• Title/Summary/Keyword: Data Switching

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Point Cloud Video Codec using 3D DCT based Motion Estimation and Motion Compensation (3D DCT를 활용한 포인트 클라우드의 움직임 예측 및 보상 기법)

  • Lee, Minseok;Kim, Boyeun;Yoon, Sangeun;Hwang, Yonghae;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.680-691
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    • 2021
  • Due to the recent developments of attaining 3D contents by using devices such as 3D scanners, the diversity of the contents being used in AR(Augmented Reality)/VR(Virutal Reality) fields is significantly increasing. There are several ways to represent 3D data, and using point clouds is one of them. A point cloud is a cluster of points, having the advantage of being able to attain actual 3D data with high precision. However, in order to express 3D contents, much more data is required compared to that of 2D images. The size of data needed to represent dynamic 3D point cloud objects that consists of multiple frames is especially big, and that is why an efficient compression technology for this kind of data must be developed. In this paper, a motion estimation and compensation method for dynamic point cloud objects using 3D DCT is proposed. This will lead to switching the 3D video frames into I frames and P frames, which ensures higher compression ratio. Then, we confirm the compression efficiency of the proposed technology by comparing it with the anchor technology, an Intra-frame based compression method, and 2D-DCT based V-PCC.

Feasibility Study on Integration of SSR Correction into Network RTK to Provide More Robust Service

  • Lim, Cheol-Soon;Park, Byungwoon;Kim, Dong-Uk;Kee, Chang-Don;Park, Kwan-Dong;Seo, Seungwoo;So, Hyoungmin;Park, Junpyo
    • Journal of Positioning, Navigation, and Timing
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    • v.7 no.4
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    • pp.295-305
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    • 2018
  • Network RTK is a highly practical technology that can provide high positioning accuracy at levels between cm~dm regardless of user location in the network by extending the available range of RTK using reference station network. In particular, unlike other carrier-based positioning techniques such as PPP, users are able to acquire high-accuracy positions within a short initialization time of a few or tens of seconds, which increases its value as a future navigation system. However, corrections must be continuously received to maintain a high level of positioning accuracy, and when a time delay of more than 30 seconds occurs, the accuracy may be reduced to the code-based positioning level of meters. In case of SSR, which is currently in the process of standardization for PPP service, the corrections by each error source are transmitted in different transmission intervals, and the rate of change of each correction is transmitted together to compensate the time delay. Using these features of SSR correction is expected to reduce the performance degradation even if users do not receive the network RTK corrections for more than 30 seconds. In this paper, the simulation data were generated from 5 domestic reference stations in Gunwi, Yeongdoek, Daegu, Gimcheon, and Yecheon, and the network RTK and SSR corrections were generated for the corresponding data and applied to the simulation data from Cheongsong reference station, assumed as the user. As a result of the experiment assuming 30 seconds of missing data, the positioning performance compensating for time delay by SSR was analyzed to be horizontal RMS (about 5 cm) and vertical RMS (about 8 cm), and the 95% error was 8.7 cm horizontal and 1cm vertical. This is a significant amount when compared to the horizontal and vertical RMS of 0.3 cm and 0.6 cm, respectively, for Network RTK without time delay for the same data, but is considerably smaller compared to the 0.5 ~ 1 m accuracy level of DGPS or SBAS. Therefore, maintaining Network RTK mode using SSR rather than switching to code-based DGPS or SBAS mode due to failure to receive the network RTK corrections for 30 seconds is considered to be favorable in terms of maintaining position accuracy and recovering performance by quickly resolving the integer ambiguity when the communication channel is recovered.

