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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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The KIPS Transactions:PartA
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Journal DOI :
Korea Information Processing Society
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Volume & Issues
Volume 14A, Issue 7 - Dec 2007
Volume 14A, Issue 6 - Dec 2007
Volume 14A, Issue 5 - Oct 2007
Volume 14A, Issue 4 - Aug 2007
Volume 14A, Issue 3 - Jun 2007
Volume 14A, Issue 2 - Apr 2007
Volume 14A, Issue 1 - Feb 2007
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Improved Calculation of the Advection Term in the Semi-Lagrange Method for Realistic Smoke Simulation
Park, Su-Wan ; Chang, Mun-Hee ; Ki, Eun-Ju ; Ryu, Kwan-Woo ;
The KIPS Transactions:PartA, volume 14A, issue 4, 2007, Pages 191~196
DOI : 10.3745/KIPSTA.2007.14-A.4.191
In the field of computer graphics, Navier-Stokes equations would be used for realistic simulations of smokes and currents. However, implementations derived from these equations are hard to achieve for real-time simulations, mainly due to its massive and complex calculations. Thus, there have been various attempts to approximate these equations for real-time simulation of smokes and others. When the advection terms of the equations are approximated by the Semi-Lagrange methods, the fluid density can be rapidly reduced and small-scale vorticity phenomena are easy to be missed, mainly due to the numerical losses over time. In this paper, we propose an improved numerical method to approximately calculate the advection terms, and thus eliminate these problems. To calculate the advection terms, our method starts to set critical regions around the target grid points. Then, among the grid points in a specific critical region, we search for a grid point which will be advected to the target grid point, and use the velocity of this grid point as its advection vector. This method would reduce the numerical losses in the calculation of densities and vorticity phenomena, and finally can implement more realistic smoke simulations. We also improve the overall efficiency of vector calculations and related operations through GPU-based implementation techniques, and thus finally achieve the real-time simulation.
The Study on Packet Communication Scheduling Scheme for Mobile 3D Bluetooth Game Engine
Cho, Jong-Keun ; Kim, Hyung-Il ;
The KIPS Transactions:PartA, volume 14A, issue 4, 2007, Pages 197~202
DOI : 10.3745/KIPSTA.2007.14-A.4.197
This study focused on design and implementation of Mobile 3D Bluetooth Game Engine based on OpenGL-ES. In Mobile 3D network game so far, there is a form the mainstream of wireless inter-net game using WAP and VM. But, VM game we popular because of an excessive communication expense problem for this mobile network game that occur when connect to wireless internet as point out to problem by it, that is, stand-alone game are very popular. This study introduce a mobile 3D Bluetooth Game Engine which is based on mobile 3D standard using OpenGL-ES to solve a problem like mobile network game generally that occur when connect to take pleasure a wireless internet from some people into a short distance. When the number of concurrent packet datum by Bluetooth terminal transfers to each other, we shows that the proposed scheduling scheme for enhancing the process speed up on Bluetooth.
Design of a 64×64-Bit Modified Booth Multiplier Using Current-Mode CMOS Quarternary Logic Circuits
Kim, Jeong-Beom ;
The KIPS Transactions:PartA, volume 14A, issue 4, 2007, Pages 203~208
DOI : 10.3745/KIPSTA.2007.14-A.4.203
This paper proposes a
Modified Booth multiplier using CMOS multi-valued logic circuits. The multiplier based on the radix-4 algorithm is designed with current mode CMOS quaternary logic circuits. Designed multiplier is reduced the transistor count by 64.4% compared with the voltage mode binary multiplier. The multiplier is designed with Samsung
standard CMOS process at a 3.3V supply voltage and unit current
. The validity and effectiveness are verified through the HSPICE simulation. The voltage mode binary multiplier is achieved the occupied area of
, the maximum propagation delay time of 9.8ns and the average power consumption of 45.2mW. This multiplier is achieved the maximum propagation delay time of 11.9ns and the average power consumption of 49.7mW. The designed multiplier is reduced the occupied area by 42.5% compared with the voltage mode binary multiplier.
