• Title/Summary/Keyword: 메모리 효율

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An Efficient Array Algorithm for VLSI Implementation of Vector-radix 2-D Fast Discrete Cosine Transform (Vector-radix 2차원 고속 DCT의 VLSI 구현을 위한 효율적인 어레이 알고리듬)

  • 신경욱;전흥우;강용섬
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.12
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    • pp.1970-1982
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    • 1993
  • This paper describes an efficient array algorithm for parallel computation of vector-radix two-dimensional (2-D) fast discrete cosine transform (VR-FCT), and its VLSI implementation. By mapping the 2-D VR-FCT onto a 2-D array of processing elements (PEs), the butterfly structure of the VR-FCT can be efficiently importanted with high concurrency and local communication geometry. The proposed array algorithm features architectural modularity, regularity and locality, so that it is very suitable for VLSI realization. Also, no transposition memory is required, which is invitable in the conventional row-column decomposition approach. It has the time complexity of O(N+Nnzp-log2N) for (N*N) 2-D DCT, where Nnzd is the number of non-zero digits in canonic-signed digit(CSD) code, By adopting the CSD arithmetic in circuit desine, the number of addition is reduced by about 30%, as compared to the 2`s complement arithmetic. The computational accuracy analysis for finite wordlength processing is presented. From simulation result, it is estimated that (8*8) 2-D DCT (with Nnzp=4) can be computed in about 0.88 sec at 50 MHz clock frequency, resulting in the throughput rate of about 72 Mega pixels per second.

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A Low-pass filter design for suppressing the harmonics of 2.4GHz RFID tag (2.4GHz RFID 태그용 고조파 억제를 위한 저역통과필터의 설계)

  • Cho, Young Bin;Kim, Byung-Soo;Kim, Jang-Kwon
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.39 no.3
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    • pp.59-64
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    • 2002
  • In the RFID system using ISM-band, The tag mounted at the object has used the DC power by rectifying the RF signals of the small antenna for operating the micro-controller and memory. The performance of the tag would be reduced because of the second harmonics generated by the nonlinearity of the semiconductor and the spurious signal excited the high order mode of the antenna. This paper has realized the novel type low-pass filter with "the Stub-I type DGS slot structure" to improve the efficiency of the tag by suppressing the harmonics. The optimized frequency character at the pass-band/stop-band has obtained by tuning the stub width and slit width of I type slot. The measured result of the LPF has the cutoff frequency 3.25 GHz, the insertion loss about -0.29~-0.3 dB at pass-band 2.4 GHz~2.5 GHz, the return loss about -27.688~-33.665 dB at pass-band with a good performance, and the suppression character is about -19.367 dB at second harmonics frequency 4.9 GHz. This DGS LPF may be applied the various application as the RFID, WLAN to improve the efficiency of the system by suppressing the harmonics and spurious signals. 

Cloud P2P OLAP: Query Processing Method and Index structure for Peer-to-Peer OLAP on Cloud Computing (Cloud P2P OLAP: 클라우드 컴퓨팅 환경에서의 Peer-to-Peer OLAP 질의처리기법 및 인덱스 구조)

  • Joo, Kil-Hong;Kim, Hun-Dong;Lee, Won-Suk
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.157-172
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    • 2011
  • The latest active studies on distributed OLAP to adopt a distributed environment are mainly focused on DHT P2P OLAP and Grid OLAP. However, these approaches have its weak points, the P2P OLAP has limitations to multidimensional range queries in the cloud computing environment due to the nature of structured P2P. On the other hand, the Grid OLAP has no regard for adjacency and time series. It focused on its own sub set lookup algorithm. To overcome the above limits, this paper proposes an efficient central managed P2P approach for a cloud computing environment. When a multi-level hybrid P2P method is combined with an index load distribution scheme, the performance of a multi-dimensional range query is enhanced. The proposed scheme makes the OLAP query results of a user to be able to reused by other users' volatile cube search. For this purpose, this paper examines the combination of an aggregation cube hierarchy tree, a quad-tree, and an interval-tree as an efficient index structure. As a result, the proposed cloud P2P OLAP scheme can manage the adjacency and time series factor of an OLAP query. The performance of the proposed scheme is analyzed by a series of experiments to identify its various characteristics.

Variable Quad Rate ADPCM for Efficient Speech Transmission and Real Time Implementation on DSP (효율적인 음성신호의 전송을 위한 4배속 가변 변환율 ADPCM기법 및 DSP를 이용한 실시간 구현)

  • 한경호
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.1
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    • pp.129-136
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    • 2004
  • In this paper, we proposed quad variable rates ADPCM coding method for efficient speech transmission and real time porcessing is implemented on TMS320C6711-DSP. The modified ADPCM with four variable coding rates, 16[kbps], 24[kbps], 32[kbps] and 40[kbps] are used for speech window samples for good quality speech transmission at a small data bits and real time encoding and decoding is implemented using DSP. ZCR is used to identify the influence of the noise on the speech signal and to decide the rate change threshold. For noise superior signals, low coding rates are applied to minimize data bit and for noise inferior signals, high coding rates are applied to enhance the speech quality. In most speech telecommunications, silent period takes more than half of the signals, speech quality close to 40[kbps] can be obtained at comparabley low data bits and this is shown by simulation and experiments. TMS320C6711-DSK board has 128K flash memory and performance of 1333MIPS and has meets the requirements for real time implementation of proposed coding algorithm.

