• Title/Summary/Keyword: hardware and software

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Understanding the Artificial Intelligence Business Ecosystem for Digital Transformation: A Multi-actor Network Perspective (디지털 트랜스포메이션을 위한 인공지능 비즈니스 생태계 연구: 다행위자 네트워크 관점에서)

  • Yoon Min Hwang;Sung Won Hong
    • Information Systems Review
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    • v.21 no.4
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    • pp.125-141
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    • 2019
  • With the advent of deep learning technology, which is represented by AlphaGo, artificial intelligence (A.I.) has quickly emerged as a key theme of digital transformation to secure competitive advantage for businesses. In order to understand the trends of A.I. based digital transformation, a clear comprehension of the A.I. business ecosystem should precede. Therefore, this study analyzed the A.I. business ecosystem from the multi-actor network perspective and identified the A.I. platform strategy type. Within internal three layers of A.I. business ecosystem (infrastructure & hardware, software & application, service & data layers), this study identified four types of A.I. platform strategy (Tech. vertical × Biz. horizontal, Tech. vertical × Biz. vertical, Tech. horizontal × Biz. horizontal, Tech. horizontal × Biz. vertical). Then, outside of A.I. platform, this study presented five actors (users, investors, policy makers, consortiums & innovators, CSOs/NGOs) and their roles to support sustainable A.I. business ecosystem in symbiosis with human. This study identified A.I. business ecosystem framework and platform strategy type. The roles of government and academia to create a sustainable A.I. business ecosystem were also suggested. These results will help to find proper strategy direction of A.I. business ecosystem and digital transformation.

Feasibility Study on the Introduction of the Transfer-Traffic System to Tourist Resorts (Focused on Naejang Mt. National Park) (관광지 환승 교통시스템 도입 타당성에 관한 연구 (내장산국립공원을 중심으로))

  • Lee, Byung-Joo;Kim, Myung-Soo;Sung, Soo-Lyeon;NamGung, Moon
    • Journal of Korean Society of Transportation
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    • v.26 no.2
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    • pp.69-78
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    • 2008
  • Tour traffic takes largely place at certain limited period of time so that it is desirable to adopt some kind of software-typed approaches like the introduction of a new traffic system rather than hardware-typed ones of extension or construction of roads, and which naturally leads to the need of establishing a new tour traffic policy that makes the most profit at the lowest cost. In this research, I studied cognitive characteristics of traffic congestion of tour traffic and non-tour traffic and constructed a transfer traffic-choice behavior model for the introduction of transfer-traffic system and examined its influence factors. As a result, it is revealed that respondents feel much more the cognitive strength of traffic congestion at tourist resorts than they feel usually at non-tourist sites. That means the necessity of the introduction of the policy that enhances access to tourist resorts. In closing, through the transfer-traffic choice behavior model, I identified the fact that the introduction of transfer-traffic system could convert the trend of highly frequent use of passenger cars on tourism season into public transportation use, which shows that relevant policy-makers ultimately need to make a comprehensive policy considering traffic aspect in revitalizing tour resorts.

OpenGL ES 1.1 Implementation Using OpenGL (OpenGL을 이용한 OpenGL ES 1.1 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
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    • v.16A no.3
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    • pp.159-168
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    • 2009
  • In this paper, we present an efficient way of implementing OpenGL ES 1.1 standard for the environments with hardware-supported OpenGL API, such as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it becomes a new three-dimensional graphics library customized for embedded systems through introducing fixed-point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functionalities and others. Currently, it is the official three dimensional graphics library for Google Android, Apple iPhone, PlayStation3, etc. In this paper, we achieved improvements on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a simple memory management scheme to mange the converted data for the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different and thus we used completely new software-implementations. Our final implementation result of OpenGL ES library provides all of over than 200 functions in OpenGL ES 1.1 standard and completely passed its conformance test, to show its compliance with the standard. From the efficiency viewpoint, we measured its execution times for several OpenGL ES-specific application programs and achieved at most 33.147 times improvements, to become the fastest one among the OpenGL ES implementations in the same category.

