• Title/Summary/Keyword: implementation algorithm

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An Efficient Soft-Output MIMO Signal Detection Method Based on Multiple Channel Ordering Technique and Its VLSI Implementation (다중 채널 순서화 기술 기반 효율적인 Soft-Output MIMO 신호검출 기법과 VLSI 구현)

  • Im, Tae-Ho;Yu, Sung-Wook;Kim, Jae-Kwon;Cho, Yong-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.12C
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    • pp.1044-1051
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    • 2010
  • In this paper, we propose an efficient soft-output signal detection method for spatially multiplexed multiple input multiple output (MIMO) systems. The proposed method is based on the ordered successive interference cancellation (OSIC) algorithm, but it significantly improves the performance of the original OSIC algorithm by solving the error propagation problem. The proposed method combines this enhanced OSIC (ESIC) algorithm with a multiple ordering technique in a very efficient way. As a result, the log likelihood ratio (LLR) values can be computed by using a very small set of candidate symbol vectors. The proposed method has been implemented with a $0.13{\mu}m$ CMOS technology for a $4{\times}4$ 16-QAM MIMO system. The simulation and implementation results show that the proposed detector provides a very good solution in terms of performance and hardware complexity.

Implementation and Verification of Lateral Navigation Algorithm for Korean Utility Helicopter (기동헬기 측면항법 알고리즘 구현 및 검증)

  • Kim, Sung-woo;Go, Eun-kyoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.2
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    • pp.354-361
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    • 2018
  • This paper describe the Lateral Navigation algorithm design and verification that implementation on Mission Computer's OFP for Korean Utility Helicopter(KUH) instead of Auto Flight Control System(AFCS) Vehicle Management System. The LNAV function transmits Roll command into the AFCS System. The Roll command value will be calculated by control algorithms in MC. The Operational Flight Program(OFP) shall use for its calculations different measurements of the aircraft's attitude and place. Using these inputs, the OFP will translate a navigational demand(for example-to perform the selected flight plan) into Roll commands to the autopilot. By conducting integration test using SIL and ground test, flight test, it is confirmed that the introduced algorithm meets the requirements of the Mission Equipment Package(MEP) system. LNAV function is verified through the System Integration Laboratory(SIL) test, ground and flight test.

Implementation of efficient DNA Sequence Generate System with Genetic Algorithm (유전자 알고리즘을 이용한 DNA 서열 생성 시스템의 효율적인 구현에 대한 연구)

  • Lee Eun-Kyung;Lee Seung-Ryeol;Kim Dong-Soon;Chung Duck-Jin
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.43 no.5 s.311
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    • pp.44-59
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    • 2006
  • This paper describes the efficient implementation of DNA sequence generate system with genetic algorithm for reducing computation time of NACST. The proposed processor is based on genetic algerian with fitness functions which would suit the point of reference for generated sequences. In order to implement efficient hardware structure, we used the pipelined structure. In addition our design was applied the parallelism to achieve even better simulation time than the sequence generator system which is designed on software. In this paper, our hardware is implemented on the FPGA board with xc2v6000 devices. Through experiment, the proposed hardware achieves 467 times speed-up over software on a PC and sequence generate performance of hardware is same with software.

A Design and Implementation of High Speed Hardware Sorter with Reverse Radix Method (역방향 레딕스 방식에 위한 고속 하드웨어 정렬기의 설계 및 구현)

  • Park, Hui-Sun;Jeon, Jong-Yeon;Kim, Hui-Suk
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.4
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    • pp.992-1001
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    • 1996
  • Radix sort scans the data twice in a pass, to search bit 0s of the items being sorted and store them into the lowest address, and to search bit 1s and st ore them into the following addresses. This doubles the sorting time. In this paper, we introduce Reverse Radix Sort Algorithm, in which the data being sorted are sacnned just once and write upward from the lowest address if it is 0 and downward from the highest address if it is 1. The algorithm is simple and the hardware sorter implemented by this method shows very high sorting sped. Hardware implementation requires two separate pocket memories, register, an upward increasing address counter, a downward decreasing address counter, and comparator. The software simulation of Reverse Radix Sor Algorithm performs sorting in the speed of 54.9ms per 10 thousand of 8 bit digit data, but the hardware sorter spends 5.3ms to sort the same number of data.

