• 제목/요약/키워드: Digital Data Communication

검색결과 1,863건 처리시간 0.036초

Data Compression Algorithm for Efficient Data Transmission in Digital Optical Repeaters

  • Kim, Jae Wan;Eom, Doo Seop
    • 전자공학회논문지
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    • 제49권12호
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    • pp.142-146
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    • 2012
  • Today, the demand for high-speed data communication and mobile communication has exploded. Thus, there is a growing need for optical communication systems that convert large volumes of data to optical signals and that accommodate and transmit the signals across long distances. Digital optical communication with these characteristics consists of a master unit (MU) and a slave unit (SU). However, the digital optical units that are currently commercialized or being developed transmit data without compression. Thus, digital optical communication using these units is restricted by the quantity of optical frames when adding diversity or operating with various combinations of CDMA, WCDMA, WiBro, GSM, LTE, and other mobile communication technologies. This paper suggests the application of a data compression algorithm to a digital signal processor (DSP) chip as a field programmable gate array (FPGA) and a complex programmable logic device (CPLD) of a digital optical unit to add separate optical waves or to transmit complex data without specific changes in design of the optical frame.

유비쿼터스 기반 통신의 철도구조물에 대한 재난감지용 능동형 데이터로거 시스템 연구 (A Study of Health & Disaster Monitoring Measurement using Ubiquitous Active Communication Digital Datalogger System for Railway Structures)

  • 이승원
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2011년도 춘계학술대회 논문집
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    • pp.470-475
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    • 2011
  • The objective of this study is the developement health & disaster monitoring measurement using ubiquitous active communication digital datalogger system for monitoring measurement of railway construction sites. For the replacement of current passive data communication, ubiquitous active communication digital datalogger system is studied for the first time with in a country. Therefore data communication method and analyzing program of automatic measurement data is developed for the global positioning automatic digital datalogger system. The results of this study will be using both real time automatic monitoring measurement and health & disaster monitoring measurement of railway structures.

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GPS를 내장한 위치추적 데이터로거 시스템의 철도 계측 적용성 연구 (A Study of Monitoring Measurement using Global Positioning Digital Datalogger System for Railway Structures)

  • 이승원
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2010년도 춘계학술대회 논문집
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    • pp.2002-2007
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    • 2010
  • The objective of this study is the developement monitoring measurement using global positioning digital datalogger system for monitoring measurement of railway construction sites. For the replacement of current passive data communication, Global positioning digital datalogger system using active communication is studied for the first time with in a country. Therefore data communication method and analyzing program of automatic measurement data is developed for the global positioning automatic digital datalogger system. The results of this study will be using real time automatic monitoring measurement of railway structures.

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Method of SSO Noise Reduction on FPGA of Digital Optical Units in Optical Communication

  • Kim, Jae Wan;Eom, Doo Seop
    • 전자공학회논문지
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    • 제50권1호
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    • pp.97-101
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    • 2013
  • There is a growing need for optical communication systems that convert large volumes of data to optical signals and that accommodate and transmit the signals across long distances. Digital optical communication consists of a master unit (MU) and a slave unit (SU). The MU transmits data to SU using digital optical signals. However, digital optical units that are commercially available or are under development transmit data using two's complement representation. At low input levels, a large number of SSOs (simultaneous switching outputs) are required because of the high rate of bit switching in two's complement, which thereby increases the power noise. This problem reduces the overall system capability because a DSP (digital signal processor) chip (FPGA, CPLD, etc.) cannot be used efficiently and power noise increases. This paper proposes a change from two's complement to a more efficient method that produces less SSO noise and can be applied to existing digital optical units.

