• Title/Summary/Keyword: SONY

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A Movie recommendation using method of Spectral Bipartition on Implicit Social Network (잠재적 소셜 네트워크를 이용하여 스펙트럼 분할하는 방식 기반 영화 추천 시스템)

  • Sadriddinov Ilkhomjon;Sony Peng;Sophort Siet;Dae-Young Kim;Doo-Soon Park
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.322-326
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    • 2023
  • We propose a method of movie recommendation that involves an algorithm known as spectral bipartition. The Social Network is constructed manually by considering the similar movies viewed by users in MovieLens dataset. This kind of similarity establishes implicit ties between viewers. Because we assume that there is a possibility that there might be a connection between users who share the same set of viewed movies. We cluster users by applying a community detection algorithm based on the spectral bipartition. This study helps to uncover the hidden relationships between users and recommend movies by considering that feature.

Implementation of a Recommendation system using the advanced deep reinforcement learning method (고급 심층 강화학습 기법을 이용한 추천 시스템 구현)

  • Sony Peng;Sophort Siet;Sadriddinov Ilkhomjon;DaeYoung, Kim;Doo-Soon Park
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.406-409
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    • 2023
  • With the explosion of information, recommendation algorithms are becoming increasingly important in providing people with appropriate content, enhancing their online experience. In this paper, we propose a recommender system using advanced deep reinforcement learning(DRL) techniques. This method is more adaptive and integrative than traditional methods. We selected the MovieLens dataset and employed the precision metric to assess the effectiveness of our algorithm. The result of our implementation outperforms other baseline techniques, delivering better results for Top-N item recommendations.

Design of Video Encoder activating with variable clocks of CCDs for CCTV applications (CCTV용 CCD를 위한 가변 clock으로 동작되는 비디오 인코더의 설계)

  • Kim, Joo-Hyun;Ha, Joo-Young;Kang, Bong-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.1
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    • pp.80-87
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    • 2006
  • SONY corporation preoccupies $80\%$ of a market of the CCD used in a CCTV system. The CCD of SONY have high duality which can not follow the progress of capability. But there are some problems which differ the clock frequency used in CCD from the frequency used in common video encoder. To get the result by using common video encoder, the system needs a scaler that could adjust image size and PLL that synchronizes CCD's with encoder's clock So, this paper proposes the video encoder that is activated at equal clock used in CCD without scaler and PLL. The encoder converts ITU-R BT.601 4:2:2 or ITU-R BT.656 inputs from various video sources into NTSC or PAL signals in CVBS. Due to variable clock, property of filters used in the encoder is automatically changed by clock and filters adopt multiplier-free structures to reduce hardware complexity. The hardware bit width of programmable digital filters for luminance and chrominance signals, along with other operating blocks, are carefully determined to produce hish-quality digital video signals of ${\pm}1$ LSB error or less. The proposed encoder is experimentally demonstrated by using the Altera Stratix EP1S80B953C6ES device.

Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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Study on the Design of S/PDIF BC which Can Operate without PLL (PLL없이 동작하는 S/PDIF IC 설계에 관한 연구)

  • Park Ju-Sung;Kim Suk-Chan;Kim Kyoung-Soo
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.1
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    • pp.11-20
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    • 2005
  • In this paper, we deal with the research about a S/PDIF (Sony Philips Digital Interface) receiver which can operate without PLL (Phase Locked Loop) circuits. Although a S/PDIF receiver is used in most audio devices and audio processors in these days. yet there are only few domestic researches about S/PDIF. Currently used commercial DACs (Digital-to-Analog Converters) which can decode S/PDIF signals, have a PLL circuit inside them. The PLL makes it possible to extract clock information from S/PDIF digital signal and to synchronize a clock signal with input signals. But the PLL circuit makes many diffculties in designing the SOC (System On Chips) of VLSIs (Vew Large Scale Integrated Ciruits) because it is an "analog circuit". We proposed a S/PDIF receiver which doesn't have PLL circuits and only has Pure digital circuits. The key idea of the proposed S/PDIF receiver. is to use the ratio between a 16 MHz basic input clock and S/PDIF signals. After having decoded hundreds thousands S/PDIF inputs, it went to prove that a S/PDIF receiver can be designed with pure digital circuits and without any analog circuits such as PLL circuits. We have confidence that the proposed S/PDIF receiver can be used as an IP (Intellectual Property) for the SOC design of the digital circuits.

The Effects of Rehabilitation Exercise Using a Home Video Game (PS2) on Gait Ability of Chronic Stroke Patients (가정용 게임기를 이용한 재활운동이 뇌졸중 환자의 보행 능력에 미치는 효과)

  • Shin, Won-Seob;Lee, Dong-Yeop;Lee, Seung-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.1
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    • pp.368-374
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    • 2010
  • The purpose of this study was investigate the effect of rehabilitation exercise using a home video game(PS2, Sony) on gait ability in the chronic stroke patients. The subjects of this study were 32 patients who underwent stroke for more than 6 months and were assigned to a game-based exercise group (n=16) or a control group (n=16). The Game-based exercise group executed a rehabilitation exercise three times a week during 6 weeks, at the rehabilitation unit. The exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Outcome measures included gait ability. After the completion of the game-based exercise, 10m walking velocity was improved significantly (p<0.05). Six minute walking distance was increased significantly (p<0.05). These results showed that the rehabilitation exercise using a home video game is effective in the improvement of gait ability in chronic stroke patients. This study suggest that interesting, motivating game-based rehabilitation exercise and effective in recovery of function exercise for chronic stroke patients should be necessary to develop and apply.