An effect on the Job-satisfaction and Service quality of the effect factor on Job-satisfaction on Family Restaurant Service Staff. (외식업체 종사원의 직무만족 영향요인이 직무만족과 서비스품질에 미치는 영향)

  • Lee, Hyeong-Baek;No, Jin-Ok
    • Proceedings of the Korea Hospitality Industry Research Society Conference
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    • 2005.11a
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    • pp.1-20
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    • 2005
  • Family Restaurant is a service business of a kind. The role of service operator is to improve a sales of service goods through maximizing the service value with customer satisfaction at the moment of MOT(moment of truth). Family Restaurant come to the great growth on the face of it. In future, it will place emphasis more and more on not hardware but software including service quality. The purpose of this study, therefore, is to research the effect on service quality of the job satisfaction of Family Restaurant's service staff. Data was collected from the employee who are working at Family Restaurant located in Taegu. The empirical research has been done over 50days from 1April, 2004 to 20May, 2004. In conclusion of empirical analysis, 4 hypotheses were significant among 7 hypotheses suggested in this study. The research showed as follows : First, the organic trait among the effect factor of job satisfaction perceived by Family Restaurant service staff showed positive influence on job satisfaction. Second, the personal trait among the effect factor of job satisfaction perceived by Family Restaurant service staff showed positive influence on service quality. Third, the official trait among the effect factor of job satisfaction perceived by Family Restaurant service staff showed negative influence on job satisfaction. Fourth, the organic trait among the effect factor of job satisfaction perceived by Family Restaurant service staff showed positive influence on service quality. Fifth, the personal trait among the effect factor of job satisfaction perceived by Family Restaurant service staff showed negative influence on service quality. Sixth, the organic trait among the effect factor of job satisfaction perceived by Family Restaurant service staff showed negative influence on service quality. Seventh, the job satisfaction of Family Restaurant service staff showed positive influence on service quality. Besides, the critical points of this study are as follows; First, we designated the subject of research to the employee of Family Restaurant only. Second, multi-situations(time, holiday) which can happen as service was offered, wasn't concerned. Third, as service quality was estimated by general service quality. the research in future should subdivide service quality more. I. finally, applied the pervious researches on job satisfaction and service quality in the employee of Family Restaurant. To extend more this research model in future, the variables like customer satisfaction should be added.

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Algorithm for Bus Priority Signals based on Urban Traffic Information System(UTIS) (도시교통정보시스템(UTIS) 기반 버스우선신호 알고리즘 개발)

  • Lee, Bong-Keun;Lee, Choul-Ki;Yun, Il-Soo;Kim, Young-Sun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.11 no.2
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    • pp.21-28
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    • 2012
  • The continuous deployment of Urban Traffic Information System (UTIS) in Korea has increased the need for developing more practical applications utilizing the standard functions of UTIS facilities installed on urban arterials beyond its basic applications like gathering traffic data and providing traffic information. The UTIS-based bus signal priority may be one of UTIS-based applications meeting such demands. However, the studies on BSP have not been sufficient for actual field deployment in terms of theories and algorithms so that there have been few actual installations on real urban arterials. Thus, this study was aimed at developing a UTIS-based bus priority signal system and evaluating its effectiveness through a field study. To this end, this study presents the system development processes by dividing the UTIS-based bus priority signal system into hardware and software. In addition, the positive effectiveness of the UTIS-based bus priority signal system was verified through a field application test which was conducted at Gyeonggi Global Trade High School intersection.