Fast Join Mechanism that considers the switching of the tree in Overlay Multicast (오버레이 멀티캐스팅에서 트리의 스위칭을 고려한 빠른 멤버 가입 방안에 관한 연구)

  • Cho, Sung-Yean;Rho, Kyung-Taeg;Park, Myong-Soon
    • The KIPS Transactions:PartC
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    • v.10C no.5
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    • pp.625-634
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    • 2003
  • More than a decade after its initial proposal, deployment of IP Multicast has been limited due to the problem of traffic control in multicast routing, multicast address allocation in global internet, reliable multicast transport techniques etc. Lately, according to increase of multicast application service such as internet broadcast, real time security information service etc., overlay multicast is developed as a new internet multicast technology. In this paper, we describe an overlay multicast protocol and propose fast join mechanism that considers switching of the tree. To find a potential parent, an existing search algorithm descends the tree from the root by one level at a time, and it causes long joining latency. Also, it is try to select the nearest node as a potential parent. However, it can't select the nearest node by the degree limit of the node. As a result, the generated tree has low efficiency. To reduce long joining latency and improve the efficiency of the tree, we propose searching two levels of the tree at a time. This method forwards joining request message to own children node. So, at ordinary times, there is no overhead to keep the tree. But the joining request came, the increasing number of searching messages will reduce a long joining latency. Also searching more nodes will be helpful to construct more efficient trees. In order to evaluate the performance of our fast join mechanism, we measure the metrics such as the search latency and the number of searched node and the number of switching by the number of members and degree limit. The simulation results show that the performance of our mechanism is superior to that of the existing mechanism.

An I/O Interface Circuit Using CTR Code to Reduce Number of I/O Pins (CTR 코드를 사용한 I/O 핀 수를 감소 시킬 수 있는 인터페이스 회로)

  • Kim, Jun-Bae;Kwon, Oh-Kyong
    • Journal of the Korean Institute of Telematics and Electronics D
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    • v.36D no.1
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    • pp.47-56
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    • 1999
  • As the density of logic gates of VLSI chips has rapidly increased, more number of I/O pins has been required. This results in bigger package size and higher packager cost. The package cost is higher than the cost of bare chips for high I/O count VLSI chips. As the density of logic gates increases, the reduction method of the number of I/O pins for a given complexity of logic gates is required. In this paper, we propose the novel I/O interface circuit using CTR (Constant-Transition-Rate) code to reduce 50% of the number of I/O pins. The rising and falling edges of the symbol pulse of CTR codes contain 2-bit digital data, respectively. Since each symbol of the proposed CTR codes contains 4-bit digital data, the symbol rate can be reduced by the factor of 2 compared with the conventional I/O interface circuit. Also, the simultaneous switching noise(SSN) can be reduced because the transition rate is constant and the transition point of the symbols is widely distributed. The channel encoder is implemented only logic circuits and the circuit of the channel decoder is designed using the over-sampling method. The proper operation of the designed I/O interface circuit was verified using. HSPICE simulation with 0.6 m CMOS SPICE parameters. The simulation results indicate that the data transmission rate of the proposed circuit using 0.6 m CMOS technology is more than 200 Mbps/pin. We implemented the proposed circuit using Altera's FPGA and confimed the operation with the data transfer rate of 22.5 Mbps/pin.

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An Availability Analysis Of Switching Control System with Hot Standby Fault Tolerant Architecture (Hot Standby 고장 감내 구조를 지원하는 교환 제어시스템의 가동률 분석)

  • Song, Gwang-Seok;Yeo, Hwan-Geun;Han, Chang-Ho;Mun, Tae-Su;Yu, Chung-Ryeol;Lee, Gwang-Bae;Kim, Hyeon-Uk;Yun, Chung-Hwa
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.6
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    • pp.985-994
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    • 1995
  • In this paper, we propose two hot standby architectures which not only provide high system availability but also lose little data on fault occurrence. In order to evaluate the performance of the proposed hot standby architectures, the warm standby architecture. In order to evaluate the performance of the propose d hot standby architectures, the warm standby architecture which is made from the hot standby architecture by eliminating its synchronization unit is considered. After system unavailability for each architecture is computed by using the corresponding Markov state diagram, the results are compared and evaluated. As the results, in most cases, hot standby architectures have higher availability than warm standby architecture. Also, hot standby architecture with external synchronization unit always maintains a little higher availability than hot standby architecture with internal synchronization unit. Active set time and personnel recovery rate for each architecture have little effect on system availability. However, in the case that data recovery time is too long, system availabilities of hot standby architectures and warm standby architecture degrade rapidly. In this case, the performance degradation of hot standby architectures is severe, and system availabilities of hot standby architectures eventually become lower than system availability of warm standby architecture.

