• Title/Summary/Keyword: 한국컴퓨터

Search Result 36,246, Processing Time 0.066 seconds

Efficient Collaboration Method Between CPU and GPU for Generating All Possible Cases in Combination (조합에서 모든 경우의 수를 만들기 위한 CPU와 GPU의 효율적 협업 방법)

  • Son, Ki-Bong;Son, Min-Young;Kim, Young-Hak
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.7 no.9
    • /
    • pp.219-226
    • /
    • 2018
  • One of the systematic ways to generate the number of all cases is a combination to construct a combination tree, and its time complexity is O($2^n$). A combination tree is used for various purposes such as the graph homogeneity problem, the initial model for calculating frequent item sets, and so on. However, algorithms that must search the number of all cases of a combination are difficult to use realistically due to high time complexity. Nevertheless, as the amount of data becomes large and various studies are being carried out to utilize the data, the number of cases of searching all cases is increasing. Recently, as the GPU environment becomes popular and can be easily accessed, various attempts have been made to reduce time by parallelizing algorithms having high time complexity in a serial environment. Because the method of generating the number of all cases in combination is sequential and the size of sub-task is biased, it is not suitable for parallel implementation. The efficiency of parallel algorithms can be maximized when all threads have tasks with similar size. In this paper, we propose a method to efficiently collaborate between CPU and GPU to parallelize the problem of finding the number of all cases. In order to evaluate the performance of the proposed algorithm, we analyze the time complexity in the theoretical aspect, and compare the experimental time of the proposed algorithm with other algorithms in CPU and GPU environment. Experimental results show that the proposed CPU and GPU collaboration algorithm maintains a balance between the execution time of the CPU and GPU compared to the previous algorithms, and the execution time is improved remarkable as the number of elements increases.

Performance Analysis and Improvement of WANProxy (WANProxy의 성능 분석 및 개선)

  • Kim, Haneul;Ji, Seungkyu;Chung, Kyusik
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.9 no.3
    • /
    • pp.45-58
    • /
    • 2020
  • In the current trend of increasing network traffic due to the popularization of cloud service and mobile devices, WAN bandwidth is very low compared to LAN bandwidth. In a WAN environment, a WAN optimizer is needed to overcome performance problems caused by transmission protocol, packet loss, and network bandwidth limitations. In this paper, we analyze the data deduplication algorithm of WANProxy, an open source WAN optimizer, and evaluate its performance in terms of network latency and WAN bandwidth. Also, we evaluate the performance of the two-stage compression method of WANProxy and Zstandard. We propose a new method to improve the performance of WANProxy by revising its data deduplication algorithm and evaluate its performance improvement. We perform experiments using 12 data files of Silesia with a data segment size of 2048 bytes. Experimental results show that the average compression rate by WANProxy is 150.6, and the average network latency reduction rates by WANProxy are 95.2% for a 10 Mbps WAN environment and 60.7% for a 100 Mbps WAN environment, respectively. Compared with WANProxy, the two-stage compression of WANProxy and Zstandard increases the average compression rate by 33%. However, it increases the average network latency by 2.1% for a 10 Mbps WAN environment and 5.27% for a 100 Mbps WAN environment, respectively. Compared with WANProxy, our proposed method increases the average compression rate by 34.8% and reduces the average network latency by 13.8% for a 10 Mbps WAN and 12.9% for a 100 Mbps WAN, respectively. Performance analysis results of WANProxy show that its performance improvement in terms of network latency and WAN bandwidth is excellent in a 10Mbps or less WAN environment while superior in a 100 Mbps WAN environment.

A RSU-Aided Resource Search and Cloud Construction Mechanism in VANETs (차량 네트워크에서 RSU를 이용한 리소스 검색 및 클라우드 구축 방안)

  • Lee, Yoonhyeong;Lee, Euisin
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.9 no.3
    • /
    • pp.67-76
    • /
    • 2020
  • With the fast development in wireless communications and vehicular technologies, vehicular ad hoc networks (VANETs) have enabled to deliver data between vehicles. Recently, VANETs introduce a Vehicular Cloud (VC) model for collaborating to share and use resources of vehicles to create value-added services. To construct a VC, a vehicle should search vehicles that intend to provide their own resource. The single-hop search cannot search enough provider vehicles due to a small coverage and non-line-of-sights of communications. On the other hand, the multi-hop search causes very high traffics for large coverage searching and frequent connection breakages. Recently, many Roadside Units (RSUs) have been deployed on roads to collect the information of vehicles in their own coverages and to connect them to Internet. Thus, we propose a RSU-aided vehicular resource search and cloud construction mechanism in VANETS. In the proposed mechanism, a RSU collects the information of location and mobility of vehicles and selects provider vehicles enabled to provide resources needed for constructing a VC of a requester vehicle based on the collected information. In the proposed mechanism, the criteria for determining provider vehicles to provide resources are the connection duration between each candidate vehicle and the requester vehicle, the resource size of each candidate vehicle, and its connection starting time to the requester vehicle. Simulation results verify that the proposed mechanism achieves better performance than the existing mechanism.

