• 제목/요약/키워드: 시간기반 위치갱신

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A Comparison on the Positioning Accuracy from Different Filtering Strategies in IMU/Ranging System (IMU/Range 시스템의 필터링기법별 위치정확도 비교 연구)

  • Kwon, Jay-Hyoun;Lee, Jong-Ki
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.26 no.3
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    • pp.263-273
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    • 2008
  • The precision of sensors' position is particularly important in the application of road extraction or digital map generation. In general, the various ranging solution systems such as GPS, Total Station, and Laser Ranger have been employed for the position of the sensor. Basically, the ranging solution system has problems that the signal may be blocked or degraded by various environmental circumstances and has low temporal resolution. To overcome those limitations a IMU/range integrated system could be introduced. In this paper, after pointing out the limitation of extended Kalman filter which has been used for workhorse in navigation and geodetic community, the two sampling based nonlinear filters which are sigma point Kalman filter using nonlinear transformation and carefully chosen sigma points and particle filter using the non-gaussian assumption are implemented and compared with extended Kalman filter in a simulation test. For the ranging solution system, the GPS and Total station was selected and the three levels of IMUs(IMU400C, HG1700, LN100) are chosen for the simulation. For all ranging solution system and IMUs the sampling based nonlinear filter yield improved position result and it is more noticeable that the superiority of nonlinear filter in low temporal resolution such as 5 sec. Therefore, it is recommended to apply non-linear filter to determine the sensor's position with low degree position sensors.

Efficient Storage Techniques for Materialized Views Using Multi-Zoned Disks in OLAP Environment (OLAP 환경에서 다중 존 디스크를 활용한 실체뷰의 효율적 저장 기법)

  • Chang, Jae-Young
    • The Journal of Society for e-Business Studies
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    • v.14 no.1
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    • pp.143-160
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    • 2009
  • In determining the performance of OLAP database applications, the structure and the effective access methods to the underlying disk system is a significant factor. In recent years, hard disks are designed with multiple physical zones where seek times and data transfer rates vary across the zones. However, there is little consideration of multi-zone disks in previous works. Instead, they assumed a traditional disk model that comes with many simplifying assumptions such as an average seek-time and a single data transfer rate. In this paper, we propose a technique storing a set of materialized views into the multi-zoned disks in OLAP environment dealing with large sets of data. We first present the disk zoning algorithm of materialized views according to the access probabilities of each views. Also, we address the problem of storing views in the dynamic environment where data are updated continuously. Finally, through experiments, we prove the performance improvement of the proposed algorithm against the conventional methods.

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A Localized Mobility Support Scheme for Mobile Nudes in IPv6 Networks (IPv6 네트워크에서 이동 단말의 지역적 이동성 제공 방안)

  • 전홍선;우미애
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.8B
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    • pp.762-770
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    • 2004
  • With rapid advances in wireless communication technologies and with the advent of the smaller and high-performance mobile handsets nowadays, many researches are actively performed for providing seamless communications while mobile nodes are roaming around. As real-time application programs are more prevalent, it is very important to manage mobility of mobile nodes efficiently. In this paper, we propose a localized mobility support scheme that is based on the Mobile IPv6 by IETF. The proposed scheme enhances functionalities in mobile nodes and only uses signaling messages of Mobile IPv6. The performance of the proposed scheme is evaluated through analytical model and simulations. According to the results of the evaluation, the proposed scheme provides better performance than Mobile IPv6 in terms of packet losses and TCP throughput by localizing the binding update messages inside the foreign domain during handoffs and reducing binding update time.

Establishing of Fishing Bank GIS System (어장도 지리정보시스템 구축)

  • Kim, Jin-Kwang;Choi, Kap-Jun;Lee, Young-Jo;Song, Seung-Hyun;Kim, Jang-Ryul
    • Journal of Korean Society for Geospatial Information Science
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    • v.18 no.2
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    • pp.47-54
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    • 2010
  • Today, administration management of fishing industry is formed by paper documents. So, it is suffered damage and loss concern by the long-term storage. when the new informations is renewed, much of manpower and time are wasted also. In addition, it has caused confusion to by used coordinate system which is not been consistent. To build a national standardized information system of fishing banks, in this study, fishing map DB and system based on GIS is constructed for fishery right area of JeollaNamdo (Mokpo city and other 14 counties) which has 55% of fishing permissions of Korea. Then administration management of fishing industry is constructed computerization for the user that business processing and for fishermen to improve their convenience. Also, It will be possible to link another system.

