Fumiyuki TANEMO Tadashiro YOSHIDA Ryoji KATAOKA
When people watch such motion pictures as documentaries or educational-type films, it is very natural for them to be interested in moving objects in the movies and be eager to know the detailed information related to these object. Therefore, a mechanism that enables users to directly pick up object information from motion pictures is necessary to make a movie system feasible. For this reason, we are researching techniques on using objects in motion pictures as hypermedia anchors. We call a movie system that provides the above mechanism a video hypermedia system. An object in a motion picture can generally be considered as a complex object which includes many parts. To allow users to obtain information related to each part, a system must be able to provide anchors corresponding to each part in each complex object. For this, authors cannot help defining all anchors in all frames, since the visual status of each part varies from moment to moment. This paper presents our approach for managing objects in motion pictures for video hypermedia systems. The main feature of the proposed method is to apply computer graphic techniques to the defining of anchors for a complex object.
A structural active-object system (SAOS) is a transition-based object-oriented system suitable for rapid development of hardware logic simulators. A SAOS consists of a collection of interacting structural active objects (SAOs), whose behaviors are determined by the transition statements provided in their class definitions. Furthermore, SAOs can be structurally and hierarchically composed from their component SAOs like hardware components. These features allow SAOs to model components for circuit simulation more naturally than passive objects used in ordinary object-oriented programming. Also, we can easily create new kinds of components by using the inheritance mechanism. Executions of transition statements may be event-and/or time-driven, and hence digital, analog, and mixed-mode simulation is possible. Prototype simulation programs with graphical user interfaces have been developed as SAOS programs for digital, analog, and mixed-mode circuit simulation.
Takayuki YASUNO Satoshi SUZUKI Yasuhiko YASUDA
Three dimensional model based coding methods are proposed as next generation image coding methods. These new representations need 3D reconstruction techniques. This paper presents a method that extracts the surfaces of static objects that occlude other objects from a spatiotemporal image captured with straight-line camera motion. We propose the concept of occlusion types and show that the occlusion types are restricted to only eight patterns. Furthermore, we show occlusion type pairs contain information that confirms the existence of surfaces. Occlusion information gives strong cues for segmentation and representation. The method can estimate not only the 3D positions of edge points but also the surfaces bounded by the edge points. We show that combinations of occlusion types contain information that can confirm surface existence. The method was tested successfully on real images by reconstructing flat and curved surfaces. Videos can be hierarchically structured with the method. The method makes various applications possible, such as object selective image communication and object selective video editing.
Pitchmatching algorithms are widely used in layout environments where no grid constraints are imposed. However, realistic layouts include multiple grid constraints which facilitate the applications of automatic routing. Hence, pitchmatching algorithms should be extended to those realistic layouts. This paper formulates a pitchmatching problem with multiple grid constraints. An algorithm for solving this problem is constructed as an extension of conventional pitchmatching algorithms. The computational complexity is also discussed in comparison with a conventional naive algorithm. Finally, examples and application results to realistic layouts are presented.
Kensaku MORI Akihiro URANO Jun-ichi HASEGAWA Jun-ichiro TORIWAKI Hirofumi ANNO Kazuhiro KATADA
In this paper we propose a new medical image processing system called Virtualized Endoscope System (VES)", which can examine the inside of a virtualized human body. The virtualized human body is a 3-D digital image which is taken by such as X-ray CT scanner or MRI scanner. VES consists of three modules; (1) imaging, (2) segmentation and reconstruction and (3) interactive operation. The interactive operation module has following thee major functions; (a) display of, (b) measurement from, and (c) manipulation to the virtualized human body. The user of the system can observe freely both the inside and the outside of a target organ from any point and any direction freely, and can perform necessary measurement interactively concerning angle and length at any time during observation. VES enables to observe repeatedly an area where the real endoscope can not enter without pain from any direction which the real endoscope can not. We applied this system to real 3-D X-ray CT images and obtained good result.
