• Title/Summary/Keyword: 공간 복잡도

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Design of Flight Learning System Using Sketch-based Interface (스케치 인터페이스를 이용한 항공기동 학습 시스템 개발)

  • Kim, Sang-Jin;Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.771-779
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    • 2010
  • Sketch-based interface is used more and more in developing animation contents. Particularly, there has been a system where the user's sketch inputs are interpreted and presented as live motions. In this study¸ it is to design an animated flight learning system using sketch-based interface. Most of the flights include movements in three-dimensional space and have unique and complex flight patterns. In other words, the actual flight movements not only include acceleration and deceleration, rising and falling, straight or circular flying, but also may include combinations of two or more movements as they simultaneously occur such as accelerating while falling, or slowing down while rising, and so forth. And, currently existing flight learning animation system cannot present such complex flight patterns to the pilots of aircrafts or to those personnel for air-traffic controllers. Hence, it is to be shown in this study that unit-path sketch animation method can support quicker ways to create animations to present those complex flight movements, and requires lesser inputs compared to the existing frame-based animation method. Also, the flight learning system suggested uses the flight-route realization tasks to reflect complex flight patterns, and therefore creates animations close to real as possible.

GoF design patterns based object-oriented Total Maximum Daily Load software design (GoF 디자인 패턴기반 객체지향 오염총량제 소프트웨어 설계)

  • Kim Hyung-Moo;Kwak Hoon-Seong
    • The KIPS Transactions:PartD
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    • v.12D no.1 s.97
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    • pp.73-80
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    • 2005
  • The purpose of using CBD in the object-oriented modeling is to improve the software capability by reducing iterative time and space complexity. Despites many achievements of CBD, it is needed to study about design patterns and it's standardization for the increment of CBD design reusability. However, it is rather possible that impetuous constructing meta-pattern languages and pattern repositories make adapting patterns to software development more complicate and difficult. By applying GoF design patterns to the design of the TMDL(Total Maximum Daily Load) environmental software discipline, this study suggests a method which specifies Pattern names at class names for retrieving, exploring the adapted patterns on the stage of software design without meta-pattern language which is a redundant abstraction, nor additional pattern repositories. Thus, this study can contribute on the reducing iterations and repetitions that are frequently occurred in the process of the environmental software developments.

Multi-level Thresholding using Fuzzy Clustering Algorithm in Local Entropy-based Transition Region (지역적 엔트로피 기반 전이 영역에서 퍼지 클러스터링 알고리즘을 이용한 Multi-Level Thresholding)

  • Oh, Jun-Taek;Kim, Bo-Ram;Kim, Wook-Hyun
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.587-594
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    • 2005
  • This paper proposes a multi-level thresholding method for image segmentation using fuzzy clustering algorithm in transition region. Most of threshold-based image segmentation methods determine thresholds based on the histogram distribution of a given image. Therefore, the methods have difficulty in determining thresholds for real-image, which has a complex and undistinguished distribution, and demand much computational time and memory size. To solve these problems, we determine thresholds for real-image using fuzzy clustering algorithm after extracting transition region consisting of essential and important components in image. Transition region is extracted based on Inか entropy, which is robust to noise and is well-known as a tool that describes image information. And fuzzy clustering algorithm can determine optimal thresholds for real-image and be easily extended to multi-level thresholding. The experimental results demonstrate the effectiveness of the proposed method for performance.

Key Management for Secure Internet of Things(IoT) Data in Cloud Computing (클라우드 컴퓨팅에서 안전한 사물인터넷 데이터를 위한 키 관리)

  • Sung, Soon-hwa
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.2
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    • pp.353-360
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    • 2017
  • The Internet of Things(IoT) security has more need than a technical problem as it needs series of regulations and faultless security system for common purposes. So, this study proposes an efficient key management in order that can be trusted IoT data in cloud computing. In contrast with a key distribution center of existing sensor networks, the proposed a federation key management of cloud proxy key server is not central point of administration and enables an active key recovery and update. The proposed key management is not a method of predetermined secret keys but sharing key information of a cloud proxy key server in autonomous cloud, which can reduce key generation and space complexity. In addition, In contrast with previous IoT key researches, a federation key of cloud proxy key server provides an extraction ability from meaningful information while moving data.

