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Profile Guided Selection of ARM and Thumb Instructions at Function Level (함수 수준에서 프로파일 정보를 이용한 ARM과 Thumb 명령어의 선택)

  • Soh Changho;Han Taisook
    • Journal of KIISE:Software and Applications
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    • v.32 no.3
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    • pp.227-235
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    • 2005
  • In the embedded system domain, both memory requirement and energy consumption are great concerns. To save memory and energy, the 32 bit ARM processor supports the 16 bit Thumb instruction set. For a given program, the Thumb code is typically smaller than the ARM code. However, the limitations of the Thumb instruction set can often lead to generation of poorer quality code. To generate codes with smaller size but a little slower execution speed, Krishnaswarmy suggests a profiling guided selection algorithm at module level for generating mixed ARM and Thumb codes for application programs. The resulting codes of the algorithm give significant code size reductions with a little loss in performance. When the instruction set is selected at module level, some functions, which should be compiled in Thumb mode to reduce code size, are compiled to ARM code. It means we have additional code size reduction chance. In this paper, we propose a profile guided selection algorithm at function level for generating mixed ARM and Thumb codes for application programs so that the resulting codes give additional code size reductions without loss in performance compared to the module level algorithm. We can reduce 2.7% code size additionally with no performance penalty

Design and Implementation of the Survival Game API Using Dependency Injection (의존성 주입을 활용한 서바이벌 게임 API 설계 및 구현)

  • InKyu Park;GyooSeok Choi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.183-188
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    • 2023
  • Game object inheritance and multiple components allow for visualization of system architecture, good code reuse, and fast prototyping. On the other hand, objects are more likely to rely on high latency between game objects and components, static casts, and lots of references to things like null pointers. Therefore, It is important to design a game in such a way so that the dependency of objects on multiple classes could be reduced and existing codes could be reused. Therefore, we designed the game to make the classes more modular by applying Dependency Injection and the design patterns proposed by the Gang of Four. Since these dependencies are attributes of the game object and the injection occurs only in the initialization pass, there is little performance degradation or performance penalty in the game loop. Therefore, this paper proposed an efficient design method to effectively reuse APIs in the design and implementation of survival games.

A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.31-38
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    • 2024
  • This study proposes a novel approach to enhancing the social inclusion and participation of individuals with developmental disabilities. Utilizing cutting-edge virtual reality (VR) technology, we designed and developed a metaverse simulator that enables individuals with developmental disabilities to safely and conveniently experience indoor handicapped handball sports. This simulator provides an environment where individuals with disabilities can experience and practice handball matches. For the modeling and animation of handball players, we employed advanced modeling and motion capture technologies to accurately replicate the movements required in handball matches. Additionally, we ported various training programs, including basic drills, penalty throws, and target games, onto XR (Extended Reality) devices. Through this research, we have explored the development of immersive assistive tools that enable individuals with developmental disabilities to more easily participate in activities that may be challenging in real-life scenarios. This is anticipated to broaden the scope of social participation for individuals with developmental disabilities and enhance their overall quality of life.

A Research on Managing Assurance Level for Guaranteeing Quality of Web Services (웹 서비스 품질보장을 위한 보증수준 유지방안 연구)

  • Lee, Young-Kon;Kim, Eun-Ju
    • The KIPS Transactions:PartD
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    • v.14D no.3 s.113
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    • pp.319-328
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    • 2007
  • As the coverage of Web services become wider and the number of implementation cases is growing, the importance of applying the Web services quality model to real world is increased. For maintaining the level of Web services qualify, it should be required to study on assurance method of Web services qualify level. Assurance for Web services, which is newly proposed by OASIS TC, means the totality of activities for managing the quality level of them. For managing Web service quality, Web service associates could usually use SLA(Service Level Agreement) method in which a service consumer contracts for some service level with a service provider and gives for penalty or pays incentives according to the result of evaluation of services. But, there are some difficulties in applying SLA to Web services, because Web services have publicity, multiple users, and 3rd party for management. So, we need a new assurance method for Web service by considering the characteristics of Web services. This paper provides the new concept of committed assurance level for Web services. This concept can be defined as the set of maximum level of quality expected by each user, which provide the consistent view of Web service quality. This paper presents the method for duality associates to preserve some quality level of Web service by using this concept.