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Development of Real-Time Vision Aided Navigation Using EO/IR Image Information of Tactical Unmanned Aerial System in GPS Denied Environment (GPS 취약 환경에서 전술급 무인항공기의 주/야간 영상정보를 기반으로 한 실시간 비행체 위치 보정 시스템 개발)

  • Choi, SeungKie;Cho, ShinJe;Kang, SeungMo;Lee, KilTae;Lee, WonKeun;Jeong, GilSun
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.48 no.6
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    • pp.401-410
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    • 2020
  • In this study, a real-time Tactical UAS position compensation system based on image information developed to compensate for the weakness of location navigation information during GPS signal interference and jamming / spoofing attack is described. The Tactical UAS (KUS-FT) is capable of automatic flight by switching the mode from GPS/INS integrated navigation to DR/AHRS when GPS signal is lost. However, in the case of location navigation, errors accumulate over time due to dead reckoning (DR) using airspeed and azimuth which causes problems such as UAS positioning and data link antenna tracking. To minimize the accumulation of position error, based on the target data of specific region through image sensor, we developed a system that calculates the position using the UAS attitude, EO/IR (Electric Optic/Infra-Red) azimuth and elevation and numerical map data and corrects the calculated position in real-time. In addition, function and performance of the image information based real-time UAS position compensation system has been verified by ground test using GPS simulator and flight test in DR mode.

Power Aware Vertical Handoff Algorithm for Multi-Traffic Environment in Heterogeneous Networks (이기종 무선망에서의 다양한 트래픽 환경이 고려된 에너지 효율적인 수직적 핸드오프 기법에 대한 연구)

  • Seo, Sung-Hoon;Lee, Seung-Chan;Song, Joo-Seok
    • The KIPS Transactions:PartB
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    • v.12B no.6 s.102
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    • pp.679-684
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    • 2005
  • There are a few representative wireless network access technologies used widely. WWAN is celluar based telecommunication networks supporting high mobility, WLAN ensures high data rate within hotspot coverage, and WDMB support both data and broadcasting services correspondingly. However, these technologies include some limitations especially on the mobility, data rate, transmission direction, and so on. In order to overvome these limitations, there are various studies have been proposed in terms of 'Vortical Handoff' that offers seamless connectivity by switching active connection to the appropriate interface which installed in the mobile devices. In this paper, we propose the interface selection algorithm and network architecture to maximize the life time of entire system by minimizing the unnecessary energy consumption of another interfaces such as WLAN, WDMB that are taken in the user equipment. In addition, by using the results of analyzing multiple types of traffic and managing user buffer as a metric for vertical handoff, we show that the energy efficiency of our scheme is $75\%$ and $34\%$ than typical WLAN for WDMB and WLAN preferred schemes, correspondingly.

A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.14
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    • pp.151-164
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    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

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Omnichannel's Perception Effect on Omnichannel Use and Customer-Brand Relationship (옴니채널의 지각된 편리성과 유용성이 옴니채널 사용과 소비자-브랜드 관계에 미치는 영향)

