• Title/Summary/Keyword: Computer Usage

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Multi-Threaded Parallel H.264/AVC Decoder for Multi-Core Systems (멀티코어 시스템을 위한 멀티스레드 H.264/AVC 병렬 디코더)

  • Kim, Won-Jin;Cho, Keol;Chung, Ki-Seok
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.11
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    • pp.43-53
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    • 2010
  • Wide deployment of high resolution video services leads to active studies on high speed video processing. Especially, prevalent employment of multi-core systems accelerates researches on high resolution video processing based on parallelization of multimedia software. In this paper, we propose a novel parallel H.264/AVC decoding scheme on a multi-core platform. Parallel H.264/AVC decoding is challenging not only because parallelization may incur significant synchronization overhead but also because software may have complicated dependencies. To overcome such issues, we propose a novel approach called Multi-Threaded Parallelization(MTP). In MTP, to reduce synchronization overhead, a separate thread is allocated to each stage in the pipeline. In addition, an efficient memory reuse technique is used to reduce the memory requirement. To verify the effectiveness of the proposed approach, we parallelized FFmpeg H.264/AVC decoder with the proposed technique using OpenMP, and carried out experiments on an Intel Quad-Core platform. The proposed design performs better than FFmpeg H.264/AVC decoder before the parallelization by 53%. We also reduced the amount of memory usage by 65% and 81% for a high-definition(HD) and a full high-definition(FHD) video, respectively compared with that of popular existing method called 2Dwave.

An Improvement of Still Image Quality Based on Error Resilient Entropy Coding for Random Error over Wireless Communications (무선 통신상 임의 에러에 대한 에러내성 엔트로피 부호화에 기반한 정지영상의 화질 개선)

  • Kim Jeong-Sig;Lee Keun-Young
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.3 s.309
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    • pp.9-16
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    • 2006
  • Many image and video compression algorithms work by splitting the image into blocks and producing variable-length code bits for each block data. If variable-length code data are transmitted consecutively over error-prone channel without any error protection technique, the receiving decoder cannot decode the stream properly. So the standard image and video compression algorithms insert some redundant information into the stream to provide some protection against channel errors. One of redundancies is resynchronization marker, which enables the decoder to restart the decoding process from a known state in the event of transmission errors, but its usage should be restricted not to consume bandwidth too much. The Error Resilient Entropy Code(EREC) is well blown method which can regain synchronization without any redundant information. It can work with the overall prefix codes, which many image compression methods use. This paper proposes EREREC method to improve FEREC(Fast Error-Resilient Entropy Coding). It first calculates initial searching position according to bit lengths of consecutive blocks. Second, initial offset is decided using statistical distribution of long and short blocks, and initial offset can be adjusted to insure all offset sequence values can be used. The proposed EREREC algorithm can speed up the construction of FEREC slots, and can improve the compressed image quality in the event of transmission errors. The simulation result shows that the quality of transmitted image is enhanced about $0.3{\sim}3.5dB$ compared with the existing FEREC when random channel error happens.

Control Unit Design and Implementation for SIMD Programmable Unified Shader (SIMD 프로그래머블 통합 셰이더를 위한 제어 유닛 설계 및 구현)

  • Kim, Kyeong-Seob;Lee, Yun-Sub;Yu, Byung-Cheol;Jung, Jin-Ha;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.48 no.7
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    • pp.37-47
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    • 2011
  • Real picture like high quality computer graphic is widely used in various fields and shader processor, a key part of a graphic processor, has been advanced to programmable unified shader. However, The existing graphic processors have been optimized to commercial algorithms, so development of an algorithm which is not based on it requires an independent shader processor. In this paper, we have designed and implemented a control unit to support high quality 3 dimensional computer graphic image on programmable integrated shader processor. We have done evaluation through functional level simulation of designed control unit. Hardware resource usage rate are measured by implementing directly on FPGA Virtex-4 and execution speed are verified by applying ASIC library. the result of an evaluation shows that the control unit has the commands more about 1.5 times compared to the other shader processors that is a behavior similar to the control unit and with a number of processing units used in a shader processor, compared with the other processors, overall performance of the control unit is improved about 3.1 GFLOPS.

