• Title/Summary/Keyword: Computer Go

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Partial Go back N Scheme for Occupancy Control of Reordering Buffer in 3GPP ARQ (3GPP ARQ에서 재정렬 버퍼의 점유량 조절을 위한 부분 Go back N 방식)

  • Shin, Woo-Cheol;Park, Jin-Kyung;Ha, Jun;Choi, Cheon-Won
    • Proceedings of the IEEK Conference
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    • 2003.11c
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    • pp.302-305
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    • 2003
  • 3GPP RLC protocol specification adopted an error control scheme based on selective repeat ARQ. In the 3GPP ARQ, distinctive windows are provided at transmitting and receiving stations so that those stations are prohibited to send or receive data PDU's out of window. An increase in window size enhances delay performance. Such an increase, however, raises the occupancy at re-ordering buffer, which results in a long re-ordering time. Aiming at suppressing the occupancy at re-ordering buffer, we propose partial go back N scheme in this paper In the partial go back N scheme, the receiving station regards all data PDU's between the first (lowest sequence numbered) error-detected PDU and last (highest sequence numbered) error-detected PDU. By the employment of the partial go back N scheme, the occupancy at the re-ordering buffer is apparently reduced, while the delay and throughput performance may be degraded due to the remaining properties of go back N. We thus consider peak occupancy of re-ordering buffer, mean sojourn time at re-ordering buffer, mean delay time, and maximum throughput as measures to evaluate tile proposed scheme and investigate such performance by using a simulation method. From numerical examples, we observe a trade-off among performance measures and conclude that the partial go back N scheme is able to effectively reduce the occupancy of re-ordering buffer.

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A Study on Tools for Agent System Development The Performance Comparison of Web Applications Written Using Python and Go in Google App Engine-based Cloud Environment (앱 엔진기반의 클라우드 환경에서 Python 및 Go로 작성된 웹어플리케이션의 성능 비교)

  • Kang, Min-Ji;Woo, Byul;Lee, Do-Young;Jo, Seoung-Hyun;Moon, Bong-Kyo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.10-13
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    • 2015
  • Google App Engine(GAE)은 플랫폼 서비스 형태(Platform as a Service, PaaS)의 클라우드 인프라이며 GAE를 기반으로 웹어플리케이션을 제작할 수 있도록 다양한 개발 도구를 제공해 준다. 본 논문에서는 Python 및 Go를 이용하여 GAE 상에서 구현한 클라우드 기반의 web application들의 성능을 비교하고자 한다. 각 web application의 주요 기능은 회원가입, 로그인, 채팅 등으로 구성되어 있고 특히, 회원목록이나 채팅 데이터를 처리하기 위하여 GAE에서 제공하는 Google Datastore를 사용하였다. 성능비교를 위하여 Python2.5, Python 2.7 및 Go를 사용하여 통일한 기능의 web application을 구현하였으며 각각의 메뉴에 대하여 서버 로직의 실행과 장고 (Django) 스타일의 HTML 템플릿을 렌더링하는데 걸리는 시간을 구하고 이를 비교 분석하였다.

Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.21-33
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    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

Comparison of Go and C++ TBB on Parallel Processing (Go와 C++ TBB의 병렬처리 비교)

  • Park, Dong-Ha;Moon, Bong-Kyo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.64-67
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    • 2017
  • Applying concurrent structure and parallel processing are a common issue for these day's programs. In this research, Dynamic Programming is used to compare the parallel performance of Go language and Intel C++ Thread Building Blocks. The experiment was performed on 4 core machine and its result contains execution time under Simultaneous Multi-Threading environment. Static Optimal Binary Search Tree was used as an example. From the result, the speed-up of Go was higher than the number of cores, and that of TBB was close to it. TBB performed better in general, but for larger scale, Go was partially faster than the other.

