• Title/Summary/Keyword: Hierarchical information space

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Bayesian Spatial Modeling of Precipitation Data

  • Heo, Tae-Young;Park, Man-Sik
    • The Korean Journal of Applied Statistics
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    • v.22 no.2
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    • pp.425-433
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    • 2009
  • Spatial models suitable for describing the evolving random fields in climate and environmental systems have been developed by many researchers. In general, rainfall in South Korea is highly variable in intensity and amount across space. This study characterizes the monthly and regional variation of rainfall fields using the spatial modeling. The main objective of this research is spatial prediction with the Bayesian hierarchical modeling (kriging) in order to further our understanding of water resources over space. We use the Bayesian approach in order to estimate the parameters and produce more reliable prediction. The Bayesian kriging also provides a promising solution for analyzing and predicting rainfall data.

Image Classificatiion using neural network depending on pattern information quantity (패턴 정보량에 따른 신경망을 이용한 영상분류)

  • Lee, Yun-Jung;Kim, Do-Nyun;Cho, Dong-Sub
    • Proceedings of the KIEE Conference
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    • 1995.07b
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    • pp.959-961
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    • 1995
  • The objective of most image proccessing applications is to extract meaningful information from one or more pictures. It is accomplished efficiently using neural networks, which is used in image classification and image recognition. In neural networks, background and meaningful information are processed with same weight in input layer. In this paper, we propose the image classification method using neural networks, especially EBP(Error Back Propagation). Preprocessing is needed. In preprocessing, background is compressed and meaningful information is emphasized. We use the quadtree approach, which is a hierarchical data structure based on a regular decomposition of space.

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Recognition of Roads and Districts from Maps (지도에서 도로와 블록 인식)

  • Jang, Kyung-Shik;Kim, Jai-Hie
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.9
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    • pp.2289-2298
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    • 1997
  • This paper proposes a new method to recognize map. In order to minimize the ripple effect of one recognition result affecting another, the structural information is represented with a hierarchical model. and the model is used in both the recognition and verification process. Furthermore, lines related to an entity are searched in a used in both the recognition and verification process. Furthermore, lines related to an entity are searched in a reduced search space by defining some relations between lines. When there is a mis-recognition after verificaiton, recognition process will be retired. In the process, the accurate result can obtained through the change of the parameter values used in the algorithm. As a result, the search space is reduced effectively, and even objects that embodies the broken lines and the crossed lines are recognized.

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Design and Implementation of Space Time Point for Real-time Public Transportation Route Guidance (실시간 대중교통 경로안내를 위한 Space Time Point 모델의 설계와 구현)

  • Kim, Soo-Ho;Joo, Yong-Jin;Park, Soo-Hong
    • Spatial Information Research
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    • v.20 no.3
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    • pp.83-93
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    • 2012
  • Recent environmental concerns have made interest in environment-friendly transportation means such as walking, biking, and public transportation. However, since it is difficult to move long distance by walking or biking, their scope of application is rather limited. On the other hand, public transportation can solve traffic congestion, a recent social issue, though its usability may depend on its time schedule. Currently available information services on public transportation in the Web do not reflect well such traits of the public transportation; thus, in some cases, they may provide wrong information to end users. To solve such problems and provide information based on timetable of public transportations, this paper proposes a STP(Space Time Point) data model. Unlike existing space-time data models, this model recognizes the bottommost element of an object as a point and structures these points in hierarchical way to define an object. In particular, It can make it possible to implement a variety of dynamic spatial objects changing object information according to time. An objective of this study is to design a STP model for bus and subway based on timetables of public transportation in Daejeon area and builds a system to provide path navigation. With the designed navigation function, a path from the Daejeon National Cemetery to Hannam University was searched by time slot. The result showed that the system provided different paths by time, as the system guided different paths when bus operation was limited in midnight. As existing data model could not provide such results, it is confirmed that the system can provide path navigation based on real-time traffic information. It is expected that based on such functionality, it is possible to provide additional functionalities by applying diverse data models such as real-time transport information or traffic history information.

Real-Time Hierarchical Techniques for Rendering of Translucent Materials and Screen-Space Interpolation (반투명 재질의 렌더링과 화면 보간을 위한 실시간 계층화 알고리즘)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.31-42
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    • 2007
  • In the natural world, most materials such as skin, marble and cloth are translucent. Their appearance is smooth and soft compared with metals or mirrors. In this paper, we propose a new GPU based hierarchical rendering technique for translucent materials, based on the dipole diffusion approximation, at interactive rates. Information of incident light, position, normal, and irradiance, on the surfaces are stored into 2D textures by rendering from a primary light view. Huge numbers of pixel photons are clustered into quad-tree image pyramids. Each pixel, we select clusters (sets of photons), and then we approximate multiple subsurface scattering term with the clusters. We also introduce a novel hierarchical screen-space interpolation technique by exploiting spatial coherence with early-z culling on the GPU. We also build image pyramids of the screen using mipmap and pixel shader. Each pixel of the pyramids is stores position, normal and spatial similarity of children pixels. If a pixel's the similarity is high, we render the pixel and interpolate the pixel to multiple pixels. Result images show that our method can interactively render deformable translucent objects by approximating hundreds of thousand photons with only hundreds clusters without any preprocessing. We use an image-space approach for entire process on the GPU, thus our method is less dependent to scene complexity.

