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A High PErformance Lookup Controller for ATM based IP Packet Forwarding Engine (ATM 기반 IP 패킷 포워딩 엔진을 위한 고성능 룩업 제어기)

  • Choi, Byeong-Cheol;Kwak, Dong-Yong;Lee, Jeong-Tae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.4B
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    • pp.298-305
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    • 2003
  • In this paper, we proposed a high performance lookup controller for IP packet forwarding engine of ATM based label edge routers. The lookup controller is designed to provide services such as MPLS, VPN, ELL, and RT services as well as the best effort. For high speed searching for IP addresses, we employed a TCAM based hardware search device not using traditional algorithmic approaches. We also implement lookup control functions into FPGA for fast processing of packet header and lookup control. The proposed lookup controller is designed to support differenciated services for users and to process in pipelined mechanism for performance improvement. A two-step search scheme is also applied to perform lookup for the key combined with multi-field of packet header. We found that the proposed lookup controller provides the performance of about 16M packets per second through simulations.

A Study of Privacy Protection Awareness of Mobile Phone Users (휴대폰 사용자의 개인정보 보호 의식 연구)

  • Rhee, Hae-Kyung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.5B
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    • pp.386-394
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    • 2008
  • Adoption of wireless communication facilities in mobile devices leads to increased vulnerability in individual privacy. One of such cases was discovered when a smart mobile phone of Paris Hilton at Oscar Award Ceremony was hacked a Swedish group of hackers. In this study, I wondered what sort of personal information could be exposed to hackers in such cases. In the course of survey, it was recognized that technical analysis of flash memory in mobile devices to check what kinds of data are stored there is technically almost impossible, since they are usually built in a proprietary manner. No generic tools could apply to discover their contents. Having recognized technical difficulties, it was inevitable to resort to a questionnaire survey to see awareness level with regard to personal privacy. We collected response from three hundred respondents by posting the questionnaire at World Survey on-line research site. What we have discovered was quite astonishing that even personal residence registration numbers have been found from nine of every ten respondents. Other data revealed include phone numbers, names, and personal bank accounts.

Optimization of image data for Mobile Game Gontents (모바일게임 콘텐츠 개발을 위한 이미지 데이터 최적화)

  • Lee, Hwan-joong;Kim, young-bong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.38-42
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    • 2008
  • In the 2000s, the PC package game market has withered, but the internet based on-line game, the wireless internet based mobile game and high-powered console game market have been main stream. Among those markets, mobile game market has rapidly increased because it has 'mobility' that overcomes the limitation of time and area. But, unlike other platforms, mobile game user have to pay the higher price for download mobile game contents through the wireless internet and mobile game developer have to overcome the limitation of storage memory capacity.of mobile phone. Chiefly, the image data consume the storage capacity of mobile game contents, this paper present a technology to optimize image data for mobile game contents through analyzing type of compression method and image formats.

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Life Story Generation in Mobile Environments Using User Contexts and Petri Net (사용자 컨텍스트와 페트리넷을 이용한 모바일 상의 라이프 스토리 생성)

  • Lee, Young-Seol;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.2
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    • pp.236-240
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    • 2008
  • People use diary or photograph for recall-ing their memory in order to satisfy their desires for recording their lives. If the experienced events are organized to a story, S/he can share her/his experience with others, and recall her/his significant events easily. In this paper, we propose a method that generates a story with Petri net and user contexts collected from mobile device. Here, we use Petri-net as a representation method that links human activities or experience causally. It is appropriate solution for modeling parallel events in real world, and for representing non-linear story line. In order to show the usefulness of the proposed method, we show an example of generating a story of user's experience with user contexts from mobile device and evaluate them.

