• Title/Summary/Keyword: complex embedded software

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Distributed Dynamic Lighting Energy Management System based on Zigbee Mesh Network (지그비 메쉬망 기반 분산형 동적 에너지 관리 시스템)

  • Kim, Sam-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.85-91
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    • 2014
  • Nowadays, Dynamic lighting control and management skills are studied and used. If the system which is to manage multiple intelligent spot applied ubiquitous service technology is built with decision making and used in the complex intelligent space like a apartment then will improve energy efficiency and provide comfortability in optimal conditions. To solve this problem distributed autonomous control middleware and energy management system which process data gathering by zigbee mesh network and search proper services to save energy by the existing state of things is necessary. In paper we designed DDLEMS (Distributed Dynamic Lighting Energy Management System) that is to service duplex communication embedded by software based home server platform to provide mobile services in the smart place and support decision making about energy saving to the best use of wireless censor node and controled network, energy display devices.

FPGA Implementation of SURF-based Feature extraction and Descriptor generation (SURF 기반 특징점 추출 및 서술자 생성의 FPGA 구현)

  • Na, Eun-Soo;Jeong, Yong-Jin
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.483-492
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    • 2013
  • SURF is an algorithm which extracts feature points and generates their descriptors from input images, and it is being used for many applications such as object recognition, tracking, and constructing panorama pictures. Although SURF is known to be robust to changes of scale, rotation, and view points, it is hard to implement it in real time due to its complex and repetitive computations. Using 3.3 GHz Pentium, in our experiment, it takes 240ms to extract feature points and create descriptors in a VGA image containing about 1,000 feature points, which means that software implementation cannot meet the real time requirement, especially in embedded systems. In this paper, we present a hardware architecture that can compute the SURF algorithm very fast while consuming minimum hardware resources. Two key concepts of our architecture are parallelism (for repetitive computations) and efficient line memory usage (obtained by analyzing memory access patterns). As a result of FPGA synthesis using Xilinx Virtex5LX330, it occupies 101,348 LUTs and 1,367 KB on-chip memory, giving performance of 30 frames per second at 100 MHz clock.

Quadruped Robot for Walking on the Uneven Terrain and Object Detection using Deep Learning (딥러닝을 이용한 객체검출과 비평탄 지형 보행을 위한 4족 로봇)

  • Myeong Suk Pak;Seong Min Ha;Sang Hoon Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.5
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    • pp.237-242
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    • 2023
  • Research on high-performance walking robots is being actively conducted, and quadruped walking robots are receiving a lot of attention due to their excellent mobility and adaptability on uneven terrain, but they are difficult to introduce and utilize due to high cost. In this paper, to increase utilization by applying intelligent functions to a low-cost quadruped robot, we present a method of improving uneven terrain overcoming ability by mounting IMU and reinforcement learning on embedded board and automatically detecting objects using camera and deep learning. The robot consists of the legs of a quadruped mammal, and each leg has three degrees of freedom. We train complex terrain in simulation environments with designed 3D model and apply it to real robot. Through the application of this research method, it was confirmed that there was no significant difference in walking ability between flat and non-flat terrain, and the behavior of performing person detection in real time under limited experimental conditions was confirmed.

An Interface Technique for Avatar-Object Behavior Control using Layered Behavior Script Representation (계층적 행위 스크립트 표현을 통한 아바타-객체 행위 제어를 위한 인터페이스 기법)

