• Title/Summary/Keyword: Multimedia Broadcasting

Search Result 979, Processing Time 0.02 seconds

Algorithm Based on Cardinality Number of Exact Cover Problem (완전 피복 문제의 원소 수 기반 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.2
    • /
    • pp.185-191
    • /
    • 2023
  • To the exact cover problem that remains NP-complete to which no polynomial time algorithm is made available, this paper proposes a linear time algorithm that yields an optimal solution. The proposed algorithm makes use of the set cover problem's major feature which states that "no identical element shall be included in more than one covering set". To satisfy this criterion, the proposed algorithm initially selects a subset with the minimum cardinality and deletes those that contain the cardinality identical to that of the selected subset. This process is repeatedly performed on remaining subsets until the final solution is obtained. Provided that the solution is unattainable, it selects subsets with the maximum cardinality and repeats the same process. The proposed algorithm has not only obtained the optimal solution with ease but also proved its wide applicability on N-queens problems, hence disproving the NP-completeness of the exact cover problem.

Algorithm for Deadlock Prevention of Generalized Philosophers' Dining Problem (일반화된 철학자 만찬 문제의 교착상태 예방 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.2
    • /
    • pp.73-78
    • /
    • 2023
  • The dining philosophers problem(DPP) is that five philosophers sit around a round table and eat spaghetti(or noodles) together, where they must have a pair of chopsticks(two) on both sides of them to eat, and if all philosophers have one chopstick on the right, no one can eat because the deadlock occurs. Deadlocks are a problem that frequently occur in parallel systems, and most current operating systems(OS) cannot prevent it. This paper proposes a silver bullet that causes no deadlock in an OS where all processors of 2≤n≤∞ have multiple parallel processing capabilities. The proposed method is a group round-robin method in which ⌊n/2⌋ odd processors form a group and perform simultaneously, and shift right to the next processor when execution ends. The proposed method is to perform two times for even processors, three times for odd processors per one round-robin. If the proposed method is performed n times, even-numbered processors perform n/2 times and odd-numbered processors perform (n-1)/2-times.

Competitive Algorithm of Set Cover Problem Using Inclusion-Exclusion Principle (포함-배제 원리를 적용한 집합피복 문제의 경쟁 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.4
    • /
    • pp.165-170
    • /
    • 2023
  • This paper proposes an algorithm that can obtain a solution with linear time for a set cover problem(SCP) in which there is no polynomial time algorithm as an NP-complete problem so far. Until now, only heuristic greed algorithms are known to select sets that can be covered to the maximum. On the other hand, the proposed algorithm is a competitive algorithm that applies an inclusion-exclusion principle rule to N nodes up to 2nd or 3rd in the maximum number of elements to obtain a set covering all k nodes, and selects the minimum cover set among them. The proposed algorithm compensated for the disadvantage that the greedy algorithm does not obtain the optimal solution. As a result of applying the proposed algorithm to various application cases, an optimal solution was obtained with a polynomial time of O(kn2).

Balance Algorithm for Long-term Bond First of Cash Flow Matching Problem (자금흐름 일치 문제의 장기채권 우선 잔고 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.3
    • /
    • pp.167-173
    • /
    • 2023
  • The cash flow matching problem(CFMP) aims to minimize the initial investment by paying the total amount due for the T-year in principal and interest of bonds or bank deposits without paying the full amount in cash. Linear programming(LP) is the only known way to solve CFMP. The linear programming method is a problem that optimizes T linear functions, and it cannot be solved by handwriting, so LINGO, which is a solution to the linear programming method, is used. This paper proposes an algorithm that obtains the solution of CFMP solely by handwriting without the help of LINGO. The proposed algorithm determines the amount of bond purchases by covering payments until the previous year of the next maturity bond in the order that the maturity date falls from the longest to the short term. In addition, until the year before the maturity of the shortest maturity bond, the amount of deposit covered by the principal and interest of the bank deposit was determined. As a result of applying the proposed algorithm to two experimental data, it was shown that more accurate results can be obtained compared to the linear programming method.

A study on the regulation of the similar transmission service of digital music (디지털 음원 유사전송 서비스의 규제 방안 연구)

  • Yu, Seung-Jun;Lee, Hwan-soo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.4
    • /
    • pp.151-160
    • /
    • 2018
  • The development of digital technology and the Internet has brought about a great change in the content industry. In order to keep pace with these changes, the copyright law has undergone several revisions, and the concept of "digital sound transmission" was introduced in the 2006 revision. However, in the current law, digital audio transmission is problematic in that the criteria for distinguishing between broadcasting and transmission is abstract and unclear. This ambiguity makes it difficult to judge the legal status of new music webcasting service such as "Free Litsen". Although these services are positioned as digital audion transmission, they have created a new concept of pseudo transmission because of its similarity to the audio transmission in its convenience and utility. These problems stem from the imbalance of between the development of technology and the legal system, so the change of the legal system is inevitable. Thus, this study discusses US copyright law and related cases, and then suggests solutions for pseudo transmission problems. This study suggests legislative criteria for pseudo transmission problems and legislative measures that can reduce the actual damage to the music market.

