• Title/Summary/Keyword: Software Platform Design

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Implementation and Verification of JPEG Decoder IP using a Virtual Platform (가상 플랫폼을 이용한 JPEG 디코더 IP의 구현 및 검증)

  • Jung, Yong-Bum;Kim, Yong-Min;Hwang, Chul-Hee;Kim, Jong-Myon
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.1-8
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    • 2011
  • The requirement of a system-on-a-chip (SoC) design is increasing, which combines various and complex functional units on a single device. However, short time to market prohibits to release the device. To satisfy this shorter time-to-market, verification of both hardware and software at the same time is important. A virtual platform-based design method supports faster verification of these combined software and hardware by reusing pre-defined intellectual properties (IP). In this paper, we introduce the virtual platform-based design and redesign the existing ARM processor based S3C2440A system using the virtual platform-based method. In addtion, we implement and evaluate the performance of a JPEG decoder on the S3C2440A virtual platform. Furthermore, we introduce an optimized technique of the JPEG decoder using the ARM based inline assembly language, and then verify the performance improvement on the virtual platform. Such virtual platform-based design allows to verify both software and hardware at the same time and can meet the requirement of the shorter time-to-market.

Design and Implementation of a Cloud-based Linux Software Practice Platform (클라우드 기반 리눅스 SW 실습 플랫폼의 설계 및 구현 )

  • Hyokyung Bahn;Kyungwoon Cho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.67-71
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    • 2023
  • Recently, there are increasing cases of managing software labs by assigning virtual PCs in the cloud instead of physical PCs to each student. In this paper, we design and implement a Linux-based software practice platform that allows students to efficiently build their environments in the cloud. In our platform, instructors can create and control virtual machine templates for all students at once, and students practice on their own machines as administrators. Instructors can also troubleshoot each machine and restore its state. Meanwhile, the biggest obstacle to implementing this approach is the difficulty of predicting the costs of cloud services instantly. To cope with this situation, we propose a model that can estimate the cost of cloud resources used. By using daemons in each user's virtual machine, we instantly estimate resource usage and costs. Although our model has very low overhead, the predicted results are very close to the actual resource usage measured by cloud service providers. To further validate our model, we used the proposed platform in a Linux practice lecture for a semester and confirmed that the proposed model is very accurate.

A Study on SoC Platform Design Supporting Dynamic Cooperation between Hardware and Software Modules (하드웨어 및 소프트웨어 모듈간의 동적 협업을 지원하는 SoC 플랫폼 설계에 관한 연구)

  • Lee, Dong-Geon;Kim, Young-Mann;Tak, Sung-Woo
    • Journal of Korea Multimedia Society
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    • v.10 no.11
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    • pp.1446-1459
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    • 2007
  • This paper presents and analyzes a novel technique that makes it possible to improve the performance of low-end embedded systems through SoC(System-on-a-Chip) platform supporting dynamic cooperation between hardware and software modules. Traditional embedded systems with limited hardware resources have the poor capability of carrying out multi-tasking jobs including complex calculations. The proposed SoC platform, which provides dynamic cooperation between hardware and software modules, decomposes a single specific system into tasks for given system requirements. Additionally, we also propose a technique for efficient communication and synchronization between hardware and software tasks in cooperation with each other. Several experiments are conducted to illustrate the application and efficiency of the proposed SoC platform. They show that the proposed SoC platform outperforms the traditional embedded system, where only software tasks run, as the number of memory access is increased and the system become more complex.

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A Study on the Activation Plan of Web-based Open Source Platform using 3D Printer -Focused on Platform Toy- (3D Printer를 이용한 웹기반 오픈소스 플랫폼 제작 방안에 관한 연구 -Platform Toy를 중심으로-)

  • Lee, Chang-Beom;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.341-347
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    • 2019
  • As the concept of open source extends beyond the scope of software, many companies are also introducing business models using open source concepts. This study is a study on how to create a web-based open-source platform using a 3D printer and aims to create an open-source platform modeled on the Kidults community where users are highly willing to participate. The research method established the direction of initial platform production by collecting basic data through the usability of the platform and Toy design preferences and propensity analysis through research on open source use cases by various companies and user surveys in the Kidults Community. Features unique platform Toy sources that are freely reinterpreted by the user and re-shared and sold to the platform. Research should continue to boost user motivation by activating communities within the platform.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

