• Title/Summary/Keyword: Online Mapping

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Online Evolution for Cooperative Behavior in Group Robot Systems

  • Lee, Dong-Wook;Seo, Sang-Wook;Sim, Kwee-Bo
    • International Journal of Control, Automation, and Systems
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    • v.6 no.2
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    • pp.282-287
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    • 2008
  • In distributed mobile robot systems, autonomous robots accomplish complicated tasks through intelligent cooperation with each other. This paper presents behavior learning and online distributed evolution for cooperative behavior of a group of autonomous robots. Learning and evolution capabilities are essential for a group of autonomous robots to adapt to unstructured environments. Behavior learning finds an optimal state-action mapping of a robot for a given operating condition. In behavior learning, a Q-learning algorithm is modified to handle delayed rewards in the distributed robot systems. A group of robots implements cooperative behaviors through communication with other robots. Individual robots improve the state-action mapping through online evolution with the crossover operator based on the Q-values and their update frequencies. A cooperative material search problem demonstrated the effectiveness of the proposed behavior learning and online distributed evolution method for implementing cooperative behavior of a group of autonomous mobile robots.

The Study of Mapping Coordination S/W Based on the Internet Shopping Mall for Silver Apparel

  • Lee, Yoong-Joo;Chung, Sham-Ho
    • Journal of Fashion Business
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    • v.13 no.6
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    • pp.20-30
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    • 2009
  • The purpose of this study is to develop the effective customized elderly fashion marketing process based on the web site, where older customer will be able to choose various fabrics and to try them out. This aims to establish new prototype of internet shopping mall for customized elderly fashion clothing. In this study, new method of product presentation on the online shopping mall is proposed to offer product information through 3D virtual reality. With the online shopping mall(SATC Mall) as a showcase, we presented virtual mapping system so that it enable the customers to select the fabrics and to see exactly how chosen fabric will look when applied to image of clothing. As an initial test of the application of simulation to measure 3D visualization of product, mapping software Vision Easy Map Pro Version 6.0(NedGraphics) Vision Easy Map Viewer Version 5.0(NedGraphics) were chosen and applied. By using this mapping system, the fabric change of the apparel product could be made on the internet shopping web site. However, this approach has been successful applied for presenting and customizing garment products. Future research will focus on the integration of mapping coordination into SATC Mall.

A Mapping Table Caching Scheme for NAND Flash-based Mobile Storage Devices (NAND 플래시 기반 모바일 저장장치를 위한 사상 테이블 캐싱 기법)

  • Yang, Soo-Hyeon;Ryu, Yeon-Seung
    • The Journal of Society for e-Business Studies
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    • v.15 no.4
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    • pp.21-31
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    • 2010
  • Recently e-business such as online financial trade and online shopping using mobile computes are widely spread. Most of mobile computers use NAND flash memory-based storage devices for storing data. Flash memory storage devices use a software called flash translation layer to translate logical address from a file system to physical address of flash memory by using mapping tables. The legacy FTLs have a problem that they must maintain very large mapping tables in the RAM. In order to address this issues, in this paper, we proposed a new caching scheme of mapping tables. We showed through the trace-driven simulations that the proposed caching scheme reduces the space overhead dramatically but does not increase the time overhead. In the case of online transaction workload in e-business environment, in particular, the proposed scheme manifests better performance in reducing the space overhead.

Smart SNS Map: Location-based Social Network Service Data Mapping and Visualization System (스마트 SNS 맵: 위치 정보를 기반으로 한 스마트 소셜 네트워크 서비스 데이터 맵핑 및 시각화 시스템)

  • Yoon, Jangho;Lee, Seunghun;Kim, Hyun-chul
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.428-435
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    • 2016
  • Hundreds of millions of new posts and information are being uploaded and propagated everyday on Online Social Networks(OSN) like Twitter, Facebook, or Instagram. This paper proposes and implements a GPS-location based SNS data mapping, analysis, and visualization system, called Smart SNS Map, which collects SNS data from Twitter and Instagram using hundreds of PlanetLab nodes distributed across the globe. Like no other previous systems, our system uniquely supports a variety of functions, including GPS-location based mapping of collected tweets and Instagram photos, keyword-based tweet or photo searching, real-time heat-map visualization of tweets and instagram photos, sentiment analysis, word cloud visualization, etc. Overall, a system like this, admittedly still in a prototype phase though, is expected to serve a role as a sort of social weather station sooner or later, which will help people understand what are happening around the SNS users, systems, society, and how they feel about them, as well as how they change over time and/or space.

Model for Mobile Online Video viewed on Samsung Galaxy Note 5

  • Pal, Debajyoti;Vanijja, Vajirasak
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.11
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    • pp.5392-5418
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    • 2017
  • The primary aim of this paper is to propose a non-linear regression based technique for mapping different network Quality of Service (QoS) factors to an integrated end-user Quality of Experience (QoE) or Mean Opinion Score (MOS) value for an online video streaming service on a mobile phone. We use six network QoS factors for finding out the user QoE. The contribution of this paper is threefold. First, we investigate the impact of the network QoS factors on the perceived video quality. Next, we perform an individual mapping of the significant network QoS parameters obtained in stage 1 to the user QoE based upon a non-linear regression method. The optimal QoS to QoE mapping function is chosen based upon a decision variable. In the final stage, we evaluate the integrated QoE of the system by taking the combined effect of all the QoS factors considered. Extensive subjective tests comprising of over 50 people across a wide variety of video contents encoded with H.265/HEVC and VP9 codec have been conducted in order to gather the actual MOS data for the purpose of QoS to QoE mapping. Our proposed hybrid model has been validated against unseen data and reveals good prediction accuracy.