KISS Korea Computer Congress 2007 (이동 객체의 패턴 탐사를 위한 시공간 데이터 일반화 기법)

  • Ko, Hyun;Kim, Kwang-Jong;Lee, Yon-Sik
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.153-158
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    • 2007
  • 사용자들의 특성에 맞게 개인화되고 세분화된 위치 기반 서비스를 제공하기 위해서는 방대한 이동 객체의 위치 이력 데이터 집합으로부터 유용한 패턴을 추출하여 의미 있는 지식을 탐사하기 위한 시공간 패턴 탐사가 필요하다. 현재까지 다양한 패턴 탐사 기법들이 제안되었으나 이동 패턴들 중 단순히 시공간 제약이 없는 빈발 패턴만을 추출하기 때문에 한정된 시간 범위와 제한적인 영역 범위 내에서의 빈발 패턴을 탐사하는 문제에는 적용하기 어렵다. 또한 패턴 탐사 수행 시 데이터베이스를 반복 스캔하여 탐사 수행시간이 많이 소요되는 문제를 포함하거나 메모리상에 탐사 대상인 후보 패턴 트리를 생성하는 방법을 통해 탐사 시간을 줄일 수는 있으나 이동 객체 수나 최소지지도 등에 따라 트리를 구성하고 유지하는데 드는 비용이 커질 수 있다. 따라서 이러한 문제를 해결하기 위한 효율적인 패턴 탐사 기법의 개발이 요구됨으로써 선행 작업으로 본 논문에서는 상세 수준의 객체 이력 데이터들의 시간 및 공간 속성을 의미 있는 시간영역과 공간영역 정보로 변환하는 시공간 데이터 일반화 방법을 제안한다. 제안된 방법은 공간 개념 계층에 대한 영역 정보들을 영역 Grid 해쉬 테이블(AGHT:Area Grid Hash Table)로 생성하여 공간 인덱스트리인 R*-Tree의 검색 방법을 이용해 이동 객체의 위치 속성을 2차원 공간영역으로 일반화하고, 시간 개념 계층을 생성하여 이동 객체의 시간적인 속성을 시간 영역으로 일반화함으로써 일반화된 데이터 집합을 형성하여 효율적인 이동 객체의 시간 패턴 마이닝을 유도할 수 있다.의 성능을 기대할 수 있을 것이다.onium sulfate첨가배지(添加培地)에서 가장 저조(低調)하였다. vitamin중(中)에서는 niacin과 thiamine첨가배지(添加培地)에서 근소(僅少)한 증가(增加)를 나타내었다.소시켜 항이뇨 및 Na 배설 감소를 초래하는 작용과, 둘째는 신경 경로를 통하지 않고, 아마도 humoral factor를 통하여 신세뇨관에서 Na 재흡수를 억제하는 작용이 복합적으로 나타내는 것을 알 수 있었다.으로 초래되는 복합적인 기전으로 추정되었다., 소형과와 기형과는 S-3에서 많이 나왔다. 이상 연구결과에서 입도분포가 1.2-5mm인 것이 바람직한 것으로 나타났다.omopolysaccharides로 확인되었다. EPS 생성량이 가장 좋은 Leu. kimchii GJ2의 평균 분자량은 360,606 Da이었으며, 나머지 두 균주에 대해서는 생성 EPS 형태와 점도의 차이로 미루어 보아 생성 EPS의 분자구조와 분자량이 서로 다른 것으로 판단하였다.TEX>개로 통계학적으로 유의한 차이가 없었다. Heat shock protein-70 (HSP70)과 neuronal nitric oxide synthase (nNOS)에 대한 면역조직화학검사에서 실험군 Cs2군의 신경세포가 대조군 12군에 비해 HSP70과 nNOS의 과발현을 보였으며, 이는 통계학적으로 유의한 차이를 보였다(p<0.05). nNOS와 HSP70의 발현은 강한 연관성을 보였고(상관계수 0.91, p=0.000), nNOS를 발현하는 세포가 동시에 HSP70도 발현함을 확인할 수 있었다. 결론: 우리는

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An Efficient Inter-Prediction Hardware Architecture Design for the H.264/AVC Baseline Profile Decoder (H.264/AVC 베이스라인 프로파일 디코더의 효율적인 인터예측 하드웨어 구조 설계)

