• Title/Summary/Keyword: mobile processor

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Development of Advanced DSRC Packet Communication Technology (차세대 DSRC 패킷 통신 기술 개발)

  • Lee Hyun;Park In-Seong;Shin Chang-Sub;Oh Hyun-Seo;Yim Choon-Sik;Cho Kyoung-Rok
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.2 no.1 s.2
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    • pp.93-100
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    • 2003
  • In this farer, An ADSRC(Advanced Dedicated Short Range Communication) packet communication system developed by ETRI is introduced. The ADSRC system has been developed to provide high-speed, short-range wireless racket communication in roadside environment for mobile office services. The requirements of the ADSRC system for mobile office services and the system design specification to meet them with regard to mobile of nce environment are discussed. The ADSRC packet communication systems consist of the MAC(Medium Access Control) Processor block the OFDM() modem block and the RF block. The MAC processor block handles medium access control. The OFDM modem transmits data packets at up to 24Mbps adaptively and recovers the data from RF block. The ADSRC packet communication system architecture is described.

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Design of Transformation Engine for Mobile 3D Graphics (모바일 3차원 그래픽을 위한 기하변환 엔진 설계)

  • Kim, Dae-Kyoung;Lee, Jee-Myong;Lee, Chan-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.10
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    • pp.49-54
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    • 2007
  • As digital contents based on 3D graphics are increased, the requirement for low power 3D graphic hardware for mobile devices is increased. We design a transformation engine for mobile 3D graphic processor. We propose a simplified transformation engine for mobile 3D graphic processor. The area of the transformation engine is reduced by merging a mapping transformation unit into a projective transformation unit and by replacing a clipping unit with a selection unit. It consists of a viewing transformation unit a projective transformation unit a divide by w nit, and a selection unit. It can process 32 bit floating point format of the IEEE-754 standard or a reduced 24 bit floating point format. It has a pipelined architecture so that a vertex is processed every 4 cycles except for the initial latency. The RTL code is verified using an FPGA.

A design of transcendental function arithmetic unit for lighting operation of mobile 3D graphic processor (모바일 3차원 그래픽 프로세서의 조명처리 연산을 위한 초월함수 연산기 구현)

  • Lee, Sang-Hun;Lee, Chan-Ho
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.715-718
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    • 2005
  • Mobile devices is getting to include more functions according to the demand of digital convergence. Applications based on 3D graphic calculation such as 3D games and navigation are one of the functions. 3D graphic calculation requires heavy calculation. Therefore, we need dedicated 3D graphic hardware unit with high performance. 3D graphic calculation needs a lot of complicated floating-point arithmetic operation. However, most of current mobile 3D graphics processors do not have efficient architecture for mobile devices because they are based on those for conventional computer systems. In this paper, we propose arithmetic units for special functions of lighting operation of 3D graphics. Transcendental arithmetic units are designed using approximation of logarithm function. Special function units for lighting operation such as reciprocal, square root, reciprocal of square root, and power can be obtained. The proposed arithmetic unit has lower error rate and smaller silicon area than conventional arithmetic architecture.

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Implementation of a Mobile One-Button Game (모바일 원-버튼 게임의 구현)

  • Oh, Sun-Jin;Choi, Se-Young;Lee, Young-Dae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.6
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    • pp.71-75
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    • 2008
  • The big issue according to the advance of wireless internet is the design of on-line game under mobile computing environment. The current mobile games have constraints in implementation of on-line game due to the low performance processor. small memory size and short battery time. Therefore, nowadays one-button games which are simple and easy to manipulate, have attracted great interests. In this paper, we designed and implemented the trandition Jeki-chaki game, which is a kind of one-line game, using a mobile handset.

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Object Tracking of Mobile Robots using Hough Transform (Hough Transform을 이용한 이동 로봇의 물체 추적)

  • Jung, Kyung-Kwon;Shin, Heon-Soo;Lee, Hyun-Kwan;Eom, Ki-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.819-822
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    • 2007
  • In this paper, we propose an object-tracking of mobile robots using CHT(Circular Hough transform) algorithm. The proposed method extracts the region of moving objects using 1-D projection algorithm, and detects circular objects using CHT. In order to verify the effectiveness of the proposed tracking method, we perform experiments of ball shape object-tracking using mobile robot based on ARM processor with CMOS camera.