A Study on Integrated Binding Service Strategy Based on Name/property in Wide-Area Object Computing Environments (광역 객체 컴퓨팅 환경에서 이름/속성기반의 통합 바이딩 서비스 방안)

  • Jeong, Chang-Won;Oh, Sung-Kwun;Joo, Su-Chong
    • The KIPS Transactions:PartA
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    • v.9A no.2
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    • pp.241-248
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    • 2002
  • With the structure of tilde-area computing system which Is specified by a researching team in Vrije University, Netherlands, lots of researchers and developers have been progressing the studies of global location and interconnection services of distributed objects existing in global sites. Most of them halve focused on binding services of only non-duplicated computational objects existing wide-area computing sites without any consideration of duplication problems. But all of objects existing on the earth rave the duplicated characteristics according to how to categorize their own names or properties. These objects with the same property can define as duplicated computational objects. Up to now, the existing naming or trading mechanism has not supported the binding services of duplicated objects, because of deficiency of independent location service. For this reason, we suggest a new model that can not only manages locations of duplicated objects In wide-area computing environments, but also provide minimum binding time by considering both the optimal selection of one of duplicated objects and load balance among distributed systems. Our model is functionally divided into 2 parts, one part to obtain an unique object handle of duplicated objects with same property as a naming and trading service, and the other to search one or more contact addresses by a node manager using a liven object handle, as a location service For location transparency, these services are independently executing each other. Based on our model, we described structure of wide-area integrated tree and algorithms for searching and updating contact address of distributed object on this tree. finally, we showed a federation structure that can globally bind distributed objects located on different regions from an arbitrary client object.

GPU-based dynamic point light particles rendering using 3D textures for real-time rendering (실시간 렌더링 환경에서의 3D 텍스처를 활용한 GPU 기반 동적 포인트 라이트 파티클 구현)

  • Kim, Byeong Jin;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.123-131
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    • 2020
  • This study proposes a real-time rendering algorithm for lighting when each of more than 100,000 moving particles exists as a light source. Two 3D textures are used to dynamically determine the range of influence of each light, and the first 3D texture has light color and the second 3D texture has light direction information. Each frame goes through two steps. The first step is to update the particle information required for 3D texture initialization and rendering based on the Compute shader. Convert the particle position to the sampling coordinates of the 3D texture, and based on this coordinate, update the colour sum of the particle lights affecting the corresponding voxels for the first 3D texture and the sum of the directional vectors from the corresponding voxels to the particle lights for the second 3D texture. The second stage operates on a general rendering pipeline. Based on the polygon world position to be rendered first, the exact sampling coordinates of the 3D texture updated in the first step are calculated. Since the sample coordinates correspond 1:1 to the size of the 3D texture and the size of the game world, use the world coordinates of the pixel as the sampling coordinates. Lighting process is carried out based on the color of the sampled pixel and the direction vector of the light. The 3D texture corresponds 1:1 to the actual game world and assumes a minimum unit of 1m, but in areas smaller than 1m, problems such as stairs caused by resolution restrictions occur. Interpolation and super sampling are performed during texture sampling to improve these problems. Measurements of the time taken to render a frame showed that 146 ms was spent on the forward lighting pipeline, 46 ms on the defered lighting pipeline when the number of particles was 262144, and 214 ms on the forward lighting pipeline and 104 ms on the deferred lighting pipeline when the number of particle lights was 1,024766.

