• Title/Summary/Keyword: Floyd 알고리즘

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Interactive Facial Expression Animation of Motion Data using CCA (CCA 투영기법을 사용한 모션 데이터의 대화식 얼굴 표정 애니메이션)

  • Kim Sung-Ho
    • Journal of Internet Computing and Services
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    • v.6 no.1
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    • pp.85-93
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    • 2005
  • This paper describes how to distribute high multi-dimensional facial expression data of vast quantity over a suitable space and produce facial expression animations by selecting expressions while animator navigates this space in real-time. We have constructed facial spaces by using about 2400 facial expression frames on this paper. These facial spaces are created by calculating of the shortest distance between two random expressions. The distance between two points In the space of expression, which is manifold space, is described approximately as following; When the linear distance of them is shorter than a decided value, if the two expressions are adjacent after defining the expression state vector of facial status using distance matrix expressing distance between two markers, this will be considered as the shortest distance (manifold distance) of the two expressions. Once the distance of those adjacent expressions was decided, We have taken a Floyd algorithm connecting these adjacent distances to yield the shortest distance of the two expressions. We have used CCA(Curvilinear Component Analysis) technique to visualize multi-dimensional spaces, the form of expressing space, into two dimensions. While the animators navigate this two dimensional spaces, they produce a facial animation by using user interface in real-time.

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Error-Diffusion Technique using Variable Principle Distances for LCD Monitor (액정디스플레이를 위한 가변 주거리 기반의 오차 확산 기법)

  • Yoon, Jo-Seph;Park, Gyeong-Mi;Kim, Young-Bong
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.362-371
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    • 2009
  • The key technology for developing high quality LCDs is about manufacturing BLUs with homogeneous dot distributions. Commonly, homogeneous dot distributions are obtained by the halftoning methods which convert a gray-scale image to a binary image. Among many halftoning algorithms, the error-diffusion technique based on the principle distance is known to show homogeneous dot distributions. However, this technique has a drawback; the extent of the principle distance at each pixel with respect to those of the neighboring pixels can be too small or big creating a gap or overlap. In this paper, we propose a new error diffusion algorithm based on the variable principle distance which improves the existing error diffusion technique based on the principle distance. The variable principle distance at a given pixel is calculated with gray-scale values of the pixel and its neighbors and thus the principle distance value is variable depending on the direction from that pixel. This variable principle distance technique helps BLUs obtain homogeneous dot distributions.

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Development of Multi-agent Based Deadlock-Free AGV Simulator for Material Handling System (자재 취급 시스템을 위한 다중 에이전트 기반의 교착상태에 자유로운 AGV 시뮬레이터 개발)

  • Lee, Jae-Yong;Seo, Yoon-Ho
    • Journal of the Korea Society for Simulation
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    • v.17 no.2
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    • pp.91-103
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    • 2008
  • In order to simulate the behavior of automated manufacturing systems, the performance of material handling systems should be measured dynamically. Multi-Agent technology could be well adapted for the development of simulator for distributed and intelligent manufacture systems. A multi-agent system is composed of one coordination agent and multiple application agents. Issues in AGVS simulator can be classified by the set-up and operating problems. Decisions on the number of vehicles, bi- or uni-directional guide-path, etc. are fallen into the set-up problem category, while deadlock tree algorithm and conflict resolution are in operating problem. In this paper, a multi-agent based deadlock-free simulator for automated guided vehicle system(AGVS) are proposed through the use of multi-agent technologies and the development of deadlock-free algorithm. In this AGVS simulator proposed, well-known Floyd algorithm is used to create AGVS Guide path, through which AGVS move. Also, AGVs avoid vehicle conflict and deadlock using check path algorithm. And Moving vehicle agents are operated in real-time control by coordination agent. AGV position is dynamically calculated based on the concept of rolling time horizon. Simulator receives and presents operating information of vehicle in AGVS Gaunt chart. The performance of the proposed algorithm and developed simulator based on multi-agent are validated through set of experiments.