Fabrication and Transmission Experiment of the Distributed Feedback Laser Diode(DFB-LD) Module for 2.5Gbps Optical Telecommunication System (2.5Gbps 광통신용 distrbuted feedback laser diode(DFB-LD) 모듈 제작 및 광송신 실험)

  • 박경현;강승구;송민규;이중기;조호성;장동훈;박찬용;김정수;김홍만
    • Korean Journal of Optics and Photonics
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    • v.5 no.3
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    • pp.423-430
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    • 1994
  • We designed and fabricated the single mode fiber pigtailed DFB-LD module for 2.5 Gbps optical communication system. In the design of the DFB-LD module, we made the module divided into two parts of inner sub-module and outer 14-pin butterfly package and cylindrical shaped sub-module contain quasi confocal 2 lens system including optical isolator and electrical connection between these parts via hybrid substrate of bias T circuit. Laser welding was used to assemble the sub-module which requires accurate fixing between optical elements. The fabricated DFB-LD module showed optical coupling efficiency of 20% and - 3 dB small signal response of more than 2.6 GHz. We confirmed mechanical reliability of the module by temperature cycle test where the tested module exhibit optical power fluctuation of less than 10%. Finally we evaluated the performance of the fabricated DFB-LD module as light source of 2.5 Gbps optical communication system, sensitivity of - 30.2 dBm was obtained through 47 km optical fiber transmission under the criterion of $1\times10^{-10}$ BER and transmission penalties were 1.5 dB caused by extinction ratio and 1.0 dB caused by chromatic dispersion of normal single mode fiber. fiber.

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A Link-Label Based Node-to-Link Optimal Path Algorithm Considering Non Additive Path Cost (비가산성 경로비용을 반영한 링크표지기반 Node-to-Link 최적경로탐색)

  • Lee, Mee Young;Nam, Doohee
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.18 no.5
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    • pp.91-99
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    • 2019
  • Existing node-to-node based optimal path searching is built on the assumption that all destination nodes can be arrived at from an origin node. However, the recent appearance of the adaptive path search algorithm has meant that the optimal path solution cannot be derived in node-to-node path search. In order to reflect transportation data at the links in real-time, the necessity of the node-to-link (or link-to-node; NL) problem is being recognized. This research assumes existence of a network with link-label and non-additive path costs as a solution to the node-to-link optimal path problem. At the intersections in which the link-label has a turn penalty, the network retains its shape. Non-additive path cost requires that M-similar paths be enumerated so that the ideal path can be ascertained. In this, the research proposes direction deletion and turn restriction so that regulation of the loop in the link-label entry-link-based network transformation method will ensure that an optimal solution is derived up until the final link. Using this method on a case study shows that the proposed method derives the optimal solution through learning. The research concludes by bringing to light the necessity of verification in large-scale networks.

Problems and Improvement of Game Rating System - Focused on IARC member Countries (게임물 등급 제도의 문제점과 개선방안 모색 - IARC 가입국을 중심으로)

  • Kim, Dae-wook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.321-327
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    • 2019
  • This study aims to investigate the transition of the game rating system in Korea and to search for problems and improvement measures in the era of IARC game grade review. IARC(International Age Rating Coalition) is an International Classification Alliance, with 37 member organizations from 6 countries. In addition, IARC grants participating store-fronts autonomy to review game ratings. The method of deliberating games in Korea is proceeding with direct review by rating system and deliberation by IARC's own classification system. The problem of the rating system of the game is that the civilian becomes the subject, it relies on the questionnaire, and its side effects are caused by its own classification system. IARC guidelines can be developed to improve the game rating system, education on penalties and ratings for game developers, and management of participating front-stores. In conclusion, it may be dangerous to delegate rating authority to open market, and it is necessary to construct a discussion forum for ratings, including government and industry, game developers, users, and parents of under-age gamers. It is necessary to create a rating system for the game environment in Korea.