Hiroyuki HARA Masataka MATSUI Goichi OTOMO Katsuhiro SETA Takayasu SAKURAI
Special memory and embedded memories used in a newly designed MPEG2 decorder LSI are described. Orthogonal memory, which has a functionality of parallel-to-serial transposition, is employed in a IDCT(Inverse Discrete Cosine Transform) block for small area and low-power. The orthogonal memory realizes the special pupose with 50% of the area and the power compared with using flip-flop array. FIFO's and other dual-port memories are designed by using a single-port RAM operated twice in one clock cycle to reduce cost. Flip-Flop cell is one of the important memory elements in the MPEG environment, and is also improved for the low-cost optimizing functionality for video processing. The area and power of the fabricated MPEG2 decoder chip are reduced by 20% using these techniques. As for testability, direct test mode is implemented for small area. An instruction RAM is placed outside the pad area in parallel to a normal instruction ROM and activated by Al-masterslice for extensive debugging and an early sampling. Other memory related techniques and the key features of the decoder LSI are also described.
Shoujie HE Norihiro ABE Chew Lim TAN
A practical structural representation of a segmented image is presented. The practicalness is defined according to whether or not the representation can be directly generated from its corresponding segmented image. Two structural representations have been proposed in the literature. They are hierarchical structure and relational graph. Because they are defined totally on the basis of human perception, neither of the representations can be directly generated from the corresponding segmented image. The structural representation described in this paper, however, is based on the relations among pattern primitives and generated by applying some human-oriented constraints.
Moritoshi YASUNAGA Tatsuo OCHIAI
Neural network hardware using time-shared bus and integer representation architecture has already been fabricated and reported from the design viewpoint. However, nothing related to performance evaluation of hardware has yet been presented. Computation-speed, scalability and learning accuracy of hardware are evaluated theoretically and experimentally using a Back Propagation (BP) algorithm. In addition, a mirror-weight assignment technique is proposed for high-speed computation in the BP. NETTalk, an English-pronunciation-reasoning task, has been chosen as the target application for the BP. In the experiment, recently-developed neuro-hardware based on the above architecture and its parallel programming language are used. An outline of the language is described along with BP programming. Mirror-weight assignment allows maximum speed at 55.0 MCUPS (Million Connections Updated Per Second) using 256 neurons in the hidden-layer (numbers of neurons in input-and output-layers are fixed at 203 and 26 respectively in NETTalk). In addition, if scalability is defined as a function of the number of neurons in the hidden-layer, the machine retains high scalability at 0.5 if such a maximum speed needs to be used. No degradation in learning accuracy occurs when experimental results computed using the neuro-hardware are compared with those obtained by floating-point representation architecture (workstation). The experiment indicates that the present integer representational design of the neuro-hardware is sufficient for NETTalk. Performance has been evaluated theoretically. For evaluation purposes, it is assumed that most of the total execution-time is taken up by bus cycles. On the basis of this assumption, an analytical model of computation-speed and scalability is proposed. Analytical predictions agreed well with experimental results.
Hidetoshi YOKOO Masaharu TAKAHASHI
This paper proposes a new lossless data compression method, which utilizes a context sorting algorithm. Every symbol in the data can be predicted by taking its immediately preceding characters, or context, into account. The context sorting algorithm sorts a set of all the previous contexts to find the most similar context to the current one. It then predicts the next symbol by sorting previous symbol-context pairs in an order of context similarity. The codeword for the next symbol represents the rank of the symbol in this sorted sequence. The compression performance is evaluated both analytically and empirically. Although the proposed method operates character by character, with no probability distribution used to make a prediction, it has comparable compression performance to the best known data compression utilities.
Satoshi NAOI Misako SUWA Maki YABUKI
The global interpolation method we proposed can extract a handwritten alpha-numeric character pattern even if it overlaps a border. Our method interpolates blank segments in a character after borders are removed by evaluating segment pattern continuity and connectedness globally to produce characters with smooth edges. The main feature of this method is to evaluate global component label connectivity as pattern connectedness. However, it is impossible for the method to interpolate missing superpositioning loop segments, because they lack segment pattern continuity and they have already had global component label connectivity. To solve this problem, we improved the method by adding loop interpolation as a global evaluation. The evaluation of character segment continuity is also improved to achieve higher quality character patterns. There is no database of overlapping characters, so we also propose an evaluation method which generates various kinds of overlapping numerals from an ETL database. Experimental results using these generated patterns showed that the improved global interpolation method is very effective for numbers that overlap a border.
