• Title/Summary/Keyword: Mobile Units

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A Study of Applying Extreme Programming Method in Mobile Game Development Environment

  • Seo, Yeung-Su;Jung, Hun;Park, Hae-Woo;Yu, Chun-Gun;Lee, Jun-Hyuk;Kang, Byung-Wook
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.59-62
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    • 2008
  • When performing a project, the most important thing is building a result with planned quality within development period. Particularly, if the project is delayed or has no good quality in the case of the mobile game development project which is sensitive to the release time and quality, it is immediately connected to the failure of the project. Extreme Programming is a methodology that divides the development cycle into smaller units for reducing the risk factor of the project in which the development period is important. In this paper, we suggest the Expanded Extreme Programming for mobile game development environment in which the development period and quality are important

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RAKE Receiver for Time Division Synchronous CDMA Mobile Terminal

  • Xiao Yang;Lee Kwang-Jae;Lee Moon-Ho
    • Journal of electromagnetic engineering and science
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    • v.6 no.1
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    • pp.10-17
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    • 2006
  • For the sake of the potential ability of overcoming interference in TD-SCDMA(time division-synchronous code division multiple access) systems, pilot signal is adopted, but the presented TD-SCDMA protocol has not considered the Rake technique for their mobile terminals. This paper developed a RAKE receiver algorithm and an implementation circuit, which make use of the pilot signal in the burst structure of the TD-SCDMA base station to estimate main channel parameter(channel delays) in the downlink of TD-SCDMA wireless network. The algorithm can reduce multipath interference for the mobile units in multiusers' case. Theoretic performance analysis presented in the paper and computer simulations show that there is a range of BER for Rake receiver and confirm that the proposed RAKE receiver algorithm achieved a better performance under multipath fading propagation and multiusers conditions.

Embedded Mobile Automatic System Architecture and Interface for the Telematics (텔레매틱스를 위한 임베디드 이동체 자동화 시스템 구조 및 인터페이스)

  • Han Cheol-Min;Kim Nam-Hee;Cho Hae-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.443-447
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    • 2005
  • EMAST(Embedded Mobile Automatic System for Telematics) is implemented in SoC using the CAN and ARM Processor. For the general usage, EMAST must satisfy the two condition. First, Mobile internal interface is to be designed to support Differential Transceiver, Optical Transceiver and Wireless Transceiver Second, it should be supporting the interface between terminals using EMAST and telematics networks. In this paper, we propose EMAST structure and the efficient interface structure between EMAST and each mobile units.

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Computational Analytics of Client Awareness for Mobile Application Offloading with Cloud Migration

  • Nandhini, Uma;TamilSelvan, Latha
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.11
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    • pp.3916-3936
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    • 2014
  • Smartphone applications like games, image processing, e-commerce and social networking are gaining exponential growth, with the ubiquity of cellular services. This demands increased computational power and storage from mobile devices with a sufficiently high bandwidth for mobile internet service. But mobile nodes are highly constrained in the processing and storage, along with the battery power, which further restrains their dependability. Adopting the unlimited storage and computing power offered by cloud servers, it is possible to overcome and turn these issues into a favorable opportunity for the growth of mobile cloud computing. As the mobile internet data traffic is predicted to grow at the rate of around 65 percent yearly, even advanced services like 3G and 4G for mobile communication will fail to accommodate such exponential growth of data. On the other hand, developers extend popular applications with high end graphics leading to smart phones, manufactured with multicore processors and graphics processing units making them unaffordable. Therefore, to address the need of resource constrained mobile nodes and bandwidth constrained cellular networks, the computations can be migrated to resourceful servers connected to cloud. The server now acts as a bridge that should enable the participating mobile nodes to offload their computations through Wi-Fi directly to the virtualized server. Our proposed model enables an on-demand service offloading with a decision support system that identifies the capabilities of the client's hardware and software resources in judging the requirements for offloading. Further, the node's location, context and security capabilities are estimated to facilitate adaptive migration.

A Design of Low-power/Small-area Arithmetic Units for Mobile 3D Graphic Accelerator (휴대형 3D 그래픽 가속기를 위한 저전력/저면적 산술 연산기 회로 설계)

  • Kim Chay-Hyeun;Shin Kyung-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.5
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    • pp.857-864
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    • 2006
  • This paper describes a design of low-power/small-area arithmetic circuits which are vector processing unit powering nit, divider unit and square-root unit for mobile 3D graphic accelerator. To achieve area-efficient and low-power implementation that is an essential consideration for mobile environment, the fixed-point f[mat of 16.16 is adopted instead of conventional floating-point format. The vector processing unit is designed using redundant binary(RB) arithmetic. As a result, it can operate 30% faster and obtained gate count reduction of 10%, compared to the conventional methods which consist of four multipliers and three adders. The powering nit, divider unit and square-root nit are based on logarithm number system. The binary-to-logarithm converter is designed using combinational logic based on six-region approximation method. So, the powering mit, divider unit and square-root unit reduce gate count when compared with lookup table implementation.

Lip and Voice Synchronization with SMS Messages for Mobile 3D Avatar (SMS 메시지에 따른 모바일 3D 아바타의 입술 모양과 음성 동기화)

  • Youn, Jae-Hong;Song, Yong-Gyu;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.682-686
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    • 2006
  • There have been increasing interests in 3D mobile content service with emergence of a terminal equipping with a mobile 3D engine and growth of mobile content market. Mobile 3D Avatar is the most effective product displaying the character of a personalized mobile device user. However, previous studies on the method of expressing 3D Avatar have been mainly focused on natural and realistic expressions according to the change in facial expressions and lip shape of a character in PC based virtual environments. In this paper, we propose a method of synchronizing the lip shape with voice by applying a SMS message received in mobile environments to 3D mobile Avatar. The proposed method enables to realize a natural and effective SMS message reading service of mobile Avatar by disassembling a received message sentence into units of a syllable and then synchronizing the lip shape of 3D Avatar with the corresponding voice.