Design for Safety Flight Dynamic Model for Standard Platform (항공기 표준플랫폼을 위한 안전 비행운동모의 모델 설계)

  • Kim, Hyo-Kwan
    • Journal of the Korea Safety Management & Science
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    • v.19 no.2
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    • pp.63-68
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    • 2017
  • Safety flight training can be done, through the platform proposed in this paper. This paper designed a flight dynamic model and identified essential functions in order to enable pilots to simulate a training environment similar to the actual. It also design activity diagram, concept as well as class diagram. This paper presents the main features and direction of aircraft to be equipped in the future standard platforms. By design main class of flight dynamic and description. it will help developer to setup the standard platform for aircraft simulation.

Design of Middleware for Face Recognition based on WIPI Platform (WIPI 플랫폼 기반 얼굴인식 미들웨어 설계)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
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    • v.11 no.3
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    • pp.117-127
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    • 2005
  • Proportionately with a rapid development of mobile instrument technology, the number of mobile contents utilizing computing environment's graphic technology or image processing is increasing. In this paper, I designed a middleware which supports facial detection and recognition system based WIPI(Wireless Internet Platform for Interoperability), the Korean standard mobile platform. The facial recognition middleware introduced the object oriented concepts, to apply to recognition security and other contents by using mobile camera. This can reduce the development time and cost by dividing process while developing software. Therefore, it would be applied to content security or technology transfer with other company. Facial recognition middleware system is composed of face detection module and face recognition module, and proposes the application contents design method based on WIPI platform.

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A Design and Implementation of Mobile Game Based on Windows Phone Platform (Windows Phone Platform 기반의 모바일 게임 설계 및 구현)

  • Park, Jin-Yang
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.91-97
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    • 2014
  • In this paper, we design and implement a mobile game based on windows phone platform. Visual Studio and the Windows Mobile software development kit(SDK) and developer tool kits (DTK) make it possible to create software for the Windows Mobile platform in Visual C#. Also The XNA Framework is the set of .NET libraries that developers will code against to build games. XNA Framework support PC and XBOX and a ZUNE HD multiplex platform environment and 2D and 3D games provides the necessary functions to a development. XNA Framework is to make it easier to develop games because the codes which are succeeded creates with automatic, implements a game development relation resource and the game logic. The key idea of our game is that we use shooting and ranking system to raise fun.

Design and Development of an Interactive Tool for Developing Multi-platform Software (멀티 플랫폼 소프트웨어 개발을 위한 대화형 도구의 설계 및 구현)

  • 최진우;황선태;우종우
    • Journal of Internet Computing and Services
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    • v.3 no.4
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    • pp.95-102
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    • 2002
  • A continuous development of new hardware and operating systems brings the importance of portable programming, which can be imported into multi-platform environment. Also, the recent development of computer communication technology brings us many choices of accessing into the other platforms, which also becomes a burden for the programmers who should consider developing software fitting into diverse platforms The present GNU system tools creates a part of the source code automatically, and suggests a direction towards a new platform. but the source code must be prepared by the programmer at the source level. In this paper, we describe design and implementation of on interactive tool for developing multi-platform software, The tool is designed to help a programmer to build a portable program for multi-platform, even though the programmer does not know very well about various UNIX platforms, And, the tool uses existing GNU system tools, such as autoconf, autoheader, automake and etc, and is able to insert a portable code into a right position by interacting with a programmer.

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Pipelined Scheduling of Functional HW/SW Modules for Platform-Based SoC Design

  • Kim, Won-Jong;Chang, June-Young;Cho, Han-Jin
    • ETRI Journal
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    • v.27 no.5
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    • pp.533-538
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    • 2005
  • We developed a pipelined scheduling technique of functional hardware and software modules for platform-based system-on-a-chip (SoC) designs. It is based on a modified list scheduling algorithm. We used the pipelined scheduling technique for a performance analysis of an MPEG4 video encoder application. Then, we applied it for architecture exploration to achieve a better performance. In our experiments, the modified SoC platform with 6 pipelines for the 32-bit dual layer architecture shows a 118% improvement in performance compared to the given basic SoC platform with 4 pipelines for the 16-bit single-layer architecture.

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