• Title/Summary/Keyword: 메모리 한계

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A Hardware Architecture of Hough Transform Using an Improved Voting Scheme (개선된 보팅 정책을 적용한 허프 변환 하드웨어 구조)

  • Lee, Jeong-Rok;Bae, Kyeong-Ryeol;Moon, Byungin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38A no.9
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    • pp.773-781
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    • 2013
  • The Hough transform for line detection is widely used in many machine vision applications due to its robustness against data loss and distortion. However, it is not appropriate for real-time embedded vision systems, because it has inefficient computation structure and demands a large number of memory accesses. Thus, this paper proposes an improved voting scheme of the Hough transform, and then applies this scheme to a Hough transform hardware architecture so that it can provide real-time performance with less hardware resource. The proposed voting scheme reduces computation overhead of the voting procedure using correlation between adjacent pixels, and improves computational efficiency by increasing reusability of vote values. The proposed hardware architecture, which adopts this improved scheme, maximizes its throughput by computing and storing vote values for many adjacent pixels in parallel. This parallelization for throughput improvement is accomplished with little hardware overhead compared with sequential computation.

State Space Averaging Based Analysis of the Lithium Battery Charge/Discharge System (상태공간평균에 의한 리튬전지 충방전 시스템의 해석)

  • Won, Hwa-Young;Chae, Soo-Yong;Hong, Soon-Chan
    • The Transactions of the Korean Institute of Power Electronics
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    • v.14 no.5
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    • pp.387-396
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    • 2009
  • The life and performance of lithium battery are greatly influenced by the formation process which is essential in the process of manufacture. Charge/discharge system for the lithium battery are required for the formation process. To simulate such a system in a conventional method takes very long time and requires huge memory space to save data files. So the simulation may be impossible with a general-purpose PC. In this paper, the lithium battery is modelled to a resistor-capacitor serial circuit and the lithium battery charge/discharge system is analyzed and simulated by using state space averaging method. As a result, the simulation time is reduced dramatically and the simulation of the lithium battery charge/discharge system becomes possible on a general-purpose PC within 3 hours. Also, both the charge/discharge characteristics and the time required to charge/discharge of the lithium battery charge/discharge system can be observed. To verify the propriety of resistor-capacitor serial circuit modeling method for lithium battery and the validity of the analysis and simulation based on state space averaging, the lithium battery charge/discharge system is composed and experimentations are carried out.

Optimization of image data for Mobile Game Gontents (모바일게임 콘텐츠 개발을 위한 이미지 데이터 최적화)

  • Lee, Hwan-joong;Kim, young-bong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.38-42
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    • 2008
  • In the 2000s, the PC package game market has withered, but the internet based on-line game, the wireless internet based mobile game and high-powered console game market have been main stream. Among those markets, mobile game market has rapidly increased because it has 'mobility' that overcomes the limitation of time and area. But, unlike other platforms, mobile game user have to pay the higher price for download mobile game contents through the wireless internet and mobile game developer have to overcome the limitation of storage memory capacity.of mobile phone. Chiefly, the image data consume the storage capacity of mobile game contents, this paper present a technology to optimize image data for mobile game contents through analyzing type of compression method and image formats.

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An Inter-Working Method for Mobile Upbringing Game Using WAP Push Technology between WEB and WAP servers (WAP Push 기술을 애용한 모바일 육성 게임을 위한 WEB과 WAP 서버간의 연동 방법)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.137-142
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    • 2005
  • Since wireless communication cost is relatively expensive, the mobile games using cellular phones or PDAs are mostly played after being downloaded unlike more updated types of phone-to-phone or online games. In particular, the upbringing games, in which garners foster virtual companion animals or vegetables as their avata, have been spotlighted. It is essential to supply variety of items for upbringing avatas. However, due to diverse tastes for avatas and limited storage of mobile terminals, game manias must download their desired items from homepages. In addition, game developers must inform users through SMS messages whenever a new item is created. To do so, they must link WEB server and WAP server to Call Back URL or ARS. This paper proposed a linkage method suitable for JAVA-based mobile phone operating system. The proposed method will consequently increase life cycle of a game and reinforce profitability.

Design and Implementation of Multimedia Education System on Mobile Device (모바일 단말에서의 SMIL을 이용한 멀티미디어 교육 시스템 설계 및 구현)

  • Lim Young-Jin;Seo Jung-Hee;Park Hung-Bog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.581-584
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    • 2006
  • Cellular phones have been popularized and some of them even have access to the Internet. But the utilization of mobile phones has not been for education but only focused on particular services due to the text-based low capacity. This thesis proposes a multimedia education system using cell phones with SMIL. We can decrease the size of the parser and refute the resources of CPU by designing SMIL tag only, which is needed for multimedia education. In addition, the macro method for producing information for lectures will make possible decreased transmission quantity of multimedia contents and increased transmission efficiency. This will lead to overcoming the matter of insufficient CPU and memory, which is common to most mobile phone terminals.

