• Title/Summary/Keyword: Interactive algorithm

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A Shadow Culling Algorithm for Interactive Ray Tracing (대화형 광선 추적법을 위한 그림자 컬링 알고리즘)

  • Nah, Jae-Ho;Park, Woo-Chan;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.179-189
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    • 2009
  • We present a novel shadow culling algorithm for interactive ray tracing. Our approach exploits frame-to-frame coherence instead of preprocessing of building shadow data, so this algorithm is suitable for dynamic ray raying. In this algorithm, shadow processing results are stored to each primitive and used in the next frames. We also present a novel occlusion testing method. This method corrects potential shadow errors in our culling algorithm and requires low overhead. Experiment results show that our algorithm reduced both the traversal cost by 7-19 percent and the intersection cost by 9-24 percent.

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Modulation Recognition of MIMO Systems Based on Dimensional Interactive Lightweight Network

  • Aer, Sileng;Zhang, Xiaolin;Wang, Zhenduo;Wang, Kailin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.10
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    • pp.3458-3478
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    • 2022
  • Automatic modulation recognition is the core algorithm in the field of modulation classification in communication systems. Our investigations show that deep learning (DL) based modulation recognition techniques have achieved effective progress for multiple-input multiple-output (MIMO) systems. However, network complexity is always an additional burden for high-accuracy classifications, which makes it impractical. Therefore, in this paper, we propose a low-complexity dimensional interactive lightweight network (DilNet) for MIMO systems. Specifically, the signals received by different antennas are cooperatively input into the network, and the network calculation amount is reduced through the depth-wise separable convolution. A two-dimensional interactive attention (TDIA) module is designed to extract interactive information of different dimensions, and improve the effectiveness of the cooperation features. In addition, the TDIA module ensures low complexity through compressing the convolution dimension, and the computational burden after inserting TDIA is also acceptable. Finally, the network is trained with a penalized statistical entropy loss function. Simulation results show that compared to existing modulation recognition methods, the proposed DilNet dramatically reduces the model complexity. The dimensional interactive lightweight network trained by penalized statistical entropy also performs better for recognition accuracy in MIMO systems.

A Real-Time Algorithm for Timeslot Assignment in ISM System with DVB-RCS

  • Lee, Ik-Sun;Sung, Chang-Sup;Jin, Gwang-Ja;Han, Ki-Seop
    • ETRI Journal
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    • v.29 no.3
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    • pp.329-335
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    • 2007
  • This paper considers a timeslot assignment problem in an interactive satellite multimedia (ISM) system with digital video broadcast-return channel via satellite (DVB-RCS). The timeslot assignment problem is formulated as a binary integer programming to maximize the overall weighted throughput and is shown to be NP-hard. Thus, three real-time heuristic algorithms including ratio-based, packet-size (PS)-based, and transmission gain (TG)-based are derived, and some computational experiments are made. Considering the results, the ratio-based heuristic algorithm is demonstrated to be the most effective and efficient. We propose adapting the ratio-based heuristic algorithm to the timeslot assignment problem to greatly improve the ISM system utilization.

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Development of control algorithm for line interactive UPS using dSPACE (dSPACE를 사용한 Line Interactive UPS의 제어알고리즘 개발)

  • Yu, Tae-Sik;Kim, Du-Hwan;Kim, Hyo-Sung
    • Proceedings of the KIPE Conference
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    • 2010.07a
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    • pp.472-473
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    • 2010
  • 1kW~10kW급의 UPS 토폴로지로서 Line Interactive UPS가 많이 사용되고 있다. Line Interactive UPS는 Single Stage의 AC/DC 변환기 구조를 갖으며 정상상태에서는 적은 전류로 DC측 에너지 저장장치의 충전상태를 유지만 하면 되므로 운전 효율이 높고 가격이 저렴하다. 그러나 고성능의 전류/전압 제어기술이 요구되므로 제품화하는데 어려움이 많다. 본 논문에서는 MATLAB Simulink와 연동하여 간단히 다양한 제어알고리즘을 구현 할 수 있는 dSPACE 장비를 사용하여 실험 장치를 구축하고 Single Stage UPS의 제어알고리즘을 구현하였다.

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An Interactive Group Decision Support Procedure Considering Preference Strength (선호강도를 고려한 그룹의사결정지원 앨고리듬)

  • Han, Chang-Hee
    • Journal of the Korean Operations Research and Management Science Society
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    • v.27 no.4
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    • pp.111-126
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    • 2002
  • This paper presents an interactive decision procedure to aggregate each group member's preferences when each group member articulates his or her preference information incompletely. An index, an indicative for the preference strength between alternatives, is derived to aid each decision maker to articulate preference information about alternatives. We develop a mathematical programming model that can establish dominance relations when the preference information about values of alternatives, attribute weights, and group member's importance weights are provided incompletely. Also, the preference relation between alternatives is to be considered in the model. Based on the preference strength measure and mathematical model, we develop an interactive group decision support procedure.