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Implementation of Active Noise Curtains for Long Distance Noise (원거리 소음 제거를 위한 능동방음막 구현)

  • Nam, Hyun-Do;Kwon Hyuk
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.1
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    • pp.154-160
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    • 2004
  • In this paper, implementation of active noise curtains using multiple channel adaptive filters is presented. The same numbers of single channel LMS algorithms as control loudspeakers is used instead of a multi-channel LMS algorithm to reduce the computational burden of adaptive filter algorithms. In general, a multi-channel LMS algorithm is usually used in active noise control system. but this algorithm has much more computational complexity. The single channel control techniques have less amount of DSP calculation, compared to multiple channel control techniques. A stabilizing procedure for adaptive IIR filters is also proposed to improve the stability of recursive LMS algorithms. Both experimental results of two control techniques using TMS320VC33 digital signal processor show the similar noise reduction, but the single channel control techniques are more efficient in practical active noise curtain applications

Performance of LDPC Decoder of HSS based on Non-Uniform Quantization (비균일 양자화 방식 기반 HSS 방식의 LDPC 복호기 성능)

  • Kim, Tae-Hun;Kwon, Hae-Chan;Jung, Ji-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.9
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    • pp.2029-2035
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    • 2013
  • In this paper, we presented non-uniform quantization method for LDPC decoder specified in DVB-S2 standard. There are some problems in order to implement LDPC decoder in aspect to algorithm and implementation. In algorithm aspect, because of large number of iterations, LDPC decoding in general give rise to a large number of computation operations, mass power consumption, and decoding delay. Therefore, this paper studies Horizontal Shuffle Scheduling (HSS) algorithm which reduced iteration number without performance loss. In aspect of implementation, there are some solutions to improve the decoding speed, however this paper focused on non-uniform quantization which reduce the quantization bits of LDPC decoder. In simulation results, Decoding throughput of HSS LDPC decoder based on non-uniform quantization is 816Mbps and it improved 12% compared to conventional one.

An Efficient Program Slicing Algorithm using Dynamic Control Information (동적 제어 정보를 이용한 효율적인 프로그램 슬라이싱 알고리즘)

  • 박순형;정은이;박만곤
    • Journal of Korea Multimedia Society
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    • v.3 no.1
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    • pp.92-100
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    • 2000
  • For the operation of the practical software systems, the development of new software, extension and modification phases of current software are successively needed through the new requirements added and their errors debugging detected. We need to understand current program exactly during a working serial jobs. When we'd like to extract the statements which influence the variable of specific statement of program, we generally analyze the program behavior through execution trace of program for the input values. It is important to compute dynamic program slice related to all statements that actually affect the value of a variable occurrence for a given program input and to develop techniques of its implementation. But traditional dynamic slicing techniques are inconvenient to make program execution history at the beginning implementation. In this paper, we propose a new improved algorithm which can produce program slice by use of dynamic control information and program slicing techniques except execution history file. Also we can find that the proposed program slicing approach is more efficient than the traditional program slicing algorithm on the practical testing environment.

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An Optimal Implementation of Object Tracking Algorithm for DaVinci Processor-based Smart Camera (다빈치 프로세서 기반 스마트 카메라에서의 객체 추적 알고리즘의 최적 구현)

  • Lee, Byung-Eun;Nguyen, Thanh Binh;Chung, Sun-Tae
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.17-22
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    • 2009
  • DaVinci processors are popular media processors for implementing embedded multimedia applications. They support dual core architecture: ARM9 core for video I/O handling as well as system management and peripheral handling, and DSP C64+ core for effective digital signal processing. In this paper, we propose our efforts for optimal implementation of object tracking algorithm in DaVinci-based smart camera which is being designed and implemented by our laboratory. The smart camera in this paper is supposed to support object detection, object tracking, object classification and detection of intrusion into surveillance regions and sending the detection event to remote clients using IP protocol. Object tracking algorithm is computationally expensive since it needs to process several procedures such as foreground mask extraction, foreground mask correction, connected component labeling, blob region calculation, object prediction, and etc. which require large amount of computation times. Thus, if it is not implemented optimally in Davinci-based processors, one cannot expect real-time performance of the smart camera.

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An Efficient Implementation of Kruskal's Algorithm for A Minimum Spanning Tree (최소신장트리를 위한 크루스칼 알고리즘의 효율적인 구현)

  • Lee, Ju-Young
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.7
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    • pp.131-140
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    • 2014
  • In this paper, we present an efficient implementation of Kruskal's algorithm to obtain a minimum spanning tree. The proposed method utilizes the union-find data structure, reducing the depth of the tree of the node set by making the nodes in the path to root be the child node of the root of combined tree. This method can reduce the depth of the tree by shortening the path to the root and lowering the level of the node. This is an efficient method because if the tree's depth reduces, it could shorten the time of finding the root of the tree to which the node belongs. The performance of the proposed method is evaluated through the graphs generated randomly. The results showed that the proposed method outperformed the conventional method in terms of the depth of the tree.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.