'EVE-SoundTM' Toolkit for Interactive Sound in Virtual Environment (가상환경의 인터랙티브 사운드를 위한 'EVE-SoundTM' 툴킷)

  • Nam, Yang-Hee;Sung, Suk-Jeong
    • The KIPS Transactions:PartB
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    • v.14B no.4
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    • pp.273-280
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    • 2007
  • This paper presents a new 3D sound toolkit called $EVE-Sound^{TM}$ that consists of pre-processing tool for environment simplification preserving sound effect and 3D sound API for real-time rendering. It is designed so that it can allow users to interact with complex 3D virtual environments by audio-visual modalities. $EVE-Sound^{TM}$ toolkit would serve two different types of users: high-level programmers who need an easy-to-use sound API for developing realistic 3D audio-visually rendered applications, and the researchers in 3D sound field who need to experiment with or develop new algorithms while not wanting to re-write all the required code from scratch. An interactive virtual environment application is created with the sound engine constructed using $EVE-Sound^{TM}$ toolkit, and it shows the real-time audio-visual rendering performance and the applicability of proposed $EVE-Sound^{TM}$ for building interactive applications with complex 3D environments.

A Multi-Channel Trick Mode Play Algorithm and Hardware Implementation of H.264/AVC for Surveillance Applications (H.264/AVC 감시 어플리케이션용 멀티 채널 트릭 모드 재생 알고리즘 및 하드웨어 구현)

  • Jo, Hyeonsu;Hong, Youpyo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.12
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    • pp.1834-1843
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    • 2016
  • DVRs are the most common recording and displaying devices used for surveillance. Video compression plays a key role in DVRs for saving storage; the video compression standard, H.264/AVC, has recently become the dominant choice for DVRs. DVRs require various display modes, such as fast-forward, backward play, and pause; these are called trick modes. The implementation of precise trick mode play requires a very high decoding capability or a very intelligent scheme in order to handle the high computation complexity. The complexity is increased in many surveillance applications where more than one camera is used to monitor multiple spots or to monitor the same area using various angles. An implementation of a trick mode play and a frame buffer management scheme for the hardware-based H.264/AVC codec for multi-channel is presented in this paper. The experimental results show that exact trick mode play is possible using a standard H.264/AVC video codec with keyframe encoding feature at the expense of bitstream size increase.

A Wavefront Array Processor Utilizing a Recursion Equation for ME/MC in the frequency Domain (주파수 영역에서의 움직임 예측 및 보상을 위한 재귀 방정식을 이용한 웨이브프런트 어레이 프로세서)

  • Lee, Joo-Heung;Ryu, Chul
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.10C
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    • pp.1000-1010
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    • 2006
  • This paper proposes a new architecture for DCT-based motion estimation and compensation. Previous methods do riot take sufficient advantage of the sparseness of 2-D DCT coefficients to reduce execution time. We first derive a recursion equation to perform DCT domain motion estimation more efficiently; we then use it to develop a wavefront array processor (WAP) consisting of processing elements. In addition, we show that the recursion equation enables motion predicted images with different frequency bands, for example, from the images with low frequency components to the images with low and high frequency components. The wavefront way Processor can reconfigure to different motion estimation algorithms, such as logarithmic search and three step search, without architectural modifications. These properties can be effectively used to reduce the energy required for video encoding and decoding. The proposed WAP architecture achieves a significant reduction in computational complexity and processing time. It is also shown that the motion estimation algorithm in the transform domain using SAD (Sum of Absolute Differences) matching criterion maximizes PSNR and the compression ratio for the practical video coding applications when compared to tile motion estimation algorithm in the spatial domain using either SAD or SSD.