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Implementation of echo canceller for mobile communications interworking switch network (스위치네트워크와 연동에 의한 이동통신용 반향제거장치 구현)

  • 오돈성;이두수
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.21 no.8
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    • pp.2033-2042
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    • 1996
  • In this papre, we describe a recently implemented echo canceller for digital cellular communication of Code Division Multiple Access(CDMA) that features time sharing of digital signal processor(DSP) over four channels in one DSP to reduce per channel costs. In the Public Land Mobile Network(PLMN), it is important to cancel the echo reflected from the Public Switched Telephone Network(PSTN) side. In case of digital mobile system, the round-trip delay of the echo is in excess of about 180 milliseconds due to frame-by-frame voice coding. It is necessary to cancel the echo in PLMN. We have developed a multi-channel echo canceller tht operates with Time Switch Module in a Mobile Switching Center(MSC). The general echo canceller needs PCM trunk interface circuits and the tone detection and disabling circuits, but the multi-channel echo canceller linked with Time Switch Module does not need them. Therefore we could develop the effective and economical echo canceller.

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Mobile Device View Using XQuery Query Processor (XQuery 질의 처리기를 이용한 모바일 기기 뷰)

  • 서혜진;홍의경
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.151-153
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    • 2004
  • 휴대폰이나 PDA 등의 모바일 장치들의 급속한 성장으로 무선 단말기에 적합한 WAP이 탄생하였다. 이에 따라 무선 접근을 위한 언어로 WML이 만들어졌다. 본 연구에서 XQuery 질의를 SQL문장으로 변환시켜서 수행함으로써 XML데이터에 대한 검색을 가능하게 하도록 한 질의 처리 시스템을 이용하여 무선 단말기에 검색 결과를 보여주는 방법을 연구하였다.

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Design of Wi-Fi based Mobile Game App for a Smart Phone (스마트 폰을 위한 Wi-Fi 기반 모바일 게임 앱의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.67-73
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    • 2011
  • With the rapid growth of recent smart phone technology, the interests for the design of online game in mobile computing environment are highly focussed on with great attention. Smart phone as a mobile terminal device, however, has many restrictions for implementing online mobile game since the limitation of relatively low performance of a processor, low resolution of GUI, small memory spaces, and short battery power. Therefore, most of games are very restricted on online and multi-play functions. In this paper, we design and implement mobile online game app in component based smart phone environment in order to take over these restrictions in mobile environment. Especially, the implemented mobile game is able to play online game among Wi-Fi based game server and another smart phone.

A design of Floating Point Arithmetic Unit for Geometry Operation of Mobile 3D Graphic Processor (모바일 3D 그래픽 프로세서의 지오메트리 연산을 위한 부동 소수점 연산기 구현)

  • Lee, Jee-Myong;Lee, Chan-Ho
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.711-714
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    • 2005
  • We propose floating point arithmetic units for geometry operation of mobile 3D graphic processor. The proposed arithmetic units conform to the single precision format of IEEE standard 754-1985 that is a standard of floating point arithmetic. The rounding algorithm applies the nearest toward zero form. The proposed adder/subtraction unit and multiplier have one clock cycle latency, and the inversion unit has three clock cycle latency. We estimate the required numbers of arithmetic operation for Viewing transformation. The first stage of geometry operation is composed with translation, rotation and scaling operation. The translation operation requires three addition and the rotation operation needs three addition and six multiplication. The scaling operation requires three multiplication. The viewing transformation is performed in 15 clock cycles. If the adder and the multiplier have their own in/out ports, the viewing transformation can be done in 9 clock cycles. The error margin of proposed arithmetic units is smaller than $10^{-5}$ that is the request in the OpenGL standard. The proposed arithmetic units carry out operations in 100MHz clock frequency.

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