• 제목/요약/키워드: multi-core platform

검색결과 73건 처리시간 0.018초

Tile Level Rate Control for High Efficiency Video Coding (HEVC) on Multi-core Platform

  • Marzuki, Ismail;Ahn, Yong-Jo;Sim, Donggyu
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2015년도 추계학술대회
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    • pp.147-148
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    • 2015
  • This paper proposes a tile level rate control for High Efficiency Video Coding (HEVC). The proposed tile level rate control is designed by considering the multi-core platform of tile in HEVC. The proposed tile level rate control allocates the number of bits for each tile based on the predetermined weight generated from the current picture level rate control. According to the experimental results, the proposed tile level rate control for HEVC on multi-core platform loses negligibly the bitrate accuracy about 0.07% on average over the reference software HM-14.0.

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웨어러블 디바이스를 위한 다중 센서/통신용 모듈형 플랫폼 기술 (Modular platform techniques for multi-sensor/communication of wearable devices)

  • 박성훈;김주언;윤동현;백광현
    • 전기전자학회논문지
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    • 제21권3호
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    • pp.185-194
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    • 2017
  • 본 논문에서는 다양한 분야와 환경에서 필요에 따라 기능을 쉽게 교환하고 조립이 가능한 모듈형 웨어러블 플랫폼을 제안한다. 제안된 플랫폼은 국내 CPU 코어 기반의 모듈형 플랫폼과 다양한 환경에 빠르게 대응하여 자유롭게 연결 가능한 plug & play 플랫폼으로 구성된다. 설계된 SoC는 32-bit RISC CPU, 32-bit symmetric multi-core processor, 그리고 16-bit DSP (CDSP)로 구성되고 여기에 필요에 따라 센서 모듈과 통신 모듈이 체인 형태로 연결된다. SoC 칩은 130nm 공정으로 개발되었고 온도와 습도 센서를 이용하여 제안된 모듈형 웨어러블 플랫폼의 기능의 동작을 검증하였다.

Core-A 프로세서 기반의 멀티미디어 SoC 플랫폼 설계 (The Design of Multi-media SoC Platform Based on Core-A Processor)

  • 서학용;허경철;정승표;박주성
    • 전자공학회논문지
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    • 제50권6호
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    • pp.99-104
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    • 2013
  • 최근 주목받는 스마트 폰, 스마트 TV 등 스마트 전자기기들은 전통기기의 기능과 컴퓨터를 결합하는 공통점을 갖고 있다. 단순히 프로세서가 내장되어 연산만 수행하는 것이 아니라 OS(Operating System)가 포함되고 사용자가 개인 용도에 따라 새로운 기능을 추가할 수 있고 유무선 통신으로 인터넷 또는 PC와 연결하여 통신할 수 있는 개장된 멀티미디어 SoC 플랫폼이 필요하다. 본 논문에서는 Core-A 프로세서와 AMBA 버스 기반으로 영상, 음성 또는 각종 통신 형태를 지원하는 다기능 SoC 플랫폼을 설계하여 FPGA로 구현과 검증을 하였다. SoC 플랫폼의 전체 성능을 검증하기 위해 JPEG 디코딩 알고리즘과 ADPCM 인코딩 디코딩 알고리즘을 실행하고 실행 결과를 모니터 또는 스피커로 출력하여 검증했다.

Transient full core analysis of PWR with multi-scale and multi-physics approach

  • Jae Ryong Lee;Han Young Yoon;Ju Yeop Park
    • Nuclear Engineering and Technology
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    • 제56권3호
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    • pp.980-992
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    • 2024
  • Steam line break accident (SLB) in the nuclear reactor is one of the representative Non-LOCA accidents in which thermal-hydraulics and neutron kinetics are strongly coupled each other. Thus, the multi-scale and multi-physics approach is applied in this study in order to examine a realistic safety margin. An entire reactor coolant system is modelled by system scale node, whereas sub-channel scale resolution is applied for the region of interest such as the reactor core. Fuel performance code is extended to consider full core pin-wise fuel behaviour. The MARU platform is developed for easy integration of the codes to be coupled. An initial stage of the steam line break accident is simulated on the MARU platform. As cold coolant is injected from the cold leg into the reactor pressure vessel, the power increases due to the moderator feedback. Three-dimensional coolant and fuel behaviour are qualitatively visualized for easy comprehension. Moreover, quantitative investigation is added by focusing on the enhancement of safety margin by means of comparing the minimum departure from nucleate boiling ratio (MDNBR). Three factors contributing to the increase of the MDNBR are proposed: Various geometric parameters, realistic power distribution by neutron kinetics code, Radial coolant mixing including sub-channel physics model.