  • Choi Seung-Hyuk;Kim Jae-Kyung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.751-775
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    • 2006
  • In this paper, we suggested an avatar control technique using the high-level behavior. We separated behaviors into three levels according to level of abstraction and defined layered scripts. Layered scripts provide the user with the control over the avatar behaviors at the abstract level and the reusability of scripts. As the 3D environment gets complicated, the number of required avatar behaviors increases accordingly and thus controlling the avatar-object behaviors gets even more challenging. To solve this problem, we embed avatar behaviors into each environment object, which informs how the avatar can interact with the object. Even with a large number of environment objects, our system can manage avatar-object interactions in an object-oriented manner Finally, we suggest an easy-to-use user interface technique that allows the user to control avatars based on context menus. Using the avatar behavior information that is embedded into the object, the system can analyze the object state and filter the behaviors. As a result, context menu shows the behaviors that the avatar can do. In this paper, we made the virtual presentation environment and applied our model to the system. In this paper, we suggested the technique that we controling an the avatar control technique using the high-level behavior. We separated behaviors into three levels byaccording to level of abstract levelion and defined multi-levellayered script. Multi-leveILayered script offers that the user can control avatar behavior at the abstract level and reuses script easily. We suggested object models for avatar-object interaction. Because, TtThe 3D environment is getting more complicated very quickly, so that the numberss of avatar behaviors are getting more variableincreased. Therefore, controlling avatar-object behavior is getting complex and difficultWe need tough processing for handling avatar-object interaction. To solve this problem, we suggested object models that embedded avatar behaviors into object for avatar-object interaction. insert embedded ail avatar behaviors into object. Even though the numbers of objects areis large bigger, it can manage avatar-object interactions by very efficientlyobject-oriented manner. Finally Wewe suggested context menu for ease ordering. User can control avatar throughusing not avatar but the object-oriented interfaces. To do this, Oobject model is suggested by analyzeing object state and filtering the behavior, behavior and context menu shows the behaviors that avatar can do. The user doesn't care about the object or avatar state through the related object.

Reliability Analysis of The Mission-Critical Engagement Control Computer Using Active Sparing Redundancy (ASR 기법을 적용한 임무지향 교전통제 컴퓨터의 신뢰도 분석)

  • Shin, Jin-Beom;Kim, Sang-Ha
    • The KIPS Transactions:PartA
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    • v.15A no.6
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    • pp.309-316
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    • 2008
  • The mission-critical engagement control computer for air defense has to maintain its operation without any fault for a long mission time. The mission performed by large-scale and complex embedded software is extremely critical in terms of dependability and safety of computer system, and it is very important that engagement control computer has high reliability. The engagement control computer was implemented using four processors. The distributed computer composed of four processors quarantees the dependability and safety, and ASR fault-tolerant technique applied to each processor guarantees the reliability. In this paper, the mechanism and performance of ASR fault-tolerant technique are analysed. And MTBF, reliability, availability, and cost-effectiveness for ASR, DMR and TMR techniques applied to the engagement control computer are analysed. The mission-critical engagement control computer using software-based ASR fault-tolerant technique provides high reliability and fast recovery time at a low cost. The mission reliability of the engagement control computer using ASR technique in 4 processors board is almost same the reliability of the computer using TMR technique in 6 processors board. ASR technique is most suitable to the mission-critical engagement control computer.

Parallel SystemC Cosimulation using Virtual Synchronization (가상 동기화 기법을 이용한 SystemC 통합시뮬레이션의 병렬 수행)

  • Yi, Young-Min;Kwon, Seong-Nam;Ha, Soon-Hoi
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.12
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    • pp.867-879
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    • 2006
  • This paper concerns fast and time accurate HW/SW cosimulation for MPSoC(Multi-Processor System-on-chip) architecture where multiple software and/or hardware components exist. It is becoming more and more common to use MPSoC architecture to design complex embedded systems. In cosimulation of such architecture, as the number of the component simulators participating in the cosimulation increases, the time synchronization overhead among simulators increases, thereby resulting in low overall cosimulation performance. Although SystemC cosimulation frameworks show high cosimulation performance, it is in inverse proportion to the number of simulators. In this paper, we extend the novel technique, called virtual synchronization, which boosts cosimulation speed by reducing time synchronization overhead: (1) SystemC simulation is supported seamlessly in the virtual synchronization framework without requiring the modification on SystemC kernel (2) Parallel execution of component simulators with virtual synchronization is supported. We compared the performance and accuracy of the proposed parallel SystemC cosimulation framework with MaxSim, a well-known commercial SystemC cosimulation framework, and the proposed one showed 11 times faster performance for H.263 decoder example, while the accuracy was maintained below 5%.