• Title/Summary/Keyword: Complexity measure

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Maximum Likelihood (ML)-Based Quantizer Design for Distributed Systems

  • Kim, Yoon Hak
    • Journal of information and communication convergence engineering
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    • v.13 no.3
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    • pp.152-158
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    • 2015
  • We consider the problem of designing independently operating local quantizers at nodes in distributed estimation systems, where many spatially distributed sensor nodes measure a parameter of interest, quantize these measurements, and send the quantized data to a fusion node, which conducts the parameter estimation. Motivated by the discussion that the estimation accuracy can be improved by using the quantized data with a high probability of occurrence, we propose an iterative algorithm with a simple design rule that produces quantizers by searching boundary values with an increased likelihood. We prove that this design rule generates a considerably reduced interval for finding the next boundary values, yielding a low design complexity. We demonstrate through extensive simulations that the proposed algorithm achieves a significant performance gain with respect to traditional quantizer designs. A comparison with the recently published novel algorithms further illustrates the benefit of the proposed technique in terms of performance and design complexity.

Time Complexity Measurement on CUDA-based GPU Parallel Architecture of Morphology Operation

  • Izmantoko, Yonny S.;Choi, Heung-Kook
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.444-452
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    • 2013
  • Operation time of a function or procedure is a thing that always needs to be optimized. Parallelizing the operation is the general method to reduce the operation time of the function. One of the most powerful parallelizing methods is using GPU. In image processing field, one of the most commonly used operations is morphology operation. Three types of morphology operations kernel, na$\ddot{i}$ve, global and shared, are presented in this paper. All kernels are made using CUDA and work parallel on GPU. Four morphology operations (erosion, dilation, opening, and closing) using square structuring element are tested on MRI images with different size to measure the speedup of the GPU implementation over CPU implementation. The results show that the speedup of dilation is similar for all kernels. However, on erosion, opening, and closing, shared kernel works faster than other kernels.

A Fast SIFT Implementation Based on Integer Gaussian and Reconfigurable Processor

  • Su, Le Tran;Lee, Jong Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.3
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    • pp.39-52
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    • 2009
  • Scale Invariant Feature Transform (SIFT) is an effective algorithm in object recognition, panorama stitching, and image matching, however, due to its complexity, real time processing is difficult to achieve with software approaches. This paper proposes using a reconfigurable hardware processor with integer half kernel. The integer half kernel Gaussian reduces the Gaussian pyramid complexity in about half [] and the reconfigurable processor carries out a parallel implementation of a full search Fast SIFT algorithm. We use a low memory, fine grain single instruction stream multiple data stream (SIMD) pixel processor that is currently being developed. This implementation fully exposes the available parallelism of the SIFT algorithm process and exploits the processing and I/O capabilities of the processor which results in a system that can perform real time image and video compression. We apply this novel implementation to images and measure the effectiveness. Experimental simulation results indicate that the proposed implementation is capable of real time applications.

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Investigating the Impact of Contextual Data Quality on Decision Performance (상황 데이터 품질이 의사결정 성과에 미치는 영향)

  • Jung, Won-Jin;Kim, Jong-Weon
    • Asia pacific journal of information systems
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    • v.15 no.3
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    • pp.41-64
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    • 2005
  • The effects of information quality and the importance of information have been reported in the information Systems(IS) literature. However, little has been learned about the impact of data quality(DQ) on decision performance. Recognizing with this problem, this study explores the effects of contextual DQ on decision performance. To examine them, a laboratory experiment was conducted. Based on two levels of contextual DQ and two levels of task complexity, this study had a $2{\times}2$ factorial design. The dependent variables used to measure the outcomes of decision performance were problem-solving accuracy and time. The results demonstrated that the effects of contextual DQ on decision performance were significant. The findings suggest that decision makers can expect to improve their decision performance by enhancing contextual DQ. This research not only extends a body of research examining the effects of factors that can be tied to human decision-making performance, but also provides empirical evidence to validate and extend DeLone and McLean's IS success model.

Performance Analysis of DNN inference using OpenCV Built in CPU and GPU Functions (OpenCV 내장 CPU 및 GPU 함수를 이용한 DNN 추론 시간 복잡도 분석)

  • Park, Chun-Su
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.75-78
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    • 2022
  • Deep Neural Networks (DNN) has become an essential data processing architecture for the implementation of multiple computer vision tasks. Recently, DNN-based algorithms achieve much higher recognition accuracy than traditional algorithms based on shallow learning. However, training and inference DNNs require huge computational capabilities than daily usage purposes of computers. Moreover, with increased size and depth of DNNs, CPUs may be unsatisfactory since they use serial processing by default. GPUs are the solution that come up with greater speed compared to CPUs because of their Parallel Processing/Computation nature. In this paper, we analyze the inference time complexity of DNNs using well-known computer vision library, OpenCV. We measure and analyze inference time complexity for three cases, CPU, GPU-Float32, and GPU-Float16.

