• Title/Summary/Keyword: scoreboard

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R&D Scoreboard에 의한 연구개발투자와 성과의 연관성 분석

  • 조성표;이연희;박선영;배정희
    • Journal of Technology Innovation
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    • v.10 no.1
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    • pp.98-123
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    • 2002
  • This study develops a Korean R&D Scoreboard which has originated from the R&D Scoreboard in United Kingdom. The Scoreboard contains details of the R&D investment, sales, growth, profits and employee numbers for Korean companies which are extracted from company annual reports and key ratios calculated, with some movements over time. Companies are classified by the Korea Standard Industrial Classification. The Scoreboard contains 190 companies which consist of 100 largest companies and 30 middle-or small-sized firms listed in Korea Stock Exchange (KSE), and 30 ventures and 30 other firms listed in KOSDAQ. The overall company R&D intensity (R&D as a percentage of sales) is 2.1% compared to the international average of 4.2%. Korea has an unusually large R&D percentage of sales in IT hardware (4.9%) and telecommunication (3.7%). R&D intensity is positively correlated with company performance measures such as profitability, sales growth, productivity and market value. For largest companies listed in KSE and ventures listed in KOSDAQ, the ratio of operating profit to sales is greater for high R&D intensity companies. Sales growth is in proportion to R&D intensity for all companies. Plots of value added per employee or sales per employee vs R&D per employee rise together for the sectors studied, especially for the chemical sectors and automobile sectors, demonstrating a correlation with productivity. The average market value of high R&D companies in the KSE has risen more than 1.6 times that of the KOSPI 200 index. Given the correlation between R&D intensity and company performance and given that R&D is a smaller percentage of surplus (profits plus R&D) than international level (both overall and in several sectors), the challenges facing Korean companies are to maintain the leading position in IT hardware and telecommunication, and to increase the intensity of R&D in many medium-intensive R&D sectors where Korea has an average intensity well below international or US levels.

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Implementation of a Scoreboard Array and a Port Arbiter for In-order SMT Processors (순차적 SMT Processor를 위한 Scoreboard Array와 포트 중재 모듈의 구현)

  • Heo, Chang-Yong;Hong, In-Pyo;Lee, Yong-Surk
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.41 no.6
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    • pp.59-70
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    • 2004
  • SMT(Simultaneous Multi Threading) architecture uses TLP(Thread Level Parallelism) and increases processor throughput, such that issue slots can be filled with instructions from multiple independent threads. Having multiple ready threads reduces the probability that a functional unit is left idle, which increases processor efficiency. To utilize those advantages for the SMT processors, the issue unit must control the flow of instructions from different threads and not create conflicts among those instructions, which make the SMT issue logic extremely complex. Therefore, our SMT architecture, which is modeled in this paper, uses an in-order-issue and completion scheme, and therefore, can use a simple issue mechanism with a scoreboard already instead of using register renaming or a reorder buffer. However, an SMT scoreboarding mechanism is still more complex and costlier than that of a single threaded conventional processor. This paper proposes an optimal implementation of a scoreboarding mechanism for an ARM-based SMT architecture.

Scoreboard Extraction from Soccer Videos for Multimedia Mobile Users (멀티미디어 단말기 사용자를 위한 축구 경기 비디오의 점수상자 추출)

  • Kim, Won-Jun;Kim, Chang-Ick
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.11-14
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    • 2006
  • 최근 정보통신 기술의 급속한 발전으로 소형 이동형 단말기를 이용한 각종 스포츠 경기 시청이 두드러지게 증가하고 있다. 그럼에도 불구하고 이동형 단말기를 통해 제공되는 영상은 일반 TV나 HDTV용으로 제작되어 소형 이동형 단말기의 사용자가 화면을 통해 스포츠 경기의 상황을 인식하는데 많은 불편함을 주고 있다. 특히, 경기 진행 시간이나 점수를 포함하는 점수상자(scoreboard)는 경기의 상황을 파악하는데 매우 중요한 역할을 하나, 소형 이동형 단말기의 작은 화면에서는 점수상자의 내용을 정확히 인식하기가 쉽지 않다. 이에 본 논문은 많은 사람들이 즐겨보는 축구 경기에 대하여 짧은 학습 기간을 갖는 효율적인 점수상자 추출 방법을 제안하고자 한다. 제안하는 알고리즘은 전수상자와 주변 환경의 밝기 정보를 이용한 점수상자 경계 좌표 추출, 학습을 통한 최적의 경계 좌표 결정, 전수상자 영역 추출 및 확대의 세 단계로 구성된다. 제안하는 알고리즘은 점수상자가 없는 프레임에서도 몇 프레임 앞서 표시된 점수상자의 저장을 통해 디스플레이가 가능하도록 하였다. 다양한 축구경기 비디오에 대한 실험을 통해 제안된 알고리즘이 소형 이동형 단말기 상에서 점수상자를 추출하고 이를 사용자가 쉽게 인식할 수 있도록 확대하여 디스플레이 하는 좋은 해결책임을 보이고자 한다.

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Design and Implement Mobile IoT Systems for Fencing Training : focus on Épée (펜싱 훈련을 위한 모바일 IoT 시스템 설계 및 구현 : 에페 종목을 중심으로)

  • You, Kangsoo
    • Journal of Industrial Convergence
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    • v.20 no.7
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    • pp.51-56
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    • 2022
  • Recently, interest in fencing is getting increased in Korea due to good results in international fencing competitions and its exposure to the media. However, one of the difficult factors in entering fencing is the cost of initial equipment purchases. Solving this can contribute to expanding the base of fencing. For this reason, this study designed and developed a system that can replace the function of the remote control with a mobile application using Bluetooth communication and learn the function of the fencing scoreboard and fencing terms in French. Through interviews, fencing leaders and club members were asked to find out what was necessary in this study, and to mention the pros and cons of the test operation. It is expected that the fencing scoreboard will be lightweight and small, and it will help to spread fencing through cost reduction.