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A Study on Production of Low Storage Capacity of Character Animation for 3D Mobile Games (3D 모바일 게임용 저용량 3D캐릭터 애니메이션 제작에 관한 연구)

  • Lee Ji-Won;Kim Tae-Yul;Kyung Byung-Pyo
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.107-114
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    • 2005
  • The next generation of 3D mobile games market is becoming increasingly active, more as a result of improvement in the CPU speed of hardware phone, embarkation of 3D engines and high memory capacity, In response to this trend, popular 3D games of PS2 (PlayStation2) and popular online games are being launched as mobile games. However, mobile units have different hardware characteristics compared to those of other platforms such as the PC or the game console. Therefore, mobile game versions of the popular PC games face many limitations in many aspects such as in battery capacity, size of display, capacity of the game, and other user interface issues. Among these many limitations, study for allowing low capacity storage of the game is becoming important. In addition, realistic animation of the 3D character on the small screen of the mobile unit is more important than any other matter. The purpose of this study is to find a solution to providing realistic 3D character animation, and for decreasing the storage capacity of character animation for application in 3D mobile games.

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A study on Protector Performance Evaluation According to X-ray Scattering Distribution of Portable Radiation System (이동형 방사선 발생장치 차폐물 설치에 관한 연구)

  • Kim, Hyong-Gyun;Sung, Dong-Keon;Cho, Kyong-Mi;Kim, Sang-Beom;Kim, Jae-Young;Choi, Jun-Ho
    • Korean Journal of Digital Imaging in Medicine
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    • v.11 no.2
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    • pp.85-92
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    • 2009
  • This study, "The study about performance evaluations of mobile cover for X-ray's diffusion and distribution in mobile radiation" is based on the rules of mobile defense apparatus for radiation producer in 2006. To use the mobile cover for X-ray for diagnosis has been compulsory in common wards except operation rooms, emergency rooms and intensive care units. we have confirmed the effect in arbitrary shielding material after Qualitiy Control was carried out for accuracy in an experiment of mobile photographing equipment. The performance evaluation was conducted with the fabrics of selenium, 0.2 mmPb, 0.1 mmPb and aluminiums. Considering the result, we choosed 0.1 mmPb and attached cover to mobile photographing equipment. We have finished making the cover after drew up the draft to attach cover to mobile photographing equipment through the modeling and the structural analysis. the process of the study is that we assembled the manufactured structures and carried out the practical experiment to take the photograph after attaching the fabric of 0.1 mmPb to mobile photographing equipment. It is need of additional thesises hereafter that we compare the result between the part to improve for safety besides convenience in photographic experiment about clinical radiation and the effect of covering the diffusion in condition attached the cover.

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A New Fair Call Admission Control for Integrated Voice and Data Traffic in Wireless Mobile Networks

  • Hwang, Young Ha;Noh, Sung-Kee;Kim, Sang-Ha
    • Journal of Information Processing Systems
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    • v.2 no.2
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    • pp.107-113
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    • 2006
  • It is essential to guarantee a handoff dropping probability below a predetermined threshold for wireless mobile networks. Previous studies have proposed admission control policies for integrated voice/data traffic in wireless mobile networks. However, since QoS has been considered only in terms of CDP (Call Dropping Probability), the result has been a serious CBP (Call Blocking Probability) unfairness problem between voice and data traffic. In this paper, we suggest a new admission control policy that treats integrated voice and data traffic fairly while maintaining the CDP constraint. For underprivileged data traffic, which requires more bandwidth units than voice traffic, the packet is placed in a queue when there are no available resources in the base station, instead of being immediately rejected. Furthermore, we have adapted the biased coin method concept to adjust unfairness in terms of CBP. We analyzed the system model of a cell using both a two-dimensional continuous-time Markov chain and the Gauss-Seidel method. Numerical results demonstrate that our CAC (Call Admission Control) scheme successfully achieves CBP fairness for voice and data traffic.

Bluetooth Network for Mobile System Control (이동 시스템 제어를 위한 블루투스 네트워크)

  • 임준홍;곽재혁
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.11
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    • pp.1052-1057
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    • 2004
  • Bluetooth technology is essentially a method for wireless connectivity of a diverse set of devices ranging from PDAs, mobile phone, notebook computers, to another equipments, The bluetooth system both point-to point connection and point-to multipoint connection. In point-to multipoint connection, the channel is shared among several bluetooth devices. Two or more devices sharing the same channel form a piconet. There one master device and up to seven active slave devices in a piconet. The radio operates in the unlicensed 2.45GHz ISM band. This allows users who travel world-wide to use bluetooth equipments anywhere. Since the link is based on frequency-hop spread spectrum, multiple channels can exist at the same time. The bluetooth standard ha s been suggested that bluetooth equipments can be used in the short-range, maximum 100 meters. It has been defined that the time takes to setup and establish a bluetooth connection among devices is 10 seconds. It is a long time and may be a cause to lose a chance of finding other non-fixed devices. We propose a routing protocols for scatternets which can be used to control a mobile units(MUs) in this network. The proposed routing protocol is composed of two kinds of bluetooth information, access point(AP) and MU.