• Title/Summary/Keyword: 모바일 프로세서

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MTCMOS ASIC Design Methodology for High Performance Low Power Mobile Computing Applications (고성능 저전력 모바일 컴퓨팅 제품을 위한 MTCMOS ASIC 설계 방식)

  • Kim Kyosun;Won Hyo-Sig
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.42 no.2 s.332
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    • pp.31-40
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    • 2005
  • The Multi-Threshold CMOS (MTCMOS) technology provides a solution to the high performance and low power design requirements of mobile computing applications. In this paper, we (i) motivate the post-mask-tooling performance enhancement technique combined with the MTCMOS leakage current suppression technology, and (ii) develop a practical MTCMOS ASIC design methodology which fine-tunes and integrates best-in-class techniques and commercially available tools to fix the new design issues related to the MTCMOS technology. Towards validating the proposed techniques, a Personal Digital Assistant (PDA) processor has been implemented using the methodology, and a 0.18um Process. The fabricated PDA processor operates at 333MHz which has been improved about $23\%$ at no additional cost of redesign and masks, and consumes about 2uW of standby mode leakage power which could have been three orders of magnitude larger if the MTCMOS technology was not applied.

Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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Study on the Performance Evaluation and Analysis of Mobile Cache Memory

  • Lee, Sangmin;Kim, Jongwan;Kim, Ji Young;Oh, Dukshin
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.99-107
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    • 2020
  • In this paper, we analyze the characteristics of mobile cache, which is used to improve the data access speed when executing applications on mobile devices, and verify the importance of mobile cache through a cache data access experiment. The mobile device market has grown at a fast pace over the past decade; however, battery limitations and size, price considerations restrict the usage of fast hardware. Thus, their performance are supplemented by using a memory buffer structure such as the cache memory. The analysis mainly focuses on cache size, hierarchical structure of cache, cache replacement policy, and the effect these features has on mobile performance. For the experimental data, we applied a data set from a microprocessor system study, originally used to test the cache performance. In the experimental results, the average data access speed on a mobile device showed a performance improvement of up to 10 times with the presence of cache memory than without. Accordingly, the cache memory was helpful for the performance improvement of a mobile device when the specifications were identical.

Software Engineering Principles for the Development of Power-Efficient Mobile IoT Devices (파워 효율이 높은 모바일 IoT 단말 개발을 위한 소프트웨어 공학 원칙)

  • Lee, Hyesun;Lee, Kang Bok;Bang, Hyo-Chan
    • KIISE Transactions on Computing Practices
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    • v.21 no.12
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    • pp.762-767
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    • 2015
  • An Internet of Things (IoT) is a system where various "things" are connected to each other via a wired/wireless network, and where information is gathered, processed, and interchanged/shared. One of the important actors in IoT is a mobile IoT device (such as a smartphone or tablet). These devices tend to consume a large amount of power in order to provide various high performance application services; however, as the devices cannot be supplied with power all the time, efficient power management is necessary. Power management of mobile IoT devices involves complex relationships between various entities such as application processors (APs), HW modules inside/outside AP, operating systems, mobile IoT platforms, and applications. In order to develop power-efficient mobile IoT devices, a method is needed to systematically analyze these relationships and manage power based on a clear understanding of them. To address this problem, software engineering principles for the development of power-efficient mobile IoT devices are presented in this paper. The feasibility of the proposed principles have been validated in the domain of smartphone camera power management.

Tiled Image Compression Method to Reduce the Amount of Memory Needed for Image Processing in Mobile Devices (모바일 단말기에서 이미지 처리에 필요한 메모리 사용량을 줄이기 위한 타일화 이미지 압축 기법)

  • Oh, Hwang-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.35-42
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    • 2013
  • A new compressed image format is proposed to use a large size of image in mobile games without the constraints of hardware specifications such as memory amount, processing power, which encodes each block of a large size image in scan line order. Using the experiments, we show the effectiveness of proposed method compared with a general PNG in terms of compression ratios and required memory in decoding processes. Also, the loading delay can be reduced by decoding only the displaying area of a large image in run-time.

