• Title/Summary/Keyword: MAP algorithm

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Performance Improvement of the battening Effect of the new Asymmetric Turbo Codes (새로운 비대칭 구조를 갖는 터보부호의 Flattening Effect의 성능향상에 관한 연구)

  • 정대호;정성태;김환용
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.6A
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    • pp.533-539
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    • 2002
  • It is well known the fact that turbo lodes has better performance as the number of iteration and the interleaver size increases in the AWGN channel environment. However, as the number of iteration and the interleaver size are increased, it is required much delay and computation for iterative decoding, and caused the flattening effect phenomenon which is very litter BER performance improvement at the arbitrary SNR. In this paper, We proposed the new asymmetric turbo codes, which consist of parallel concatenated turbo codes that use mixed types of component codes with different not only constraint length but also generate polynomial and analyzed its BER performance for log-MAP decoding algorithm with frame size of 128, 256, 512 and 1024 bits, and coding rate of 1/3. As a results of simulation, proposed asymmetric turbo codes verify that its BER performance is superior to conventional symmetric turbo codes. It can be also observed that the flattening effect phenomenon is very reduced by applying the proposed asymmetric turbo codes. It gains respectively 1.7dB ~2.5dB and 2.0dB~2.5dB SNR improvements in the case of short frame(128, 256) and large frame(512, 1024) size for the BER $10_{-4}$>/TEX> region.

Augmented Reality System using Planar Natural Feature Detection and Its Tracking (동일 평면상의 자연 특징점 검출 및 추적을 이용한 증강현실 시스템)

  • Lee, A-Hyun;Lee, Jae-Young;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.4
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    • pp.49-58
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    • 2011
  • Typically, vision-based AR systems operate on the basis of prior knowledge of the environment such as a square marker. The traditional marker-based AR system has a limitation that the marker has to be located in the sensing range. Therefore, there have been considerable research efforts for the techniques known as real-time camera tracking, in which the system attempts to add unknown 3D features to its feature map, and these then provide registration even when the reference map is out of the sensing range. In this paper, we describe a real-time camera tracking framework specifically designed to track a monocular camera in a desktop workspace. Basic idea of the proposed scheme is that a real-time camera tracking is achieved on the basis of a plane tracking algorithm. Also we suggest a method for re-detecting features to maintain registration of virtual objects. The proposed method can cope with the problem that the features cannot be tracked, when they go out of the sensing range. The main advantage of the proposed system are not only low computational cost but also convenient. It can be applicable to an augmented reality system for mobile computing environment.

Long-term Prediction of Bus Travel Time Using Bus Information System Data (BIS 자료를 이용한 중장기 버스 통행시간 예측)

  • LEE, Jooyoung;Gu, Eunmo;KIM, Hyungjoo;JANG, Kitae
    • Journal of Korean Society of Transportation
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    • v.35 no.4
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    • pp.348-359
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    • 2017
  • Recently, various public transportation activation policies are being implemented in order to mitigate traffic congestion in metropolitan areas. Especially in the metropolitan area, the bus information system has been introduced to provide information on the current location of the bus and the estimated arrival time. However, it is difficult to predict the travel time due to repetitive traffic congestion in buses passing through complex urban areas due to repetitive traffic congestion and bus bunching. The previous bus travel time study has difficulties in providing information on route travel time of bus users and information on long-term travel time due to short-term travel time prediction based on the data-driven method. In this study, the path based long-term bus travel time prediction methodology is studied. For this purpose, the training data is composed of 2015 bus travel information and the 2016 data are composed of verification data. We analyze bus travel information and factors affecting bus travel time were classified into departure time, day of week, and weather factors. These factors were used into clusters with similar patterns using self organizing map. Based on the derived clusters, the reference table for bus travel time by day and departure time for sunny and rainy days were constructed. The accuracy of bus travel time derived from this study was verified using the verification data. It is expected that the prediction algorithm of this paper could overcome the limitation of the existing intuitive and empirical approach, and it is possible to improve bus user satisfaction and to establish flexible public transportation policy by improving prediction accuracy.

