• Title/Summary/Keyword: 메모리 한계

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Memory Management Model Using Combined ART and Fuzzy Logic (ART와 퍼지를 이용한 메모리 관리 모델)

  • Kim, Joo-Hoon;Kim, Seong-Joo;Choi, Woo-Kyung;Kim, Jong-Soo;Jeon, Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.7
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    • pp.920-926
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    • 2004
  • The human being receives a new information from outside and the information shows gradual oblivion with time. But the information remains in memory and isn't forgotten for a long time if the information is read several times over. For example, we assume that we memorize a telephone number when we listen and never remind we may forget it soon, but we commit to memory long time by repeating. If the human being received new information with strong stimulus, it could remain in memory without recalling repeatedly. The moments of almost losing one's life in an accident or getting a stroke of luck are rarely forgiven. The human being can keep memory for a long time in spite of the limit of memory for the mechanism mentioned above. In this paper, we propose a model to explain the mechanism mentioned above using a neural network and fuzzy.

Efficient Hardware Architecture for Fast Image Similarity Calculation (고속 영상 유사도 분석을 위한 효율적 하드웨어 구조)

  • Kwon, Soon;Lee, Chung-Hee;Lee, Jong-Hun;Moon, Byung-In;Lee, Yong-Hwan
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.48 no.4
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    • pp.6-13
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    • 2011
  • Due to its robustness to illumination change, normalized cross-correlation based similarity measurement is widely used in many machine vision applications. However, its inefficient computation structure is not adequate for real-time embedded vision system. In this paper, we present an efficient hardware architecture based on a normalized cross correlation (NCC) for fast image similarity measure. The proposed architecture simplifies window-sum process of the NCC using the integral-image. Relieving the overhead to constructing integral image, we make it possible to process integral image construction at the same time that pixel sequences are inputted. Also the proposed segmented integral image method can reduce the buffer size for storing integral image data.

Stress Induced Leakage Currents in the Silicon Oxide Insulator with the Nano Structures (나노 구조에서 실리콘 산화 절연막의 스트레스 유기 누설전류)

  • 강창수
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.39 no.4
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    • pp.335-340
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    • 2002
  • In this paper, the stress induced leakage currents of thin silicon oxides is investigated in the ULSI implementation with nano structure transistors. The stress and transient currents associated with the on and off time of applied voltage were used to measure the distribution of high voltage stress induced traps in thin silicon oxide films. The stress and transient currents were due to the charging and discharging of traps generated by high stress voltage in the silicon oxides. The transient current was caused by the tunnel charging and discharging of the stress generated traps nearby two interfaces. The stress induced leakage current will affect data retention in electrically erasable programmable read only memories. The oxide current for the thickness dependence of stress current, transient current, and stress induced leakage currents has been measured in oxides with thicknesses between 113.4${\AA}$ and 814${\AA}$, which have the gate area $10^3cm^2$. The stress induced leakage currents will affect data retention and the stress current, transient current is used to estimate to fundamental limitations on oxide thicknesses.

A Dynamic Path Computation Database Model in Mobile LBS System (모바일 LBS 시스템에서 동적 경로 계산 데이터베이스 모델)

  • Joo, Yong-Jin
    • Spatial Information Research
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    • v.19 no.3
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    • pp.43-52
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    • 2011
  • Recently, interest in location-based service (LBS) which utilizes a DBMS in mobile system environment has been increasing, and it is expected to overcome the existing file-based system's limitation in advanced in-vehicle system by utilizing DBMS's advantages such as efficient storage, transaction management, modelling and spatial queries etc. In particular, the road network data corresponds to the most essential domain in a route planning system, which needs efficient management and maintenance. Accordingly, this study aims to develop an efficient graph-based geodata model for topological network data and to support dynamic path computation algorithm based on heuristic approach in mobile LBS system. To achieve this goal, we design a data model for supporting the hierarchy of network, and implement a path planning system to evaluate its performance in mobile LBS system. Last but not least, we find out that the designed path computation algorithm with hierarchical graph model reduced the number of nodes used for finding and improved the efficiency of memory.