멀티플랫폼 환경에서의 e러닝 메타데이터 요소 개발 (e-Learning Metadata element Development in Multi-platform(PC-to-Mobile-to-DTV) Environment)

  • 안정은
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2005년도 한국컴퓨터종합학술대회 논문집 Vol.32 No.1 (A)
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    • pp.79-81
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    • 2005
  • 최근 SCORM, Dublin Core등의 국제 표준 메타데이터와 함께, 세계 사실 표준이라 할 수 있는 IMS와 IEEE/LTSC의 LOM이 e-Learning의 특성을 반영한 메타데이터로서 현재 국$\cdot$내외적으로 많은 e-Learning 업체 및 기관에서 활용되고 있다(5). 그러나 LOM에서 정의한 메타데이터는 멀티플랫폼 환경을 고려하지 않고 있고, 제작 및 유통되고 있는 대부분의 e-Learning 콘텐트는 멀티미디어 특성에 대한 메타데이터 요소가 부족한 실정이다. 따라서 , 본 논문에서는 멀티플랫폼 환경에서 e-Learning학습을 지원하기 위해, 메타데이터 및 e-Learning 업체의 Requirement를 조사,분석하고 e-Learning 국제 표준 메타데이터와 플랫폼의 디바이스 특성을 반영하여, 기본적인 PC(Personal Computer) 환경을 포함한 모바일 기기 환경과 디지털TV 환경을 고려한 멀티플랫폼 e-Learning 메타데이터(Multi-platform e-Learning Metadata)를 제안하였다.

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Efficient Process Network Implementation of Ray-Tracing Application on Heterogeneous Multi-Core Systems

  • Jung, Hyeonseok;Yang, Hoeseok
    • IEIE Transactions on Smart Processing and Computing
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    • 제5권4호
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    • pp.289-293
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    • 2016
  • As more mobile devices are equipped with multi-core CPUs and are required to execute many compute-intensive multimedia applications, it is important to optimize the systems, considering the underlying parallel hardware architecture. In this paper, we implement and optimize ray-tracing application tailored to a given mobile computing platform with multiple heterogeneous processing elements. In this paper, a lightweight ray-tracing application is specified and implemented in Kahn process network (KPN) model-of-computation, which is known to be suitable for the description of real-time applications. We take an open-source C/C++ implementation of ray-tracing and adapt it to KPN description in the Distributed Application Layer framework. Then, several possible configurations are evaluated in the target mobile computing platform (Exynos 5422), where eight heterogeneous ARM cores are integrated. We derive the optimal degree of parallelism and a suitable distribution of the replicated tasks tailored to the target architecture.

A Study on the Business Model of a Fan Community Platform 'Weverse'

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • 제10권4호
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    • pp.172-182
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    • 2021
  • We look at the business model development of a fan community platform 'Weverse' from two-sided platform (TSP) to multi-sided platform (MSP) and investigate its platform business model. From the Rocket Model's theoretical perspective, the results reveal that Weverse firstly focuses on inviting artists as many as possible starting from BTS, then attracts new artists' fans naturally. For success of this TSP, it forms MSP, 'Weverse Shop' to meet two sides' relevant needs timely and filtered. In third stage of connection, various partnerships are attempted in terms of open platform strategies. For instance, by combining 'VLive' and Weverse, Naver's fan platform business is transferred to Weverse. For core transaction through direct and indirect monetization, several cobranding activities are tried. Lastly, regarding optimization, newly born Weverse being launched in the first half of 2022 is supposed to create further synergies with Naver's R&D capabilities in data, AI, and other technologies like metaverse platform 'ZEPETO' which already sells clothing items of Weverse artists.

