• Title/Summary/Keyword: Symbols

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A Study on the ZP-OFDM System Robust to Symbol Timing Offset (심볼 타이밍 옵셋에 강건한 ZP-OFDM 시스템에 관한 연구)

  • Chung, Jae-Pil
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1042-1046
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    • 2011
  • In this paper, we analyze the STO (Symbol Timing Offset) problem in conventional ZP-OFDM (Zero Padding-Orthogonal Frequency Division Multiplexing) systems and propose a robust ZP-OFDM system with bi-directional overlap-add scheme to overcome the problem. The proposed ZP-OFDM system is able to preserve the orthogonality between subcarriers and reduce the interference from other ZP-OFDM symbols due to the BOA scheme, which exploits both ZP intervals of the previous and the current ZP-OFDM symbols, even though serious STOs result from inaccurate symbol timing synchronization. Simulation results verify that the proposed ZP-OFDM system is superior to the conventional ZP-OFDM system.

Performance Analysis of Adaptive MMSE Receiver for CDMA Downlink

  • Nam, Ock-woo;Kim, Jae-hyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.3
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    • pp.435-441
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    • 2001
  • In this paper, we proposed adaptive MMSE receiver, which use channel equalizer to eliminate the interference due to multi-path fading and adaptive filter to eliminate the multiple access interference. The unique features of proposed receiver schemes are as following. We use pilot channel to estimate the channel coefficients exactly and guard symbols which are inserted periodically to estimate channel coefficients exactly without interference from user signals. The length of channel equalizer also can be reduced with the help of guard symbols. Especially utilizing adaptive code-matched filter(AMMSE) when the user population is high and SNR is not low we accepts excellent performance improvement.

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Recognition of Music using Backpropagation Network (Backpropagation Network을 이용한 악보 인식)

  • Park, Hyun-Jun;Cha, Eui-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.258-261
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    • 2007
  • This paper presents techniques to recognize music using back propagation network, one of the neural network algorithms, and to preprocess technique for music image. Music symbols and music notes are segmented by preprocessing such as binarization, slope correction, staff line removing, etc. Segmented music symbols and music notes are recognized by music note recognizing network and non-music note recognizing network. We proved correctness of proposed music recognition algorithm through experiments and analysis with various kind of musics.

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A Design and Implementation of Threshold-adjusted Em Codec (Threshold-adjusted EZW Codec의 설계와 구현)

  • Chae, Hui-Jung;Lee, Ho-Seok
    • The KIPS Transactions:PartB
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    • v.9B no.1
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    • pp.57-66
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    • 2002
  • In this paper, we propose a method for the improvement of EZW encoding algorithm. The EZW algorithm encodes wavelet coefficients using 4 symbols such as POS(POsitive), NEG(NEGative), IZ(Isolated Zero), and ZTR(ZeroTreeRoot) which are determined by the significance of wavelet coefficients. In this paper, we applied threshold to wavelet coefficients to improve the EZW algorithm. The coefficients below the threshold are adjusted to zero to generate more ZTR symbols in the encoding process. The overall EZW image compression system is constructed using run-length coding and arithmetic coding. The system shows remarkable results for various images. We finally present experimentation results.

Performance Comparisons of Two Inner Coding Structures in Concatenated Codes for Wireless Multimedia / Multicast Transmission on Shipboard (해상환경에서 선박내 무선 이동 멀티캐스트/멀티미디어 전송을 위한 쇄상부호의 내부호 구조 성능비교 연구)

  • Lee, Ye Hoon;Lee, Seong Ro
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.12
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    • pp.1323-1326
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    • 2014
  • In this letter, we compare the performance of two concatenated coding structures in slow FH/SS systems for multimedia/multicast transmission on shipboard. Two outer code symbols are transmitted during a hop. The first structure consists of one inner codeword per one outer code symbol, while the second structure consists of one inner codeword per two outer code symbols. We analyze the overall block error probability in asymptotic region and show that the performance of the second scheme is superior to the first one.

A Comparative Study on Family Perception between Abused Children and Normal Children by Kinetic Family Drawing (학대아동과 일반아동의 동적가족화에 의한 가족지각 비교)

  • Lee, Haeng-Ja;Kim, Young-Hae;Park, Nam-Hee
    • Journal of Korean Academy of Nursing
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    • v.36 no.2
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    • pp.265-277
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    • 2006
  • Purpose: The study attempted to find family perception differences between abused children and normal children by Kinetic Family Drawing. Method: The subjects of the study consisted of two groups, 143 abused who were in the upper 25th percentile, and 150 normal who were in the lower 25th percentile. Collected Kinetic Family Drawings were divided into five dimensions such as actions, human figure characteristics, dynamics, styles and symbols, and they was analyzed with SPSS/WIN 10.0. Results: In the perception about their family in action dimension, their family in figure characteristics dimension, their family in dynamics dimensions, and their family in symbols dimension, there is a sharp contrast between the two groups. Conclusion: Putting these results together, abused children feel lower self-esteem and feel more sense of alienation in their family than normal children do. In addition, abused children perceive their parents as negative and aggressive people.

