• Title/Summary/Keyword: 대역폭 효율

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Narrow-Band Analog Pre-Distortion Linearization Technique using UHF 400 MHz Band 20 W Power Amplifier (UHF 400 MHz 대역 20 W급 전력증폭기를 이용한 협대역 아날로그 전치왜곡 선형화 기법)

  • Ha, Jung-wan;Kim, Kang-san;Kim, Hyo-Jong
    • Journal of Advanced Navigation Technology
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    • v.23 no.2
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    • pp.179-185
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    • 2019
  • In this paper, we have studied narrow-band analog pre-distortion linearization technique using UHF 400 MHz band 20 W power amplifier. The analog pre-distorter used the SC1894 radio frequency power amplifier linearizer(RFPAL) provided by MAXIM Corp and through the look-up table technique confirmed the intermodulation distortion(IMD) performance and the adjusted channel leakage ratio(ACLR) improvement for bandwidth below 1 MHz which does not operate on existing chips. In the 400 MHz (400 ~ 500 MHz) band, IMD performance and the ACLR improvement of up to 17.46 dB based on 1-channel offset and up to 16.6 dB based on 2-channel offset were confirmed. In the system requiring the same linearity, we confirmed power efficiency improvement of 12.41% at output power of over 40 W.

Double Duobinary MSK Modeling of the SOQPSK-TG Signal (SOQPSK-TG 신호의 이중 듀오바이너리 MSK 모델링)

  • Kim, KyunHoi;Eun, Changsoo
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.49 no.11
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    • pp.945-951
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    • 2021
  • The SOQPSK-TG is a modulated signal for aeronautical telemetry with a very good bandwidth efficiency. In this paper, the frequency waveform filter of the SOQPSK-TG is linearly approximated and modeled with a duobinary precoder and a modified frequency waveform filter having a phase transition period of about 1Tb. In combination with the existing precoder, the SOQPSK-TG is modeled by a double duobinary MSK. Comparing the SOQPSK-TG signal and the newly modeled double duobinary MSK signal in time domain and frequency domain, it is confirmed that the two signals are almost identical and there is virtually no performance difference. Moreover, we can attain 0.1 dB BER performance improvement compared to the existing cosine filter when the filter of the IQ-detector is implemented with a cosine sum filter taking into account the change in the modulation index by the new double doubinary precoder.

Performance Analysis of Viewport-dependent Tiled Streaming on 16K Ultra High-quality 360-degree Video (16K 초고화질 360도 영상에서의 사용자 시점 기반 타일 스트리밍 성능 검증)

  • Jeong, Jong-Beom;Lee, Soonbin;Kim, Inae;Ryu, Eun-Seok
    • Journal of Internet Computing and Services
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    • v.22 no.3
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    • pp.1-8
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    • 2021
  • Ultra high-quality and ultra high-resolution omnidirectional 360-degree video streaming is needed to provide immersive media through head-mounted display(HMD) in virtual reality environment, which requires high bandwidth and computational complexity. One of the approaches avoiding these problems is to apply viewport-dependent selective streaming using tile-based segmentation method. This paper presents a performance analysis of viewport-dependent tiled streaming on 16K ultra high-quality 360-degree videos and 4K 360-degree videos which are widely used. Experimental results showed 42.47% of bjotegaard delta rate(BD-rate) saving on 16K ultra high-quality 360-degree video tiled streaming compared to viewport-independent streaming while 4K 360-degree video showed 26.41% of BD-rate saving. Therefore, this paper verified that tiled streaming is more efficient on ultra-high quality video.

GPU Based Incremental Connected Component Processing in Dynamic Graphs (동적 그래프에서 GPU 기반의 점진적 연결 요소 처리)

  • Kim, Nam-Young;Choi, Do-Jin;Bok, Kyoung-Soo;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.56-68
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    • 2022
  • Recently, as the demand for real-time processing increases, studies on a dynamic graph that changes over time has been actively done. There is a connected components processing algorithm as one of the algorithms for analyzing dynamic graphs. GPUs are suitable for large-scale graph calculations due to their high memory bandwidth and computational performance. However, when computing the connected components of a dynamic graph using the GPU, frequent data exchange occurs between the CPU and the GPU during real graph processing due to the limited memory of the GPU. The proposed scheme utilizes the Weighted-Quick-Union algorithm to process large-scale graphs on the GPU. It supports fast connected components computation by applying the size to the connected component label. It computes the connected component by determining the parts to be recalculated and minimizing the data to be transmitted to the GPU. In addition, we propose a processing structure in which the GPU and the CPU execute asynchronously to reduce the data transfer time between GPU and CPU. We show the excellence of the proposed scheme through performance evaluation using real dataset.

A Single-Bit 3rd-Order Feedforward Delta Sigma Modulator Using Class-C Inverters for Low Power Audio Applications (저전력 오디오 응용을 위한 Class-C 인버터 사용 단일 비트 3차 피드포워드 델타 시그마 모듈레이터)

  • Hwang, Jun-Sub;Cheon, Jimin
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.5
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    • pp.335-342
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    • 2022
  • In this paper, a single-bit 3rd-order feedforward delta sigma modulator is proposed for audio applications. The proposed modulator is based on a class-C inverter for low voltage and power applications. For the high-precision requirement, the class-C inverter with regulated cascode structure increases its DC gain and acts as a low-voltage subthreshold amplifier. The proposed Class-C inverter-based modulator is designed and simulated in 180-nm CMOS process. With no performance loss and a low supply voltage compatibility, the proposed class-C inverter-based switched-capacitor modulator achieves high power efficiency. This design achieves an signal-to-noise-and-distortion ratio (SNDR) of 93.9 dB, an signal-to-noise ratio (SNR) of 108 dB, an spurious-free dynamic range (SFDR) of 102 dB, and a dynamic range (DR) of 102 dB at a signal bandwidth of 20 kHz and a sampling frequency of 4 MHz, while only using 280 μW of power consumption from a 0.8-V power supply.