Fast Hologram Generating of 3D Object with Super Multi-Light Source using Parallel Distributed Computing (병렬 분산 컴퓨팅을 이용한 초다광원 3차원 물체의 홀로그램 고속 생성)

  • Song, Joongseok;Kim, Changseob;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.20 no.5
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    • pp.706-717
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    • 2015
  • The computer generated hologram (CGH) method is the technology which can generate a hologram by using only a personal computer (PC) commonly used. However, the CGH method requires a huge amount of calculational time for the 3D object with a super multi-light source or a high-definition hologram. Hence, some solutions are obviously necessary for reducing the computational complexity of a CGH algorithm or increasing the computing performance of hardware. In this paper, we propose a method which can generate a digital hologram of the 3D object with a super multi-light source using parallel distributed computing. The traditional methods has the limitation of improving CGH performance by using a single PC. However, the proposed method where a server PC efficiently uses the computing power of client PCs can quickly calculate the CGH method for 3D object with super multi-light source. In the experimental result, we verified that the proposed method can generate the digital hologram with 1,5361,536 resolution size of 3D object with 157,771 light source in 121 ms. In addition, in the proposed method, we verify that the proposed method can reduce generation time of a digital hologram in proportion to the number of client PCs.

Direct Pass-Through based GPU Virtualization for Biologic Applications (바이오 응용을 위한 직접 통로 기반의 GPU 가상화)

  • Choi, Dong Hoon;Jo, Heeseung;Lee, Myungho
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.2
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    • pp.113-118
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    • 2013
  • The current GPU virtualization techniques incur large overheads when executing application programs mainly due to the fine-grain time-sharing scheduling of the GPU among multiple Virtual Machines (VMs). Besides, the current techniques lack of portability, because they include the APIs for the GPU computations in the VM monitor. In this paper, we propose a low overhead and high performance GPU virtualization approach on a heterogeneous HPC system based on the open-source Xen. Our proposed techniques are tailored to the bio applications. In our virtualization framework, we allow a VM to solely occupy a GPU once the VM is assigned a GPU instead of relying on the time-sharing the GPU. This improves the performance of the applications and the utilization of the GPUs. Our techniques also allow a direct pass-through to the GPU by using the IOMMU virtualization features embedded in the hardware for the high portability. Experimental studies using microbiology genome analysis applications show that our proposed techniques based on the direct pass-through significantly reduce the overheads compared with the previous Domain0 based approaches. Furthermore, our approach closely matches the performance for the applications to the bare machine or rather improves the performance.

A Design of Mobile e-Book Viewer interface for the Reading Disabled People (독서장애인용 모바일 전자책뷰어 인터페이스 설계)

  • Lee, KyungHee;Kim, TaeEun;Lee, Jongwoo;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.16 no.1
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    • pp.100-107
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    • 2013
  • As the eBook market grows fast recently, various eBook viewer solutions such as hardware viewers and software readers came out to the market. We can, however, hardly find mobile eBook interfaces for the reading disabled people who have difficulties in reading for their visual impairment or learning disabilities, or dyslexia. An eBook viewer interfaces for the reading disabled people should be carefully and distinctively designed because the reading disabled people cannot use normal versions of eBook viewer. In this paper, we suggest a eBook viewer interface model to make the reading disabled people read eBooks easily. Depending on the type of the reading disabled people: the full blind, the almost blind, the just learning disabled, our model provides an adaptive interface to make them read eBooks effectively. In addition, unlike the existing simple audio books, we also support annotation systems to make the reading disabled people interact with eBook viewer. To show the effectiveness of our model, we implemented an eBook viewer prototype on an android-based mobile device. We are sure that our model and implementation can make the reading disabled people, who is 10% of all the domestic people, read eBooks effectively.

Load balancing of a deployment server using P2P (P2P를 이용한 배포 서버의 부하 분산)