Computer Codes for Korean Sounds: K-SAMPA

  • Kim, Jong-mi
    • The Journal of the Acoustical Society of Korea
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    • v.20 no.4E
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    • pp.3-16
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    • 2001
  • An ASCII encoding of Korean has been developed for extended phonetic transcription of the Speech Assessment Methods Phonetic Alphabet (SAMPA). SAMPA is a machine-readable phonetic alphabet used for multilingual computing. It has been developed since 1987 and extended to more than twenty languages. The motivating factor for creating Korean SAMPA (K-SAMPA) is to label Korean speech for a multilingual corpus or to transcribe native language (Ll) interfered pronunciation of a second language learner for bilingual education. Korean SAMPA represents each Korean allophone with a particular SAMPA symbol. Sounds that closely resemble it are represented by the same symbol, regardless of the language they are uttered in. Each of its symbols represents a speech sound that is spectrally and temporally so distinct as to be perceptually different when the components are heard in isolation. Each type of sound has a separate IPA-like designation. Korean SAMPA is superior to other transcription systems with similar objectives. It describes better the cross-linguistic sound quality of Korean than the official Romanization system, proclaimed by the Korean government in July 2000, because it uses an internationally shared phonetic alphabet. It is also phonetically more accurate than the official Romanization in that it dispenses with orthographic adjustments. It is also more convenient for computing than the International Phonetic Alphabet (IPA) because it consists of the symbols on a standard keyboard. This paper demonstrates how the Korean SAMPA can express allophonic details and prosodic features by adopting the transcription conventions of the extended SAMPA (X-SAMPA) and the prosodic SAMPA(SAMPROSA).

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A Study on the Notation of Jeongganbo Score using Extensible Markup Language (XML) (확장 마크업 언어(XML)를 이용한 정간보 악보 표기법에 관한 연구)

  • Lee, Yong Ju;Choi, Keunwoo;Park, Tae Jin;Kang, Kyeongok
    • The Journal of the Acoustical Society of Korea
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    • v.32 no.5
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    • pp.446-453
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    • 2013
  • In this paper, we propose an efficient method to describe and save Jeongganbo score which has various structures and symbols by using XML (Extensible Markup Language). To do this, analysis of Jeongganbo's structures, and classification of symbols for jeongganbo were preformed. Then, Jeongganbo DTD (Document Type Definition) was defined to describe Jeongganbo score in XML document. To verify the proposed method, we produced a Jeongganbo score XML file for real Jeongganbo score according to the proposed Jeongganbo DTD, and then evaluated the produced XML file by using Jeongganbo XML interpreter software which can interpret the Jeongganbo XML file and represent the Jeongganbo score.

An Optimized Double-ABBA Quasi-Orthogonal Space Time Code with PIC Group Decoding (PIC 그룹 복호화를 이용한 최적화된 Double-ABBA 유사 직교 시공간 부호)

  • Hanif, Mohammad Abu;Lee, Moon Ho;Park, Ju Yong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.1
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    • pp.21-26
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    • 2013
  • In this paper we propose a system where we divide the group with 2 symbols. The two added symbols are separated by multiplexing and later added using the DE-multiplexing technique. In our proposed system a simple Partial Interference Cancelation (PIC) group decoding scheme is used for Double-ABBA(D-ABBA) Quasi-Orthogonal Space Time Code, which reduces the decoding complexity for the higher order Multiple Input Multiple Output (MIMO) space time block coding. Finally we compare the proposed scheme performance using the different modulation schemes.

A Comparative Study on Behavior-based Agent Control for Computer Games

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.37-45
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    • 2002
  • Computer games could be regarded as simulation of the real world. Control problems of software agents have long been studied in the field of Artificial Intelligence (AI), resulting in giving a birth to the behavior-based approach. three main approaches might be categorized out of the history of AI study. First, Cognitivists propose that intelligence could be represented and manipulated in terms of symbols. Second, Connectionists claim that symbols could not be isolated but they are embedded in the body structure. Third, the behavior-based approach is an approach to AI which suggests that intelligence is dynamic property that exists nowhere but emerges in the relationship of an agent and the world including observers while the agent performs behavior. This paper explains and compares the three approaches to AI, then discusses the plausibility of the behavior-based approach and problems. Finally, this paper proposes application of behavior-based approach to computer games in terms of agent control.

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