• Title/Summary/Keyword: On-Board Computer

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A Study on the Recognition of the Road Traffic Information Board using Hough Transform and Genetic Algorithm (하프변환과 유전자 알고리즘을 이용한 도로정보 표지판 인식에 관한 연구)

  • 정진용;정채영
    • Journal of the Korea Society of Computer and Information
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    • v.4 no.2
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    • pp.95-104
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    • 1999
  • With the increasing of cars, general studies of them for the traffic safety have been raised as important problems. Visual system to radio-controled driving is to sample road traffic information as reconstructing a model from lots of road traffic information which is successively input in order to drive on unknown road. This paper proposes a sampling process of the road traffic information board needed in automatic driving under automatic drive system using Hough Transform and Genetic Alorithm.

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An Implementation of a Camcorder Autofocus control system With image processing on the DSP Board (DSP 보드에 영상처리를 이용한 캠코더 자동초점조절 시스템의 구현)

  • Lee, Seung-Joon;Rhee, Sang-Burm
    • Journal of the Korea Computer Industry Society
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    • v.9 no.2
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    • pp.69-76
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    • 2008
  • This paper implement an Camcorder NTSC camera autofocus control system on the DSP Board. The information of camera lens control obtain the only brightness simple image processing from the NTSC camcoder camera image. The exact focus makes the exact boundaries. The camera lens control that the increase sum of the useful ingredient values. Useful value obtained experiment value. Also noise is except because a big value of the ingredients so that obtained focus more accurate value.

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An Efficient Implementation of Mobile Raspberry Pi Hadoop Clusters for Robust and Augmented Computing Performance

  • Srinivasan, Kathiravan;Chang, Chuan-Yu;Huang, Chao-Hsi;Chang, Min-Hao;Sharma, Anant;Ankur, Avinash
    • Journal of Information Processing Systems
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    • v.14 no.4
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    • pp.989-1009
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    • 2018
  • Rapid advances in science and technology with exponential development of smart mobile devices, workstations, supercomputers, smart gadgets and network servers has been witnessed over the past few years. The sudden increase in the Internet population and manifold growth in internet speeds has occasioned the generation of an enormous amount of data, now termed 'big data'. Given this scenario, storage of data on local servers or a personal computer is an issue, which can be resolved by utilizing cloud computing. At present, there are several cloud computing service providers available to resolve the big data issues. This paper establishes a framework that builds Hadoop clusters on the new single-board computer (SBC) Mobile Raspberry Pi. Moreover, these clusters offer facilities for storage as well as computing. Besides the fact that the regular data centers require large amounts of energy for operation, they also need cooling equipment and occupy prime real estate. However, this energy consumption scenario and the physical space constraints can be solved by employing a Mobile Raspberry Pi with Hadoop clusters that provides a cost-effective, low-power, high-speed solution along with micro-data center support for big data. Hadoop provides the required modules for the distributed processing of big data by deploying map-reduce programming approaches. In this work, the performance of SBC clusters and a single computer were compared. It can be observed from the experimental data that the SBC clusters exemplify superior performance to a single computer, by around 20%. Furthermore, the cluster processing speed for large volumes of data can be enhanced by escalating the number of SBC nodes. Data storage is accomplished by using a Hadoop Distributed File System (HDFS), which offers more flexibility and greater scalability than a single computer system.

Optimum Design of Packaging Container for Bulk Materials(II)-Computer Program Development (벌크화물용 포장용기의 최적 설계(II)-프로그램 개발)

  • Park, Jong-Min;Kwon, Soon-Hong;Chung, Sung-Won
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
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    • v.6 no.1
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    • pp.12-18
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    • 2000
  • If optimum design technique is applied in the design of packaging container for bulk materials, merits on the side of not only economic and compression performance but distribution efficiency are expected. In this study, on the ground of the optimum models for required board area and compression strength performance, optimum design program having faculties of outward and inward optimum design and information design was developed. This program was composed of input module, output module, database and management module, and calculation module. Though the packaging specifications ars same, requied board area, board composition and cost of container were greatly different according to exterior packaging conditions. Also, about 12% in weight of container was lighter, and about $13{\sim}17%$ in cost of container was reduced when the program was applied for 2 kinds of bulk materials.