Development of a Scalable Clustering A/V Server for the Internet Personal-Live Broadcasting (인터넷 개인 생방송을 위한 Scalable Clustering A/V Server 개발)

  • Lee, Sang-Moon;Kang, Sin-Jun;Min, Byung-Seok;Kim, Hag-Bae;Park, Jin-Bae
    • The KIPS Transactions:PartC
    • /
    • v.9C no.1
    • /
    • pp.107-114
    • /
    • 2002
  • In these days, rapid advances of the computer system and the high speed network have made the multimedia services popularized among various applications and services in the internet. Internet live broadcasting, a part of multimedia services, makes it possible to provide not only existing broadcasting services including audio and video but also interactive communications which also expand application scopes by freeing from both temporal and spatial limitation. In the Paper, an interned Personal-live broadcasting server system is developed by allowing individual users to actively create or join live-broadcasting services with such basic multimedia devices as a PC camera and a sound card. As the number of broadcasters and participants increases, concurrent multiple channels are established and groups are to be expanded. The system should also guarantee High Availability (HA) for continuous services even in the presence of partial failure of the cluster. Furthermore, a transmission mode switching is supported to consider network environments in the user system.

Difference of Facial Skin Temperature Responses between Fear and Joy (공포와 기쁨 정서 간 안면온도 반응의 차이)

  • Eum, Yeong-Ji;Eom, Jin-Sup;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
    • /
    • v.15 no.1
    • /
    • pp.1-8
    • /
    • 2012
  • There have been many emotion researches to investigate physiological responses on specific emotions with physiological parameters such as heart rate, blood volume flow, and skin conductance. Very few researches, however, exists by detecting them with facial skin temperature. The purpose of present study was to observe the differences of facial skin temperature by using thermal camera, when participants stimulated by monitor scenes which could evoke fear or joy. There were totally 98 of participants; undergraduate students who were in their adult age and middle, high school students who were in their adolescence. We measured their facial temperature, before and after presenting emotional stimulus to see changes between both times. Temperature values were extracted in these regions; forehead, inner corners of the eyes, bridge of the nose, end of the nose, and cheeks. Temperature values in bridge and end of the nose were significantly decreased in fear emotion stimulated. There was also significant temperature increase in the area of forehead and the inner corners of the eyes, while the temperature value in end of the nose decreased. It showed decrease in both stimulated fear and joy. These results might be described as follows: When arousal level going up, sympathetic nervous activity increases, and in turn it makes blood flow in peripheral vessels under the nose decrease. Facial temperature changes by fear or joy in this study were the same as the previous studies which measured temperature of finger tip, when participants experiencing emotions. Our results may help to develop emotion-measuring techniques and establish computer system bases which are to detect human emotions.

  • PDF

HRV Evaluation under Stress Condition by Using Patch Type Bipolar Heart Activity Monitoring System (패치형 바이폴라 심장활동 모니터링 시스템을 이용한 스트레스 상태의 HRV 평가)

  • Yang, Heui-Kyung;Lee, Jeong-Whan;Lee, Young-Jae;Kim, Kyeong-Seop;Lee, Kang-Hwi;Choi, Hee-Jung
    • Science of Emotion and Sensibility
    • /
    • v.12 no.2
    • /
    • pp.161-168
    • /
    • 2009
  • In this study, we have developed the patch type HAMS (Heart Activity Monitoring System) which is non-restricted, non-awarable and non-invasive. The module using wireless telecommunication to receive the ECG (electrocardiogram) signal at the computer has mobility which it easily monitors the heart activity of subjects in no time for long term at any time and places. We developed the small patch type electrode which can be attached on the chest. Also the reliability and moving artifact of ECG signal measured by this electrode have been verified. Using HAMS, we measured the HRV (Heart Rate Variability) parameters, the questionnaire evaluation for anxiety and stress and the amount of stress hormone (cotisol) to evaluate the stress effect in HRV on the same subject. As a result of comparing the values under non stressed and stressed condition, there was significant difference on many parameters. And the parameter highly related with stress on Pearson's Correlation Coefficient has been examined. These show that using HAMS is able to evaluate the function of autonomic nervous system. Therefore, we can predict heart problem in daily life by using HAMS. Also we expect that this module can be applied for more application as health monitoring system.

