• Title/Summary/Keyword: openMP

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Horizon Run Spin-off Simulations for Studying the Formation and Expansion history of Early Universe

  • Kim, Yonghwi;Park, Jaehong;Park, Changbom;Kim, Juhan;Singh, Ankit;Lee, Jaehyun;Shin, Jihye
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.45.1-45.1
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    • 2021
  • Horizon Run 5 (HR5) is a cosmological hydrodynamical simulation which captures the properties of the Universe on aGpc scale while achieving a resolution of 1kpc. This enormous dynamic range allows us to simultaneously capture the physics of the cosmic web on very large scales and account for the formation and evolution of dwarf galaxies on much smaller scales. On the back of a remarkable achievement of this, we have finished to run follow-up simulations which have 2 times larger volume than before and are expected to complementary to some limitations of previous HR simulations both for the study on the large scale features and the expansion history in a distant Universe. For these simulations, we consider the sub-grid physics of radiative heating/cooling, reionization, star formation, SN/AGN feedbacks, chemical evolution and the growth of super-massive blackholes. In order to do this project, we implemented a hybrid MPI-OpenMP version of the RAMSES code, 'RAMSES-OMP', which is specifically designed for modern many-core many thread parallel systems. These simulation successfully reproduce various observation result and provide a large amount of statistical samples of Lyman-alpha emitters and protoclusters which are important to understand the formation and expansion history of early universe. These are invaluable assets for the interpretation of current ΛCDM cosmology and current/upcoming deep surveys of the Universe, such as the world largest narrow band imaging survey, ODIN (One-hundred-square-degree Dark energy camera Imaging in Narrow band).

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The Horizon Run 5 Cosmological Hydrodynamical Simulation: Probing Galaxy Formation from Kilo- to Giga-parsec Scales

  • Lee, Jaehyun;Shin, Jihey;Snaith, Owain N.;Kim, Yonghwi;Few, C. Gareth;Devriendt, Julien;Dubois, Yohan;Cox, Leah M.;Hong, Sungwook E.;Kwon, Oh-Kyoung;Park, Chan;Pichon, Christophe;Kim, Juhan;Gibson, Brad K.;Park, Changbom
    • The Bulletin of The Korean Astronomical Society
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    • v.45 no.1
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    • pp.38.2-38.2
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    • 2020
  • Horizon Run 5 (HR5) is a cosmological hydrodynamical simulation which captures the properties of the Universe on a Gpc scale while achieving a resolution of 1 kpc. This enormous dynamic range allows us to simultaneously capture the physics of the cosmic web on very large scales and account for the formation and evolution of dwarf galaxies on much smaller scales. Inside the simulation box. we zoom-in on a high-resolution cuboid region with a volume of 1049 × 114 × 114 Mpc3. The subgrid physics chosen to model galaxy formation includes radiative heating/cooling, reionization, star formation, supernova feedback, chemical evolution tracking the enrichment of oxygen and iron, the growth of supermassive black holes and feedback from active galactic nuclei (AGN) in the form of a dual jet-heating mode. For this simulation we implemented a hybrid MPI-OpenMP version of the RAMSES code, specifically targeted for modern many-core many thread parallel architectures. For the post-processing, we extended the Friends-of-Friend (FoF) algorithm and developed a new galaxy finder to analyse the large outputs of HR5. The simulation successfully reproduces many observations, such as the cosmic star formation history, connectivity of galaxy distribution and stellar mass functions. The simulation also indicates that hydrodynamical effects on small scales impact galaxy clustering up to very large scales near and beyond the baryonic acoustic oscillation (BAO) scale. Hence, caution should be taken when using that scale as a cosmic standard ruler: one needs to carefully understand the corresponding biases. The simulation is expected to be an invaluable asset for the interpretation of upcoming deep surveys of the Universe.

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A Study on the Digital Filter Design using Software for Analysis of Observation Data in Radio Astronomy (전파천문 관측데이터 분석을 위해 소프트웨어를 이용한 디지털필터 설계에 관한 연구)