Fast Content-preserving Seam Estimation for Real-time High-resolution Video Stitching (실시간 고해상도 동영상 스티칭을 위한 고속 콘텐츠 보존 시접선 추정 방법)

  • Kim, Taeha;Yang, Seongyeop;Kang, Byeongkeun;Lee, Hee Kyung;Seo, Jeongil;Lee, Yeejin
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.1004-1012
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    • 2020
  • We present a novel content-preserving seam estimation algorithm for real-time high-resolution video stitching. Seam estimation is one of the fundamental steps in image/video stitching. It is to minimize visual artifacts in the transition areas between images. Typical seam estimation algorithms are based on optimization methods that demand intensive computations and large memory. The algorithms, however, often fail to avoid objects and results in cropped or duplicated objects. They also lack temporal consistency and induce flickering between frames. Hence, we propose an efficient and temporarily-consistent seam estimation algorithm that utilizes a straight line. The proposed method also uses convolutional neural network-based instance segmentation to locate seam at out-of-objects. Experimental results demonstrate that the proposed method produces visually plausible stitched videos with minimal visual artifacts in real-time.

Design of visitor counting system using edge computing method

  • Kim, Jung-Jun;Kim, Min-Gyu;Kim, Ju-Hyun;Lee, Man-Gi;Kim, Da-Young
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.75-82
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    • 2022
  • There are various exhibition halls, shopping malls, theme parks around us and analysis of interest in exhibits or contents is mainly done through questionnaires. These questionnaires are mainly depend on the subjective memory of the person being investigated, resulting in incorrect statistical results. Therefore, it is possible to identify an exhibition space with low interest by tracking the movement and counting the number of visitors. Based on this, it can be used as quantitative data for exhibits that need replacement. In this paper, we use deep learning-based artificial intelligence algorithms to recognize visitors, assign IDs to the recognized visitors, and continuously track them to identify the movement path. When visitors pass the counting line, the system is designed to count the number and transmit data to the server for integrated management.

A Systems Engineering Approach for Predicting NPP Response under Steam Generator Tube Rupture Conditions using Machine Learning

  • Tran Canh Hai, Nguyen;Aya, Diab
    • Journal of the Korean Society of Systems Engineering
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    • v.18 no.2
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    • pp.94-107
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    • 2022
  • Accidents prevention and mitigation is the highest priority of nuclear power plant (NPP) operation, particularly in the aftermath of the Fukushima Daiichi accident, which has reignited public anxieties and skepticism regarding nuclear energy usage. To deal with accident scenarios more effectively, operators must have ample and precise information about key safety parameters as well as their future trajectories. This work investigates the potential of machine learning in forecasting NPP response in real-time to provide an additional validation method and help reduce human error, especially in accident situations where operators are under a lot of stress. First, a base-case SGTR simulation is carried out by the best-estimate code RELAP5/MOD3.4 to confirm the validity of the model against results reported in the APR1400 Design Control Document (DCD). Then, uncertainty quantification is performed by coupling RELAP5/MOD3.4 and the statistical tool DAKOTA to generate a large enough dataset for the construction and training of neural-based machine learning (ML) models, namely LSTM, GRU, and hybrid CNN-LSTM. Finally, the accuracy and reliability of these models in forecasting system response are tested by their performance on fresh data. To facilitate and oversee the process of developing the ML models, a Systems Engineering (SE) methodology is used to ensure that the work is consistently in line with the originating mission statement and that the findings obtained at each subsequent phase are valid.

A Shortest Bypass Search Algorithm by using Positions of a Certain Obstacle Boundary (임의형태의 장애물 경계정보를 이용한 최소거리 우회경로 탐색 알고리즘)

  • Kim, Yun-Sung;Park, Soo-Hyun
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.129-137
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    • 2010
  • Currently used shortest path search algorithms involve graphs with vertices and weighted edges between each vertex. However, when finding the shortest path with a randomly shaped obstacle(an island, for instance) positioned in between the starting point and the destination, using such algorithms involves high memory inefficiency and is significantly time consuming - all positions in the map should be considered as vertices and every line connecting any of the two adjacent vertices should be considered an edge. Therefore, we propose a new method for finding the shortest path in such conditions without using weighted graphs. This algorithm will allow finding the shortest obstacle bypass given only the positions of the obstacle boundary, the starting point and the destination. When the row and column size of the minimum boundary rectangle to include an obstacle is m and n, respectively, the proposed algorithm has the maximum time complexity, O(mn). This performance shows the proposed algorithm is very efficient comparing with the currently used algorithms.