Development of a Real-Time Mobile GIS using the HBR-Tree (HBR-Tree를 이용한 실시간 모바일 GIS의 개발)

  • Lee, Ki-Yamg;Yun, Jae-Kwan;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
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    • v.6 no.1 s.11
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    • pp.73-85
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    • 2004
  • Recently, as the growth of the wireless Internet, PDA and HPC, the focus of research and development related with GIS(Geographic Information System) has been changed to the Real-Time Mobile GIS to service LBS. To offer LBS efficiently, there must be the Real-Time GIS platform that can deal with dynamic status of moving objects and a location index which can deal with the characteristics of location data. Location data can use the same data type(e.g., point) of GIS, but the management of location data is very different. Therefore, in this paper, we studied the Real-Time Mobile GIS using the HBR-tree to manage mass of location data efficiently. The Real-Time Mobile GIS which is developed in this paper consists of the HBR-tree and the Real-Time GIS Platform HBR-tree. we proposed in this paper, is a combined index type of the R-tree and the spatial hash Although location data are updated frequently, update operations are done within the same hash table in the HBR-tree, so it costs less than other tree-based indexes Since the HBR-tree uses the same search mechanism of the R-tree, it is possible to search location data quickly. The Real-Time GIS platform consists of a Real-Time GIS engine that is extended from a main memory database system. a middleware which can transfer spatial, aspatial data to clients and receive location data from clients, and a mobile client which operates on the mobile devices. Especially, this paper described the performance evaluation conducted with practical tests if the HBR-tree and the Real-Time GIS engine respectively.

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Continuous K-Nearest Neighbor Query Processing Considering Peer Mobilities in Mobile P2P Networks (모바일 P2P 네트워크에서 피어의 이동성을 고려한 연속적인 k-최근접 질의 처리)

  • Bok, Kyoung-Soo;Lee, Hyun-Jung;Park, Young-Hun;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.47-58
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    • 2012
  • In this paper, we propose a continuous k-nearest neighborhood query processing method for updating the query results in real-time over mobile peer-to-peer environments. The proposed method disseminates a monitoring region to efficiently monitor the k-nearest neighbor peers. The Monitoring Region is created to assure at least k peers as the result of the query within the time range using the vector of neighbor peers. In the propose method, the monitoring region is valid for a long time because it is calculated by the vector of neighbor peers of the query peer. Therefore, the proposed method decreases the cost of re-processing by monitoring region invalidation. In order to show the superiority of the proposed method, we compare it with the previous schemes through performance evaluation.

Moving Object Detection and Tracking in Multi-view Compressed Domain (비디오 압축 도메인에서 다시점 카메라 기반 이동체 검출 및 추적)

  • Lee, Bong-Ryul;Shin, Youn-Chul;Park, Joo-Heon;Lee, Myeong-Jin
    • Journal of Advanced Navigation Technology
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    • v.17 no.1
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    • pp.98-106
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    • 2013
  • In this paper, we propose a moving object detection and tracking method for multi-view camera environment. Based on the similarity and characteristics of motion vectors and coding block modes extracted from compressed bitstreams, validation of moving blocks, labeling of the validated blocks, and merging of neighboring blobs are performed. To continuously track objects for temporary stop, crossing, and overlapping events, a window based object updating algorithm is proposed for single- and multi-view environments. Object detection and tracking could be performed with an acceptable level of performance without decoding of video bitstreams for normal, temporary stop, crossing, and overlapping cases. The rates of detection and tracking are over 89% and 84% in multi-view environment, respectively. The rates for multi-view environment are improved by 6% and 7% compared to those of single-view environment.

Multi-sensor Fusion Based Guidance and Navigation System Design of Autonomous Mine Disposal System Using Finite State Machine (유한 상태 기계를 이용한 자율무인기뢰처리기의 다중센서융합기반 수중유도항법시스템 설계)

  • Kim, Ki-Hun;Choi, Hyun-Taek;Lee, Chong-Moo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.47 no.6
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    • pp.33-42
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    • 2010
  • This research propose a practical guidance system considering ocean currents in real sea operation. Optimality of generated path is not an issue in this paper. Way-points from start point to possible goal positions are selected by experienced human supervisors considering major ocean current axis. This paper also describes the implementation of a precise underwater navigation solution using multi-sensor fusion technique based on USBL, GPS, DVL and AHRS measurements in detail. To implement the precise, accurate and frequent underwater navigation solution, three strategies are chosen. The first one is the heading alignment angle identification to enhance the performance of standalone dead-reckoning algorithm. The second one is that absolute position is fused timely to prevent accumulation of integration error, where the absolute position can be selected between USBL and GPS considering sensor status. The third one is introduction of effective outlier rejection algorithm. The performance of the developed algorithm is verified with experimental data of mine disposal vehicle and deep-sea ROV.