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A Study on the Developement of Digital Polysomnograph System (디지탈 수면다원검사 시스템 개발)

  • Park, H.J.;Park, K.S.;Jeong, D.U.
    • Proceedings of the KOSOMBE Conference
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    • v.1996 no.05
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    • pp.10-13
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    • 1996
  • We have developed the digital polysomnograph system to enhance the manual sleep study. This system is composed of host PC and target board. The host computer is IBM-PC Pentium 133 MHz and the target board is PC31 (processor type: TMS320C31). These two Processors communicate with each other by dualport RAM. Target board acquire 16 channel sleep signals from the Polysomnographic system (GRASS model 78, USA) and digitize them. We used high resolution monitor$(1600{\times}1280)$ to simulate the paper-recording quality of polysomnographic signal. We also implemented the GUI based polysomnographic staging program on the windows environment. Clinicians can score the sleep stage, and edit and mark the event efficiently. Finally it can support making patient database.

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Automation of Decision-Making in the Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tatsuya;Shinozaki, Ayano;Kim, Aramu;Doyo, Daisuke;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • v.11 no.1
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    • pp.123-132
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    • 2012
  • Recently, global environmental problems have become serious due to human economic activities. Therefore, in order to build a sustainable society in which human economic activities coexist with nature, it is important to promote and enhance environmental education. As a preceding study, a board and computer game of "Ecopoly," which is the game for education on global environmental problems, were developed. This study further aims to develop algorithms which make decisions in Ecopoly, to automate decision-makings of opponents using the algorithms, and to develop the environmental educational game "Ecopoly V" which enables self-learning. In order to develop the algorithms, the board game of Ecopoly was played, and each player's decision-makings at the all points at which players make a decision were observed and analyzed. From the analyses, it became clear that the decision-makings were distinguished by 3 characteristics; Ecology type, Economy type, and Balance type. Based on the characteristics, the factors and standard values of each decision-making were made clear. Algorithms were developed based on the factors and standard values. Ecopoly V was developed by incorporating the algorithms into the computer game of Ecopoly. Experimental testing of the game was conducted and the validity of the game was verified.

The most promising first moves on small Go boards, based on pure Monte-Carlo Tree Search (순수 몬테카를로 트리탐색을 기반으로 한 소형 바둑판에서의 가장 유망한 첫 수들)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.59-68
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    • 2018
  • In spite of its simple rule, Go is one of the most complex strategic board games in the field of Artificial Intelligence (AI). Monte-Carlo Tree Search (MCTS) is an algorithm with best-first tree search, and has used to implement computer Go. We try to find the most promising first move using MCTS for playing a Go game on a board of size smaller than $9{\times}9$ Go board. The experimental result reveals that MCTS prefers to place the first move at the center in case of odd-sized Go boards, and at the central in case of even-sized Go boards.

Samsung Smart TV Board-game Application development (삼성 스마트 TV 보드 게임 Application 개발)

  • Lee, Chang-Yeon;Kim, Woosaeng
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.622-624
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    • 2013
  • TV is Device best known to everyone. Showing off a smart TV in the TV industry has recently become a new blue ocean in the TV market. As with other smart devices, smart TV is also an important factor is a very important application. In this paper, by using the Samsung SDK to application of Web-based that can be used in smart TV environment of Samsung, we have developed a board game that has been created based on JAVA SCRIPT, CSS, and HTML. Rules of the game of the board game format using the dice is easy, this application is a four-person game that also men and women of all ages who enjoy.

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Design and Implementation of Harmful Word Management Board for Web-based Instruction (웹 기반 수업을 위한 유해 단어 관리 게시판의 설계 및 구현)

  • Park, Ji Hyun;Kwak, Mira;Cho, Dong-sub
    • The Journal of Korean Association of Computer Education
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    • v.5 no.1
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    • pp.109-115
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    • 2002
  • Nowadays, Web-based bulletin board system is widely used for e-learning because of its effectiveness in communicating and information sharing. But harmful or irrelevant contents are frequently posted and these affect students in learning community based on Web-boards and the ill effect of Web-board is revealed. Some Web-boards provide features that allow users can filter specific words to resolve this problem but those features have shortcomings. Using these features the content that contains harmful words is always removed even if the whole meaning of it isn't harm and user who uses harmful words habitually cannot have an opportunity of having his/her bad habit be corrected. In this paper, we proposed new way of dealing with harmful words that overcomes those shortcomings.

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A Design and Development of Korean Traditional Board Game on Android Environment (안드로이드 환경에서 한국전통 보드게임 설계 및 개발)

  • Kim, Yang-Jib;Kang, Seung-Woo;Song, Teuk-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.10
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    • pp.2294-2300
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    • 2013
  • As smartphones have become widely used, topics of smartphone become a hot research subject in IT technologies. Many applications have been developed for the smartphone and the application market has become more and more increasing. However here are few studies or application developments on Korea's traditional games. In this paper we developed Korea's traditional board game Gonu. People who are young or old can play the game. We expect that many applications which related with Korean culture are developed on the smartphone environment.