  • Son Sei-Il;Lee Suk-Kyoon
    • The KIPS Transactions:PartA
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    • v.13A no.1 s.98
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    • pp.45-52
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    • 2006
  • To perform on-line maintenance for Distributed Information System, it is indispensable to disseminate files to participant nodes in the network. When users' requests for file deployment occur simultaneously in a short period a deployment server falls into overload phase, which is often called Flash Crowds. h common solution to avoid Flash Crowds is to increase hardware capacity. In this paper, we propose a software solution based on P2P, which does not cost any additional expense. In the proposed solution, nodes in the network are grouped into subnetworks one of which is composed of only neighboring nodes. In each subnetwork, copies of deployment files can be transferred to each other. Consequently, it brings about the effect of load balancing in deployment server. To raise the effectiveness, target files for deployment are packed into one package. Before being transferred, each package is divided into multiple equal-sized segments. A deployment server in a normal phase transmits a package requested from nodes in segment units. However a deployment server is overloaded, if segments already exist in the subnetwork participant nodes in the subnetwork receive necessary segments from neighboring nodes. In this paper, we propose data structures and algorithm for this approach and show performance improvement through simulation.

Video Analysis System for Action and Emotion Detection by Object with Hierarchical Clustering based Re-ID (계층적 군집화 기반 Re-ID를 활용한 객체별 행동 및 표정 검출용 영상 분석 시스템)

  • Lee, Sang-Hyun;Yang, Seong-Hun;Oh, Seung-Jin;Kang, Jinbeom
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.89-106
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    • 2022
  • Recently, the amount of video data collected from smartphones, CCTVs, black boxes, and high-definition cameras has increased rapidly. According to the increasing video data, the requirements for analysis and utilization are increasing. Due to the lack of skilled manpower to analyze videos in many industries, machine learning and artificial intelligence are actively used to assist manpower. In this situation, the demand for various computer vision technologies such as object detection and tracking, action detection, emotion detection, and Re-ID also increased rapidly. However, the object detection and tracking technology has many difficulties that degrade performance, such as re-appearance after the object's departure from the video recording location, and occlusion. Accordingly, action and emotion detection models based on object detection and tracking models also have difficulties in extracting data for each object. In addition, deep learning architectures consist of various models suffer from performance degradation due to bottlenects and lack of optimization. In this study, we propose an video analysis system consists of YOLOv5 based DeepSORT object tracking model, SlowFast based action recognition model, Torchreid based Re-ID model, and AWS Rekognition which is emotion recognition service. Proposed model uses single-linkage hierarchical clustering based Re-ID and some processing method which maximize hardware throughput. It has higher accuracy than the performance of the re-identification model using simple metrics, near real-time processing performance, and prevents tracking failure due to object departure and re-emergence, occlusion, etc. By continuously linking the action and facial emotion detection results of each object to the same object, it is possible to efficiently analyze videos. The re-identification model extracts a feature vector from the bounding box of object image detected by the object tracking model for each frame, and applies the single-linkage hierarchical clustering from the past frame using the extracted feature vectors to identify the same object that failed to track. Through the above process, it is possible to re-track the same object that has failed to tracking in the case of re-appearance or occlusion after leaving the video location. As a result, action and facial emotion detection results of the newly recognized object due to the tracking fails can be linked to those of the object that appeared in the past. On the other hand, as a way to improve processing performance, we introduce Bounding Box Queue by Object and Feature Queue method that can reduce RAM memory requirements while maximizing GPU memory throughput. Also we introduce the IoF(Intersection over Face) algorithm that allows facial emotion recognized through AWS Rekognition to be linked with object tracking information. The academic significance of this study is that the two-stage re-identification model can have real-time performance even in a high-cost environment that performs action and facial emotion detection according to processing techniques without reducing the accuracy by using simple metrics to achieve real-time performance. The practical implication of this study is that in various industrial fields that require action and facial emotion detection but have many difficulties due to the fails in object tracking can analyze videos effectively through proposed model. Proposed model which has high accuracy of retrace and processing performance can be used in various fields such as intelligent monitoring, observation services and behavioral or psychological analysis services where the integration of tracking information and extracted metadata creates greate industrial and business value. In the future, in order to measure the object tracking performance more precisely, there is a need to conduct an experiment using the MOT Challenge dataset, which is data used by many international conferences. We will investigate the problem that the IoF algorithm cannot solve to develop an additional complementary algorithm. In addition, we plan to conduct additional research to apply this model to various fields' dataset related to intelligent video analysis.