Hiromi BABA Tsukasa NOMA Naoyuki OKADA
This paper discusses visualization of temporal and spatial information in natural language descriptions (NLDs), focusing on the translation process of intermediate representations of NLDs to proper scenarios" and environments" for animations. First, the intermediate representations are shown according to the idea of actors. Actors and non-actors are represented as primitives of objects, whereas actions as those of events. Temporal and spatial constraints by a given NLD text are imposed upon the primitives. Then, the representations containing unknown temporal or spatial parameters --time and coordinates-- are translated into evaluation functions, where the unlikelihood of the deviations from the predicted temporal or spatial relations are estimated. Particularly, the functions concerning actor's movements contain both temporal and spatial parameters. Next, the sum of all the evaluation functions is minimized by a nonlinear optimization method. Thus, the most proper actors' time-table, or scenario, and non-actors' location-table, or environment, for visualization are obtained. Implementation and experiments show that both temporal and spatial information in NLDs are well connected through actors' movements for visualization.
Kensuke MIYASHITA Yoshihiro TSUJINO Nobuki TOKURA
Processor networks connected by buses have attracted considerable attention. Since a reconfigurable array is more powerful than a PRAM and more practical, it becomes the focus of attention. The Processor Array with Reconfigurable Bus System (PARBS) and the Reconfigurable Multiple Bus Machine (RMBM) are both models of parallel computation based on reconfigurable bus and processor array. The PARBS is a processor array that consists of processors arranged to a 2-dimensional grid with a reconfigurable bus system. The RMBM is also made of processors and reconfigurable bus system, but the processors are located in a row and the number of processors and the number of buses are independent of each other. Four versions of RMBM has been proposed and Extended RMBM (E-RMBM) is regarded as the most powerful one among them. In this paper, we describe that a PARBS of size N M can be simulated in constant time by a E-RMBM of 4NM processors, M + 3 buses and 1 read buffer, and that a E-RMBM of P processors, B buses and D read buffers can be also simulated in constant time by a PARBS of size B P. A PARBS or RMBM that solves a computational problem of size n is polynomially bounded iff the product of the number of processors and buses and red and write ports is O (nc), for some constant c. When a PARBS is polynomially bounded, the E-RMBM which simulates it is also polynomially bounded, and vice versa.
Naoaki YAMANAKA Francis PITCHO Hiroaki SATO
This letter studies the Peak Cell Rate (PCR) policing of ATM connections that consist of multiple cell flow components. It is shown that the conventional methods proposed for policing the aggregate flow do not use the network's resources efficiently. This letter proposes a simple and efficient UPC (Usage Parameter Control) mechanism based on a tandem leaky bucket for multi-component ATM connections. The results show that network resource requirements can be minimized, with reasonable hardware complexity.
Hideaki YAMAGATA Hirobumi NISHIDA Toshihiro SUZUKI Michiyoshi TACHIKAWA Yu NAKAJIMA Gen SATO
Handwritten character recognition has been increasing its importance and has been expanding its application areas such as office automation, postal service automation, automatic data entry to computers, etc. It is challenging to develop a handwritten character recognition system with high processing speed, high performance, and high portability, because there is a trade-off among them. In current technology, it is difficult to attain high performance and high processing speed at the same time with single algorithms, and therefore, we need to find an efficient way of combination of multiple algorithms. We present an engineering solution to this problem. The system is based on multi-stage strategy as a whole: The first stage is a simple, fast, and reliable recognition algorithm with low substitution-error rate, and data of high quality are recognized in this stage, whereas sloppily written or degraded data are rejected and sent out to the second stage. The second stage is composed of a sophisticated structural pattern classifier and a pattern matching classifier, and these two complementary algorithms run in parallel (multiple expert approach). We demonstrate the performance of the completed system by experiments using real data.
