• Title/Summary/Keyword: engine information

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High Performance IP Address Lookup Using GPU

  • Kim, Junghwan;Kim, Jinsoo
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.5
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    • pp.49-56
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    • 2016
  • Increasing Internet traffic and forwarding table size need high performance IP address lookup engine which is a crucial function of routers. For finding the longest matching prefix, trie-based or its variant schemes have been widely researched in software-based IP lookup. As a software router, we enhance the IP address lookup engine using GPU which is a device widely used in high performance applications. We propose a data structure for multibit trie to exploit GPU hardware efficiently. Also, we devise a novel scheme that the root subtrie is loaded on Shared Memory which is specialized for fast access in GPU. Since the root subtrie is accessed on every IP address lookup, its fast access improves the lookup performance. By means of the performance evaluation, our implemented GPU-based lookup engine shows 17~23 times better performance than CPU-based engine. Also, the fast access technique for the root subtrie gives 10% more improvement.

Selection of Search Engine and the number of documents in Meta Search Engine to reduce network traffic (메타서치엔진에서 네트워크의 트래픽을 줄이기 위한 검색엔진의 선택 및 검색문서의 수 결정)

  • 이진호;박선진;박상호;남인길
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.4
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    • pp.100-110
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    • 1999
  • The decision method for the selection of search engine and the number of returned documents for meta search engine proposed in this paper could provide a solution to reduce network traffic and to maintain the precision ratio. The experiments are performed to evaluate the proposed scheme using currently popular search engines and most frequently used queries.

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The Content Development for puzzle and escape game based Virtual reality technology (가상현실 기반 퍼즐과 탈출게임 콘텐츠 개발)

  • Kim, Jun-Hyung;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.619-621
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    • 2018
  • 최근 가상현실을 활용한 게임콘텐츠들이 많이 제작되고 있다. 그러나 킬러콘텐츠가 부족한 상황이며 가상현실 게임을 즐기기 위해 사용하는 HMD(Head Mounted Display)는 멀미감 때문에 장시간 사용하기 힘들다. 본 연구에서는 멀미감을 최소화할 수 있는 퍼즐과 요즈음 오프라인에서 인기가 있는 방탕출 게임을 동시에 즐길 수 있는 콘텐츠를 제안한다. 특히, 개발한 콘텐츠는 Unreal Engine을 사용함으로서 게임에 현실성을 더욱 가미할 수 있었고 남녀노소 누구나 즐길 수 있는 범용적인 콘텐츠이다. Unreal Engine을 활용한 게임이 별로 많지 않아 본 콘텐츠는 향후 Unreal Engine를 활용한 게임을 제작하는데 도움이 될것이라 사료된다.

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A Study on Virtual Engine Sound Design Considering Pedestrian Auditory Characteristics (보행자 청각 특성을 고려한 가상엔진음 설계에 관한 연구)

  • Jee, Sang-Hwi;Park, Hyung-Woo;Bae, Myung-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.267-268
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    • 2017
  • 인류는 이동수단의 발전으로 많은 편리함을 누리고 있다. 그러나 발전하는 만큼 대기오염의 문제도 증가하고 있다. 이를 해결하기위해 친환경 자동차가 대안으로 떠오르고 있으나, 저속주행시의 엔진음이 미세하여 좁은길이나 골목길 에서의 보행자 교통사고가 증가하고 있다. 이를 해결하기위해 VESS가 개발되었다. 본 논문에서는 보행자 청각 특성을 고려한 가상 엔진음 설계를 제안하였다. 본 연구를 통하여 보행자 사고 예방 및 생명과 재산보호에 도움이 되길 바란다.

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Combustion Pressure Monitoring System for Engine Control; By Simultaneous and Continuous Measuring of All Cylinders

  • Mihara, Y.;Maruyama, Y.;Okada, Y.;Kido, H.;Nishida, O.;Fujita, H.;Ito, M.
    • Journal of Advanced Marine Engineering and Technology
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    • v.28 no.2
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    • pp.269-276
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    • 2004
  • A marine diesel engine should realize optimal efficiency operation while reducing NOx. Fuel injection systems by electronic control can become effective means for that. Although it would be able to get more precise engine control compared to the mechanical injection system, it needs some accurate and instant information in order to bring its ability into full play while sailing on the sea. Very important information of them is shaft torque and continuous combustion pressure of all cylinders. The system presented in this report can deliver those data.