원격계측을 위한 무선 통신 에러 검사 알고리즘 개발 (The Development of the Data Error Inspection Algorithm for the Remote Sensing by Wireless Communication)

  • 김희식;김영일;설대연;남철
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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    • pp.993-997
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    • 2004
  • A data error inspection algorithm for wireless digital data communication was developed. Original data converted By wireless digital data error inspection algorithm. Wireless digital data is high possibility to get distortion and lose by noise and barrier on wireless. If the data check damaged and lost at receiver, can't make it clear and can't judge whether this data is right or not. Therefore, by wireless transmission data need the data error inspection algorithm in order to decrease the data distortion and lose and to monitoring the transmission data as real time. This study consists of RF station for wireless transmission, Water Level Meter station for water level measurement and Error inspection algorithm for error check of transmission data. This study is also that investigation and search for error inspection algorithm in order to wireless digital data transmission in condition of the least data's damage and lose. Designed transmitter and receiver with one - chip micro process to protect to swell the volume of circuit. Had designed RF transmitter - receiver station simply by means of ATMEL one - chip micro processing the systems. Used 10mW of the best RF power and 448MHz-449MHz on frequency band which is open to public touse free within the limited power.

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FEATURE-BASED SPATIAL DATA MODELING FOR SEAMLESS MAP, HISTORY MANAGEMENT AND REAL-TIME UPDATING

  • Kim, Hyeong-Soo;Kim, Sang-Yeob;Seo, Sung-Bo;Kim, Hi-Seok;Ryu, Keun-Ho
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2008년도 International Symposium on Remote Sensing
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    • pp.433-436
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    • 2008
  • A demand on the spatial data management has been rapidly increased with the introduction and diffusion process of ITS, Telematics, and Wireless Sensor Network, and many different people use the digital map that offers various thematic spatial data. Spatial data for digital map can manage to tile-based and feature-based data. The existing tile-based digital map management systems have difficult problems of data construction, history management, and updating based on a spatial object. In order to solve these problems, this paper proposed the data model for the feature-based digital map management system that is designed for feature-based seamless map, history management, real-time updating of spatial data, and analyzed the validity and utility of the proposed model.

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Analysis of Several Digital Network Technologies for Hard Real-time Communications in Nuclear Plant

  • Song, Ki-Sang;No, Hee-Cheon;Kim, Dong-Hun;Koo, In-Soo
    • Nuclear Engineering and Technology
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    • 제31권2호
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    • pp.226-235
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    • 1999
  • Applying digital network technology for advanced nuclear plant requires deterministic communication for tight safety requirements, timely and reliable data delivery for operation-critical and mission-critical characteristics of nuclear plant. Communication protocols, such as IEEE 802/4 Token Bus, IEEE 802/5 Token Ring, FDDI, and ARCnet, which have deterministic communication capability are partially applied to several nuclear power plants. Although digital communication technologies have many advantages, it is necessary to consider the noise immunity from electromagnetic interference (EMI), electrical interference, impulse noise, and heat noise before selecting specific digital network technology for nuclear plant. In this paper, we consider the token frame loss and data frame loss rate due to the link error event, frame size, and link data rate in different protocols, and evaluate the possibility of failure to meet the hard real-time requirement in nuclear plant.

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A Study on the Future Direction of the Digital Signage Industry in Korea: A Big Data Network Analysis from 2008 to 2019

  • Yoo, Seung-Chul;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • 제8권1호
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    • pp.120-127
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    • 2020
  • The use of digital signage in the public and commercial communication areas has been increasing in recent years. By integrating cutting-edge information technologies such as 5G, artificial intelligence, and the Internet of Things, digital signage continues to break apart from traditional outdoor advertising media. This study identified the problems facing the domestic digital signage industry by exploring and analyzing major issues related to digital signage and derived future development measures. Specifically, online documents were collected based on the digital signage-related keywords created over the past 12 years to conduct big data network analysis, and key topics were derived through visualization of the results. This study has great policy implications in that it excluded biased interpretations based on the viewpoints of companies or the government and, more objectively, suggested the direction of the digital signage industry's development in the domestic media market.

A Study on Mobile Communication system using Stillness Image

  • Lee, Jung-Ho;Han, Dae-Mun;Kim, Yeong-Real
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 2007년도 춘계학술대회
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    • pp.35-39
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    • 2007
  • We applied digital image processing about BitMap file structure in this research and studied about digital communication system. digital record saving devices can express 'High' and 'Low' as all data. Only, digital technique that two expression methods is used into several expenditures. People and communication that are far away by development of digital technology, became smooth. We wished to make communication system taking advantage of digi-tech. This system was made for communication with disabled and normal person specially. To communication method that we are studied such BitMap file handling image communication system. The goal of this contribution is to present the overview of basic algorithms for image processing using BitMap.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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