• Title/Summary/Keyword: 멀티모듈

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A Basic Study on Utilization of Building Information for n Internet of Things (IoT) Simulation System Development (사물인터넷 시뮬레이션 시스템 개발을 위한 건물정보의 활용에 관한 기초연구)

  • Yu, Jeong-Hyun;Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.1
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    • pp.867-874
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    • 2018
  • This study aims to develop a sort of expert system to simulate Internet of Things (IoT) service in architectural design alternatives and enhance the simulation performance using building information. The proposed protype system, named iotBIM, visualizes human behaviors and IoT services in a virtual place that is automatically generated from among design alternatives. We use commercial building information modeling (BIM) authoring tool for the development of iotBIM. The decision to develop iotBIM on the BIM platform was made because BIM tools already generate precise 3D models of design alternatives; iotBIM is plugged into the BIM tool as a simulation module. In the midst of the design process, architectural designers can activate iotBIM to investigate and establish IoT services that accord visually with design alternatives. The purpose of this study is to provide a theoretical and technological basis for the ultimate goal of this study.

Design of EPG Information Player System using DCT based Blind Watermark (DCT기반의 블라인드 워터마크를 이용한 EPG 정보 재생기 설계)

  • Kim, Dae-Jin;Choi, Hong-Sub
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.1-10
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    • 2011
  • While the broadband network and multimedia technologies have been developing, the commercial market of digital contents has also been widely spreading with recently starting IPTV. Generally, PC player can display digital contents obtained through middleware like a settop box and can only bring the informations about contents like CODEC, bitrate etc. useful for only experts. But general users want to know more optional informations like content's subject, description etc. So unlike previous PC player, we proposed a player system that can get inserted informations, namely EPG(Electronic Program Guide), without database after bringing contents to PC through settop box. In addition, we also proposed DCT(Discrete Cosine Transform) based blind watermark generating method to insert EPG informations. We can extract watermark without original image and insert robust watermark in proportion to coefficients in frequency domain. And we analyzed and parsed PSI data from MPEG-TS. So we could insert wanted information using watermark from EPG. And we composed UI by extracting EPG information from watermark interted contents. Finally we modularized whole system into the watermark insert/extract application and directshow filter based player. So we tried to design this system so that the general developer can do in a way that is easier and faster.

A Study on Automatic Interface Generation by Protocol Mapping (Protocol Mapping을 이용한 인터페이스 자동생성 기법 연구)

  • Lee Ser-Hoon;Kang Kyung-Goo;Hwang Sun-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.8A
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    • pp.820-829
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    • 2006
  • IP-based design methodology has been popularly employed for SoC design to reduce design complexity and to cope with time-to-market pressure. Due to the request for high performance of current mobile systems, embedded SoC design needs a multi-processor to manage problems of high complexity and the data processing such as multimedia, DMB and image processing in real time. Interface module for communication between system buses and processors are required, since many IPs employ different protocols. High performance processors require interface module to minimize the latency of data transmission during read-write operation and to enhance the performance of a top level system. This paper proposes an automatic interface generation system based on FSM generated from the common protocol description sequence of a bus and an IP. The proposed interface does not use a buffer which stores data temporally causing the data transmission latency. Experimental results show that the area of the interface circuits generated by the proposed system is reduced by 48.5% on the average, when comparing to buffer-based interface circuits. Data transmission latency is reduced by 59.1% for single data transfer and by 13.3% for burst mode data transfer. By using the proposed system, it becomes possible to generate a high performance interface circuit automatically.

An User Controllable Object Audio File Format and Audio Scene Description (사용자 기반 실감 객체 오디오 파일 포맷 및 오디오 장면 묘사 기법)

  • Cho, Choong-Sang;Kim, Je-Woo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.5
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    • pp.25-33
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    • 2010
  • Multi-media service has been changed into user based audio services, which service supports actively user's preference and interaction with the users. In the market, multi-media products which can support the highest audio-quality by using lossless audio technology have been released and object audio music which user can select the objects has been serviced. In this paper, we design user's preference information based object audio file format and audio scene description for storage and transmission media. The designed file format is designed based on MPEG-4 file format because high-quality audio codecs in MPEG-4 audio can be easily used and the track of file format can be flexibly controlled depend on the number of the instrument in music. The encoded audio data of each objects and encoded audio scene description by binary encoding that has independent track are packed in a file. The scene description for storage media is consist of full and object scene description, the scene description for transmission media has an essential description for object audio operation and a specific description for real audio sound. The designed file format based simulator is developed and it generates an object audio file with several scene descriptions. Also, the real audio sound is serviced by the interaction with user and the unpacked scene description.