A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.83-91
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    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

A History-based Scheduler for Dynamic Load Balancing on Distributed VOD Server Environments (분산 VOD 서버 환경에서 히스토리 기반의 동적 부하분산 스케줄러)

  • Moon, Jongbae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.210-213
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    • 2010
  • 최근 사용자의 멀티미디어에 대한 요구의 증가가 VOD (Video-on-Demand) 서비스를 발전시키게 되었다. VOD는 엔터테인먼트나 원격 교육, 광고 및 정보 등 많은 분야에서 사용되고 있다. 이러한 VOD 서비스는 많은 디스크 I/O와 네트워크 I/O를 요구하며 기존 웹 서버 시스템과 비교했을 때 오랜 시간동안 서비스를 해야 하는 특징을 가지고 있다. 또한 VOD 서비스는 많은 네트워크와 디스크의 대역폭을 요구하며, 서비스의 QoS에 민감해서 사용자 응답시간이 길어지면 사용자 요청의 취소율이 높아지게 된다. 따라서 불만족스러운 서비스의 증가로 네트워크 부하만 증가하게 된다. 이러한 기존 웹 서버 환경과는 다른 부하의 패턴이 있는 VOD 서비스 환경에서는 부하를 균형적으로 분배하여 서비스의 QoS를 높이는 것이 매우 중요하다. 본 논문에서는 분산 VOD 시스템 환경에서 부하를 효율적으로 분산하기 위해 계층형 분산 VOD 시스템 모델과 사용자 요청 패턴의 히스토리와 유전 알고리즘을 기반으로 한 스케줄러를 제안한다. 본 논문에서 제안한 계층형 분산 VOD 시스템 모델은 서버들을 지역적으로 분산하고 제어 서버를 지역마다 설치하여 지역에 있는 VOD 서버들을 관리하도록 구성한다. 사용자 요청을 지역 서버군 내에서 분산시키기 위해서 히스토리를 기반으로 한 유전 알고리즘을 사용한다. 이러한 히스토리 정보를 기반으로 유전 알고리즘의 적합도 함수에 적용하여 VOD 시스템을 위한 유전 알고리즘과 유전 연산을 구현한다. 본 논문에서 제안한 부하 분산 알고리즘은 VOD 서비스 환경에서 사용자 요구에 대한 부하를 보다 정확하게 예측하여 부하를 분산할 수 있다. 본 논문에서 제안한 계층형 분산 VOD 시스템의 부하 분산 알고리즘의 성능을 테스트하기 위해 OPNET 기반 시뮬레이터를 구현한다. 라운드로빈(round-robin) 방식과 랜덤(random) 방식과의 비교 실험을 통해 본 논문에서 제안한 부하 분산 알고리즘의 성능을 평가한다. 비교 실험을 통해 본 논문에서 제안한 알고리즘이 보다 안정적인 QoS를 제공하는 것을 보여준다.

Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Development of CanSat System for Vehicle Tracking based on Jetson Nano (젯슨 나노 기반의 차량 추적 캔위성 시스템 개발)

  • Lee, Younggun;Lee, Sanghyun;You, Seunghoon;Lee, Sangku
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.556-558
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    • 2022
  • This paper proposes a CanSat system with a vehicle tracking function based on Jetson Nano, a high-performance small computer capable of operating artificial intelligence algorithms. The CanSat system consists of a CanSat and a ground station. The CanSat falls in the atmosphere and transmits the data obtained through the installed sensors to the ground station using wireless communication. The existing CanSat is limited to the mission of simply transmitting the collected information to the ground station, and there is a limit to efficiently performing the mission due to the limited fall time and bandwidth limitation of wireless communication. The Jetson Nano based CanSat proposed in this paper uses a pre-trained neural network model to detect the location of a vehicle in each image taken from the air in real time, and then uses a 2-axis motor to move the camera to track the vehicle.

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The Experimental Verification of Adaptive Equalizers with Phase Estimator in the East Sea (동해 연근해에서 위상 추정기를 갖는 적응형 등화기의 실험적 성능 검증)

  • Kim, Hyeon-Su;Choi, Dong-Hyun;Seo, Jong-Pil;Chung, Jae-Hak;Kim, Seong-Il
    • The Journal of the Acoustical Society of Korea
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    • v.29 no.4
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    • pp.229-236
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    • 2010
  • Phase coherent modulation techniques in underwater acoustic channel can improve bandwidth efficiency and data reliability, but they are made difficult by time-varying intersymbol interference. This paper proposes an adaptive equalizer combined with phase estimator which compensates distortions caused by time-varying multipath and phase variation. The experiment in the East sea demonstrates phase coherent signals are distorted by time-varying multipath propagation and the proposed scheme equalizes them. Bit error rate of BPSK and QPSK are 0.0078 and 0.0376 at 300 meter horizontal distance and 0.0146 and 0.0293 at 1000 meter respectively.