• Title/Summary/Keyword: Collision Resolution

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UAV Conflict Detection and Resolution Based on Geometric Approach

  • Park, Jung-Woo;Oh, Hyon-Dong;Tahk, Min-Jea
    • International Journal of Aeronautical and Space Sciences
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    • v.10 no.1
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    • pp.37-45
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    • 2009
  • A method of conflict detection and resolution is described by using simple geometric approach. Two VAVs are dealt with and considered as point masses with constant velocity. This paper discusses en route aircraft which are assumed to be linked by real time data bases like ADS-B. With this data base, all DAVs share the information each other. Calculating PCA (Point of Closest Approach), we can evaluate the worst conflict condition between two VAVs. This paper proposes one resolution maneuvering logic, which can be called 'Vector Sharing Resolution'. In case of conflict, using miss distance vector in PCA, we can decide the directions for two VAVs to share the conflict region. With these directions, VAVs are going to maneuver cooperatively. First of all, this paper describes some '2-D' conflict scenarios and then extends to '3-D' conflict scenarios.

Design and Implementation of HomePNA 2.0 MAC Controller Circuit (HomePNA 2.0 MAC Controller 회로의 설계 및 구현)

  • Kim, Jong-Won;Kim, Dae-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.1A
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    • pp.1-10
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    • 2006
  • The Home Phoneline Networking Alliance(HomePNA) 2.0 technology can establish a home network using existing in-home phone lines, which provides a channel rate of 4-32 Mbps. HomePNA 2.0 Medium Access Control(MAC) protocol adopts an IEEE 802.3 Carrier Sense Multiple Access with Collision Detection(CSMA/CD) access method, Quality of Service(QoS) algorithm, and Distributed Fair Priority Queuing(DFPQ) collision resolution algorithm. In this paper, we describe some performance analysis results of HomePNA 2.0 MAC protocol and the requirements of HomePNA 2.0 MAC controller. Then, we propose the architecture of HomePNA 2.0 MAC controller circuit, show the simulation result of each block included in HomePNA 2.0 MAC controller, and present the HomePNA 2.0 transceiver chip that we have implemented.

A Novel Collision Resolution Mechanism Using Collision Situation In IEEE 802.11 DCF (IEEE 802.11 DCF에서 충돌 상황을 이용한 새로운 충돌 해결 방안)

  • 최재혁;김종권
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10c
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    • pp.493-495
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    • 2003
  • IEEE 802.11 DCF에서는 CSMA/CA(Carrier Sense Multiple Access/Collision Avoidance)를 통해 패킷들간의 충돌 확률을 줄여주고 있다. 하지만, 채널을 공유하는 station들이 증가할수록 충돌이 심해져 이를 해결하기 위해 많은 연구가 수행되고 있다. 그 대표적인 접근 방법으로 802.11 표준의 backoff 방식을 개선하거나, DCF+[3]처럼 Data­ACK (혹은 RTS­CTS­Data­ACK)의 기존의 프레임 교환 방식을 수정하여 한 번 전송에 성공한 station이 채널을 오랫동안 소유하여 채널의 활용도를 높이는 방법을 제안하고 있다. 본 논문에서는 기존의 방법들과는 다르게 성공하였을 때가 아니라 충돌이 발생하였을 때의 상황을 역으로 이용하여 무선망에서 공명성(fairness)를 높이는 새로운 방법을 제시하고 있다.

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Direct-contact heat transfer of single droplets in dispersed flow film boiling: Experiment and model assessment

  • Park, Junseok;Kim, Hyungdae
    • Nuclear Engineering and Technology
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    • v.53 no.8
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    • pp.2464-2476
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    • 2021
  • Direct-contact heat transfer of a single saturated droplet upon colliding with a heated wall in the regime of film boiling was experimentally investigated using high-resolution infrared thermometry technique. This technique provides transient local wall heat flux distributions during the entire collision period. In addition, various physical parameters relevant to the mechanistic modelling of these phenomena can be measured. The obtained results show that when single droplets dynamically collide with a heated surface during film boiling above the Leidenfrost point temperature, typically determined by droplet collision dynamics without considering thermal interactions, small spots of high heat flux due to localized wetting during the collision appear as increasing Wen. A systematic comparison revealed that existing theoretical models do not consider these observed physical phenomena and have lacks in accurately predicting the amount of direct-contact heat transfer. The necessity of developing an improved model to account for the effects of local wetting during the direct-contact heat transfer process is emphasized.

A Stack Bit-by-Bit Algorithm for RFID Multi-Tag Identification (RFID 다중 태그 인식을 위한 스택 Bit-By-Bit 알고리즘)

  • Lee, Jae-Ku;Yoo, Dae-Suk;Choi, Seung-Sik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.8A
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    • pp.847-857
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    • 2007
  • For the implementation of a RFID system, an anti-collision algorithm is required to identify multiple tags within the range of a RFID Reader. A Bit-by-Bit algorithm is defined by Auto ID Class 0. In this paper, we propose a SBBB(Stack Bit-by-Bit) algorithm. The SBBB algorithm save the collision position and makes a query using the saved data. SBBB improve the efficiency of collision resolution. We show the performance of the SBBB algorithm by simulation. The performance of the proposed algorithm is higher than that of BBB algorithm. Especially, the more each tag bit streams are the duplicate, the higher performance is.

