• Title/Summary/Keyword: Intellectual Property (IP)

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A New Hardware Architecture of High-Speed Motion Estimator for H.264 Video CODEC (H.264 비디오 코덱을 위한 고속 움직임 예측기의 하드웨어 구조)

  • Lim, Jeong-Hun;Seo, Young-Ho;Choi, Hyun-Jun;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.16 no.2
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    • pp.293-304
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    • 2011
  • In this paper, we proposed a new hardware architecture for motion estimation (ME) which is the most time-consuming unit among H.264 algorithms and designed to the type of intellectual property (IP). The proposed ME hardware consists of buffer, processing unit (PU) array, SAD (sum of absolute difference) selector, and motion vector (MVgenerator). PU array is composed of 16 PUs and each PU consists of 16 processing elements (PUs). The main characteristics of the proposed hardware are that current and reference frames are re-used to reduce the number of access to the external memory and that there is no clock loss during SAD operation. The implemented ME hardware occupies 3% hardware resources of StatixIII EP3SE80F1152C2 which is a FPGA of Altera Inc. and can operate at up to 446.43MHz. Therefore it can process up to 50 frames of 1080p in a second.

Real-Time LDR to HDR Conversion Hardware Implementation using Luminance Distribution (영상의 휘도 분포를 이용한 LDR 영상의 실시간 HDR 변환 하드웨어 구현)

  • Lee, Seung-min;Kang, Bong-soon
    • Journal of IKEEE
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    • v.22 no.4
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    • pp.901-906
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    • 2018
  • Due to the development of display technologies for images, the resolution and quality of images are increasing day by day. In accordance with the development of the display technology, researches have been actively conducted on technologies for converting and displaying existing images to higher resolution and quality. Since the results of theses studies are included in the image signal processor, hardware implementation is indispensable. In this paper, we propose a real-time HDR(High Dynamic Range) conversion hardware implementation of LDR(Low Dynamic Range) image using luminance distribution. The proposed method extracts the features of the image using the histogram of the luminance distribution, and extends the luminance and color based on the extracted features. In addition, when the proposed method is designed by hardware IP(Intellectual Property) and its performance is verified, 4K DCI(Digital Cinema Image) can be handled at a rate of 30fps at 265.46MHz.

The Technological Competitiveness Analysis of Evolving Artificial Intelligence by Using the Patent Information (특허 분석을 통한 인공지능 기술경쟁력 변화 과정에 관한 연구 - 주요 5개국을 중심으로 -)

  • Huang, Minghao;Nam, Eun Young;Park, Se Hoon
    • Journal of the Korean Society of Systems Engineering
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    • v.18 no.1
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    • pp.66-83
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    • 2022
  • Artificial Intelligence (AI) is to assumed to be one of next generation technology which determine technological competitiveness and strategic advantage of a certain country. By using the patent data, this study aims to have a comparative analysis of the technological competitiveness of evolving artificial intelligence at different stages of development among the five largest intellectual property offices in the world (IP5). For the analysis data, all AI technology patent data from 1956 to 2019 were utilized according to the classification system presented in the "WIPO 2019 Technology Trend: Artificial Intelligence" report published by the World Intellectual Property Organization (WIPO) in 2019. The results shows that China has already surpassed the United States in terms of the number of patent applications in the field of artificial intelligence technology. However, in the domains of the United States, Europe, Japan, and Korea, the technology competitiveness of the United States is far ahead of China. Interestingly, the rate of increase of Korea's technology competitiveness is also very fast, and it has been shown that the technology strength is ahead of China in non-Chinese domains. The significance of this study can be found in the fact that the temporal and spatial change process of technological competitiveness of significant countries in the field of artificial intelligence technology artificial intelligence was viewed as a macro-framework using the technology index (TS) the differences were compared.

Design of an FPGA-Based RTL-Level CAN IP Using Functional Simulation for FCC of a Small UAV System

  • Choe, Won Seop;Han, Dong In;Min, Chan Oh;Kim, Sang Man;Kim, Young Sik;Lee, Dae Woo;Lee, Ha-Joon
    • International Journal of Aeronautical and Space Sciences
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    • v.18 no.4
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    • pp.675-687
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    • 2017
  • In the aerospace industry, we have produced various models according to operational conditions and the environment after development of the base model is completed. Therefore, when design change is necessary, there are modification and updating costs of the circuit whenever environment variables change. For these reasons, recently, in various fields, system designs that can flexibly respond to changing environmental conditions using field programmable gate arrays (FPGAs) are attracting attention, and the rapidly changing aerospace industry also uses FPGAs to organize the system environment. In this paper, we design the controller area network (CAN) intellectual property (IP) protocol used instead of the avionics protocol that includes ARINC-429 and MIL-STD-1553, which are not suitable for small unmanned aerial vehicle (UAV) systems at the register transistor logic (RTL) level, which does not depend on the FPGA vender, and we verify the performance. Consequentially, a Spartan 6 FPGA model-based system on chip (SoC) including an embedded system is constructed by using the designed CAN communications IP and Xilinx Microblaze, and the configured SoC only recorded an average 32% logic element usage rate in the Spartan 6 FPGA model.