A Technique for Fast Process Creation Based on Creation Location

  • Kim, Byung-Jin;Ahn, Young-Ho;Chung, Ki-Seok
    • Journal of Computing Science and Engineering
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    • 제5권4호
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    • pp.283-287
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    • 2011
  • Due to the proliferation of software parallelization on multi-core CPUs, the number of concurrently executing processes is rapidly increasing. Unlike processes running in a server environment, those executing in a multi-core desktop or a multi-core mobile platform have various correlations. Therefore, it is crucial to consider correlations among concurrently running processes. In this paper, we exploit the property that for a given created location in the binary image of the parent process, the average running time of child processes residing in the run-queue differs. We claim that this property can be exploited to improve the overall system performance by running processes that have a relatively short running time before those with a longer running time. Experimental results verified that the running time was actually improved by 11%.

스마트 디바이스 기반의 멀티 플랫폼 아케이드 게임 개발 (Development of multi arcade game platform applying smart devices)

  • 윤창옥;김준홍;주우석;윤태수
    • 한국게임학회 논문지
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    • 제15권5호
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    • pp.119-130
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    • 2015
  • 최근 게임 산업은 시대별 핵심 플랫폼의 등장과 함께 패러다임 변화가 이루어져왔다. 아케이드, 콘솔, PC온라인, 스마트 디바이스 플랫폼들이 대표적이다. 최근에는 스마트 디바이스와 다른 플랫폼의 연동되는 멀티 플랫폼 형태로 확장 변모하고 있고, 탈 PC화로 멀티 플랫폼 게임들이 나오고 있는 추세이다. 본 논문에서는 아케이드 게임의 연속성이 부족한 점을 인지하여 기존 아케이드 디바이스에 스마트 디바이스를 연동한 멀티 플랫폼 아케이드 게임을 제안한다. 기존 아케이드 게임에 온라인 형태의 네트워크 환경을 제공하여 스마트 디바이스와 연동을 통한 첨단 아케이드 게임 환경을 제공한다. 이러한 환경을 제공함으로써 단순한 1차적이고 연속성이 부족한 1회성 아케이드 게임을 스마트 디바이스와 연동함으로써 게임의 연속성을 높이고 사용자의 집중도를 높일 수 있다. 또한 멀티 플랫폼의 연동을 위해 블루투스 통신모듈과 무선 Wi-Fi 통신모듈을 사용함으로써 통신환경에 맞게 적용이 가능하며, Unity3D엔진을 사용함으로써 콘텐츠의 확정성이 가능하다.

하이브리드 센싱 기반 다중참여형 가상현실 이동 플랫폼 개발에 관한 연구 (A Study on the Development of Multi-User Virtual Reality Moving Platform Based on Hybrid Sensing)

  • 장용훈;장민혁;정하형
    • 한국멀티미디어학회논문지
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    • 제24권3호
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    • pp.355-372
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    • 2021
  • Recently, high-performance HMDs (Head-Mounted Display) are becoming wireless due to the growth of virtual reality technology. Accordingly, environmental constraints on the hardware usage are reduced, enabling multiple users to experience virtual reality within a single space simultaneously. Existing multi-user virtual reality platforms use the user's location tracking and motion sensing technology based on vision sensors and active markers. However, there is a decrease in immersion due to the problem of overlapping markers or frequent matching errors due to the reflected light. Goal of this study is to develop a multi-user virtual reality moving platform in a single space that can resolve sensing errors and user immersion decrease. In order to achieve this goal hybrid sensing technology was developed, which is the convergence of vision sensor technology for position tracking, IMU (Inertial Measurement Unit) sensor motion capture technology and gesture recognition technology based on smart gloves. In addition, integrated safety operation system was developed which does not decrease the immersion but ensures the safety of the users and supports multimodal feedback. A 6 m×6 m×2.4 m test bed was configured to verify the effectiveness of the multi-user virtual reality moving platform for four users.