• Title/Summary/Keyword: 충돌 시간

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Efficient Message Scheduling Protocol for Variable-sized Messages in a WDM-based Local Network with Nonzero Tuning Time (WDM 기반의 근거리 망에서 변조시간을 고려한 효율적인 가변 길이 메시지 예약 프로토콜)

    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.8A
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    • pp.1238-1246
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    • 2000
  • In a multi-channel network based on wavelength division multiplexing (WDM), an efficient protocol is needed for transmitter and receiver to be tuned to same wavelength during message transmission time. This paper proposes a message scheduling protocol that can efficiently support variable-sized messages, where tunable transceiver has nonzero tuning time. In this protocol, once a node reserves one data channel, it can persistently use the reserved channel till message transmission is finished. Therefore, overhead due to tuning time of the tunable transceiver can be reduced. Moreover, the protocol does not require any global information. Therefore, it can operate independently of the change of the number of nodes, and any new node can join the network at anytime without requiring network initialization. With this protocol, one can avoid data channel and destination conflicts. The protocol is analyzed with a finite population model and the throughput-delay characteristics are investigated as performance measures.

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A 4-parallel Scheduling Architecture for High-performance H.264/AVC Deblocking Filter (고성능 H.264/AVC 디블로킹 필터를 위한 4-병렬 스케줄링 아키텍처)

  • Ko, Byung-Soo;Kong, Jin-Hyeung
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.49 no.8
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    • pp.63-72
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    • 2012
  • In this paper, we proposed a parallel architecture of line & block edge filter for high-performance H.264/AVC deblocking filter for Quad Full High Definition(Quad FHD) video real time processing. To improve throughput, we designed 4-parallel block edge filter with 16 line edge filter. To reduce internal buffer size and processing cycle, we scheduled 4-parallel zig-zag scan order as deblocking filtering order. To avoid data conflicts we placed 1 delay cycle between block edge filtering. We implemented interleaving buffer, as internal buffer of block edge filter, to sharing buffer for reducing buffer size. The proposed architecture was simulated in 0.18um standard cell library. The maximum operation frequency is 108MHz. The gate count is 140.16Kgates. The proposed H.264/AVC deblocking filter can support Quad FHD at 113.17 frames per second by running at 90MHz.

A Study on the Network Throughput of Bluetooth Packet Communication System for Short Distance Wireless Connectivity (근거리 무선 연결을 위한 블루투스 패킷 통신 시스템의 네트워크 처리율에 관한 연구)

  • Ye, Hwi-Jin;Kim, Moon;Kim, Seong-Chul;Roh, Jae-Sung
    • Journal of Advanced Navigation Technology
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    • v.11 no.3
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    • pp.281-287
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    • 2007
  • The Bluetooth technology represents an attractive approach to enable short distance wireless connectivity. The Bluetooth standard operates at the 2.4 GHz ISM band and offers the advantage of establishing ad hoc networks, called piconet and scatternet. The spread of Bluetooth implementation in consumer products opens up a new short range wireless networking applications. Bluetooth MAC avoids packet collision within a piconet by simple time multiplexing. But lack of synchronization among independent neighboring piconets introduces packet overlapping within a time slot. In this paper, the wireless network throughput of Bluetooth packet transmission system applying the pure-ALOHA and slotted-ALOHA MAC is investigated according to the impact of channel environment. From the obtained results, the throughput of the Bluetooth MAC protocol shown to offer good performance in wireless channel, and the results are useful for the implementation of Bluetooth networks.

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Tradeoff Analysis of Consensus Algorithm in Distributed Wireless Networks (분산 무선 네트워크에서 컨센서스 알고리즘의 트레이드오프 분석)

  • Choi, Hyun-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.5
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    • pp.1080-1086
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    • 2014
  • In this paper, we analyze the tradeoff performance of a consensus algorithm when it is applied to the CSMA/CA-based distributed wireless network. The consensus algorithm has a faster convergence speed as the number of cooperating neighbors increases, but the transmission delay on the wireless network increases due to access collisions as the number of cooperating neighbors increases. Therefore, there exists a tradeoff relationship between these two performances and so there exists an optimal number of cooperating neighbors that minimizes the consensus time. The result for the optimal number of neighbors according to the number of nodes that participate in the consensus shows that it is optimal for all nodes to cooperate together in the small-scale network but it is optimal to limit the number of neighbors to a fixed value in the large-scale network with nodes greater than a certain value.