Study on Templates and Models for Learning & Business Activity Integration using uEFL(Universal Engine for Learning) (학습, 기업 활동 통합 지원 모델 및 템플릿의 연구 - uEFL (Universal Engine For Learning)의 활용을 중심으로 -)

  • Lee, Ho-Gun;Ho, Won;Jang, Jin-Young
    • International Commerce and Information Review
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    • v.10 no.4
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    • pp.81-96
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    • 2008
  • uEFL is an open source solution to integrate general business/learning activities and processes. uEFL is originally developed to adopt LD (Learning Design) specification, which represents learning as various combination of learning activities with learning conditions and outcomes. Learning activities are described with participant's role, learning environment, and contextual sequence. This viewpoint resembles BPM (Business Process Modeling). uEFL can convert LD to BPM description. uEFL engine can run converted LD activity with other business activities. This paper presents 4 templates and 2 sample models for uEFL. The templates and models will show how learning activities can be integrated with business activities efficiently.

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Realization for Image Searching Engine with Moving Object Identification and Classification

  • Jung, Eun-Suk;Ryu, Kwang-Ryol;Sclabassi, Robert J.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.301-304
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    • 2007
  • A realization for image searching engine with moving objects identification and classification is presented in this paper. The identification algorithm is applied to extract difference image between input image and the reference image, and the classification is used the region segmentation. That is made the database for the searching engine. The experimental result of the realized system enables to search for human and animal at time intervals to use a surveillant system at inside environment.

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Computing Thresholds of Linguistic Saliency

  • Chung, Siaw-Fong;Ahrens, Kathleen;Cheng, Chung-Ping;Huang, Chu-Ren;Simon, Petr
    • Proceedings of the Korean Society for Language and Information Conference
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    • 2007.11a
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    • pp.126-135
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    • 2007
  • We propose and test several computational methods to automatically determine possible saliency cut-off points in Sketch Engine (Kilgarriff and Tugwell, 2001). Sketch Engine currently displays collocations in descending importance, as well as according to grammatical relations. However, Sketch Engine does not provide suggestions for a cut-off point such that any items above this cut-off point may be considered significantly salient. This proposal suggests improvement to the present Sketch Engine interface by calculating three different cut-off point methods, so that the presentation of results can be made more meaningful to users. In addition, our findings also contribute to linguistic analyses based on empirical data.

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Design and Implementation of SyncML Synchronization Engine (SyncML 서버 데이터 동기엔진의 설계 및 구현)

  • Cho, Jin-Hyun;Choi, Hoon;Kim, Kyung-Nyong
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10c
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    • pp.580-582
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    • 2001
  • 유무선 단말간의 데이터 동기화를 위한 표준인 SyncML을 이용하여 SyncML서버를 구현하였다. SyncML의 개략적인 설명과 함께 구현한 SyncML 서버 구조를 소개하고, 그 중 Sync Engine에 대하여 기술하였다. Sync Engine은 SyncML 프로토콜에 영향을 주지 않고 제공되어지는 서비스 및 정책에 종속적인 역할을 담당하는 프레임이다. Sync Engine을 구현함으로써 사용자에게는 편리하게 다양한 서비스를 사용할 수 있고, 개발자에게는 쉽고 빠르게 서비스의 추가 및 정책 반영을 합 수 있다.

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Virtual Reality FPS game contents development Using Unreal Engine4 (언리얼 엔진(Unreal Engine4)을 이용한 가상현실 FPS게임 콘텐츠 개발)

  • Yun, Tae-Jin;Jo, Ho-Dong;Park, Jae-Woo;Park, Jun-Keun;Baek, Seung-Jae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.437-438
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    • 2018
  • 최근 ICT산업의 주요 이슈인 가상현실(Virtual Reality, VR)은 다수의 IT기업들이 투자를 아끼지 않고 있다. 본 논문에서는 3D 디스플레이의 대표적인 HMD에 대한 장점인 몰입감, 공간감, 헤드트래킹에 대해 이해를 위해 HTC Vive을 이용해 Unreal Engine4 V4.19 게임엔진의 Level과 Gameinstance와 Actor에 대한 상호작용과 Timeline과 Random함수에 대한 이해를 기반으로 VR환경 FPS(First Person Shooter)게임 콘텐츠를 개발하였다.

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