A Study on Competition Strategy of Korail's Logistics Services Using Hierarchical Fuzzy Process and Fuzzy Relation Equation (Hierarchical Fuzzy Process법 및 퍼지관계방정식을 이용한 철도물류서비스의 경쟁우위 전략에 관한 연구)

  • Yoo Seung-Yeul;Lee Jae-Won;Kwan Yong-Jang
    • Journal of the Korean Society for Railway
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    • v.9 no.4 s.35
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    • pp.432-440
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    • 2006
  • Prior to the service evaluation, many kinds of its attributes must be identified on the basis of rational decision owing to complexity and ambiguity inherent in logistics service. there are so many evaluation methods but they are not applicable to logistics service the have property of non-additivity and overlapped attributes. Therefore, probability measure can not used to evaluate logistics service but Fuzzy Measure is required. And the method should be easy to calculate it Recently Fuzzy theory has been applied in Various evaluation problem. Fuzzy evaluation based on Fuzzy theory can accommodate fuzziness in judgement with people through introducing Fuzzy Measure. In this paper, Hierarchical Fuzzy Process is applied to evaluate level of logistics service in Korail and the biggest six logistics companies in the korea which is called 3PL Company. Also Fuzzy Relation Equation which is problem identifying evaluation value at these fuzzy evaluation is applied to verify relation between Input and Output data through @-operation. Therefore, we apply this Fuzzy Relation Equation to Hierarchical Fuzzy Process and verify evaluation value which objects of evaluation are able to possess.

An Edge Detection for Face Feature Extraction using λ-Fuzzy Measure (λ-퍼지척도를 이용한 얼굴특징의 윤곽선 검출)

  • Park, In-Kue;Ahn, Bo-Hyeok;Choi, Gyoo-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.75-79
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    • 2009
  • In this paper the method was proposed which uses ${\lambda}$-fuzzy measure to detect the edge of the features of the face region. In the conventional method the features was founded using valley, brightness and edge. This method had its drawbacks that it is so sensitive to the external noises and environments. This paper proposed ${\lambda}$-fuzzy measure to cope with this drawbacks. By considering each weight of the pixels the integral evaluation was considered using the center of area method. Thus the continuity of the edge was kept by way of the neighborhood information and the reduction of time complexity wad resulted in.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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A Practical Method for Predicting Initial Maintenance Time To Repair (MTTR) Using Maintenance Complexity in Equipment Design (장비 설계 시 정비복잡도를 활용한 현실적인 초기 정비시간 및 정비도(MTTR) 예측방법)

  • Shin, Sang-Hee;Lee, Hak-Jae;Hwang, Seong-Guk;Kim, Moo-Young;Kwon, Ki-Sang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.9
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    • pp.247-254
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    • 2019
  • Recently, in designing military equipment, considerable attention has been paid to maintaining operations, including reliability, maintenance, and maintenance time of equipment, from the early stages of development. Therefore, both users and developers stress the importance of design considering the maintenance time. This study evaluated the specific methodologies for predicting the realistic maintenance time, such as the access complexity of equipment, other than the standard maintenance time provided by the conventional method mil-hdbk-470a at the beginning of the design, and applied the time conversion factor using a measure of the maintenance complexity. In addition, the actual maintenance time reflecting the actual maintenance time of the developed equipment and the time-conversion factor applied was compared/verified to confirm the reliability of the data. In a study to set a target for repair and the repair of equipment design in the future, it is expected that the maintenance time of equipment that fails to measure the maintenance time for the initial actual equipment will be reflected as a more realistic time. Moreover, activities, such as research and design reflection activities, will be performed to reduce the maintenance time, operational maintenance cost, etc.

A Study on the Feasibility of Evaluating the Complexity of KTX Driving Tasks (KTX 운전직무에 대한 복잡도 평가 - 타당성 연구)

  • Park, Jin-Kyun;Jung, Won-Dea;Jang, Seung-Cheol;Ko, Jong-Hyun
    • Journal of the Korean Society for Railway
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    • v.12 no.5
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    • pp.744-750
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    • 2009
  • According to the result of related studies, the degradation of human performance has been revealed as one of the most significant causes resulting in the safety of any human-involved system. This means that preventing the occurrence of accidents/incidents through avoiding the degradation of human performance is prerequisite for their successive operation. To this end, it is necessary to develop a plausible tool to evaluate the complexity of a task, which has been known as one of the decisive factors affecting the human performance. For this reason, in this paper, the complexity of tasks to be conducted by KTX drivers was quantified by TACOM measure that is enable to quantify the complexity of proceduralized tasks being used in nuclear power plants. After that, TACOM scores about the tasks of KTX drivers were compared with NASA-TLX scores that are responsible for the level of a subjective workload to be felt by KTX drivers.