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Hierarchical Particle Swarm Optimization for Multi UAV Waypoints Planning Under Various Threats (다양한 위협 하에서 복수 무인기의 경로점 계획을 위한 계층적 입자 군집 최적화)

  • Chung, Wonmo;Kim, Myunggun;Lee, Sanha;Lee, Sang-Pill;Park, Chun-Shin;Son, Hungsun
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.50 no.6
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    • pp.385-391
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    • 2022
  • This paper presents to develop a path planning algorithm combining gradient descent-based path planning (GBPP) and particle swarm optimization (PSO) for considering prohibited flight areas, terrain information, and characteristics of fixed-wing unmmaned aerial vehicle (UAV) in 3D space. Path can be generated fast using GBPP, but it is often happened that an unsafe path can be generated by converging to a local minimum depending on the initial path. Bio-inspired swarm intelligence algorithms, such as Genetic algorithm (GA) and PSO, can avoid the local minima problem by sampling several paths. However, if the number of optimal variable increases due to an increase in the number of UAVs and waypoints, it requires heavy computation time and efforts due to increasing the number of particles accordingly. To solve the disadvantages of the two algorithms, hierarchical path planning algorithm associated with hierarchical particle swarm optimization (HPSO) is developed by defining the initial path, which is the input of GBPP, as two variables including particles variables. Feasibility of the proposed algorithm is verified by software-in-the-loop simulation (SILS) of flight control computer (FCC) for UAVs.

A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.567-574
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    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.

Statistical Inference in Non-Identifiable and Singular Statistical Models

  • Amari, Shun-ichi;Amari, Shun-ichi;Tomoko Ozeki
    • Journal of the Korean Statistical Society
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    • v.30 no.2
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    • pp.179-192
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    • 2001
  • When a statistical model has a hierarchical structure such as multilayer perceptrons in neural networks or Gaussian mixture density representation, the model includes distribution with unidentifiable parameters when the structure becomes redundant. Since the exact structure is unknown, we need to carry out statistical estimation or learning of parameters in such a model. From the geometrical point of view, distributions specified by unidentifiable parameters become a singular point in the parameter space. The problem has been remarked in many statistical models, and strange behaviors of the likelihood ratio statistics, when the null hypothesis is at a singular point, have been analyzed so far. The present paper studies asymptotic behaviors of the maximum likelihood estimator and the Bayesian predictive estimator, by using a simple cone model, and show that they are completely different from regular statistical models where the Cramer-Rao paradigm holds. At singularities, the Fisher information metric degenerates, implying that the cramer-Rao paradigm does no more hold, and that he classical model selection theory such as AIC and MDL cannot be applied. This paper is a first step to establish a new theory for analyzing the accuracy of estimation or learning at around singularities.

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A Study on Design Representation of Publicity and Privacy in Dutch Multi-family Housing - Focused on an Analysis of Eastern Dockland Projects in Amsterdam - (네덜란드 도시 집합주택의 공공성과 개별성 표현특성에 관한 연구 - 암스테르담 부두재개발 주택단지 사례를 중심으로 -)

  • Moon Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.14 no.2 s.49
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    • pp.112-119
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    • 2005
  • This study attempts to suggest new directions of urban multi-family housing design in the recent era of information, in which the representation of publicity and privacy of the housing reflects new meanings and relationships of the current digital society. The study examines cases of Dutch multi-family housing and investigates the meanings and relationships of publicity and privacy in the building as well as unit design of the housings. Borneo-Sporenburg housing development is a good example that suggests new interpretation and design solution for low-rise, high-density multi-family housing. Thus, this study analyzes street patterns, facade design, and ways of housing unit combination in Borneo-Sporenburg housing and concludes as follows. First, public space in Borneo-Sporenburg housing, which was designed differently from hierarchical and centripetal organization of modern architecture, is divided into small units and spread into the inside, which provides high potential for personal control of space and personal programming of space by space choices. Second, street pattern and facade design of Borneo-Sporenburg housing provide visual publicity and privacy simultaneously as they maintain unity as a whole as well as articulate individual unit in many different ways and provide clues to neighboring. Streets as a public domain have self-controlled boundaries for residents and introduce voluntary use-programs for residents. Third, facades of the housing have no inter-mediate space or common space, and confront streets directly. Space in-between is composed inside the facade and extends into the streets by residents' own choices. Fourth, privacy and individuality of the housing is strengthened. Units of the housing have individual entrances, unique plan type and complicated combination of space that all together emphasize individuality of units, however they are not often notified from the outside.

A Grid-based Digital Photo Visualization and Hierarchical Clustering Method (격자 기반의 디지털 사진 시각화와 계층적인 클러스터링 방법)

  • Ryu, Dong-Sung;Chung, Woo-Keun;Cho, Hwan-Gue
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.5
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    • pp.616-620
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    • 2010
  • Generally, most people use the photo management method which clusters lots of photos into each folders according to photo shooting time and date. However, since the number of photos to manage is getting more increasing, it takes much time and burdensome work. This paper describes PHOTOLAND, a system that visualizes hundreds of photos on a 2D grid space to help users manage their photos. It closely places similar photos in the grid based on temporal and spatial information. Most photograph management systems use a scrollable view based on a sequential grid layout that arranges the thumbnails of photos in some default order on the screen. Our system decreases drag and drop mouse interaction when they classify their photos into small groups comparing to the sequential grid layout. We conducted experiments to evaluate temporal coherence and space efficiency.