• Title/Summary/Keyword: memory space

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Generation of Pattern Classifier using LFSRs (LFSR을 이용한 패턴분류기의 생성)

  • Kwon, Sook-Hee;Cho, Sung-Jin;Choi, Un-Sook;Kim, Han-Doo;Kim, Na-Roung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.6
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    • pp.673-679
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    • 2014
  • The important requirements of designing a pattern classifier are high throughput and low memory requirements, and low cost hardware implementation. A pattern classifier by using Multiple Attractor Cellular Automata(MACA) proposed by Maji et al. reduced the complexity of the classification algorithm from $O(n^3)$ to O(n) by using Dependency Vector(DV) and Dependency String(DS). In this paper, we generate a pattern classifier using LFSR to improve efficiently the space and time complexity and we propose a method for finding DV by using the 0-basic path. Also we investigate DV and the attractor of the generated pattern classifier. We can divide an n-bit DS by m number of $DV_i$ s and generate various pattern classifiers.

An Application of Blackboard Architecture to Grating Scheduling System (블랙보드 구조의 그레이팅 스케쥴링 시스템에의 적용)

  • Choi, Kyu-Sung;Koh, Jong-Young;Cho, Tae-Ho
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.1
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    • pp.12-19
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    • 2000
  • In the development of a production process scheduling system a collaboration method must be defined for the cooperation among submodules within the system. The blackboard architecture is exploited for solving the collaboration problem, which is one of the problem solving architecture that belongs to the distributed artificial intelligence. The dynamic states of the problem solving processes are presented in the hierarchically constructed shared working memory called as a blackboard. The communication for the collaboration is done through the blackboard. The problem solving steps are contained in the global controller, one of a component that consists the blackboard architecture, as knowledge. The global controller activates proper submodules based on the knowledge. By applying the blackboard architecture the collaboration problem among submodules in the grating production process scheduling system (GPSS) has been solved as well as the system became adaptable to the future modifications and expansions.

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Dynamic Hand Gesture Recognition using Guide Lines (가이드라인을 이용한 동적 손동작 인식)

  • Kim, Kun-Woo;Lee, Won-Joo;Jeon, Chang-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.5
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    • pp.1-9
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    • 2010
  • Generally, dynamic hand gesture recognition is formed through preprocessing step, hand tracking step and hand shape detection step. In this paper, we present advanced dynamic hand gesture recognizing method that improves performance in preprocessing step and hand shape detection step. In preprocessing step, we remove noise fast by using dynamic table and detect skin color exactly on complex background for controling skin color range in skin color detection method using YCbCr color space. Especially, we increase recognizing speed in hand shape detection step through detecting Start Image and Stop Image, that are elements of dynamic hand gesture recognizing, using Guideline. Guideline is edge of input hand image and hand shape for comparing. We perform various experiments with nine web-cam video clips that are separated to complex background and simple background for dynamic hand gesture recognition method in the paper. The result of experiment shows similar recognition ratio but high recognition speed, low cpu usage, low memory usage than recognition method using learning exercise.

Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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A Study on Nail Art Applying the Paranoiac Critical Method of Salvador Dali (살바도르 달리(Salvador Dali)의 회화에 나타난 편집광적 비판방법(Paranoiac Critical Method)을 활용한 네일아트에 관한 연구)

  • Jeong, Seung-Eun;Kim, Jeong-Mee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.2
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    • pp.151-161
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    • 2014
  • This study suggests method of expression of nail art utilizing Salvador Dali's Paranoiac Critical Method and produced the actual works based on discussions on Salvador Dali's painting, Paranoiac Critical Method, Nail Art's artistry and technique of expression. The result of the study is as follows: 1) Characteristic of Dali's painting is a Paranoiac Critical Method. If suggesting this characteristic in a method of expression of nail art, a good work which can be expressed on a small space, a nail, representing Dali is selected and 5 tips which are very similar to the rate of the painting are used in order to obtain an aesthetic effect just like a painting. And after composing on tips using the whole paining or part of painting, actual techniques of expression such as Hand Painting, Protranse or Water Decal are used. 2) the result of nail art produced utilizing Dali's Paranoiac Critical Method is as follows. Most of all, for nail art I with the topic of "The Persistence of Memory" (1931), after giving changes to 5 tips for the watch which is a part of the painting, Hand Painting technique is used using Acrylic Painting with colors which are similar colors to the painting. Then for nail art II which adopted "Slave Market with Invisible Bust of Voltaire" (1940), the whole painting is divided into 5 tips and Protranse technique which attaches printed paper onto nails was used. Lastly, for nail art III with the subject of "The Enigma of Desire My Mother, My Mother, My Mother" (1929), Water Decal which is emphasizing the parts of the painting and composing on 5 tips and copying printed picture onto Water Transfer Paper in order to attach on the nails is used. These nail arts show aesthetic characteristics such as fantasy, unconsciousness, grotesque, infinity, non-realism and horror just like paintings.