  • PDF

Represented by the Color Image Emotion Emotional Attributes of Size, Quantification Algorithm (이미지의 색채 감성속성을 이용한 대표감성크기 정량화 알고리즘)

  • Lee, Yean-Ran
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.393-412
    • /
    • 2015
  • See and feel the emotion recognition is the image of a person variously changed according to the environment, personal disposition. Thus, the image recognition has been focused on the emotional sensibilities computer you want to control the number studies. However, existing emotional computing model is numbered and the objective is clearly insufficient measurement conditions. Thus, through quantifiable image Emotion Recognition and emotion computing, is a study of the situation requires an objective assessment scheme. In this paper, the sensitivity was represented by numbered sizes quantified according to the image recognition calculation emotion. So apply the principal attributes of the color image emotion recognition as a configuration parameter. In addition, in calculating the color sensitivity by applying a digital computing focused research. Image color emotion computing research approach is the color of emotion attribute, brightness, and saturation reflects the weighted according to importance to the emotional scores. And free-degree by applying the sensitivity point to the image sensitivity formula (X), the tone (Y-axis) is calculated as a number system. There pleasure degree (X-axis), the tension and position the position of the image point that the sensitivity of the emotional coordinate crossing (Y-axis). Image color coordinates by applying the core emotional effect of Russell (Core Affect) is based on the 16 main representatives emotion. Thus, the image recognition sensitivity and compares the number size. Depending on the magnitude of the sensitivity scores demonstrate this sensitivity must change. Compare the way the images are divided up the top five of emotion recognition emotion emotions associated with 16 representatives, and representatives analyzed the concentrated emotion sizes. Future studies are needed emotional computing method of calculation to be more similar sensibility and human emotion recognition.

A Study on Replacing Method Global Illumination Using Ambient Occlusion (Ambient Occlusion을 이용한 Global Illumination 대체기법 연구)

  • Park, Jae-Wook;Kim, Yun-Jung
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.493-510
    • /
    • 2014
  • From game consoles to TV and Hollywood films, 3D rendering technology is involved in various fields. Up until the late 90s, the computer image rendering method was rasterization that mainly used Phong Shading, and up until recently it was the go-to method for movies and film animation. In the 21st century, the quality provided by Ray Tracing and the development of Global Illumination was much more realistic and thus became popularized. However, despite its growing use in architectural rendering to the markets, Global Illumination in film animation and movies was limited due to its long render time. So, in this thesis, if one were to take the concept from each rendering method and consider it from a mathematical perspective, one could adapt the Ambient Occlusion's equation to the illumination loop equation used in rasterization. This algorithm modification has the capability to reflect the lighting of a diverse array of colors, like in Global Illumination, with a fast render time, as in rasterization, and the example RenderMan Shader is based upon this new algorithm. In conclusion, with Global Illumination's naturalistic lighting and rasterization's rendering speed, the combination of the best points of each is a new method with a short rendering time while producing good quality. I hope animations and films can benefit from this algorithm by the reduction of budget with an overall better quality output in VFX production.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.309-318
    • /
    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

  • PDF

Study of emoticon as an emotional sign under the digital communication environment (디지털 커뮤니케이션 환경에서 감성기호로서 이모티콘에 관한 연구)

  • 조규명;김경숙
    • Archives of design research
    • /
    • v.17 no.1
    • /
    • pp.319-328
    • /
    • 2004
  • The communication environment made by digital technologies has made it possible to exchange information and deliver messages fast and easily among people of various classes in virtual space beyond time and space. Net-generation, who is accustomed to this virtual space, couldn't be satisfied with the linear text-oriented language any more, and began to make signs by use of computers in order to differentiate itself from others and to express its desires. Among the signs, emoticon created by joint of popular culture and digital communication centering around young generation is a new visual sign and emotional sign that can deliver a sender's feelings contained in a message. This paper has studied social phenomena, their relationships with emoticon and background of its creation through documentary review of media development, changes in the communication environment and popular culture. Furthermore, it has analyzed the meaningful action and roles of emoticon as a sign in terms of semiotics and also, studied a possibility of using emoticon as a new emotional sign. The study results say that emoticon can play the roles of a non-linguistic sign just like general signs that make mutual exchange through meaningful action, and also that it can be used to effectively deliver messages not only in virtual space, but also in advertising, posters, magazines and CI. However, emoticon is better at emotional expressions yet than other textual signs or visual signs, but in order to position itself as a universal and popular sign, emotional expressions should be clear, any difference in understanding messages should be removed, and message delivery should be more efficient.

  • PDF