Ju YE Masahiro TANAKA Tetsuzo TANINO
The problem of genetic algorithm's efficiency has been attracting the attention of genetic algorithm community. Over the last decade, considerable researches have focused on improving genetic algorithm's performance. However, they are generally under the framework of natural evolutionary mechanism and the major genetic operators, crossover and mutation, are activated by the prior probabilities. An operator based on a prior probability possesses randomness, that is, the unexpected individuals are frequently operated, but the expected individuals are sometimes not operated. Moreover, as the evaluation function is the link between the genetic algorithm and the problem to be solved, the evaluation function provides the heuristic information for evolutionary search. Therefore, how to use this kind of heuristic information (present and past) is influential in the efficiency of evolutionary search. This paper, as an attempt, presents a eugenics-based genetic algorithm (EGA) -- a genetic algorithm that reflects the human's decision will (eugenics), and fully utilizes the heuristic information provided by the evaluation function for the decisions. In other words, EGA = evolutionary mechanisms + human's decision will + heuristic information. In EGA, the ideas of the positive eugenics and the negative eugenics are applied as the principle of selections and the selections are not activated by the prior probabilities but by the evaluation values of individuals. A method of genealogical chain-based selection for mutation is proposed, which avoids the blindness of stochastic mutation and the disruptive problem of mutation. A control strategy of reasonable competitions is proposed, which brings the effects of crossover and mutation into full play. Three examples, the minimum problem of a standard optimizing function--De Jong's test function F2, a typical combinatorial optimization problem--the traveling salesman problem, and a problem of identifying nonlinear system, are given to show the good performance of EGA.
Caiming ZHANG Takeshi AGUI Hiroshi NAGAHASHI
A new global method for constructing a C2 piecewise quartic polynomial curve is presented. The coefficient matrix of equations which must be solved to construct the curve is tridiagonal. The joining points of adjacent curve segments are the given data points. The constructed curve reproduces exactly a polynomial of degree four or less. The results of experiments to test the efficiency of the new method are also shown.
Yoshimichi WATANABE Takehiro TOKUDA
We present two efficient attribute evaluator construction methods for a wide subclass of L-attributed grammars by enumeration of attributed items during one-pass bottom-up parsing. We have already proposed a construction method of a parser/evaluator for the subclass of L-attributed grammar. However the evaluator produced by our previous method uses a great number of attributed items to evaluate all attributes of a given input string. In this paper we propose two generalized methods to reduce the number of attributed itmes used in attribute evaluation. Our methods allow us to evaluate all attributes taking advantage of the use of available lookahead information.
Among three factors mainly affecting the cache access time, i. e., hit access time, miss rate and miss penalty, previous approaches were focused on reducing the hit access time and miss rate. In this paper, we propose a scheme called MPC (Miss-Predicting Cache) which achives additional reduction of the average instruction cache access time through reducing the miss penalty. The MPC scheme which predicts cache miss and starts cache miss operations in advance, therefore, is supplementary to previous cache schemes targeted for reducing the miss rate and/or hit access time. Performance of the MPC scheme was evaluated using dinero, a trace-driven cache simulator, with the estimation of silicon area using 0.8 µm CMOS standard cell library.
Akira MATSUBAYASHI Shuichi UENO
It is known that the problem of determining, given a planar graph G with maximum vertex degree at most 4 and integers m and n, whether G is embeddable in an m n grid with unit congestion is NP-hard. In this paper, we show that it is also NP-complete to determine whether G is embeddable in ak n grid with unit congestion for any fixed integer k 3. In addition, we show a necessary and sufficient condition for G to be embeddable in a 2 grid with unit congestion, and show that G satisfying the condition is embeddable in a 2 |V(G)| grid. Based on the characterization, we suggest a linear time algorithm for recognizing graphs embeddable in a 2 grid with unit congestion.
Kari H. A. KARKKAINEN Pentti A. LEPPANEN
It is demonstrated with the Berlekamp-Massey shift-register synthesis algorithm that the linear complexity value of binary complementary sequences is at least 3/4 of the sequence length. For some sequence pairs the linear complexity value can be even 0.98 times the sequence length. In the light of these results strongly non-linear complementary sequences are considered suitable for information security applications employing the spread-spectrum (SS) technique.