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Instruction Level Resource Usage Analysis Method for Embedded Systems (임베디드 시스템에서 명령어 기반의 자원 사용 분석 방법)

  • Cho, Jae-hwang;Jung, Hun;Shin, Dong-Ha;Son, Sung-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.436-439
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    • 2005
  • As mobile computers and embedded systems are becoming popular recently, we need to study how to utilize the resources such as power, space, CPU clocks, and memory efficiently. In traditional embedded system development, we were interested in resource usage based on hardware but, as software is becoming more important, we need to study how to analyze the resource usage based on software. In this research, we propose a new method called 'Instruction Level Resource Usage Analysis Method' and implement it as a resource usage analysis tool called 'I-Debugger'. I-Debugger is constructed on three layers: debugging layer which controls the execution of software on instruction level, statistic layer which gathers real-time data and convert to useful information, and analysis layer which generate useful information to specific applications. We have applied the debugger to some simple problem and found that our method is useful in developing resource efficient embedded systems.

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An XML Data Management System and Its Application to Genome Databases (XML 데이타 관리시스템과 유전체 데이타베이스에의 응용)

  • 이경희;김태경;김선신;이충세;조완섭
    • Journal of KIISE:Databases
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    • v.31 no.4
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    • pp.432-443
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    • 2004
  • As the XML data has been widely used in the Internet, it is necessary to store and retrieve the XML data by using DBMSs. However, relational DBMSs suffer from the model difference between graph structure of the XML data and table forms in relational databases. We propose an ORDBMS-based DTD-dependent XML data management system Xing. Xing stores XML data in a DTD-dependent form in an object database. Since the object database schema has a graph structure and supports multi-valued attributes, mapping from an XML data model and queries into an object data model and OQLs is a simple problem. For rapid storing of large quantities of the XML data, we use SAX parser with customized Xing-tree which requires a small memory space compared with the DOM-tree. Xing also returns the query result in an XML document form. We have implemented the Xing system on top of UniSQL object-relational DBMS for the validity checking and performance comparison. For XML genome data from GenBank, and experimental evaluation shows that Xing can provide significant performance improvement (maximum 10 times) compared with the relational approach.

Key Frame Extraction and Region Segmentation-based Video Retrieval in Compressed Domain (압축영역에서의 대표프레임 추출 및 영역분할기반 비디오 검색 기법)

  • 강응관;김성주;송호근;최종수
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.9B
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    • pp.1713-1720
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    • 1999
  • This paper presents a new key frame extraction technique, for scene change detection, using the proposed AHIM (Accumulative Histogram Intersection Measure) from the DC image constructed by DCT DC coefficients in the compressed video sequence that is video compression standard such as MPEG. For fast content-based browsing and video retrieval in a video database, we also provide a novel coarse-to-fine video indexing scheme. In the extracted key frame, we perform the region segmentation as a preprocessing. First, the segmented image is projected with the horizontal direction, then we transform the result into a histogram, which is saved as a database index. In the second step, we calculate the moments and change them into a distance value. From the simulation results, the proposed method clearly shows the validity and superiority in respect of computation time and memory space, and that in conjunction with other techniques for indexing, such as color, can provide a powerful framework for image indexing and retrieval.

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A Study on the Characteristic of Interaction Model for Implementation of Richmedia Contents (리치미디어 컨텐츠 구현에 있어 상호작용 모델)

  • 김민수
    • Archives of design research
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    • v.17 no.1
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    • pp.201-210
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    • 2004
  • The web as a sign synthesis text has become a kernel for incorporeal knowledge as well as a communication model through the ubiquitous environment all over the world. The evaluation of the communication model, which is essential for the information structure, acts as an important basis on determining the quality of the web contents. In this study, the development of the progress of the communication of semantic meaning in the construction of the information structure was analyzed in views of the form, the function, and the emotional effect of the rich media contents of the web. The transformation process from the initial access elements through the final selection elements was suggested as the communication model and the effects of the function of the information in the web on the process was assessed by the engineering and linguistic models of Shannon, Weaver, and Roman Jakobson. The results of this study showed that the environments such as the speed, the memory space, data compression technique, and data filtering have influences on the web contents expression and the evaluation of the communication model in connection with the environments is the basis in the information structure.

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Diary Application Design Based Augmented Reality Using Tree(metaphor) (나무를 메타포로 하는 증강현실 기반 일상다이어리 어플리케이션 기획 및 설계)

  • Kim, Yoo-bin;Roh, Jong-hee;Lee, Ye-Won;Lee, Hyo-Jeong;Park, Jung Kyu;Park, Su e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.201-204
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    • 2017
  • People live in their everyday life busy with studies, part-time jobs, and searching for an ideal job. In their busy routine, they try to find time for themselves and expose their emotions through diverse social network services(SNS). We made a service that we can plant a virtual tree in places we daily visit and go by. You can keep note on the virtual tree and look through the past records. It is a reality based mobile application service that can be used like a diary.In this project we chose the tree as the metaphor and tried to express time passing in a specific place. As our memory is a part of our daily life, we emphasized the meaning of space important.

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