An Efficient Real-time Rendering Method for Compressed Terrain Dataset with Wavelet Transform (웨이블릿 변환으로 압축된 지형 데이터의 효율적인 실시간 렌더링 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.45-52
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    • 2014
  • We cannot load the entire data for high-resolution terrain model to the GPU memory since its size is too big. Out-of-core approaches are commonly used to solve the problem. However, due to limited bandwidth of the secondary storage, it is difficult to render the terrain in real-time. A method that compresses the DEM data with wavelet transform on GPU, and renders the decoded data is suggested. However, it is inefficient since it has to sample the values from textures, convert them to vertices, and generate a mesh periodically. We propose a method to store the approximation coefficients of wavelet compression as vertex attributes and render the terrain by decoding the data on geometric shader. It can reduce the amount of transferring terrain texture since approximation coefficients are given as an attribute of the vertex. Also, it generate meshes without additional upload of terrain texture.

An Image Mosaic Technique for Images Transmitted by Wireless Sensor Networks (무선 센서 네트워크 영상을 위한 모자이크 기법)

  • Jun, Sang-Eun;Eo, Jin-Woo
    • Journal of IKEEE
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    • v.11 no.4
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    • pp.187-192
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    • 2007
  • Since wireless sensor networks (WSN) have relatively narrow bandwidth and have limited memory space. Mosaic by inlaying images transmitted by adjacent sensors can provide wider field of view and smaller storage memory. Most WSN are used for surveillance purpose, image acquisition period should be sufficiently short, so that mosaic algorithm has to be run in real time. Proposed algorithm is derived by using the fact that position of sensor nodes are fixed and known. Transformation matrix can be calculated by using distance between sensor nodes and distance between sensor nodes and predefined object. Simulation result shows that proposed algorithm provides very short processing time whereas it preserves image quality.

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ASIC Design of Wavelet Transform Filter for Moving Picture (동영상용 웨이브렛 변환 필터의 ASIC 설계)

  • Kang, Bong-Hoon;Lee, Ho-Joon;Koh, Hyung-Hwa
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.12
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    • pp.67-75
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    • 1999
  • In this paper, we present an ASIC(Application Specific Integrated Circuit) design of wavelet transform filter Wavelet transform is used in lots of application fields which include image compression, because it has an excellent energy compaction. The operation characteristic and performance of wavelet transform filter are analyzed by using verilog-HDL(Hardware Description Language). In this paper, the designed wavelet transform filter uses line memory to improve data processing rate. Generally, when it reads and writes data of DRAM by using Fast Page Mode, input and output processing is very fast in horizontal direction but substantially slow in vertical direction. The use of line memory solves this low speed processing problem. As a result, though the size of the chip is getting larger, processing time for an image frame becomes 4.66ms. Generally, since the limit of 1 frame processing time on the data of TV video is 33ms, so it is appropriate for TV video.

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An Implementation of a RFID Reader System for EPC Class-1 Generation-2 Specification (EPC Class-1 Generation-2 규격에 적합한 RFID 리더 시스템 설계)

  • Yang, Jung-Kyu;Bae, Sung-Woo;Song, Eui-Seok;Ahn, Si-Young;Oh, Ha-Ryoung;Seong, Yeong-Rak;Park, Jun-Seok;Joung, Myoung-Sub;Kwak, Ho-Kil
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.18 no.8
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    • pp.954-963
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    • 2007
  • As RFID systems are applied to various fields and applications such as supply chain management, asset management, location based applications etc. the requirements becomes diverse. For example, Much higher performance, TCP/IP protocol stack are required in some applications. However, low end processors based systems such as 8051 processor can not meet such requirements due to their low processing capacity and limited size of memory. In this paper a UHF band RFID system which meets the EPC Class-1 Generation-2 specification with ARM920T-based processor is implemented and tested.

