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SCTP Performance Analysis based on ROHC
Shinn, Byung-Cheol,Feng, Bai The Korea Institute of Information and Commucation 2007 Journal of information and communication convergen Vol.5 No.4
In this paper, an analysis has been done on the performance of SCTP header compression by using Robust Reader Compression (ROHC)[1] method. And it is assumed that the operating mode for ROHC is unidirectional mode (U-Mode) and the possible states are IR and SO states. The throughput of SCTP packets in wireless link and the impact of size of W-LSB encoding window on throughput are discussed.
Performance Analysis of Channel Error Probability using Markov Model for SCTP Protocol
Shinn, Byung-Cheol,Feng, Bai,Khongorzul, Dashdondov The Korea Institute of Information and Commucation 2008 Journal of information and communication convergen Vol.6 No.2
In this paper, we propose an analysis model for the performance of channel error probability in Stream Control Transmission Protocol (SCTP) using Markov model. In this model it is assumed that the compressor and decompressor work in Unidirectional Mode. And the average throughput of SCTP protocol is obtained by finding the throughputs of when the initial channel state is good or bad.
신병철 ( Byung Cheol Shinn ),이호민 ( Ho Min Lee ) 충북대학교 산업과학기술연구소 2012 산업과학기술연구 논문집 Vol.26 No.1
This paper describes the UX(User eXperience) which includes the development of contents related to multi-touch conference table by using FTIR(Frustrated Total Internal Reflection) phenomenon. The current UI(User Interface) is developed into CUI(Character User Interface) and GUI(Graphic User Interface0), and TUI(Touch User Interface) including haptics is also in active progress. It is expected that the UI(User Interface) will be evolved to NUI(Natural User Interface) which will stimulates the five senses of human beings.
박영민,박종민,신병철 충북대학교 컴퓨터정보통신연구소 2014 컴퓨터정보통신연구 Vol.22 No.1
The mobile game company extends its region from 2D to 3D region. They use Uniity3D game engine in developing card couple finding game which is helpful in the retentive faculty and other 2 kinds of games. In this paper the comfortability of Unity3D and its producing processs will be open partially to the public. Unity3D is ready-made, which means it provides various games by introducing simple programming and by usinng some simple graphic techniques. Once developed. Unity3D provides various functionalities such as shader, physical engine, networking, audio or video, animation and etc. which are required in developing games, and GUI is intuitive so that the beginners can handle one of these functions. Moreover it can be executed on web sites and it can be converted into iphone, Android, game machines such as PS(Play Station) 3 or X-BOX360 at any time.
Design of a RTP/UDP/IP header compressionprotocol in wired networks
Kim, Min-Yeong,Shinn, Brian Byung-Cheol 충북대학교 컴퓨터정보통신 연구소 2006 컴퓨터정보통신연구 Vol.14 No.3
Real-time Transport Protocol (RTP) is the Internet standard protocol for transport of real-time data such as audio/video IP telephony and multimedia service. In case of 8 Kbps voice codec, the payload data size in a packet per 20 ms is only 20 bytes long, but the header size is large of about 40bytes long by adding the headers of each layer such as RTP,UDP, and IP headers, which is a large overhead. To solve this problem, in this work, the header compression scheme for wired IP network has been proposed. The different aspects of this scheme from the pre-existing header compression for wireless network[4] is that some fields in IP protocol such as "Destination Address" and "TTL(Time To Live)" fields are not compressed. The overall design is described and its performance has been analyzed in this paper.
톤 예약 기법과 DCT 변환을 이용한 OFDM 시스템의 PAPR 저감과 BER 분석
변희섭,신병철,안도섭,Byeon, Heui-Seop,Shinn, Byung-Cheol,Ahn, Do-Seob 한국전자파학회 2006 한국전자파학회논문지 Vol.17 No.10
OFDM(Orthogonal Frequency Division Multiplexing) 시스템은 높은 데이터 속도로 인해 고속 통신에 매우 좋은 방식이다. 그러나 OFDM은 멀티캐리어를 이용하기 때문에 동위상의 신호가 합쳐져 높은 PAPR(Peak to Average Power)이 발생하고, 그로 인해 비선형 증폭기를 거치면서 신호가 왜곡되는 문제점이 발생한다. Tone reservation (TR) 기법은 몇 개의 서브 채널에 임의의 tone 신호를 삽입한 후 원 신호와 결합하여 PAPR을 측정하고, 이 신호를 변경 후 다시 같은 과정을 거치면서 최종적으로 최적의 PAPR값을 갖는 tone 신호를 송신 데이터와 함께 보내는 기법이다. 또한, discrete cosine transform(DCT)은 cosine 값을 데이터에 곱해 줌으로써 위상 회전을 통해 PAPR을 저감하는 기법이다. 본 논문에서는 OFDM 시스템의 보다 효과적인 PAPR 저감을 위해 TR(Tone Reservation)과 DCT 변환 기법을 사용하였다. 그 두 가지 기법을 이용하여 시뮬레이션 비교, 분석 결과 TR 기법에 DCT를 첨가하였을 경우, PAPR 저감 성능이 각각의 성능에 비해 개선되고 또한 $10^{-5}$에서 BER 성능이 TR 기법보다 1 dB, DCT 변환보다 2 dB 정도 향상되는 것을 확인하였다. OFDM system is very useful for the high speed communication system. However, OFDM system has a serious problem of high PAPR that results from the so many subcarriers in the same phase. This OFDM signal is distorted through the nonlinear HPA(High Power Amplifier). Tone reservation method is to insert tone signal in several types to reduce the PAPR after iterating this process by changing the tone signal. Also discrete cosine transform(DCT) can reduces the PAPR as multiplying the cosine value to change the angle and mix up with the data. In the paper, the combination of the TR method and DCT method is newly proposed for more effective reduction of the PAPR. Simulation results show that the proposed method outperforms the conventional simple TR method and DCT method with respect to the PAPR reduction and BER performance.
김민영,홍고르촐,신병철,이인성,Kim Min-Yeong,Khongorzul D.,Shinn Byung-Cheol,Lee Insung 한국정보통신학회 2005 한국정보통신학회논문지 Vol.9 No.8
RTP(Real-Time Transport Protocol)는 실시간 데이터인 오디오/비디오나 IP 텔레포니, 멀티미디어 서비스 등을 위한 인터넷 표준 프로토콜이다. 20 ms 프레임 단위로 코팅하는 8kbps(또는 1K bytes/sec) 음성 코덱의 경우 패킷당 데이터 크기는 20바이트가 되며 RTP/UDP/IP 계층을 거치면서 각 계층의 헤더가 추가되어 전체 헤더 크기는 최소한 40 바이트나 되어 많은 부담이 된다. 이를 해결하기 위하여 point-to-point 상에서 여러가지 압축방법이 제시되었으며, 이 방법에서는 IP계층까지 헤더 압축을 하기 때문에 end-to-end 방식에서는 사용을 할 수 없다. 본 논문은 현재 라우터 기반의 유선망에 헤더 압축 기술을 적용할 수 있도록 기존에 설계된 헤더 압축기법을 수정하여 성능을 분석하였다. Real Time Transport Protocol (RTP) is the Internet standard protocol for transport of real time data audio/video IP Telephony, Multimedia Seivece. In case of 8kbps voice codec, the size of packet per data is 20bytes and become more large to minimal 40bytes with adding each layer's header in RTP/UDP/IP. To solve this problem, various header compression skill were suggested on point-to-point networks. But it compress even IP header and cannot be suitable to apply to end-to-end network Thus, We will renew header compression protocol to apply wired router-based network.