Development of Radar Polygon Method : Areal Rainfall Estimation Technique Based on the Probability of Similar Rainfall Occurrence (Radar Polygon 기법의 개발 : 유사강우발생 확률에 근거한 면적강우량 산정기법)

  • Cho, Woonki;Lee, Dongryul;Lee, Jaehyeon;Kim, Dongkyun
    • Journal of Korea Water Resources Association
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    • v.48 no.11
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    • pp.937-944
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    • 2015
  • This study proposed a novel technique, namely the Radar Polygon Method (RPM), for areal rainfall estimation based on radar precipitation data. The RPM algorithm has the following steps: 1. Determine a map of the similar rainfall occurrence of which each grid cell contains the binary information on whether the grid cell rainfall is similar to that of the observation gage; 2. Determine the similar rainfall probability map for each gage of which each grid cell contains the probability of having the rainfall similar to that of the observation gage; 3. Determine the governing territory of each gage by comparing the probability maps of the gages. RPM method was applied to the Anseong stream basin. Radar Polygons and Thiessen Polygons of the study area were similar to each other with the difference between the two being greater for the rain gage highly influenced by the orography. However, the weight factor between the two were similar with each other. The significance of this study is to pioneer a new application field of radar rainfall data that has been limited due to short observation period and low accuracy.

Automatic Recommendation of Nearby Tourist Attractions related to Events (이벤트와 관련된 주변 관광지 자동 추천 알고리즘 개발)

  • Ahn, Jinhyun;Im, Dong-Hyuk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.407-413
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    • 2020
  • Participating in exhibitions is one of the major activities for tourists. When selecting their next travel destination after participating in an event, they use map services and social network services, such as blogs, to obtain information about tourist attractions. The map services are location-based recommendations, because they can easily retrieve information regarding nearby places. Blogs contain informative content about tourist attractions, thereby providing content-based recommendations. However, few services consider both location and content. In location-based recommendations, tourist attractions that are not related to the content of the event attended might be recommended. Content-based recommendation has a disadvantage in that events located at a distance might get recommended. We propose an algorithm that considers both location and content, based on information from the Korea Tourism Organization's Linked Open Data (LOD), Wikipedia, and a Korean dictionary. By extracting nouns from the description of a tourist attraction and then comparing them with nouns about other attractions, a content-based relationship is determined. The distance to the event is calculated based on the latitude and longitude of each tourist attraction. A weight selected by the user is used for linear combination with the content-based relationship to determine the preference order of the recommendations.

Development of Natural Disaster Damage Investigation System using High Resolution Spatial Images (고해상도 공간영상을 이용한 자연재해 피해조사시스템 설계 및 구현)

  • Kim, Tae-Hoon;Kim, Kye-Hyun;Nam, Gi-Beom;Shim, Jae-Hyun;Choi, Woo-Jung;Cho, Myung-Hum
    • Journal of Korea Spatial Information System Society
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    • v.12 no.1
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    • pp.57-65
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    • 2010
  • In this study, disaster damage investigation system was developed using high resolution satellite images and GIS technique to afford effective damage investigation system for widely disaster damaged area. Study area was selected in Bonghwa, Gyungsangbukdo where high magnitude of damages from torrential rain has occurred at July in 2008. GIS DB was built using 1:5,000 topographic map, cadastral map, satellite image and aerial photo to apply for investigation algorithm. Disaster damage investigation system was developed using VB NET languages, ArcObject component and MS-SQL DBMS for effective management of damage informations. The system can finding damaged area comparing pre- and post-disaster images and drawing damaged area according to the damage item unit. Extracted object was saved in Shape file format and overlayed with background GIS DB for obtaining detail information of damaged area. Disaster damage investigation system using high resolution spatial images can extract damage information rapidly and highly reliably for widely disaster areas. This system can be expected to highly contributing to enhance the disaster prevention capabilities in national level field investigation supporting and establishing recovery plan etc. This system can be utilized at the plan of disaster prevention through digital damage information and linked in national disaster information management system. Further studies are needed to better improvement in system and cover for the linkage of damage information with digital disaster registry.