A DFS-ALOHA Algorithm with Slot Congestion Rates in a RFID System (RFID시스템에서 슬롯의 혼잡도를 이용한 DFS-ALOHA 알고리즘)

  • Lee, Jae-Ku;Choi, Seung-Sik
    • The KIPS Transactions:PartC
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    • v.16C no.2
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    • pp.267-274
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    • 2009
  • For the implementation of a RFID system, an anti-collision algorithm is required to identify multiple tags within the range of a RFID Reader. There are two methods of anti-collision algorithms for the identification of multiple tags, conclusive algorithms based on tree and stochastic algorithms based on slotted ALOHA. In this paper, we propose a Dynamic Framed Slotted ALOHA-Slot Congestion(DFSA-SC) Algorithm. The proposed algorithm improves the efficiency of collision resolution. The performance of the proposed DFSA-SC algorithm is showed by simulation. The identification time of the proposed algorithm is shorter than that of the existing DFSA algorithm. Furthermore, when the bit duplication of the tagID is higher, the proposed algorithm is more efficient than Query Tree algorithm.

A Multi-Indexes Based Technique for Resolving Collision in a Hash Table

  • Yusuf, Ahmed Dalhatu;Abdullahi, Saleh;Boukar, Moussa Mahamat;Yusuf, Salisu Ibrahim
    • International Journal of Computer Science & Network Security
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    • v.21 no.9
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    • pp.339-345
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    • 2021
  • The rapid development of various applications in networking system, business, medical, education, and other domains that use basic data access operations such as insert, edit, delete and search makes data structure venerable and crucial in providing an efficient method for day to day operations of those numerous applications. One of the major problems of those applications is achieving constant time to search a key from a collection. A number of different methods which attempt to achieve that have been discovered by researchers over the years with different performance behaviors. This work evaluated these methods, and found out that almost all the existing methods have non-constant time for adding and searching a key. In this work, we designed a multi-indexes hashing algorithm that handles a collision in a hash table T efficiently and achieved constant time O(1) for searching and adding a key. Our method employed two-level of hashing which uses pattern extraction h1(key) and h2(key). The second hash function h2(key) is use for handling collision in T. Here, we eliminated the wasted slots in the search space T which is another problem associated with the existing methods.

Scalable Graphics Algorithms (스케일러블 그래픽스 알고리즘)

  • Yoon, Sung-Eui
    • 한국HCI학회:학술대회논문집
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    • 2008.02c
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    • pp.224-224
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    • 2008
  • Recent advances in model acquisition, computer-aided design, and simulation technologies have resulted in massive databases of complex geometric data occupying multiple gigabytes and even terabytes. In various graphics/geometric applications, the major performance bottleneck is typically in accessing these massive geometric data due to the high complexity of such massive geometric data sets. However, there has been a consistent lower growth rate of data access speed compared to that of computational processing speed. Moreover, recent multi-core architectures aggravate this phenomenon. Therefore, it is expected that the current architecture improvement does not offer the solution to the problem of dealing with ever growing massive geometric data, especially in the case of using commodity hardware. In this tutorial, I will focus on two orthogonal approaches--multi-resolution and cache-coherent layout techniques--to design scalable graphics/geometric algorithms. First, I will discuss multi-resolution techniques that reduce the amount of data necessary for performing geometric methods within an error bound. Second, I will explain cache-coherent layouts that improve the cache utilization of runtime geometric applications. I have applied these two techniques into rendering, collision detection, and iso-surface extractions and, thereby, have been able to achieve significant performance improvement. I will show live demonstrations of view-dependent rendering and collision detection between massive models consisting of tens of millions of triangles on a laptop during the talk.

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GPU-based Image-space Collision Detection among Closed Objects (GPU를 이용한 이미지 공간 충돌 검사 기법)

  • Jang, Han-Young;Jeong, Taek-Sang;Han, Jung-Hyun
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.45-52
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    • 2006
  • This paper presents an image-space algorithm to real-time collision detection, which is run completely by GPU. For a single object or for multiple objects with no collision, the front and back faces appear alternately along the view direction. However, such alternation is violated when objects collide. Based on these observations, the algorithm propose the depth peeling method which renders the minimal surface of objects, not whole surface, to find colliding. The Depth peeling method utilizes the state-of-the-art functionalities of GPU such as framebuffer object, vertexbuffer object, and occlusion query. Combining these functions, multi-pass rendering and context switch can be done with low overhead. Therefore proposed approach has less rendering times and rendering overhead than previous image-space collision detection. The algorithm can handle deformable objects and complex objects, and its precision is governed by the resolution of the render-target-texture. The experimental results show the feasibility of GPU-based collision detection and its performance gain in real-time applications such as 3D games.

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