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A Design of Analyzing effects of Distance between a mobile device and Cloudlet (모바일 장치와 구름을 사이에 거리의 효과 분석설계)

  • Eric, Niyonsaba;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.11
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    • pp.2671-2676
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    • 2015
  • Nowadays, Mobile devices are now capable of supporting a wide range of applications. Unfortunately, some of applications demand an ever increasing computational power and mobile devices have limited resources due to their constraints, such as low processing power, limited memory, unpredictable connectivity, and limited battery life. To deal with mobile devices' constraints, researchers envision extending cloud computing services to mobile devices using virtualization techniques to shift the workload from mobile devices to a powerful computational infrastructure. Those techniques consist of migrating resource-intensive computations from a mobile device to the resource-rich cloud, or server (called nearby infrastructure). In this paper, we want to highlight on cloudlet architecture (nearby infrastructure with mobile devices), its functioning and in our future work, analyze effects of distance between cloudlet and mobile devices.

Implementation of a Cluster VOD Server and an Embedded Client based on Linux (리눅스 기반의 클러스터 VOD서버와 내장형에 클라이언트의 구현)

  • Seo Dongmahn;Bang Cheolseok;Lee Joahyoung;Kim Byounggil;Jung Inbum
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.6
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    • pp.435-447
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    • 2004
  • For VOD systems, it is important to provide QoS to more users under the limited resources. To analyze QoS issues in real environment, we implement clustered VOD server and embedded client system based on the Linux open source platform. The parallel processing of MPEG data, load balancing for nodes and VCR like functions are implemented in the server side. To provide more user friendly interface, the general TV is used for a VOD client's terminal and the embedded board is used supporting for VCR functions. In this paper, we measure the performance of the implemented VOD system under the various user requirement features and evaluate the sources of performance limitations. From these analyses, we propose the dynamic admission control method based on the availability memory and network bandwidth. The proposed method enhances the utilization of the system resource for the more QoS media streams.

A Design on Informal Big Data Topic Extraction System Based on Spark Framework (Spark 프레임워크 기반 비정형 빅데이터 토픽 추출 시스템 설계)

  • Park, Kiejin
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.11
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    • pp.521-526
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    • 2016
  • As on-line informal text data have massive in its volume and have unstructured characteristics in nature, there are limitations in applying traditional relational data model technologies for data storage and data analysis jobs. Moreover, using dynamically generating massive social data, social user's real-time reaction analysis tasks is hard to accomplish. In the paper, to capture easily the semantics of massive and informal on-line documents with unsupervised learning mechanism, we design and implement automatic topic extraction systems according to the mass of the words that consists a document. The input data set to the proposed system are generated first, using N-gram algorithm to build multiple words to capture the meaning of the sentences precisely, and Hadoop and Spark (In-memory distributed computing framework) are adopted to run topic model. In the experiment phases, TB level input data are processed for data preprocessing and proposed topic extraction steps are applied. We conclude that the proposed system shows good performance in extracting meaningful topics in time as the intermediate results come from main memories directly instead of an HDD reading.

Parallel k-Modes Algorithm for Spark Framework (스파크 프레임워크를 위한 병렬적 k-Modes 알고리즘)

  • Chung, Jaehwa
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.10
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    • pp.487-492
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    • 2017
  • Clustering is a technique which is used to measure similarities between data in big data analysis and data mining field. Among various clustering methods, k-Modes algorithm is representatively used for categorical data. To increase the performance of iterative-centric tasks such as k-Modes, a distributed and concurrent framework Spark has been received great attention recently because it overcomes the limitation of Hadoop. Spark provides an environment that can process large amount of data in main memory using the concept of abstract objects called RDD. Spark provides Mllib, a dedicated library for machine learning, but Mllib only includes k-means that can process only continuous data, so there is a limitation that categorical data processing is impossible. In this paper, we design RDD for k-Modes algorithm for categorical data clustering in spark environment and implement an algorithm that can operate effectively. Experiments show that the proposed algorithm increases linearly in the spark environment.

A Cell-based Clustering Method for Large High-dimensional Data in Data Mining (데이타마이닝에서 고차원 대용량 데이타를 위한 셀-기반 클러스터 링 방법)

  • Jin, Du-Seok;Chang, Jae-Woo
    • Journal of KIISE:Databases
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    • v.28 no.4
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    • pp.558-567
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    • 2001
  • Recently, data mining applications require a large amount of high-dimensional data Most algorithms for data mining applications however, do not work efficiently of high-dimensional large data because of the so-called curse of dimensionality[1] and the limitation of available memory. To overcome these problems, this paper proposes a new cell-based clustering which is more efficient than the existing algorithms for high-dimensional large data, Our clustering method provides a cell construction algorithm for dealing with high-dimensional large data and a index structure based of filtering .We do performance comparison of our cell-based clustering method with the CLIQUE method in terms of clustering time, precision, and retrieval time. Finally, the results from our experiment show that our cell-based clustering method outperform the CLIQUE method.

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