• Title/Summary/Keyword: Collision detection

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Delay Analysis of Carrier Sense Multiple Access with Collision Resolution

  • Choi, Hyun-Ho;Lee, In-Ho;Lee, Howon
    • Journal of Communications and Networks
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    • v.17 no.3
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    • pp.275-285
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    • 2015
  • To improve the efficiency of carrier sense multiple access (CSMA)-based medium access control (MAC) protocols, CSMA with collision resolution (CSMA/CR) has been proposed. In the CSMA/CR, a transmitting station can detect a collision by employing additional sensing after the start of a data transmission and then resolve the next collision that might occur by broadcasting a jam signal during a collision detection (CD) period. In this paper, we analyze the delay of a CSMA/CR based on a generic p- persistent CSMA model and obtain the minimum achievable delay of the CSMA/CR by finding the optimal length of the CD period according to the number of contending stations. Through this delay analysis, we also investigate the throughput-delay characteristics of the CSMA/CR protocol according to various parameters. Analysis and simulation results show that the CSMA/CR has a considerably lower delay and its throughput-delay characteristic is significantly improved than the conventional CSMA/CA and wireless CSMA/CD protocols.

Collision-Free Arbitration Protocol for Active RFID Systems

  • Wang, Honggang;Pei, Changxing;Su, Bo
    • Journal of Communications and Networks
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    • v.14 no.1
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    • pp.34-39
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    • 2012
  • Collisions between tags greatly reduce the identification speed in radio frequency identification (RFID) systems and increase communication overhead. In particular for an active RFID system, tags are powered by small batteries, and a large number of re-transmissions caused by collisions can deteriorate and exhaust the tag energy which may result in missing tags. An efficient collision-free arbitration protocol for active RFID systems is proposed in this paper. In this protocol, a new mechanism involving collision detection, collision avoidance, and fast tag access is introduced. Specifically, the pulse burst duration and busy-tone-detection delay are introduced between the preamble and data portion of a tag-to-reader (T-R) frame. The reader identifies tag collision by detecting pulses and transmits a busy tone to avoid unnecessary transmission when collision occurs. A polling process is then designed to quickly access the collided tags. It is shown that the use of the proposed protocol results in a system throughput of 0.612, which is an obvious improvement when compared to the framed-slotted ALOHA (FSA) arbitration protocol for ISO/IEC 18000-7 standard. Furthermore, the proposed protocol greatly reduces communication overhead, which leads to energy conservation.

A Stock Removal Cycle with Collision Detection Function for Turning Operation (충돌회피 기능을 가진 선삭용 황정삭 싸이클)

  • 임상묵;강성균;최종률
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1995.10a
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    • pp.1050-1053
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    • 1995
  • A stock removal cycle is developed as a programming tool of the CNC lathe. This cycle support the easiness and swifness of a part program generation in the shopfloor. The cycle contains the function of tool path generation of rough/finish cutting, of avoidance air-cut for non-cylindrical (die-casted, forged) workpiece, and of the tool collisopn detection/aviodance. Consequently the intelligent stock removal cycle results in improving the productivity and safety of CNC lathe.

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Real-time collision detection for dynamic objects (동적 객체간의 실시간 충돌 감지 알고리즘)

  • Oh, Sang-Young;Hwang, Seon-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.3
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    • pp.717-720
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    • 2008
  • This paper studies a collision detection technique to dealing with moving polyhedra. Even though the problem is well-studied in computer graphics, the existing methods are inapplicable to highly dynamic environments. We use the GJK algorithm to determine collisions between convex objects. Also, our method is applied for moving objects.

Mariner's Performances and the Behavior Fluctuation Affecting Navigational Safety

  • Kim, Tae-Goun;Kobayashi, Hiroaki;Song, Chae-Uk
    • Journal of Navigation and Port Research
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    • v.36 no.4
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    • pp.279-284
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    • 2012
  • This study aims to identify the degree of safety when mariners take their actions in several different situations. We have carried out many experiments to observe mariners' behavior and then measured the safety level based on their actions to avoid dangerous situations of ships collision. One of the most important actions that mariners have to take, either as their daily routine or when they are in a collision situation and then want to avoid that situation is the lookout. In this paper, behaviors on the lookout have been defined as a standard sequence of three steps which are "time of first detection", "time of recognition as risky vessel" and "time of starting avoiding action", and the suitability and applicability of the definition have been shown. And also we propose the risk assessment on ships collision and the recommendation for reducing ships collision at sea. Some analyzing results and the application of the results are reported. By combining these knowledge and some systematic studies, we propose the risk assessment on ships collision and the recommendation for reducing ships collision at sea.