2D Fluid Modeling of Ar Plasma in a 450 mm CCP Reactor

  • Yang, Won-Gyun;Kim, Dae-Ung;Yu, Sin-Jae;Ju, Jeong-Hun
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.08a
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    • pp.267-267
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    • 2012
  • 최근 국내 반도체 장비 업체들에 의해서 차세대 반도체용 450 mm 웨이퍼 공정용 장비 개발이 진행 중에 있다. 반도체 산업은 계속해서 반도체 칩의 크기를 작게 하고, 웨이퍼 크기를 늘리면서 웨이퍼 당 칩수를 증가시켜 생산성을 향상해오고 있다. 현재 300 mm 웨이퍼에서 450 mm 웨이퍼를 도입하게 되면, 생산성 뿐만 아니라 30%의 비용절감과 50%의 cycle-time 단축이 기대되고 있다. 장비에 대한 이해와 공정에 대한 해석 능력을 위해 비용과 시간이 많이 들기 때문에 최근 컴퓨터를 활용한 수치 모델링이 진행되고 있다. 또한, 수치 모델링은 실험 결과와의 비교가 필수적이다. 본 연구에서는 450 mm 웨이퍼 공정용 장비의 전자밀도를 cut off probe를 통해 100 mTorr에 서 Ar 플라즈마를 파워에 따라 측정했다. 13.56 MHz 200 W, 500 W, 1,000 W로 입력 파워가 증가하면서 웨이퍼 중심에서 $6.0{\times}10^9#/cm^3$, $1.35{\times}10^{10}#/cm^3$, $2.4{\times}10^{10}#/cm^3$로 증가했다. 450 mm 웨이퍼 영역에서 전자 밀도의 불균일도는 각각 10.31%, 3.24%, 4.81% 였다. 또한, 이 450 mm 웨이퍼용 CCP 장비를 축대칭 2차원으로 형상화하고, 전극에 13.56 MHz를 직렬로 연결된 blocking capacitor ($1{\times}10^{-6}$ F/$m^2$)를 통해 인가할 수 있도록 상용 유체 모델 소프트웨어(CFD-ACE+, EXI corp)를 이용하여 계산하였다. 주요 전자-중성 충돌 반응으로 momentum transfer, ionization, excitation, two-step ionization을 고려했고, $Ar^+$$Ar^*$의 표면 재결합 반응은 sticking coefficient를 1로 가정했다. CFD-ACE+의 CCP 모델을 통해 Poisson 방정식을 풀어서 sheath와 wave effect를 고려하였다. Stochastic heating을 고려하지 않았을 때, 플라즈마 흡수 파워가 80 W, 160 W, 240 W에서 실험 투입 전력 200 W, 500 W, 1,000 W일 때와 유사한 반경 방향의 플라즈마 밀도 분포를 보였다. 200 W, 500 W, 1,000 W일 때의 전자밀도 분포는 수치 모델링과 전 범위에서 각각 10%, 3%, 2%의 오차를 보였다. 450 mm의 전극에 13.56 MHz의 전력을 인가할 때, 파워가 증가할수록 전자밀도의 최대값의 위치가 웨이퍼 edge에서 중심으로 이동하고 있음을 실험과 모델링을 통해 확인할 수 있었다.

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Cache Architecture Design for the Performance Improvement of OpenRISC Core (OpenRISC 코어의 성능향상을 위한 캐쉬 구조 설계)

  • Jung, Hong-Kyun;Ryoo, Kwang-Ki
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.1
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    • pp.68-75
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    • 2009
  • As the recent performance of microprocessor is improving quickly, the necessity of cache is growing because of the increase of the access time of main memory. Every block of direct-mapped cache maps to one cache line. Although the mapping rule is simple, if different blocks map to one cache line, the miss ratio will be higher than the set-associative cache due to conflicts. In this paper, for the improvement of the direct-mapped cache of OpenRISC, 4-way set-associative cache is proposed. Four blocks of the main memory of the proposed cache map to one cache line so that the miss ratio is less than the direct-mapped cache. Pseudo-LRU Policy, which is one of the Line Replacement Policies, is used for decreasing the number of bits that store LRU value. The OpenRISC core including the 4-way set-associative cache was verified with FPGA emulation. As the result of performance measurement using test program, the performance of the OpenRISC core including the 4-way set-associative cache is higher than the previous one by 50% and the decrease of miss ratio is more than 15%.

Object Replication and Consistency Control Techniques of P2P Structures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 P2P 구조의 객체 복제와 일관성 제어 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.91-99
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    • 2014
  • The main game architectures for multiplayer online games are the traditional client-server architectures, multi-server architectures and P2P(peer-to-peer) architectures. P2P architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability as well as fast response time by creating direct connections between players. However, P2P architectures face many challenges. Distributing a game among peers makes maintaining control over the game more complex. These architectures also tend to be vulnerable to churn and cheating. Providing consistency control in P2P systems is also more difficult since conflicting updates might be executed at different sites resulting in inconsistency. In order to avoid or correct inconsistencies, most multiplayer games use a primary-copy replication approach where any update to the object has to be first performed on the primary copy. This paper presents the primary-copy model with the update dissemination mechanism that provides consistency control over an object in P2P architectures for multiplayer online games. The performance for this model is evaluated through simulation experiments and analysis.