A Study on Media Art using Ilwolobongdo (일월오봉도를 활용한 미디어아트 연구)

  • Kideok Park;Jeanhun Chung
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.6
    • /
    • pp.103-108
    • /
    • 2023
  • This paper conveys the limitations of analog natural history sample information in digital form, giving viewers interest and fun, and presenting the direction of digital diorama utilization of sample exhibitions. In this exhibition, through various media such as 10,000 won bill dramas and newspaper articles, the Sun and Moon and Five Peaks, a picture familiar to the public, was reproduced in media art so that it can be realized in real life. It is a Joseon Dynasty work in which five mountain peaks, a pair of waterfalls, and four pine trees are drawn symmetrically from side to side. In order to express the vividness of nature, the symbols of the sun and moon were created with the effect of light to maximize immersion, and animals such as waves, crane movements, deer, ramie butterflies, and carp were inserted under the mountain peaks to create the vividness of nature and creatures playing in them. The media art folding screen was produced and directed as a screen. In addition, the introduction of the work and information related to the living things in the work were provided through QR codes.

k-SAT Problem Algorithm Based on Maximum-Maximum Frequency (최대-최대 빈도수 k-SAT 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.6
    • /
    • pp.125-132
    • /
    • 2023
  • To NP-complete 3-SAT problem, this paper proposes a O(nm) polynomial time algorithm, where n is the number of literals and m is the total frequency of all literals in equation f. Conventionally well-known DPLLs should perform O(2𝑙) in the worst case by performing backtracking if they fail to find a solution in a brute-force search of a branch-and-bound for the number of literals 𝑙. DPLL forms the core of the SAT Solver by substituting true(T) or false(F) for a literal so that a clause containing the least frequency literal is true(T) and removing a clause containing that literal. Contrary to DPLL, the proposed algorithm selects a literal max𝑙 with the maximum frequency and sets $_{\max}({\mid}l{\mid},{\mid}{\bar{l}}{\mid})=1$. It then deletes 𝑙∈ci clause in addition to ${\bar{l}}$ from ${\bar{l}}{\in}c_i$ clause. Its test results on various k-SAT problems not only show that it performs less than existing DPLL algorithm, but prove its simplicity in satisfiability verification.

Cycle Detection of Discrete Logarithm using an Array (배열을 이용한 이산대수의 사이클 검출)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.5
    • /
    • pp.15-20
    • /
    • 2023
  • Until now, Pollard's Rho algorithm has been known as the most efficient way for discrete algebraic problems to decrypt symmetric keys. However, the algorithm is being studied on how to further reduce the complexity of O(${\sqrt{p}}$) performance, along with the disadvantage of having to store the giant stride m=⌈${\sqrt{p}}$⌉ data. This paper proposes an array method for cycle detection in discrete logarithms. The proposed method reduces the number of updates of stack memory by at least 73%. This is done by only updating the array when (xi<0.5xi-1)∩(xi<0.5(p-1)). The proposed array method undergoes the same number of modular calculation as stack method, but significantly reduces the number of updates and the execution time for array through the use of a binary search method.

Analysis of Examining Facotrs Affecting the Intention to Accept Artificial Intelligence Technology by Creative Artists and Cultural Practioners (문화예술 종사자의 인공지능 기술 수용 의도에 영향을 미치는 요인들에 대한 연구)

  • Sang-Wook Park;Heeyoung Cho
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.2
    • /
    • pp.7-14
    • /
    • 2024
  • This study intendss to prepare specific support measures for cultural industry practioners and artists to respond to the development of artificial intelligence (AI) based on how they understand and accept AI. To this end, the acceptance attitude of practioners in the arts and cultural sectors toward AI technology was investigated based on the technology acceptance models and theories. The results show that, firstly, personal characteristics and service characteristics, which are influencing factors, have an effect on perceived usefulness, perceived ease of use, and intention to use AI services. Secondly, when there are perceived ease of use and perceived usefulness in AI services, innovative and effective personal characteristics reinforce the intention to use artificial intelligence services. It is expected that this study can be used as a reference for establishing policy measures to support cultural artists related to AI technology.

A Study on the Evaluation of LLM's Gameplay Capabilities in Interactive Text-Based Games (대화형 텍스트 기반 게임에서 LLM의 게임플레이 기능 평가에 관한 연구)

  • Dongcheul Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.3
    • /
    • pp.87-94
    • /
    • 2024
  • We investigated the feasibility of utilizing Large Language Models (LLMs) to perform text-based games without training on game data in advance. We adopted ChatGPT-3.5 and its state-of-the-art, ChatGPT-4, as the systems that implemented LLM. In addition, we added the persistent memory feature proposed in this paper to ChatGPT-4 to create three game player agents. We used Zork, one of the most famous text-based games, to see if the agents could navigate through complex locations, gather information, and solve puzzles. The results showed that the agent with persistent memory had the widest range of exploration and the best score among the three agents. However, all three agents were limited in solving puzzles, indicating that LLM is vulnerable to problems that require multi-level reasoning. Nevertheless, the proposed agent was still able to visit 37.3% of the total locations and collect all the items in the locations it visited, demonstrating the potential of LLM.