Design of an Autonomous Eating Pet Robot

  • Park, Ch.S.;Choi, B.J.;Park, S.H.;Lee, Y.J.
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.855-858
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    • 2003
  • The trends of recent developed a pet robot which interacts with people are increased gradually. There are a few pet robots that are a robot dog, robot cat, and robot fish. The pet robot is featured that it is possible to sympathize and give pleasure to human. The pet robots express delight, sorrow, surprise, and hunger through the artificial intelligence. Previously, the pet robot has to exchange the battery when it is exhausted. Commercialized robots have a self-recharging function, which express hunger. Robot dog AIBO, SONY in Japan, checks the battery for expressing hunger. They find an energy station for recharge. While operation time of AIBO is 1 hour 30 minutes, recharging time is 2 hours. Recharging time is longer than operation time. During the recharge, they don't operate. We obtain a motivation for eating the battery when find the problem. In this paper, introduce an Autonomous Eating Pet Robot and propose a design for realization. The Autonomous Eating Pet Robot has a function that is the most basic instinct that is finding a food and evacuating.

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ROS-based control for a robot manipulator with a demonstration of the ball-on-plate task

  • Khan, Khasim A.;Konda, Revanth R.;Ryu, Ji-Chul
    • Advances in robotics research
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    • v.2 no.2
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    • pp.113-127
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    • 2018
  • Robotics and automation are rapidly growing in the industries replacing human labor. The idea of robots replacing humans is positively influencing the business thereby increasing its scope of research. This paper discusses the development of an experimental platform controlled by a robotic arm through Robot Operating System (ROS). ROS is an open source platform over an existing operating system providing various types of robots with advanced capabilities from an operating system to low-level control. We aim in this work to control a 7-DOF manipulator arm (Robai Cyton Gamma 300) equipped with an external vision camera system through ROS and demonstrate the task of balancing a ball on a plate-type end effector. In order to perform feedback control of the balancing task, the ball is designed to be tracked using a camera (Sony PlayStation Eye) through a tracking algorithm written in C++ using OpenCV libraries. The joint actuators of the robot are servo motors (Dynamixel) and these motors are directly controlled through a low-level control algorithm. To simplify the control, the system is modeled such that the plate has two-axis linearized motion. The developed system along with the proposed approaches could be used for more complicated tasks requiring more number of joint control as well as for a testbed for students to learn ROS with control theories in robotics.

Development of the TVC Battery for High Voltage Loads in KSLV-I Upper Stage (KSLV-I 상단부 고전압 부하용 TVC 배터리 개발)

  • Kim, Myung-Hwan;Ma, Keun-Sum;Lim, You-Chol;Lee, Jae-Deuk
    • Aerospace Engineering and Technology
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    • v.7 no.2
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    • pp.110-116
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    • 2008
  • This paper gives a brief summary of the TVC battery design description, specifications and test results. The TVC battery for KSLV-I upper stage contains 168 Sony l8650VT high power lithium-ion cells. It configured as 2 strings in parallel, with each string containing 84 series connected cells. This allows to meet nominal 270V voltage and capacity requirements specified for the mission of the Thrust Vector Control(TVC) system. The loads profile of the TVC system has short duration, high current pulse. To power such a system with minimal mass, the battery employed l8650VT Cells. This cell is specifically designed for high rate applications and is capable of a 10C continuous discharge.

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Six Sigma in Non-Manufacturing Environments

  • Akpolat, Hasan
    • International Journal of Quality Innovation
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    • v.5 no.2
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    • pp.17-25
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    • 2004
  • Despite the fact that much has been published about Six Sigma in the business and academic press and on the Internet in recent years, there is still confusion among many people, particularly those who work in the transactional and service environments, about the nature of Six Sigma. It is true that Six Sigma like other process improvement programs before was first applied to manufacturing processes; however, many corporations including General Electric and Sony have successfully applied Six Sigma to their transactional and service processes as well. Six Sigma is used by many companies not only to improve the quality of their products and services but also to achieve quantifiable financial results, improve management style and communication, and achieve customer and employee satisfaction. Whether in manufacturing or non-manufacturing environments, the application of Six Sigma differs from organization to organization. Although there are many common elements between these applications, however, special care must be taken when customizing Six Sigma to suit the organizations' needs. In this paper, the author provides some practical and useful guidelines for Six Sigma deployment. This paper is not about the use of numerous statistical tools and techniques that can be found in a typical Six Sigma toolbox. The main emphasis has been placed both on the concept and the implementation of Six Sigma, particularly within the non-manufacturing areas of business.