A Study of Novel Stop-&-Go Equalization Using Bank Structure (Bank 구조를 이용한 Novel STOP-&-GO)

  • 조경철;강영창김선형
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.1195-1198
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    • 1998
  • A Novel Stop-&-Go Algorithm which incorporate a Bank structure for blind equalization is investigated in this paper. 16-QAM and $\pi/4-DQPSK$ modulation used in this paper. A Proposed novel algorithm of characteristic is high speed transfer by implementation of the equalization algorithm with less computations capacity. The computer simulations result reveal that the proposed Novel Stop-&-Go shows the comparable performance to the conventional Stop-&-Go, while requiring much less computations.

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Customer Activity Recognition System using Image Processing

  • Waqas, Maria;Nasir, Mauizah;Samdani, Adeel Hussain;Naz, Habiba;Tanveer, Maheen
    • International Journal of Computer Science & Network Security
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    • v.21 no.9
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    • pp.63-66
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    • 2021
  • The technological advancement in computer vision has made system like grab-and-go grocery a reality. Now all the shoppers have to do now is to walk in grab the items and go out without having to wait in the long queues. This paper presents an intelligent retail environment system that is capable of monitoring and tracking customer's activity during shopping based on their interaction with the shelf. It aims to develop a system that is low cost, easy to mount and exhibit adequate performance in real environment.

A New Blind Equalization Algorithm with A Stop-and-Go Flag (Stop-and-Go 플래그를 가지는 새로운 블라인드 등화 알고리즘)

  • Jeong, Young-Hwa
    • The Journal of Information Technology
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    • v.8 no.3
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    • pp.105-115
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    • 2005
  • The CMA and MMA blind equalization algorithm has the inevitable large residual error caused by mismatching between the symbol constellation at a steady state after convergence. Stop-and-Go algorithm has a very superior residual error characteristics at a steady state but a relatively slow convergence characteristics. In this paper, we propose a SAG-Flagged MMA as a new adaptive blind equalization algorithm with a Stop-and-Go flag which follows a flagged MMA in update scheme of tap weights as appling the flag obtaining from Stop-and-Go algorithm to MMA. Using computer simulation, it is confirmed that the proposed algorithm has an enhancing performance from the viewpoint of residual ISI, residual error and convergence speed in comparison with MMA and Stop-and-Go algorithm. Algorithm has a new error function using the decided original constellation instead of the reduced constellation. By computer simulation, it is confirmed that the proposed algorithm has the performance superiority in terms of residual ISI and convergence speed compared with the adaptive blind equalization algorithm of CMA family, Constant Modulus Algorithm with Carrier Phase Recovery and Modified CMA(MCMA).

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Contour Tracing to Solve Life-and-Death Problem in Go (바둑에서의 사활문제 해결을 위한 외곽선 추적)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.91-100
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    • 2020
  • Life-and-death problem in Go is a fundamental problem to be overcome for implementing a computer Go. To solve it, an important consideration is to find out who surrounds or is surrounded between black and white players. To figure out the boundary between black and white groups, we applied an influence function and a contour tracing algorithm. We found that applying the Moore-neighbor tracing among various contour tracing algorithms can create boundaries, and also suggested the possibility of tremendously reducing the search space of a game tree.

A Study on the performance Improvement of the Adaptive Blind Equalizer Using the Soft Decision-Directed Stop-and-Go Algorithm (연판정지향 Stop-and-Go 알고리즘을 이용한 적응 블라인드 등화기의 성능 향상에 관한 연구)

  • 정영화
    • The Journal of Information Technology
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    • v.2 no.1
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    • pp.103-113
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    • 1999
  • In this paper, we propose th soft decision-directed sto-and-go algorithm combining a concept of the stop-and-go algorithm with soft decision-directed algorithm. The proposed algorithm has an enhanced equalization performance according to using the more confidential error signal than two algorithms. By computer simulation, it is confirmed that the proposed algorithm has the performance superiority in terms of residual ISI and convergence speed compared with the adaptive blind equalization algorithm of CMA, Modified CMA(MCMA), Stop-and Go algorithm and simplified 50ft decision-directed algorithm.

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