An Effective Method for Blocking Illegal Sports Gambling Ads on Social Media

  • Kim, Ji-A;Lee, Geum-Boon
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.201-207
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    • 2019
  • In this paper, we propose an effective method to block illegal gambling advertisement on social media. With the increase of smartphone and internet usage, users can easily access various information while sharing information such as text and video with a large number of others. In addition, illegal sports gambling advertisements are also continue to be transmitted on SNS. To avoid most surveillance networks, users are easily exposed to illegal sports gambling advertisement images by including phrases in the images that indicate illegal sports gambling advertisements. In order to cope with these problems, we proposed a method to actively block illegal sports gambling advertisements in a way different from the conventional passive methods. In this paper, we select words frequently used for illegal sports gambling, classifies them into three groups according to their importance, calculate WF for each word using weighted formula by degree of relevance and frequency, and then sum the WF of the words in the image. Blocking, warning, and passing were determined by cv, the total of WF. Experimenting with the proposed method, 193 out of 200 experimental images were correctly judged with 96.5% accuracy, and even though 7 images were illegal sports gambling advertisements. Further research is needed to block 3.5% of illegal sports betting ads that cannot be blocked in the future.

A Weighted Frequent Graph Pattern Mining Approach considering Length-Decreasing Support Constraints (길이에 따라 감소하는 빈도수 제한조건을 고려한 가중화 그래프 패턴 마이닝 기법)

  • Yun, Unil;Lee, Gangin
    • Journal of Internet Computing and Services
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    • v.15 no.6
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    • pp.125-132
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    • 2014
  • Since frequent pattern mining was proposed in order to search for hidden, useful pattern information from large-scale databases, various types of mining approaches and applications have been researched. Especially, frequent graph pattern mining was suggested to effectively deal with recent data that have been complicated continually, and a variety of efficient graph mining algorithms have been studied. Graph patterns obtained from graph databases have their own importance and characteristics different from one another according to the elements composing them and their lengths. However, traditional frequent graph pattern mining approaches have the limitations that do not consider such problems. That is, the existing methods consider only one minimum support threshold regardless of the lengths of graph patterns extracted from their mining operations and do not use any of the patterns' weight factors; therefore, a large number of actually useless graph patterns may be generated. Small graph patterns with a few vertices and edges tend to be interesting when their weighted supports are relatively high, while large ones with many elements can be useful even if their weighted supports are relatively low. For this reason, we propose a weight-based frequent graph pattern mining algorithm considering length-decreasing support constraints. Comprehensive experimental results provided in this paper show that the proposed method guarantees more outstanding performance compared to a state-of-the-art graph mining algorithm in terms of pattern generation, runtime, and memory usage.

Usage and Analysis on Readability of Korean Typography in WBI for Children (효과적인 아동용 WBI를 위한 한글 타이포그래피의 가해성 분석과 활용)

  • Han, Jeong-Hye;Kim, Yong-Dae
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.328-337
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    • 2002
  • Looking at multimedia education contents from a design point of view, the instructor's design model may differ from the child's understanding model due to gap of the instructor's and child's knowledge. This fact implies it impacts the effectiveness of the education contents. The learning efficiency of Korean typography in WBI for children depends on the font-family, line space, font-size, the age of user, the output device such as the monitor, and other various factors. In this paper, we measured and analyzed on readability of Korean typography in WBI for children by reading speed method. The results of experiments show that readability depends on the font-family of typography, age(grade), and sex of children. In detail, "Goolymche" has the shortest time to be read, and girl and the highest grade students of elementary school have shorter time than boy and the lower grade students. Moreover, we consider the elegance of typography in WBI for holding children's interests because they prefer "Yopseoche". We provide some CSSs in WBI for children based on the experimental results, to used in school fields.