Associative Interactive play Contents for Infant Imagination

  • Jang, Eun-Jung;Lee, Chankyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.126-132
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.

Improving Efficiency of Timeslot Assignment for Non-realtime Data in a DVB-RCS Return Link: Modeling and Algorithm

  • Lee, Ki-Dong;Cho, Yong-Hoon;Lee, Ho-Jin;Oh, Deock-Gil
    • ETRI Journal
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    • v.25 no.4
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    • pp.211-218
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    • 2003
  • This paper presents a dynamic resource allocation algorithm with multi-frequency time-division multiple access for the return link of interactive satellite multimedia networks such as digital video broadcasting return channel via satellite systems. The proposed timeslot assignment algorithm, called the very efficient dynamic timeslot assignment (VEDTA) algorithm, gives an optimal assignment plan within a very short period. The optimality and computational efficiency of this algorithm demonstrate that it will be useful in field applications.

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Emotion-based Video Scene Retrieval using Interactive Genetic Algorithm (대화형 유전자 알고리즘을 이용한 감성기반 비디오 장면 검색)

  • Yoo Hun-Woo;Cho Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.6
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    • pp.514-528
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    • 2004
  • An emotion-based video scene retrieval algorithm is proposed in this paper. First, abrupt/gradual shot boundaries are detected in the video clip representing a specific story Then, five video features such as 'average color histogram' 'average brightness', 'average edge histogram', 'average shot duration', and 'gradual change rate' are extracted from each of the videos and mapping between these features and the emotional space that user has in mind is achieved by an interactive genetic algorithm. Once the proposed algorithm has selected videos that contain the corresponding emotion from initial population of videos, feature vectors from the selected videos are regarded as chromosomes and a genetic crossover is applied over them. Next, new chromosomes after crossover and feature vectors in the database videos are compared based on the similarity function to obtain the most similar videos as solutions of the next generation. By iterating above procedures, new population of videos that user has in mind are retrieved. In order to show the validity of the proposed method, six example categories such as 'action', 'excitement', 'suspense', 'quietness', 'relaxation', 'happiness' are used as emotions for experiments. Over 300 commercial videos, retrieval results show 70% effectiveness in average.

A research on non-interactive multi agents by ACS & Direction vector algorithm (ACS & 방향벡터 알고리즘을 이용한 비 대화형 멀티에이전트 전략에 관한 연구)

  • Kim, Hyun;Yoon, Seok-Hyun;Chung, Tae-Choong
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.11-18
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    • 2010
  • In this paper, We suggest new strategies on non-interactive agents applied in a prey pursuit problem of multi agent research. The structure of the prey pursuit problem by grid space(Four agent & one prey). That is allied agents captured over one prey. That problem has long been known in interactive, non-interactive of multi agent research. We trying hard to find its own solution from non-interactive agent method on not in the same original environment(circular environment). We used ACS applied Direction vector to learning and decide on a direction. Exchange of information between agents have been previously presented (an interactive agent) out of the way information exchange ratio (non-interactive agents), applied the new method. Can also solve the problem was to find a solution. This is quite distinct from the other existing multi agent studies, that doesn't apply interactive agents but independent agent to find a solution.

Java Garbage Collection for a Small Interactive System (소규모 대화형 시스템을 위한 자바 가비지 콜렉션)

  • 권혜은;김상훈
    • Journal of KIISE:Software and Applications
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    • v.29 no.12
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    • pp.957-965
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    • 2002
  • Garbage collection in the CLDC typically employs a stop-the-world GC algorithm which is performing a complete garbage collection when needed. This technique is unsuitable for the interactive Java embedded system because this can lead to long and unpredictable delays. In this paper, We present a garbage collection algorithm which reduces the average delay time and supports the interactive environment. Our garbage collector is composed of the allocator and the collector. The allocator determines the allocation position of free-list according to object size, and the collector uses an incremental mark-sweep algorithm. The garbage collector is called periodically by the thread scheduling policy and the allocator allocates the objects of marked state during collection cycle. Also, we introduce a color toggle mechanism that changes the meaning of the bit patterns at the end of the collection cycle. We compared the performance of our implementation with stop-the-world mark-sweep GC. The experimental results show that our algorithm reduces the average delay time and that it provides uniformly low response times.