Study of Parallelization Methods for Software based Real-time HEVC Encoder Implementation (소프트웨어 기반 실시간 HEVC 인코더 구현을 위한 병렬화 기법에 관한 연구)

  • Ahn, Yong-Jo;Hwang, Tae-Jin;Lee, Dongkyu;Kim, Sangmin;Oh, Seoung-Jun;Sim, Dong-Gyu
    • Journal of Broadcast Engineering
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    • v.18 no.6
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    • pp.835-849
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    • 2013
  • Joint Collaborative Team on Video Coding (JCT-VC), which have founded ISO/IEC MPEG and ITU-T VCEG, has standardized High Efficiency Video Coding (HEVC). Standardization of HEVC has started with purpose of twice or more coding performance compared to H.264/AVC. However, flexible and hierarchical coding block and recursive coding structure are problems to overcome of HEVC standard. Many fast encoding algorithms for reducing computational complexity of HEVC encoder have been proposed. However, it is hard to implement a real-time HEVC encoder only with those fast encoding algorithms. In this paper, for implementation of software-based real-time HEVC encoder, data-level parallelism using SIMD instructions and CPU/GPU multi-threading methods are proposed. And we also proposed appropriate operations and functional modules to apply the proposed methods on HM 10.0 software. Evaluation of the proposed methods implemented on HM 10.0 software showed 20-30fps for $832{\times}480$ sequences and 5-10fps for $1920{\times}1080$ sequences, respectively.

Structure and Control of Smart Transformer with Single-Phase Three-Level H-Bridge Cascade Converter for Railway Traction System (Three-Level H-Bridge 컨버터를 이용한 철도차량용 지능형 변압기의 구조 및 제어)

  • Kim, Sungmin;Lee, Seung-Hwan;Kim, Myung-Yong
    • Journal of the Korean Society for Railway
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    • v.19 no.5
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    • pp.617-628
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    • 2016
  • This paper proposes the structure of a smart transformer to improve the performance of the 60Hz main power transformer for rolling stock. The proposed smart transformer is a kind of solid state transformer that consists of semiconductor switching devices and high frequency transformers. This smart transformer would have smaller size than the conventional 60Hz main transformer for rolling stock, making it possible to operate AC electrified track efficiently by power factor control. The proposed structure employs a cascade H-Bridge converter to interface with the high voltage AC single phase grid as the rectifier part. Each H-Bridge converter in the rectifier part is connected by a Dual-Active-Bridge (DAB) converter to generate an isolated low voltage DC output source of the system. Because the AC voltage in the train system is a kind of medium voltage, the number of the modules would be several tens. To control the entire smart transformer, the inner DC voltage of the modules, the AC input current, and the output DC voltage must be controlled instantaneously. In this paper, a control algorithm to operate the proposed structure is suggested and confirmed through computer simulation.

Self-Directed MITS Based on the Web -The main theme is operation of numeral in primary school mathematics - (웹을 기반으로 한 자기 주도적 MITS -초등 수학 수와 연산 영역 중심-)

  • Kim, Dong-Hyuk;Goh, Byung-Oh;Choi, Eui-In
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.335-349
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    • 2004
  • Recently, there is change the environment of education due to development of Science Technology Specially, As education information on web increased by internet, using education web data by mean of medium that aids learning by computer. Also It studied method that used the Computer as learning medium through the CAI(Computer Assisted Instruction), ICAI(Intelligent CAI), and ITS(Intelligent Tutoring System). But legacy system are not support efficient method that learns to vary learner suitable learning method by individual level. Specially It is not suitable the education course to direct current course of education, and not consider different of student capability, aptitude, need, interesting, not maximized the individual growable power and effect of education. To solve the this problem, our paper suggest the web-based self-directed MITS(Multimedia ITS) that supply the needed the information on web, make the environment that can self-directed learning. To maximized effect of individual learning, our paper structured coursed, characterized, related learning contents in region of numeral at mathematics of primary school. And then integrated contents and class, design and implement the web-based MITS that consist of 4 module to escape from limitation of learner grade, learning time, learning place.