The Distributed Server Model for the Evolutionary Online RP G (진화하는 온라인 롤플레잉 게임을 위한 분산형 게임 서버 모델)

  • Lee, Nam-Jae;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.36-41
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    • 2002
  • Recently, The online role playing games (RPG) get into spotlight of worldwide game marketing area because of the rapid growth of high speed Internet environment during a decade. The almost online RPGs are made of campaign scenario that constructed in series. In this paper, we propose the Distributed Server Model for the Evolutionary Online RPGs which have series scenario (Campaign). In order to represents evolutionary online RPGs, We configure the online RPG server uniquely by means of one to one mapping between logical and physical game world. We also configure the game worlds using circular queue form to express the evolution of civilization by reconstruction of game world.

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Onboard dynamic RGB-D simultaneous localization and mapping for mobile robot navigation

  • Canovas, Bruce;Negre, Amaury;Rombaut, Michele
    • ETRI Journal
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    • v.43 no.4
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    • pp.617-629
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    • 2021
  • Although the actual visual simultaneous localization and mapping (SLAM) algorithms provide highly accurate tracking and mapping, most algorithms are too heavy to run live on embedded devices. In addition, the maps they produce are often unsuitable for path planning. To mitigate these issues, we propose a completely closed-loop online dense RGB-D SLAM algorithm targeting autonomous indoor mobile robot navigation tasks. The proposed algorithm runs live on an NVIDIA Jetson board embedded on a two-wheel differential-drive robot. It exhibits lightweight three-dimensional mapping, room-scale consistency, accurate pose tracking, and robustness to moving objects. Further, we introduce a navigation strategy based on the proposed algorithm. Experimental results demonstrate the robustness of the proposed SLAM algorithm, its computational efficiency, and its benefits for on-the-fly navigation while mapping.

Automatic wall slant angle map generation using 3D point clouds

  • Kim, Jeongyun;Yun, Seungsang;Jung, Minwoo;Kim, Ayoung;Cho, Younggun
    • ETRI Journal
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    • v.43 no.4
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    • pp.594-602
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    • 2021
  • Recently, quantitative and repetitive inspections of the old urban area were conducted because many structures exceed their designed lifetime. The health of a building can be validated from the condition of the outer wall, while the slant angle of the wall widely serves as an indicator of urban regeneration projects. Mostly, the inspector directly measures the inclination of the wall or partially uses 3D point measurements using a static light detection and ranging (LiDAR). These approaches are costly, time-consuming, and only limited space can be measured. Therefore, we propose a mobile mapping system and automatic slant map generation algorithm, configured to capture urban environments online. Additionally, we use the LiDAR-inertial mapping algorithm to construct raw point clouds with gravity information. The proposed method extracts walls from raw point clouds and measures the slant angle of walls accurately. The generated slant angle map is evaluated in indoor and outdoor environments, and the accuracy is compared with real tiltmeter measurements.

The Mapping Method by Equation for Adding Disks for Striping System (스트라이핑 시스템에서 디스크 추가를 위한 계산에 의한 매핑 방법)

  • 박유현;김창수;강동재;김영호;신범주
    • Journal of Korea Multimedia Society
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    • v.6 no.1
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    • pp.15-27
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    • 2003
  • Recently, the volume of data is increasing rapidly in server for multimedia service, according to development of multimedia application environment. In recent research for storage technology the technology like of the SAN(Storage Area Network) advantages in scalibility of storage devices, and can read data from multiple disk arrays through RAID 0, 5. The RAID 0 and 5 translate to logical address to physical address using equation, but in case of adding disks at the system with equation -based mapping, the problem that we must rearrange the whole data in the previous disks happens. We use the mapping table to solve this problem in recent, but we can not load the whole mapping table in main memory because it occupies too large space. Therefore the extra I/Os are demanded to evaluate real physical address of data, so total performance of the system is degraded. In this paper, we propose the mapping method that supports the scalibility in RAID 0 or 5 system. The proposing method applies small metadata, so- called SZIT and simple equation, so it is possible that we make translate logical address to physical address rapidly and it is scalable in disk extending simultaneously Our suggesting method, if we add disks to the striping system for expanding of storage capacity, has an advantage of never stop service. So, SZlT-based mapping method can do online-disk-expanding in real-time service.

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Mapping Emerging Business Models in Massively Multiplayer Online Games (다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여)

  • Joung, Yoon-Ho;Kwon, Hyeog-In
    • Journal of Information Technology Services
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    • v.5 no.3
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    • pp.137-150
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    • 2006
  • The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.