Protection of MPEG-2 Multicast Streaming in an IP Set-Top Box Environment

  • Hwang, Seong-Oun;Kim, Jeong-Hyon;Nam, Do-Won;Yoon, Ki-Song
    • ETRI Journal
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    • v.27 no.5
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    • pp.595-607
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    • 2005
  • The widespread use of the Internet has led to the problem of intellectual property and copyright infringement. Digital rights management (DRM) technologies have been developed to protect digital content items. Digital content can be classified into static content (for example, text or media files) and dynamic content (for example, VOD or multicast streams). This paper deals with the protection of a multicast stream on set-top boxes connected to an IP network. In this paper, we examine the following design and architectural issues to be considered when applying DRM functions to multicast streaming service environments: transparent streaming service and large-scale user environments. To address the transparency issue, we introduce a 'selective encryption scheme'. To address the second issue, a 'key packet insertion scheme' and 'hierarchical key management scheme' are introduced. Based on the above design and architecture, we developed a prototype of a multicasting DRM system. The analysis of our implementation shows that it supports transparent and scalable DRM multicasting service in a large-scale user environment.

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A design technology for re-configurable MPU and software on FPGA

  • Araki, H.;Harashima, K.;Kutsuwa, T.
    • Proceedings of the IEEK Conference
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    • 2002.07b
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    • pp.936-939
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    • 2002
  • FPCA is the necessary device to design of hardware at present, it is researched on many ways of applying to design caused by expansion of capacity in recent years. One of these applying ways is SoC (System on a Chip) that is proposed for realizing the basic function of a system. For realizing SoC efficiently, IP (Intellectual property) is very important and developed for re-use of hardware. A MPU for built-in exists as an IP. But almost of MPUs at present as an IPs are lengthy and large-scale for using embedded-application. Furthermore, the function of executing specific treatment critically is required to embedded MPU. We propose a flexible and small scale MPU and its design method.

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A Study on the Knowledge Platform for Issue Technology Using Intellectual Property Information (IP정보기반 이슈기술 지식플랫폼 체계화에 관한 연구)

  • Byeong-jeong Kim;Jung-Ho Um
    • Proceedings of the Korea Information Processing Society Conference
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    • 2024.05a
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    • pp.503-504
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    • 2024
  • 미래사회는 데이터 활용이 곧 경쟁력으로 이를 해결하기 위한 방안으로 이슈 기술에 대한 IP(지적 재산) 정보를 수집하여 키워드와 특허분류를 이용하여 클러스터링한 결과물을 정보시스템으로 구축하는 지식플랫폼을 체계화하는 연구이다. 연구 대상은 바이오화학 산업으로 한정하고 성장성, 산업성, 영향력, 융합성을 적용하여 후보군 물질명을 도출, 관련된 특허정보를 클러스터링하는 지식플랫폼을 타 산업분야에서도 적용할 수 있도록 확장성을 고려하여 설계하였다.

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

A Study on the Appropriateness of Intellectual Property Valuation: The Patent Valuation of Korea Technology Finance Corporation (지식재산평가의 적정성에 대한 연구: 기술보증기금의 특허가치평가를 중심으로)

  • Park, Youngsu;Choi, Sungho
    • Knowledge Management Research
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    • v.21 no.4
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    • pp.195-210
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    • 2020
  • Recently, the value of intellectual property rights including patents has been estimated for various purposes. In particular, the evaluation of loans, guarantees and collateral through patent valuation is increasing with the revitalization of technology financing. Although various studies have been conducted on patent valuation, little research has been done on the adequacy of patent valuation. In this study, using the DCF model, which is the most commonly used method of technology valuation, we examine the appropriateness of the patent valuation by comparing and analyzing the estimated value and actual value of the patent. An empirical result shows that the difference between estimated value and the actual value is statistically significant, and there is a significant difference between the estimated value and the actual value depending on the classification of evaluation work. In addition, while there is no difference between professors, patent attorneys, and researchers in the analysis of value differences according to technical evaluators, there is a significant difference between patent attorneys and other evaluators. Finally, we find a significant value difference between estimated value and actual value of technology subject to evaluation by industry.

A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.