  • Yeom, Jae-Hwan;Oh, Se-Jin;Roh, Duk-Gyoo;Oh, Chung-Sik;Jung, Dong-Kyu;Shin, Jae-Sik;Kim, Hyo-Ryoung;Hwang, Ju-Yeon
    • Journal of the Institute of Convergence Signal Processing
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    • v.16 no.4
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    • pp.175-181
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    • 2015
  • In this paper, we propose a design method for a digital filter using software in order to analyze the radio astronomy observation data. Recently the analysis method for radio astronomy observing system is transferring from hardware to software by developing of state-of-the-art of computer system. The existing hardware system is not able to easily change the specification because it is implemented to meet special requirements and it takes a high cost and time. In case of software, however, it has an advantage to implement with small cost if open software is used, and flexibly changes to satisfy the desired specification. But, in order to analyze the massive data like radio astronomy with software, the good performance system is needed for computer. Therefore, this paper proposes a digital filter design method using software with the same performance as that of digital filter implemented with hardware in observation system which is operated by the KVN(Korean VLBI Network). To design a digital filter, the proposed method is performed with standard C language and the simulation is conducted with GNU(GNU's Not Unix) Octave and investigated to show its effectiveness. In addition, for the high speed operation of the designed digital filter, the SSE(Streaming SIMD Extensions) library is adopted for available parallel operation. By the proposed digital filter, the digital filtering is performed for the wide band observation data in the KVN observation mode, the filtering result of narrow band observation has no ripple inside of stop band, and confirmed the effectiveness of the proposed method.

Data Level Parallelism for H.264/AVC Decoder on a Multi-Core Processor and Performance Analysis (멀티코어 프로세서에서의 H.264/AVC 디코더를 위한 데이터 레벨 병렬화 성능 예측 및 분석)

  • Cho, Han-Wook;Jo, Song-Hyun;Song, Yong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.8
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    • pp.102-116
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    • 2009
  • There have been lots of researches for H.264/AVC performance enhancement on a multi-core processor. The enhancement has been performed through parallelization methods. Parallelization methods can be classified into a task-level parallelization method and a data level parallelization method. A task-level parallelization method for H.264/AVC decoder is implemented by dividing H.264/AVC decoder algorithms into pipeline stages. However, it is not suitable for complex and large bitstreams due to poor load-balancing. Considering load-balancing and performance scalability, we propose a horizontal data level parallelization method for H.264/AVC decoder in such a way that threads are assigned to macroblock lines. We develop a mathematical performance expectation model for the proposed parallelization methods. For evaluation of the mathematical performance expectation, we measured the performance with JM 13.2 reference software on ARM11 MPCore Evaluation Board. The cycle-accurate measurement with SoCDesigner Co-verification Environment showed that expected performance and performance scalability of the proposed parallelization method was accurate in relatively high level

A Study about TV viewing behavior through Multiple Media under Nscreen circumstances (N스크린 환경에서 다중미디어를 활용한 TV프로그램 이용행태 연구)

  • Kim, Jongha Bell
    • Cartoon and Animation Studies
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    • s.31
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    • pp.177-208
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    • 2013
  • This research analyzes the media which is simultaneously used with TV viewing, the behaviour of multiple media users, and the characteristics of TV programs under Nscreen circumstances. According to the results, TV provides stories and positions it as the main screen (84.5%, n=566), under the Nscreen circumstances. Personal media reproduces stories from TV by utilizing aspects of social media functions such as participation, open communication, community, connectivity, etc. The content is classified under three categories: 1) elicit emotion(point feeling), 2) information production, 3) participation, which is further divided into three subcategories; watch, wish, and result guarantee based on the level of interactivity. This inquiry is based upon diary survey and focus group interviews emphasized the role change of TV, specifically that TV takes a key role in generating original stories with the expansion of screen and social media. Even though users were able to watch the same TV programs at the same time and same place, the different methods of viewing: smartphone, tablet PC, web based mp3 and etc., it reproduced different stories and elicited different characteristics from its TV viewers.

Multi-Threaded Parallel H.264/AVC Decoder for Multi-Core Systems (멀티코어 시스템을 위한 멀티스레드 H.264/AVC 병렬 디코더)

  • Kim, Won-Jin;Cho, Keol;Chung, Ki-Seok
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.11
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    • pp.43-53
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    • 2010
  • Wide deployment of high resolution video services leads to active studies on high speed video processing. Especially, prevalent employment of multi-core systems accelerates researches on high resolution video processing based on parallelization of multimedia software. In this paper, we propose a novel parallel H.264/AVC decoding scheme on a multi-core platform. Parallel H.264/AVC decoding is challenging not only because parallelization may incur significant synchronization overhead but also because software may have complicated dependencies. To overcome such issues, we propose a novel approach called Multi-Threaded Parallelization(MTP). In MTP, to reduce synchronization overhead, a separate thread is allocated to each stage in the pipeline. In addition, an efficient memory reuse technique is used to reduce the memory requirement. To verify the effectiveness of the proposed approach, we parallelized FFmpeg H.264/AVC decoder with the proposed technique using OpenMP, and carried out experiments on an Intel Quad-Core platform. The proposed design performs better than FFmpeg H.264/AVC decoder before the parallelization by 53%. We also reduced the amount of memory usage by 65% and 81% for a high-definition(HD) and a full high-definition(FHD) video, respectively compared with that of popular existing method called 2Dwave.