Control of Haptic Hand Controller Using Collision Detection Algorithm (충돌감지 알고리듬을 적용한 햅틱 핸드 컨트롤러의 제어)

  • 손원선;조경래;송재복
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.992-995
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    • 2003
  • A haptic device operated by the user's hand can receive information on position and orientation of the hand and display force and moment generated in the virtual environment to the hand. For realistic haptic display, the detailed information on collision between objects is necessary. In the past, the point-based graphic environment has been used in which the end effector of a haptic device was represented as a point and the interaction of this point with the virtual environment was investigated. In this paper, the shape-based graphic environment is proposed in which the interaction of the shape with the environment is considered to analyze collision or contact more accurately. To this end. the so-called Gilbert-Johnson-Keerthi (GJK) algorithm is adopted to compute collision points and collision instants between two shapes in the 3-D space. The 5- DOF haptic hand controller is used with the GJK algorithm to demonstrate a peg-in-hole operation in the virtual environment in conjunction with a haptic device. It is shown from various experiments that the shape-based representation with the GJK algorithm can provide more realistic haptic display for peg-in-hole operations.

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Car Collision Verification System for the Ubiquitous Parking Management (유비쿼터스 주차관리를 위한 차량충돌 검증시스템)

  • Mateo, Romeo Mark A.;Yang, Hyun-Ho;Lee, Jae-Wan
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.101-111
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    • 2011
  • Most researches in WSN-based parking management system used wireless sensors to monitor the events in a car parking area. However, the problem of car collisions in car parks was not discussed by previous researches. The car position details over time are vital in analyzing a collision event. This paper proposes a collision verification method to detect and to analyze the collision event in the parking area, and then notifies car owners. The detection uses the information from motion sensors for comprehensive details of position and direction of a moving car, and the verification processes an object tracking technique with a fast OBB intersection test. The performance tests show that the location technique is more accurate with additional sensors and the OBB collision test is faster compared to a normal OBB intersection test.

Distance-based SAP Algorithm for Effective Collision Detection (효율적인 충돌 검출을 위한 거리 기반 SAP 알고리즘)

  • Oh, Min-Seok;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.23-31
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    • 2012
  • The collision processing is one of the essential factors to realize physical principles in the game, and it gives liveliness to the game. The collision processing requires a large amount of operations, and significantly affects the game performance. To address this problem, many studies have been conducted to reduce the operation volume, and the SAP algorithm is being widely used. However, its efficiency is low because it involves repetitive operations. In this study, a distance-based SAP algorithm was proposed to reduce the operation volume for the collision processing and address the problem of the SAP algorithm. A test was conducted to measure the FPS using the simulation program, which was developed with the proposed algorithm. The FPS was 2-33 times higher with the proposed algorithm, which indicated that the efficiency of the collision processing was improved.

Self-Collision Detection/Avoidance for a Rescue Robot by Modified Skeleton Algorithm (보완 골격 알고리듬을 이용한 구난로봇의 자체 충돌감지/회피)

  • Lee, Wonsuk;Hong, Seongil;Park, Gyuhyun;Kang, Younsik
    • Journal of the Korea Institute of Military Science and Technology
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    • v.18 no.4
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    • pp.451-458
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    • 2015
  • This paper handles self-collision avoidance for a rescue robot with redundant manipulators. In order to detect all available self-collisions in advance, minimum distances between arbitrary robot parts should be monitored in real-time. For the minimum distance estimation, we suggest a modified method from a previous skeleton algorithm which has less computation burden and realize collision avoidance based on a potential function using the proposed algorithm. The resultant command by collision avoidance should not disturb a given primary task, so null-space of joint solution from a CLIK is utilized for collision avoidance by a gradient projection method.

An Efficient Collision Queries in Parallel Close Proximity Situations

  • Kim, Dae-Hyun;Choi, Han-Soo;Kim, Yeong-Dong
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2402-2406
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    • 2005
  • A collision query determines the intersection between given objects, and is used in computer-aided design and manufacturing, animation and simulation systems, and physically-based modeling. Bounding volume hierarchies are one of the simplest and most widely used data structures for performing collision detection on complex models. In this paper, we present hierarchy of oriented rounded bounding volume for fast proximity queries. Designing hierarchies of new bounding volumes, we use to combine multiple bounding volume types in a single hierarchy. The new bounding volume corresponds to geometric shape composed of a core primitive shape grown outward by some offset such as the Minkowski sum of rectangular box and a sphere shape. In the experiment of parallel close proximity, a number of benchmarks to measure the performance of the new bounding box and compare to that of other bounding volumes.

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