Outdoor Swarm Flight System Based on RTK-GPS (RTK-GPS 기반 실외 군집 비행 시스템 개발)

  • Moon, SungTae;Choi, YeonJu;Kim, DoYoon;Seung, Myeonghun;Gong, HyeonCheol
    • Journal of KIISE
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    • v.43 no.12
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    • pp.1315-1324
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    • 2016
  • Recently, the increasing interest in drones has resulted in development of new related technologies. Attention has been focused toward research on swarm flight which controls drones simultaneously without collision. Thus, complicated missions can be completed rapidly through collaboration between drones. Due to low position accuracy, GPS is not appropriate for the outdoor mission involving accurate flight. In addition, the inaccurate position estimation of GPS gives rise to the serious problem of collision, since many drones are controlled in a narrow space. In this study, we increased the accuracy of position estimation through various sensors with Real-Time Kinematic-GPS (RTK-GPS). The mode switching algorithm was proposed to minimize the problem of sensor error. In addition, we introduced the outdoor swarm flight system based on the proposed position estimation.

Measurement of Physical Properties of Pepper for Particle Behavior analysis of sorting system for Pepper Harvester (고추수확기용 선별장치의 입자 거동 해석을 위한 고추 물성측정)

  • Byun, Jun Hee;Kim, Su Bin;Kim, Myoung Ho;Kim, Dae Cheol
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 2017.04a
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    • pp.9-9
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    • 2017
  • 입자거동해석소프트웨어(EDEM)은 DEM(Discrete Element Method)기법을 이용한 입자 거동 전용 해석툴로 입자 유입량, 위치 등을 조절하여 입자거동과 관련된 제품 개발, 프로세스 최적화를 위한 비용 및 시간 절감에 활용도가 뛰어난 소프트웨어이다. EDEM을 활용하기 위해선 적용대상에 대한 물성치를 적용하여야 한다. 따라서 본 연구에서는 EDEM를 이용하여 현재 연구개발 중인 카드클리너 방식의 고추 선별기의 성능을 분석을 수행하기 위해 고추 물성측정 실험을 수행 하였다. EDEM을 이용한 입자거동해석에 필요한 개인 물성치에는 포아송비, 전단탄성계수, 밀도가 있다. 또한 입자-입자, 입자-Geometry 간의 상호관계를 위한 물성치인 반발계수, 정지마찰계수, 구름마찰계수가 필요하다. 공시 시료인 고추는 광주광역시 남구 승촌동 소재의 개인농가 Plastic 온실로 재배된 '천상'품종을 사용하였다. 푸아송 비와, 전단 탄성계수를 측정하기 위한 인장시험기기로는 만능인장시험기(TA-XT2, Stable Micro, 영국)를 이용하였으며, 인장에 의한 고추의 변형량 축정은 초고속카메라(NX4-SI, IDT, 미국)을 이용하였다. 밀도는 비중병법에 기초하여 질량과 부피를 측정하여 밀도를 계산하였다. 반발계수는 고추의 충돌 실험을 통해 변화한 높이를 이용하여 계산하였고, 충동 실험을 통해 변화한 높이는 초고속카메라를 이용하여 측정하였다. 정지마찰계수와 구름마찰계수는 고추의 미끄러짐이 시작하는 각도와 등속도 운동으로 구르는 각도를 초고속카메라를 이용하여 측정 후 계산하였다. 모든 실험은 3번 반복을 통해 평균값을 시험 결과 값으로 이용하였다. 고추의 대한 물성치 실험결과 고추의 푸아송 비는 0.294(std : 0.2), 전단탄성계수 4.624E+06 Pa, 밀도 $600kg/m^3$로 나타났다. 또한 입자-입자 간의 물성치인 반발계수는 0.383, 정지마찰계수는 0.455, 구름마찰 계수는 0.043로 나타났다. 추후 본 연구에서 측정한 고추의 물성치를 적용한 EDEM 입자거동해석 시뮬레이션을 통해 카드클리너 방식의 고추 선별기의 성능에 대한 분석을 하고자 한다.

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Asynchronous and Adaptive Massage Passing Scheme for Wireless Sensor Networks (무선 센서 네트워크를 위한 비동기 적응형 메시지 전달 기법)

  • Jeong, Jong-Kyun;Ra, In-Ho
    • Journal of the Korean Institute of Intelligent Systems
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    • v.23 no.3
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    • pp.196-201
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    • 2013
  • In this paper, we propose an asynchronous and adaptive message passing scheme based on S-MAC for handling with the problem on energy efficiency in wireless sensor networks. The proposed scheme consists of a policy that differentiate transmission errors caused by packet collision or radio interference from congestion errors caused by buffer overflow and a method that adaptively controls the size of a fragment according to the variance of traffic loads. Especially, it presents a method that highly reduce the energy consumption by keeping the size of fragment not being excessively smaller than the one that may result in rapid increment of the total transfer time. Finally, with the simulation results we show that network throughput and delay are improved by using the proposed message passing scheme.