Implementation of Mobile Medicine Image Viewer System Based on Embedded (임베디드 기반의 모바일 의료영상 검색시스템 구현)

  • Kim Hyeong-Gyun;Kim Yong-Ho;Lee Sang-Beom;Bae Yong-Guen
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.913-916
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    • 2006
  • 의료시스템은 모든 것이 병원 네트워크를 중심으로 의료 서비스가 제공되어 진다. 하지만 자연재해, 천재지변과 같은 갑작스런 환자 발생으로 인한 응급 이동 사항, 혹은 진료자의 외진 및 환자 방문시에는 일반 데스크탑 PC에서 이루어지는 상태의 의료 서비스가 아닌 휴대하기 간편하고 언제 어디서나 의료서비스를 받을 수 있는 Personal Digital Assistant (PDA)와 같은 휴대용 기기에서의 의료시스템이 필요하다. PDA는 휴대가 용이하며 유선 네트워크 시스템에 구애받지 않는 무선 모바일 장비로서 무선 통신이 가능한 곳이라면 언제 어디서라도 환자에 대한 의료 정보를 조회할 수 있다. 또한 PDA의 통신 기술로서 병원과의 실시간 통신이 가능하여 응급 환자에 대해 빠른 진료를 제공 할 수 있다. 이와 더불어 임베디드기기 프로세서의 발달로 인하여 연산처리 기술도 많은 향상을 가져왔고 이로 인하여 기존의 PDA에서의 문제였던 DICOM영상의 조회 및 처리속도에도 많은 향상을 가져왔다. 이에 본 연구에서는 의료영상 표준인 DICOM표준을 따르며 이동성이라는 장점을 통하여 언제 어디서나 손쉽게 진료자가 환자의 의료정보 및 의료 영상을 조회할 수 있도록 하는 PDA용 모바일 의료영상 조회 시스템을 PXA255 기반의 Embedded Linux 상에서 QT/C++을 사용하여 구현하였다.

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Design of a Variable-Length Instruction for the Effective Usability Instruction in 3D Graphics Processor (3D 그래픽 프로세서에서 효율적인 명령어를 위한 가변길이 명령어 설계)

  • Kim, Woo-Young;Lee, Bo-Haeng;Lee, Kwang-Yeob;Kwak, Jae-Chang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.281-284
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    • 2008
  • Recently, Khronos institude OpenGL ES 2.0 API for support Shader 3.0 model that can possible variable graphic processing. For this reason, the mobile device have need of supporting processor for a shader 3.0 model. We should extend instruction's length to support OpenGL ES 2.0 API, so we need more memory size. In this paper, we propose a new instruction form that adopted variable length and unit instruction architecture. This proposed instruction architecture that support to Shader 3.0 model has consist of 32bit unit instructions up to 4 which can be combined for embellishing each other. Therefore, it can execute flexible instruction combination and reduce waste of instruction fields.

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Design of a Variable-Length Instruction based on a OpenGL ES 2.0 API (OpenGL ES 2.0 API 기반 가변길이 명령어 설계)

  • Lee, Kwang-Yeob
    • Journal of IKEEE
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    • v.12 no.2
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    • pp.118-123
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    • 2008
  • The Khronos group releases OpenGL ES 2.0 API specification bringing streamlined shader programming to graphics processor of embedded system. For this reason, the mobile devices have need of graphics processor for supporting a OpenGL ES 2.0 API. We need to extend instruction`s length to support OpenGLES 2.0 API, so it needs more memory size. In this paper, we propose a new instruction format that offers availability for use the instructions. This proposed instruction adopt a variable length method and unit instruction architecture. This proposed instruction architecture that support to OpenGLES 2.0 API has consist of 32bit unit instructions up to 4 which can be combined for embellishing each other. Therefore, it can execute flexible instruction combination and reduce waste of instruction fields.

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Patient Monitoring System Base on U-Healthcare (U-Healthcare 기반의 환자 모니터링 시스템)

  • Jung, Won-Soo;Oh, Young-Hwan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.7B
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    • pp.575-582
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    • 2008
  • The existing patient monitoring system when the patient want own information. The patient confirm information through the medical institution. But the patient monitoring system based on the U-Healthcare, the patient always confirms own information through the mobile device including rfid reader. The patient need RFID middleware design to provide wanting service when the RFID reader read patient's tag information. The RFID middleware is consisted of RFID module, ARM processor and RS-232 interface. The RFID module is used to be inputted user information and RS-232 interface pass information by RFID middleware. Also, This system is embodied by specific patient monitoring system using embedded exclusive use ARM processor. In this paper introduces concept and action principle of RFID middleware and embodied patient monitoring system that use Qt.

Low-power Data Cache using Selective Way Precharge (데이터 캐시의 선택적 프리차지를 통한 에너지 절감)

  • Choi, Byeong-Chang;Suh, Hyo-Joong
    • The KIPS Transactions:PartA
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    • v.16A no.1
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    • pp.27-34
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    • 2009
  • Recently, power saving with high performance is one of the hot issues in the mobile systems. Various technologies are introduced to achieve low-power processors, which include sub-micron semiconductor fabrication, voltage scaling, speed scaling and etc. In this paper, we introduce a new method that reduces of energy loss at the data cache. Our methods take the benefits in terms of speed and energy loss using selective way precharging of way prediction with concurrent way selecting. By the simulation results, our method achieves 10.2% energy saving compared to the way prediction method, and 56.4% energy saving compared to the common data cache structure.