Mobile game meet Reality (모바일 게임, 현실과 만나다)

  • Park, Joon-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.215-220
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    • 2006
  • 오늘날 우리는 모바일 기기의 눈부신 성장과 보급으로 인해 누구나 손쉽게 모바일 게임을 즐길 수 있게 되었다. 많은 게임 제작 업체들은 모바일 게임개발에 총력을 기울이고 있고, 단말기 제조업체들 역시 게임 전용폰을 출시하는 등 모바일 게임에 대한 호응이 고조되고 있는 상황이다. 이는 모바일 게임이 시간과 공간적 개념을 뛰어넘는 이동성(Mobility)이라는 큰 장점을 가지고 있기 때문이다. 그러나 이러한 장점에도 불구하고 현재까지 모바일 게임의 컨텐츠는 기존의 다른 게임에 비해 그다지 큰 차별성을 가지고 있지 않다. 고스톱이나 단순한 퍼즐게임 등이 호응을 얻고 있기는 하지만 '이동성' 이라는 큰 장점을 살리기 위해서는 거 적극적이고 새로운 개념의 접근이 필요하기 때문이다. 더구나 요즘은 PSP 와 같은 막강한 휴대용 게임기가 등장하면서 휴대폰에서 즐기는 모바일 게임은 작은 화면이나 낮은 메모리 등의 한계로 인해 점점 더 그 자리를 내어주고 있는 실정이다. 그렇다면 '이동성'을 적극적으로 활용할 수 있는 모바일 개임 제작에 대한 새로운 접근방식은 어떻게 이루어져야 할까? 이를 위한 효과적인 방법으로 본 논문에서는 게임의 무대를 우리가 살고 있는 '현실-Reality'로 옮겨 올 것을 제안한다. 그렇게 되면 게이머는 모바일 기기가 가진 제약에서 벗어나 그 자신이 직접 현실세계를 배경으로 한 게임캐릭터가 되고, 물리적 이동에 따라 게임이 진행되는 전혀 새로운 방식의 모바일 게임을 경험할 수 있게 될 것이다. 현재 국내외적으로 이러한 실험적 시도가 조금씩 이루어지고 있기는 하지만 아직 호응은 그리 높지 않다. 그리하여 본 논문에서는 그러한 사례들을 조망하고 가장 효과적인 방법을 국내의 현실에 적합하게 적용할 새로운 모바일 게임의 방식을 제안하고자 한다. 연구사례로 제안 할 모바일 게임은 인터넷 미니홈피, GPS, 멀티미디어 메시지, 카메라 폰, 전자상거래의 기능을 통합하여 활용하는 'Dice Adventure Meeting'이라는 이름의 모바일 미팅 게임이며, 게임의 구체적인 시나리오를 살펴보면서 현실을 배경으로 한 새로운 모바일 개임의 제작에 대한 접근방법을 제시하고자 한다.

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A Study on Production of Low Storage Capacity of Character Animation for 3D Mobile Games (3D 모바일 게임용 저용량 3D캐릭터 애니메이션 제작에 관한 연구)

  • Lee Ji-Won;Kim Tae-Yul;Kyung Byung-Pyo
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.107-114
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    • 2005
  • The next generation of 3D mobile games market is becoming increasingly active, more as a result of improvement in the CPU speed of hardware phone, embarkation of 3D engines and high memory capacity, In response to this trend, popular 3D games of PS2 (PlayStation2) and popular online games are being launched as mobile games. However, mobile units have different hardware characteristics compared to those of other platforms such as the PC or the game console. Therefore, mobile game versions of the popular PC games face many limitations in many aspects such as in battery capacity, size of display, capacity of the game, and other user interface issues. Among these many limitations, study for allowing low capacity storage of the game is becoming important. In addition, realistic animation of the 3D character on the small screen of the mobile unit is more important than any other matter. The purpose of this study is to find a solution to providing realistic 3D character animation, and for decreasing the storage capacity of character animation for application in 3D mobile games.

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