Development of MPEG-4 IPMP Authoring Tool (MPEG-4 IPMP 저작 도구 개발)

  • Kim Kwangyong;Hong Jinwoo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.75-78
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    • 2003
  • MPEG-4 표준은 저작자가 정지영상, 텍스트, 2D/3D 그래픽스, 오디오, 심지어 임의형의 비디오 등과 같이 다양한 형태의 객체들을 개별적으로 구성하고 이들을 시/공간자적으로 다루기 용이하게 해 준다. 이와 같은 객체 기반 코딩 특성에 의해서 대화형 방송 콘텐츠를 제작하는데 가장 유용한 방식으로 고려할 수 있다. 피러나, 콘텐츠의 제작, 전송, 소비 관전에서 고려해 달 때, 콘텐츠 제작자 또는 저작권자의 보호 및 관리가 필요하게 되었다. 이에 따라 최근에는 OPIMA (Open Platform Initiative for Multimedia Access), SDMI (Secure Digital Music Initiative) and MPEG(Moving Picture Expert Group) OPIMATfMr(Intellectual Property Management & Protection)와 같은 국제 표준 단체들이 콘텐츠 보호 및 관리에 대한 관심을 가지게 되었다. 특히, MPEG의 경우에 MPEG-4 IPMP를 표준화하여 디지털 콘텐츠와 저작권에 대한 보호를 체계적이고 효과적으로 다루는 연구를 가장 활발히 해오고 있다. 이 논문에서 우리는 MPEG-4 콘텐츠 저작자가 MPEG-4 규격에 맞게 보호화 된 객체 기반 방송용 콘텐츠를 쉽고 편리하게 제작학 수 있도록 하기 위한 MPEG씨 콘텐츠 및 저자권 보호를 위한 MPEG-4 IPMP 저작 도구를 제안하고자 한다. 제안한 MPEG-4 콘텐츠 및 저작권 보호 저작 도구는 저작자에게 친근한 사용자 인터페이스를 제공하여 편집 및 수정이 용이한 텍스트 포맷인 IPMP회된 XMT(extensible Mpeg-4 Textual format) 파일을 생성한다. 또한, 콘텐츠 전송 및 저장의 효율성을 위해 이진 포멧인 IPMP화된 MP4 파일을 생성할 수 있다.으로써, 에러 이미지가 가지고 있는 엔트로피에 좀 근접하게 코딩을 할 수 있게 되었다. 이 방법은 실제로 Arithmetic Coder를 이용하는 다른 압축 방법에 그리고 적용할 수 있다. 실험 결과 압축효율은 JPEG-LS보다 약 $5\%$의 압축 성능 개선이 있었으며, CALIC과는 대등한 압축률을 보이며, 부호화/복호화 속도는 CALIC보다 우수한 것으로 나타났다.우 $23.87\%$($18.00\~30.91\%$), 갑폭 $23.99\%$($17.82\~30.48\%$), 체중 $91.51\%$($58.86\~129.14\%$)이였으며 성장율은 사육 온도구간별 차는 없었다.20 km 까지의 지점들(지점 2에서 지점 6)에서 매우 높은 값을 보이며 이는 조석작용으로 해수와 담수가 강제혼합되면서 표층퇴적물이 재부유하기 때문이라고 판단된다. 영양염류는 월별로 다소의 차이는 있으나, 대체적으로 지점 1과 2에서 가장 낮고, 상류로 갈수록 점차 증가하며 지점 7 상류역이 하류역에 비해 높은 농도이다. 월별로는 7월에 규산염, 용존무기태질소 및 암모니아의 농도가 가장 높은 반면에 용존산소포화도는 가장 낮다. 그러나 지점 14 상류역에서는 5월에 측정한 용존무기태질소, 암모니아, 인산염 및 COD 값이 7월보다 다소 높거나 비슷하다. 한편 영양염류와 COD값은 대체적으로 8월에 가장 낮으나 용존산소포화도는 가장 높다.출조건은 $100^{\circ}C$에서 1분간의 고온단시간 추출이 적합하였다. 증가를 나타내었는데, 저장기간에 따른 물성의 변화는 숭어에 비하여 붕장어가 적었다.양식산은 aspartic acid 및 proline이 많았다. 또한 잉어는 천연산이

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Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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