의 TLM 성능분석)

  • Lee, Kook-Pyo;Yoon, Yung-Sup
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • 제45권5호
    • /
    • pp.1-7
    • /
    • 2008
  • The general bus architecture consists of masters, slaves, arbiter, decoder and so on in shared bus. Specially, as several masters do not concurrently receive the right of bus usage, the arbiter plays an important role in arbitrating between shared bus and masters. Fixed priority, round-robin, TDMA and Lottery methods are developed in general arbitration policies, which lead the efficiency of bus usage in shared bus. On the other hand, the bus architecture can be modified to maximize the system performance. In the paper, we propose the flying master bus architecture that supports the parallel bus communication and analyze its merits and demerits following various arbitration policies that are mentioned above, compared with normal shared bus. From the results of performance verification using TLM(Transaction Level Model), we find that more than 40% of the data communication performance improves, regardless of arbitration policies. As the flying master bus architecture advances its studies and applies various SoCs, it becomes the leading candidate of the high performance bus architecture.

A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • 제22권3호
    • /
    • pp.83-91
    • /
    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.