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A MDA-based Approach to Developing UI Architecture for Mobile Telephony Software (MDA기반 이동 단말 시스템 소프트웨어 개발 기법)

  • Lee Joon-Sang;Chae Heung-Seok
    • The KIPS Transactions:PartD
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    • v.13D no.3 s.106
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    • pp.383-390
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    • 2006
  • Product-line engineering is a dreaming goal in software engineering research. Unfortunately, the current underlying technologies do not seem to be still not much matured enough to make it viable in the industry. Based on our experiences in working on mobile telephony systems over 3 years, now we are in the course of developing an approach to product-line engineering for mobile telephony system software. In this paper, the experiences are shared together with our research motivation and idea. Consequently, we propose an approach to building and maintaining telephony application logics from the perspective of scenes. As a Domain-Specific Language(DSL), Menu Navigation Viewpoint(MNV) DSL is designed to deal with the problem domain of telephony applications. The functional requirements on how a set of telephony application logics are configured can be so various depending on manufacturer, product concept, service carrier, and so on. However, there is a commonality that all of the currently used telephony application logics can be generally described from the point of user's view, with a set of functional features that can be combinatorially synthesized from typical telephony services(i.e. voice/video telephony, CBS/SMS/MMS, address book, data connection, camera/multimedia, web browsing, etc.), and their possible connectivity. MNV DSL description acts as a backbone software architecture based on which the other types of telephony application logics are placed and aligned to work together globally.

Web-based Self-directed Learning System for Multi-contents Service (멀티 콘텐츠 서비스를 위한 웹 기반 자기주도적 학습 시스템)

  • Kim, Ji-Seon;Park, Jin-Ah
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.1
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    • pp.115-119
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    • 2010
  • As the subjects of education has been changed from the instructors to learners, a web-based self-directed learning which can accelerate the initiative of learners and can be free from the restriction of time and space has been received attention. In this paper, the web-based self-directed learning system was designed. For the design, to make the learners build their own lecture plan, the service was designed to provide three kinds of lectures of video clip, slide lecture, and e-text lecture that were focused on various lecture contents. In addition, a learner and an assistant was man to man matched to enable the on-line mentoring for mutual communication between learners and assistants. Implementation was carried out by three sets of module - Manager, Learner and Assistant - that were applied to the real educational activities. The survey on satisfaction for the education, efficiency of ability improvement, and educational intelligibility for the attendants on the education showed more than 67.2% of satisfaction in satisfaction for the education. Furthermore, more than 86.9% of attendants replied that their ability were improved after the education of this system. The educational system realized in this paper shows effectiveness for the self-directed learning.

Empirical study on BlenderBot 2.0's errors analysis in terms of model, data and dialogue (모델, 데이터, 대화 관점에서의 BlendorBot 2.0 오류 분석 연구)

  • Lee, Jungseob;Son, Suhyune;Shim, Midan;Kim, Yujin;Park, Chanjun;So, Aram;Park, Jeongbae;Lim, Heuiseok
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.93-106
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    • 2021
  • Blenderbot 2.0 is a dialogue model representing open domain chatbots by reflecting real-time information and remembering user information for a long time through an internet search module and multi-session. Nevertheless, the model still has many improvements. Therefore, this paper analyzes the limitations and errors of BlenderBot 2.0 from three perspectives: model, data, and dialogue. From the data point of view, we point out errors that the guidelines provided to workers during the crowdsourcing process were not clear, and the process of refining hate speech in the collected data and verifying the accuracy of internet-based information was lacking. Finally, from the viewpoint of dialogue, nine types of problems found during conversation and their causes are thoroughly analyzed. Furthermore, practical improvement methods are proposed for each point of view, and we discuss several potential future research directions.