Semantic Virtual Environment Generation and Navigation Control for 3D Games
Jang, Hyun-Duk ; Lee, Jae-Moon ; Lee, Myeong-Won ;
The KIPS Transactions:PartA, volume 14A, issue 4, 2007, Pages 209~214
DOI : 10.3745/KIPSTA.2007.14-A.4.209
In conventional game systems, virtual environments usually have just the role of a background without the direct relationships for game characters. nev do not consider the semantics about virtual environments. In this paper, we develop a game navigation system that provides semantic information about virtual environments including geographical, historical or my other location-dependent information. Then, the game character obtains the geographical location and its related information when it navigates through a virtual environment. It can be an implementation method for a semantic virtual environment because it can have the environment maintain its semantics depending on the specific location. In addition, we describe a method that can control a character`s motion in the semantic virtual environment interactively, and that can input specific information according to the location of the character.
Analysis of Performance Requirement for Large-Scale InfiniBand-based DVSM System
Cho, Myeong-Jin ; Kim, Seon-Wook ;
The KIPS Transactions:PartA, volume 14A, issue 4, 2007, Pages 215~226
DOI : 10.3745/KIPSTA.2007.14-A.4.215
For past years, many distributed virtual shared-memory(DVSM) systems have been studied in order to develop a low-cost shared memory system with a fast interconnection network. But the DVSM needs a lot of data and control communication between distributed processing nodes in order to provide memory consistency in software, and this communication overhead significantly dominates the overall performance. In general, the communication overhead also increases as the number of processing nodes increase, so communication overhead is a very important performance factor for developing a large-scale DVSM system. In this paper, we study the performance scalability quantitatively and qualitatively for developing a large-scale DVSM system based on the next generation interconnection network, called the InfiniBand. Based on the study, we analyze a performance requirement of the next-coming interconnection network to be used for developing a performance-scalable DVSM system in the future.
The Integrated Mechanism based on Object between Virtual Prototyping and Physical prototyping
Kim, Jong-Il ; Lee, Jeong-Bae ; Yang, Jae-Soo ; Lee, Young-Ran ; Jung, Young-Jin ; Han, Kang-Woo ; Kang, Sin-Kwan ; Kim, Dae-Eung ;
The KIPS Transactions:PartA, volume 14A, issue 4, 2007, Pages 227~234
DOI : 10.3745/KIPSTA.2007.14-A.4.227
In the virtual prototyping environment, we can simulate details of a target model using many components and libraries provided in advance on a computer. The real prototyping environment provides the test simulation environment as a real product, but we can`t do a detailed simulation of a real product in the virtual prototyping environment, and we can`t do various simulations in the real prototyping environment. So, we made a integrated prototyping environment for linkage of the two types of prototyping environments. Also, in this paper, we developed the integrated prototyping environment based on objects. By this kind of embedded system development environment, we can have the advantages as reuse, flexibility, scalability, and more convenient of product making.
Caching and Prefetching Policies Using Program Page Reference Patterns on a File System Layer for NAND Flash Memory
Park, Sang-Oh ; Kim, Kyung-San ; Kim, Sung-Jo ;
The KIPS Transactions:PartA, volume 14A, issue 4, 2007, Pages 235~244
DOI : 10.3745/KIPSTA.2007.14-A.4.235
Caching and prefetching policies have been used in most of computer systems to compensate speed differences between primary memory and secondary storage devices. In this paper, we design and implement a Flash Cache Core Module(FCCM) on the YAFFS which operates on a file system layer for NAND flash memory. The FCCM is independent of the underlying kernel in order to support its stability and compatibility. Also, we implement the Dirty-Last memory replacement technique considering the characteristics of flash memory, and the waiting queue for pages to be prefetched according to page hit. The FCCM reduced the number of I/Os and the amount of prefetched pages by maximum 55%(20% on average) and maximum 55%(24% on average), respectively, comparing with caching and prefetching policies of Linux.
A Study on the Recurrence for the Transition Functions of Finite Cellular Automata
Lee, Hyen-Yeal ; Lee, Geon-Seon ;
The KIPS Transactions:PartA, volume 14A, issue 4, 2007, Pages 245~248
DOI : 10.3745/KIPSTA.2007.14-A.4.245
This paper provides some simple recursive formulas generation transition functions of finite cellular automata with triplet local transition functions under two states (0 and 1) and four different boundary conditions (0-0,0-1,1-0,1-1), and classify transition functions into several classes.
The Embedding on Postorder Fibonacci Circulant
Kim, Yong-Seok ;
The KIPS Transactions:PartA, volume 14A, issue 4, 2007, Pages 249~254
DOI : 10.3745/KIPSTA.2007.14-A.4.249
In this paper, we consider the embedding problem of postorder Fibonacci circulant. We show that Fibonacci linear array, Fibonacci mesh, Fibonacci tree, Fibonacci cubes and Hypercube are a subgraph of postorder Fibonacci circulant.