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Analyzing the Positive and the Negative SNS Behaviors of the Elementary and Middle School Students (초.중학생의 SNS에서의 긍정적.부정적 행동 분석)

  • Lee, Soojung;Yeon, Jeong-Hwa
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.1-8
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    • 2013
  • SNS is a social networking service that removes the barrier between cyber spaces and the real world and helps people who have common interests to have a two-way communication, manage their interpersonal relationships and share information. The domestic and international SNS markets have attained a steady growth, and their growth is being more accelerated in recent days. However, studies on SNS have just examined adults, and it's required to research the use of SNS and cyber behaviors via SNS among elementary and middle school students. This study attempted to analyze the relationship of the use of SNS, motivation of using SNS, the use of active SNS functions, SNS-dependent tendency and SNS awareness to cyber behaviors via SNS among elementary and middle school students. As a result, regardless of gender and grade, stealing private information was the most frequent activity and the frequency of 'contacting strangers' activity increased most rapidly with the usage time and grade. SNS dependency turned out to be the most highly correlated with the negative cyber behavior. Moreover, the difference of gender was not significant to the overall negative cyber behavior, whereas that of grade was.

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Data processing techniques applying data mining based on enterprise cloud computing (데이터 마이닝을 적용한 기업형 클라우드 컴퓨팅 기반 데이터 처리 기법)

  • Kang, In-Seong;Kim, Tae-Ho;Lee, Hong-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.1-10
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    • 2011
  • Recently, cloud computing which has provided enabling convenience that users can connect from anywhere and user friendly environment that offers on-demand network access to a shared pool of configurable computing resources such as smart-phones, net-books and PDA etc, is to be watched as a service that leads the digital revolution. Now, when business practices between departments being integrated through a cooperating system such as cloud computing, data streaming between departments is getting enormous and then it is inevitably necessary to find the solution that person in charge and find data they need. In previous studies the clustering simplifies the search process, but in this paper, it applies Hash Function to remove the de-duplicates in large amount of data in business firms. Also, it applies Bayesian Network of data mining for classifying the respect data and presents handling cloud computing based data. This system features improved search performance as well as the results Compared with conventional methods and CPU, Network Bandwidth Usage in such an efficient system performance is achieved.

A Study on the Pattern Analysis Method using the User Log on the CMS (CMS의 사용자 로그를 이용한 패턴 분석 방법 연구)

  • Moon, Dong-Yeol;Park, Koo-Rack;Kim, Dong-Hyun;Jung, Jin-Young
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.275-281
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    • 2016
  • In modern society, which boomed it became easier to obtain the necessary information to the emergence of a variety of smart devices. Due to this, the frequency of using the content based on the Web is growing rapidly. In addition, companies are turning into a production and modify the content using the CMS under the web-based. It can be a very important part to provide users with the content. Currently web services are designing a UI to the device and provided. To improve the ease of use, they are enhancing services only by survey and analysis of the patterns of all users. Most are designed without considering the UX only in the technical aspects. In this paper, to break the limits that apply to all users of the Web service pattern analysis, we propose a visualization system via the animation based on the individual user's movement patterns and usage patterns. Through this convergence is expected to be able to transform the web from the central manager to the user UX and the planning aspects researchers.

The Legal Protection Scope and Limitation of Information (정보의 법적 보호범위와 한계)

  • Kim, Hyung-Man;Yang, Myung-Sub
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.691-699
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    • 2012
  • "Information", which is circulated in society by information technology development represented by computer, has brought innovation not only to physical civilization, but also deep into our daily lives. This is to say that information has brought fundamental change to its form of existence, and value system through being faster regarding the circulation and the way of management being diverse. As time goes by, this kind of change would stimulate more changes to be made as the development of scientific civilization. Therefore, informatization is one of the important characteristic that defines modern society's essence, but on the other side, information has been taken advantage of that temperament and abused in a lot of different ways. "The Law Regarding Computer Network Diffusion Expansion and Usage Promotion"(1986), as a counterplan of informatization is our nation's first Act about informatization, which enacts national policy and system about this issue. Since then, many laws has been enacted down to "Private Information Protection Act"(2011), forming a comprehensive system. The basic background of these laws are based upon the premise that even if the place where the information is managed is virtual space, rules that are considered valid in the real world should be basically applied in the virtual space. Therefore, the violation of the law in the real world is also considered the violation in the virtual space. This direction of current law regarding information is shared with both the theories and the reality. However, current law system and notion are based upon the premise that the law regards material objects, thus the characteristic of the information, which is "Immaterial Being" is not reflected. Also, the management and approach to this issue is allopathic, exposing many problems. Thus, this paper examines the way of protecting information stipulated in the current law, contemplates its protection scope and limitation, and seeks the direction of the improvement, based on the critical mind explained above.