  • Yim, Duk-Soon;Han, Sang-Seol
    • Journal of Distribution Science
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    • v.14 no.7
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    • pp.83-90
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    • 2016
  • Purpose - This study focuses on new type distribution channel that named as Omnichannel. Omnichannel is developed from Multichannel which is used in many distribution channels to buy or selling goods. Omnichannel basically needs an Information and Communications Technologies(ICT) to use, so researcher conduct a Technology Acceptance Model(TAM) to research model. Customer-brand relationship was used as dependent variable to focus on the role of Omnichannel. Research design, data, and methodology - The subject of this study is customer who purchase goods or service through omnichannel. Based on the literature from the preceding research analysis of TAM and customer-brand relationship, this study was constructed by the reference to previous studies, final research model design for figure out casual relationship among perceived ease of use, perceived usefulness, omnichannel use and customer-brand relationship. From 2016 February 3 to March 17, questionnaire survey targeted customers who use online and offline channels. 273 questionnaire survey had conducted, then, 252 survey data were available for empirical analysis. Researcher provide descriptive statistics for checking generality. Cronbach's alpha value was used to check the reliability of data. Exploratory factor analysis was used for purification of values and eigenvalue checking. After EFA, Confirmatory factor analysis was used to prepare structural equation modeling with executing structural equation modeling for confirming hypothesis which developed by researcher. Results - The main results of this empirical study are as follows. First, omnichannel's perceived ease of use has positive significant effect on perceived usefulness(estimate: 0.579). Moreover, omnichannel's perceived ease of use and perceived usefulness has positive significant effect on omnichannel use(estimate: 0.325,0.648). Second, using omnichannel has positive significant effect on brand-customer relationship(estimate: 0.521). Every hypothesis adopted as researcher designed. This study found out the intermediate relationship between perceived ease of use and omnichannel use by investigating hypothesis. Conclusions - Base on the empirical result, this study confirmed that TAM theory perceived has relation with omnichannel. First, factors of TAM has positive effect on omnichannel use, so it highlights the important role of customer based interface and usefulness. Especially, perceived usefulness has high indirect influence on ease of use and use of omnichannel. It seems that when customers try to decide use or not use omnichannel, customers focus on percept benefits from omnichannel. Thus, a provider should applicate attractive price table, accurate product or service information and high switching cost strategy to emphasize the usefulness of omnichannel. Second, using omnichannel enhances the relationship between customers and brand, because there are more time and frequency to serve customers. It is important because good relationship between customers can increase the future's financial performance through word of mouse, positive brand image and loyalty to brand or company. Finally, despite of empirical result and implications, this study has limitations. First, there are only a few previous studies about omnicahnnel, so literature reviews are restricted. While set up the factors which can affect the use of omnichannel, next study should be considered with broader theories or models(ex: contingency theory). Second, omnichannel has developed from multichannel, so comparative analysis is needed between these methods because there is a possibility about different forte character of each distribution system on customer's consuming patterns.

Design of Software and Hardware Modules for a TCP/IP Offload Engine with Separated Transmission and Reception Paths (송수신 분리형 TCP/IP Offload Engine을 위한 소프트웨어 및 하드웨어 모듈의 설계)

  • Jang Hank-Kok;Chung Sang-Hwa;Choi Young-In
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.9
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    • pp.691-698
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    • 2006
  • TCP/IP Offload Engine (TOE) is a technology that processes TCP/IP on a network adapter instead of a host CPU to reduce protocol processing overhead from the host CPU. There have been some approaches to implementing TOE: software TOE based on an embedded processor; hardware TOE based on ASIC implementation; and hybrid TOE in which software and hardware functions are combined. In this paper, we designed software modules and hardware modules for a hybrid TOE on an FPGA that had two processor cores. Software modules are based on the embedded Linux. Hardware modules are for data transmission (TX) and reception (RX). One core controls the TX path and the other controls the RX path of the Linux. This TX/RX path separation mechanism can reduce task switching overheads between processes and overcome poor performance of single embedded processor. Hardware modules deal with creating headers for outgoing packets, processing headers of incoming packets, and fetching or storing data from or to the host memory by DMA. These can make it possible to improve the performance of data transmission and reception. We proved performance of the TOE with separated transmission and reception paths by performing experiments with a TOE network adapter that was equipped with the FPGA having processor cores.