  • Jin, Xianzhe;Ryoo, Kwang-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.12
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    • pp.3653-3659
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    • 2009
  • Inter-prediction is always the main bottleneck in H.264/AVC baseline profile. This paper describes an efficient inter-prediction hardware architecture design. H.264/AVC decoder supports various block types but reference software considers only the $4{\times}4$ block when the reference block is being fetched. This causes duplicated pixels which needs extra fetch cycles. In order to eliminate some of the duplicated pixels, the $8{\times}8$ and $4{\times}4$ blocks were considered in the previous design. If the block size is larger than or equal to the $8{\times}8$ block, it will be decomposed into several $8{\times}8$ blocks and if the block size is smaller than the $8{\times}8$ block it will be decomposed into several $4{\times}4$ blocks. Comparing with the reference software, the maximum and minimum cycle reduction of the previous design are 41.5% and 28.2% respectively. For further reduction of the fetch cycles, the various block types are considered in this paper. As a result, the maximum cycle reduction is 18.6% comparing with the previous design.

SPQUSAR : A Large-Scale Qualitative Spatial Reasoner Using Apache Spark (SPQUSAR : Apache Spark를 이용한 대용량의 정성적 공간 추론기)

  • Kim, Jongwhan;Kim, Jonghoon;Kim, Incheol
    • KIISE Transactions on Computing Practices
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    • v.21 no.12
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    • pp.774-779
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    • 2015
  • In this paper, we present the design and implementation of a large-scale qualitative spatial reasoner using Apache Spark, an in-memory high speed cluster computing environment, which is effective for sequencing and iterating component reasoning jobs. The proposed reasoner can not only check the integrity of a large-scale spatial knowledge base representing topological and directional relationships between spatial objects, but also expand the given knowledge base by deriving new facts in highly efficient ways. In general, qualitative reasoning on topological and directional relationships between spatial objects includes a number of composition operations on every possible pair of disjunctive relations. The proposed reasoner enhances computational efficiency by determining the minimal set of disjunctive relations for spatial reasoning and then reducing the size of the composition table to include only that set. Additionally, in order to improve performance, the proposed reasoner is designed to minimize disk I/Os during distributed reasoning jobs, which are performed on a Hadoop cluster system. In experiments with both artificial and real spatial knowledge bases, the proposed Spark-based spatial reasoner showed higher performance than the existing MapReduce-based one.

The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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An Efficient TCP Buffer Tuning Algorithm based on Packet Loss Ratio(TBT-PLR) (패킷 손실률에 기반한 효율적인 TCP Buffer Tuning 알고리즘)

  • Yoo Gi-Chul;Kim Dong-kyun
    • The KIPS Transactions:PartC
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    • v.12C no.1 s.97
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    • pp.121-128
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    • 2005
  • Tho existing TCP(Transmission Control Protocol) is known to be unsuitable for a network with the characteristics of high RDP(Bandwidth-Delay Product) because of the fixed small or large buffer size at the TCP sender and receiver. Thus, some trial cases of adjusting the buffer sizes automatically with respect to network condition have been proposed to improve the end-to-end TCP throughput. ATBT(Automatic TCP fluffer Tuning) attempts to assure the buffer size of TCP sender according to its current congestion window size but the ATBT assumes that the buffer size of TCP receiver is maximum value that operating system defines. In DRS(Dynamic Right Sizing), by estimating the TCP arrival data of two times the amount TCP data received previously, the TCP receiver simply reserves the buffer size for the next arrival, accordingly. However, we do not need to reserve exactly two times of buffer size because of the possibility of TCP segment loss. We propose an efficient TCP buffer tuning technique(called TBT-PLR: TCP buffer tuning algorithm based on packet loss ratio) since we adopt the ATBT mechanism and the TBT-PLR mechanism for the TCP sender and the TCP receiver, respectively. For the purpose of testing the actual TCP performance, we implemented our TBT-PLR by modifying the linux kernel version 2.4.18 and evaluated the TCP performance by comparing TBT-PLR with the TCP schemes of the fixed buffer size. As a result, more balanced usage among TCP connections was obtained.

OpenGL ES 1.1 Implementation Using OpenGL (OpenGL을 이용한 OpenGL ES 1.1 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
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    • v.16A no.3
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    • pp.159-168
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    • 2009
  • In this paper, we present an efficient way of implementing OpenGL ES 1.1 standard for the environments with hardware-supported OpenGL API, such as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it becomes a new three-dimensional graphics library customized for embedded systems through introducing fixed-point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functionalities and others. Currently, it is the official three dimensional graphics library for Google Android, Apple iPhone, PlayStation3, etc. In this paper, we achieved improvements on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a simple memory management scheme to mange the converted data for the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different and thus we used completely new software-implementations. Our final implementation result of OpenGL ES library provides all of over than 200 functions in OpenGL ES 1.1 standard and completely passed its conformance test, to show its compliance with the standard. From the efficiency viewpoint, we measured its execution times for several OpenGL ES-specific application programs and achieved at most 33.147 times improvements, to become the fastest one among the OpenGL ES implementations in the same category.