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Development of Evolution Program to Find the Multiple Shortest Paths in High Complex and Large Size Real Traffic Network (복잡도가 높고 대규모 실제 교통네트워크에서 다수 최적경로들을 탐색할 수 있는 진화 프로그램의 개발)

  • Kim, Sung-Soo;Jeong, Jong-Du;Min, Seung-Ki
    • Journal of Industrial Technology
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    • v.22 no.A
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    • pp.73-82
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    • 2002
  • It is difficult to find the shortest paths using existing algorithms (Dijkstra, Floyd-Warshall algorithm, and etc) in high complex and large size real traffic networks The objective of this paper is to develop an evolution program to find the multiple shortest paths within reasonable time in these networks including turn-restrictions, U-turns, and etc.

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Interactive Realtime Facial Animation with Motion Data (모션 데이터를 사용한 대화식 실시간 얼굴 애니메이션)

  • 김성호
    • Journal of the Korea Computer Industry Society
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    • v.4 no.4
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    • pp.569-578
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    • 2003
  • This paper presents a method in which the user produces a real-time facial animation by navigating in the space of facial expressions created from a great number of captured facial expressions. The core of the method is define the distance between each facial expressions and how to distribute into suitable intuitive space using it and user interface to generate realtime facial expression animation in this space. We created the search space from about 2,400 raptured facial expression frames. And, when the user free travels through the space, facial expressions located on the path are displayed in sequence. To visually distribute about 2,400 captured racial expressions in the space, we need to calculate distance between each frames. And we use Floyd's algorithm to get all-pairs shortest path between each frames, then get the manifold distance using it. The distribution of frames in intuitive space apply a multi-dimensional scaling using manifold distance of facial expression frames, and distributed in 2D space. We distributed into intuitive space with keep distance between facial expression frames in the original form. So, The method presented at this paper has large advantage that free navigate and not limited into intuitive space to generate facial expression animation because of always existing the facial expression frames to navigate by user. Also, It is very efficient that confirm and regenerate nth realtime generation using user interface easy to use for facial expression animation user want.

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Design of Emergency Evacuation Guiding System with Serially Connected Multi-channel Speakers (직렬 스피커 연결을 이용한 비상 대피 유도 시스템의 설계)

  • Chung, Han-Vit;Kim, Tea-Wan;Chung, Yun-Mo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.4
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    • pp.142-152
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    • 2011
  • In general, existing emergency evacuation guiding systems depend on visual techniques like emergency lights or LEDs. Actually people in the case of fire emergency condition may not obtain a range of view because of smoke from the fire. This paper introduces a technique to design an emergency guiding system using directivity sound to cope with this problem. In this case all speakers are serially connected for audio signal transmission in a serial fashion to achieve convenient speaker installation. Floyd algorithm is used to find shortest evacuation paths. Because serially connected multi-channel speakers are weak in case of disconnection, this paper uses a technique to solve the diagnostic problem. In the proposed system, a PC based on the USB protocol is used for control and observation. The system has achievements, such as increasing evacuation rate under emergency conditions, and serial transmission of audio signal for easy maintenance and low installation cost.

A Study of Flexible Protein Structure Alignment Using Three Dimensional Local Similarities (단백질 3차원 구조의 지역적 유사성을 이용한 Flexible 단백질 구조 정렬에 관한 연구)

  • Park, Chan-Yong;Hwang, Chi-Jung
    • The KIPS Transactions:PartB
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    • v.16B no.5
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    • pp.359-366
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    • 2009
  • Analysis of 3-dimensional (3D) protein structure plays an important role of structural bioinformatics. The protein structure alignment is the main subjects of the structural bioinformatics and the most fundamental problem. Protein Structures are flexible and undergo structural changes as part of their function, and most existing protein structure comparison methods treat them as rigid bodies, which may lead to incorrect alignment. We present a new method that carries out the flexible structure alignment by means of finding SSPs(Similar Substructure Pairs) and flexible points of the protein. In order to find SSPs, we encode the coordinates of atoms in the backbone of protein into RDA(Relative Direction Angle) using local similarity of protein structure. We connect the SSPs with Floyd-Warshall algorithm and make compatible SSPs. We compare the two compatible SSPs and find optimal flexible point in the protein. On our well defined performance experiment, 68 benchmark data set is used and our method is better than three widely used methods (DALI, CE, FATCAT) in terms of alignment accuracy.