A Study of Sound Expression in Webtoon (웹툰의 사운드 표현에 관한 연구)

  • Mok, Hae Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.469-491
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    • 2014
  • Webtoon has developed the method that makes it possible to express sound visually. Also we can also hear sound in webtoon through the development of web technology. It is natural that we analyze the sound that we can hear, but we can also analyze the sound that we can not hear. This study is based on 'dual code' in cognitive psychology. Cartoonists can make visual expression on the basis of auditive impression and memory, and readers can recall the sound through the process of memory and memory-retrieval. This study analyzes both audible sound and inaudable sound. Concise analysis owes the method to film sound theory. Three main factor, Volume, pitch, and tone are recognized by frequency in acoustics. On the other hand they are expressed by the thickness and site of line and image of sound source. The visual expression of in screen sound and off screen sound is related to the frame of comics. Generally the outside of frame means off sound, but some off sound is in the frame. In addition, horror comics use much sound for the effect of genre like horror film. When analyzing comics sound using this kinds of the method film sound analysis, we can find that webtoon has developed creative expression method comparing with simple ones of early comics. Especially arranging frames and expressing sound following and vertical moving are new ones in webtoon. Also types and arrangement of frame has been varied. BGM is the first in using audible sound and recently BGM composed mixing sound effect is being used. In addition, the program which makes it possible for readers to hear sound according to scroll moving. Especially horror genre raise the genre effects using this technology. Various methods of visualizing sound are being created, and the change shows that webtoon could be the model of convergence in contents.

Cognitive Improvement Effects of Krill Oil in a Scopolamine-induced Mice Model (Scopolamine 유도 인지 저하 마우스 모델에서 크릴 오일의 인지 개선 효과)

  • Hye-Min Seol;Jeong-Ah Lee;Mi-Sun Hwang;Sang-Hoon Park;Hyeong-Soo Kim
    • Journal of Life Science
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    • v.34 no.7
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    • pp.509-519
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    • 2024
  • A previous study showed that krill oil improved recognition and memory through anti-oxidative effects in an amyloid β model, but the authors noted that further investigations are necessary of alterations to neurotransmitters' states and of serum lipid profile improvements related to serum lipid peroxidation. Accordingly, in this study, ICR mice were pre-treated intraperitoneally with scopolamine prior to induced neurotransmission impairment, and the effects of krill oil provision on their capabilities of cognition were tested by performing a passive avoidance test (PAT), water maze test (WMT), and novel object recognition test. Then, parameters including the acetylcholine (ACh) concentration, acetylcholinesterase activity (AChE), lipid peroxidation, serum lipid levels, and nerve cell proliferation were investigated. The results showed that krill oil improved the mice's abilities in recognition and memory as the times taken to complete the PAT and WMT were reduced compared to the mice in a comparison scopolamine-treated group. Krill oil produced an increased concentration of Ach, and this was accompanied by a decrease in AChE. As shown in a scopolamine-treated SH-SY5Y cell line, krill oil reduced the activity of AChE. Moreover, the suppression of lipid peroxidation-reflected in the finding that malondialdehyde was decreased with krill oil provision-is speculated to affect the recorded serum triglyceride and cholesterol decreases and LDL cholesterol increase. The intake of krill oil was also found to produce an improvement in brain-derived neurotrophic factor expression by stimulating the activation of cyclic AMP response element binding protein in the brain tissue. Overall, the current results imply that the provision of krill oil raises the cognition and memory by elevating neurotransmitters and by improving the serum lipid profile and nerve cell proliferation, which occur as lipid peroxidation is suppressed in the brain tissue.