A Study on the Integration of Airborne LiDAR and UAV Data for High-resolution Topographic Information Construction of Tidal Flat (갯벌지역 고해상도 지형정보 구축을 위한 항공 라이다와 UAV 데이터 통합 활용에 관한 연구)

  • Kim, Hye Jin;Lee, Jae Bin;Kim, Yong Il
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.38 no.4
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    • pp.345-352
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    • 2020
  • To preserve and restore tidal flats and prevent safety accidents, it is necessary to construct tidal flat topographic information including the exact location and shape of tidal creeks. In the tidal flats where the field surveying is difficult to apply, airborne LiDAR surveying can provide accurate terrain data for a wide area. On the other hand, we can economically obtain relatively high-resolution data from UAV (Unmanned Aerial Vehicle) surveying. In this study, we proposed the methodology to generate high-resolution topographic information of tidal flats effectively by integrating airborne LiDAR and UAV point clouds. For the purpose, automatic ICP (Iterative Closest Points) registration between two different datasets was conducted and tidal creeks were extracted by applying CSF (Cloth Simulation Filtering) algorithm. Then, we integrated high-density UAV data for tidal creeks and airborne LiDAR data for flat grounds. DEM (Digital Elevation Model) and tidal flat area and depth were generated from the integrated data to construct high-resolution topographic information for large-scale tidal flat map creation. As a result, UAV data was registered without GCP (Ground Control Point), and integrated data including detailed topographic information of tidal creeks with a relatively small data size was generated.

Development of 3D Terrain Tools which Improves a Picking Speed using Cross Detection (교차검출을 이용하여 Picking 속도를 향상시킨 3D 지형 툴의 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.78-85
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    • 2012
  • This paper proposes an efficient algorithm to develop a 3D terrain tools which is essential in the development of 3D computer games. In particular, this paper proposes a cross detection technique to improve picking speed. In other words, this paper proposes a more efficient cross detection technique consisting of a ray and a parallelogram than a cross detection technique consisting of a ray and a triangle. So, we can confirm the faster picking speed. This paper uses a picking example among DirectX SDK samples to test it. In addition, this paper compares the number of function calls for cross detection using the existing techniques and the proposed technique. As a result, in this paper the proposed technique has fallen off to about a 50 percent than the existing techniques. And if it is calculated by times, in this paper the proposed technique was reduced to 1 to 2 seconds than the existing techniques. Additionally, in this paper 3D terrain tools are provide more improved algorithms for features such as texture splatting, height map control, object arrangement and realistic water effect. So, 3D terrain tools is available efficient in the development of real 3d computer games.

Improving A Stealth Game Level Design Tool (스텔스 게임 레벨 디자인 툴의 개선)

  • Na, Hyeon-Suk;Jeong, Sanghyeok;Jeong, Juhong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.29-38
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    • 2015
  • In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.

Quantitative Assessment of 3D Reconstruction Procedure Using Stereo Matching (스테레오 정합을 이용한 3차원 재구성 과정의 정량적 평가)

  • Woo, Dong-Min
    • Journal of IKEEE
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    • v.17 no.1
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    • pp.1-9
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    • 2013
  • The quantitative evaluation of DEM(Digital Elevation Map) is very important to the assessment of the effectiveness for the applied 3D image analysis technique. This paper presents a new quantitative evaluation method of 3D reconstruction process by using synthetic images. The proposed method is based on the assumption that a preacquired DEM and ortho-image should be the pseudo ground truth. The proposed evaluation process begins by generating a pair of photo-realistic synthetic images of the terrain from any viewpoint in terms of application of the constructed ray tracing algorithm to the pseudo ground truth. By comparing the DEM obtained by a pair of photo-realistic synthetic images with the assumed pseudo ground truth, we can analyze the quantitative error in DEM and evaluate the effectiveness of the applied 3D analysis method. To verify the effectiveness of the proposed evaluation method, we carry out the quantitative and the qualitative experiments. For the quantitative experiment, we prove the accuracy of the photo-realistic synthetic image. Also, the proposed evaluation method is experimented on the 3D reconstruction with regards to the change of the matching window. Based on the fact that the experimental result agrees with the anticipation, we can qualitatively manifest the effectiveness of the proposed evaluation method.