Review of Technical Issues for Shield TBM Tunneling in Difficult Grounds (특수지반에서 쉴드TBM의 시공을 위한 기술적 고찰)

  • Jeong, Hoyoung;Zhang, Nan;Jeon, Seokwon
    • Tunnel and Underground Space
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    • v.28 no.1
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    • pp.1-24
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    • 2018
  • The use of TBM (tunnel boring machine) gradually increases in worldwide tunneling projects. TBM machine are often applied to more difficult and complex geological conditions in urban area, and many problems and difficulties have been reported due to these geological conditions. However, in Korea, there is a lack of research on difficult grounds so far. This paper discussed general aspects of investigation method, and problems of TBM tunneling in difficult grounds. Construction cases that passed through the difficult grounds in worldwide were analyzed and the typical difficult grounds were classified into 11 cases. For each case, the definition and general problems were summarized. Particularly, for mixed ground and boulder ground, and fault zone, which are frequent geological conditions in urban area with shallow depth, classification system, investigation methods and major considerations were discussed, and proposed the direction of future research. This paper is a basic study for the development of TBM construction technology in difficult ground, and it is expected that it will be useful for related research and construction of TBM in difficult ground in the future.

Fast Intermode Decision of Scalable Video Coding using Statistical Hypothesis Testing (스케일러블 비디오 부호화에서 통계적 가설 검증 기법을 이용한 프레임 간 모드 결정)

  • Lee, Bum-Shik;Kim, Mun-Churl;Hahm, Sang-Jin;Lee, Keun-Sik;Park, Keun-Soo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.111-115
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    • 2006
  • 스케일러블 비디오 코딩(SVC, Scalable Video Coding)은 MPEG(Moving Picture Expert Group)과 VCEG (Video Coding Expert Group)의 JVT(Joint VIdeo Team)에 의해 현재 표준화 되고 있는 새로운 압축 표준 기술이며 시간, 공간 및 화질의 스케일러빌리티를 지원하기 위해 계층 구조를 가지고 있다. 특히 시간적 스케일러빌리티를 위해 계층적 B-픽처 구조를 채택하고 있다. 스케일러블 비디오 코딩의 기본 계층은 H.264|AVC와 호환적이므로, 모션 예측과 모드 결정과정에서 $16{\times}16,\;16{\times}8,\;8{\times}16,\;8{\times}8,\;8{\times}4,\;4{\times}8$ 그리고 $4{\times}4$와 같은 7개의 서로 다른 크기를 갖는 블록을 사용한다. 스케일러블 비디오 코딩에서 사용되고있는 계층적 B-픽처 구조는 키 픽처인 I와 P 픽처를 제외하고는 한 GOP (Group of Picture)내에서 모두 B-픽처를 사용하므로 H.264|AVC와 비교했을 때 연산량 증가와 함께 부호화 지연도 급격히 증가한다. B-픽처는 양방향 모션 벡터인 LIST0와 LIST1을 사용하고 양방향 모두에서 다중 참조 픽처를 사용하기 때문이다. 본 논문에서는 통계적 가선 검증을 이용하여 스케일러블 비디오 부호화에 적용 가능한 고속 프레임간 모드 결정 알고리듬 대해 소개한다. 제안된 방법은 $16{\times}16$ 매크로 블록과 $8{\times}8$ 서브 매크로 블록에 통계적 가설 감증 기법을 적용하여 실행되며, 현재 블록과 복원된 참조 블록간의 픽셀 값을 비교하여 RD(Rate Distortion) 최적화 기반 모드 결정을 빨리 완료함으로써 고속 프레임간 모드 결정을 가능하게 한다. 제안된 방법은 프레임 간 모드 결정을 고속화함으로써 스케일러블 비디오 부호화기의 연산량과 복잡도를 최대 57%감소시킨다. 그러나 연산량 감소에 따른 비트율의 증가나 화질의 열화는 최대 1.74% 비트율 증가 및 0.08dB PSNR 감소로 무시할 정도로 작다.

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Motion Patches (모션 패치)

  • Choi, Myung-Geol;Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.119-127
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    • 2006
  • Real-time animation of human figures in virtual environments is an important problem in the context of computer games and virtual environments. Recently, the use of large collections of captured motion data have added increased realism in character animation. However, assuming that the virtual environment is large and complex, the effort of capturing motion data in a physical environment and adapting them to an extended virtual environment is the bottleneck for achieving interactive character animation and control. We present a new technique for allowing our animated characters to navigate through a large virtual environment, which is constructed using a small set of building blocks. The building blocks can be tiled or aligned with a repeating pattern to create a large environment. We annotate each block with a motion patch, which informs what motions are available for animated characters within the block. We demonstrate the versatility and flexibility of our approach through examples in which multiple characters are animated and controlled at interactive rates in large, complex virtual environments.