• Title/Summary/Keyword: Policy Simulation

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Necessity of Climbing Lane on SMART Highway and its Design Guidelines (SMART Highway 오르막차로 설치 필요성 및 기준 연구)

  • Kim, Sang Gu;Kim, Young Chun;Sim, Dae Young;Lee, Yong Mun;Kim, Jong Won;Kim, Heung Rae
    • Journal of Korean Society of Transportation
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    • v.32 no.5
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    • pp.473-486
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    • 2014
  • This study aims to review whether climbing lane installment is needed by analyzing the impact that standard trucks have on traffic according to vertical alignment at SMART highway, and if climbing lanes are required to propose truck speed change curves based on slope length. We used VISSIM simulation model to obtain the speed change of the standard truck on uphill roads. The standard truck on climbing lanes was set for 100kg/kW (170lb/hp) with the entry speeds set and analyzed by 90, 100, and 110 km/h considering the future speed limit of trucks. The results of the research show that under SMART highway circumstance, the 1 and 2% vertical alignment is not needed at the climbing lane but 3% vertical alignment is necessary. In order to install the climbing lane at 3% vertical alignment, the speed change curve of truck depending on slope length of 90, 100, and 110km/h of entry speed is proposed.

Bargaining Game using Artificial agent based on Evolution Computation (진화계산 기반 인공에이전트를 이용한 교섭게임)

  • Seong, Myoung-Ho;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.293-303
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    • 2016
  • Analysis of bargaining games utilizing evolutionary computation in recent years has dealt with important issues in the field of game theory. In this paper, we investigated interaction and coevolution process among heterogeneous artificial agents using evolutionary computation in the bargaining game. We present three kinds of evolving-strategic agents participating in the bargaining games; genetic algorithms (GA), particle swarm optimization (PSO) and differential evolution (DE). The co-evolutionary processes among three kinds of artificial agents which are GA-agent, PSO-agent, and DE-agent are tested to observe which EC-agent shows the best performance in the bargaining game. The simulation results show that a PSO-agent is better than a GA-agent and a DE-agent, and that a GA-agent is better than a DE-agent with respect to co-evolution in bargaining game. In order to understand why a PSO-agent is the best among three kinds of artificial agents in the bargaining game, we observed the strategies of artificial agents after completion of game. The results indicated that the PSO-agent evolves in direction of the strategy to gain as much as possible at the risk of gaining no property upon failure of the transaction, while the GA-agent and the DE-agent evolve in direction of the strategy to accomplish the transaction regardless of the quantity.

Design and Implementation of Response type of Flickering Green Signal System using Beacon Message (비콘메세지를 이용한 반응형 녹색점멸 신호시스템 설계 및 구현)

  • An, Hyo-In;Mun, Hyung-Jin;Kim, Chang-Geun
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.241-247
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    • 2016
  • As a domestic traffic control signal system, either the system with which a traffic signal turns into green at regular intervals or the system with which an amber or a red signal flickers on local roads without heavy traffic at midnight has been utilized. However, when the former system is used for roads with light traffic at midnight, delays and congestion can be incurred. Besides, in case of the latter signal system, the risk of vehicle crash is high. This study proposes a response type of flickering green signal system that rearranges signal system after analyzing beacon messages including sensor data. The proposed system, on a trunk road or a branch road at midnight, makes the signal keep flickering in green; When a vehicle enters the range of RSE, the transfer coverage, it transmits beacon messages regularly and Agent System analyzes the messages and alters the signal. It is a system by which vehicles move following the altered signal system, which will not only ensure smooth flow but also prevent vehicles from crashing on a road with light traffic. As a result of a simulation, traffic throughput and the average waiting time displayed 10 to 30 percent better improvement than existing signal systems, in terms of performance.

The Recognition Comparison for the Utilization State of Smart Devices and Culinary Education Application Development of High School Students (고등학생의 스마트 기기 활용 실태와 조리교육 애플리케이션 개발에 대한 인식 비교 연구)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.619-626
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    • 2012
  • The purpose of this study is to compare and analyze the utilization state of smart devices and the recognition level of educational application development of the general high school and the specialized high school. Specialized high school students preferred the utilization of smart devices more and daily spent on the devices more time than general high school students. As for the learning field, language for the general high school and the certificate of qualification for the specialized high school were shown high. The merit of smart device utilization is the use of spare time and its infrastructure was most required. The most expected content is a video lecture for the general high school and cooperative learning for the specialized high school and the most satisfied point was mobility. The specialized high school students feel more necessity about the application development for culinary education and had a plan to utilize it more and more preferred practice videos. As for the food development areas, the general high school students hoped simple food and the specialized high school students did cooking technician food and they both hoped the application to be uploaded in portal sites and the department homepage. The application development for culinary education is required to focus simulation learning including practice videos and cooking recipes and add an evaluation function to check the academic achievement levels. It is required to provide the subject goals of each course and concrete information on solving problems. Contents including video, music, texts need to be attached to improve learning immersion. There should be the beginning and development of a lesson and the flow of arrangement and communication between main bodies of learning should be improved by utilization of SNS cooperative learning services.

The effects on intervening of dyslexia high-risk group middle and high school students in Childcare Facilities : Apply the intervention program improves auditory processing (아동 양육 시설의 난독증 고위험군 중·고등학생에 대한 중재 효과: 청각정보처리 개선 중재프로그램 적용)

  • Kim, Eun-Hee;Song, Sun-Hee
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.1-10
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    • 2016
  • The study researches regarding changing in reading and auditory perception ability after intervening dyslexia high-risk group of middle and high school students for improvement on auditory processing of neurological factors, and then aims to make a systematic intervention program for dyslexia students in verifying efficacy. The target of study is dyslexia high-risk group of 168 middle and high school students after a preliminary screening test in Childcare Facilities which are vulnerable social group in Gyeonggi province. They are tested deeply by reading and auditory perception ability, and then 24 students are selected. They are tested 20 times by auditory perception simulation and fluent reading train in TOMATIS Method for improving auditory system which transmits language information, and then are taken by post tests. In conclusion intervention efficacy is sure because reading, understanding, and auditory processing ability are in significant change of statistical analysis after preliminary and post tests. It is an important achievement to show necessity of neurological science access in diagnosis and intervention method of dyslexia through the research.

GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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Operation Model Design of Logistics Industrial estate -Focused on Transportation Network- (물류산업단지의 운영모델 설계 - 운송 네트워크를 중심으로-)

  • Shin, Jae Young;Kim, Woong-Sub
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2013.06a
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    • pp.214-215
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    • 2013
  • Current competition among companies than regional, the time constraints, it is globalization, Tilt the efforts of many to be operated by building the efficient distribution system to reduce logistics costs and improve customer service it is reality's there. Therefore, the need for industrial complexes environmentally friendly can be cost competitive companies perform cavitation region's increased. To build the distribution center these logistics system through a joint of freight and appropriate policy is required. In particular, efficient operation through the system construction of industrial complexes in the logistics system is very important in terms of friendly low-cost urban logistics, the environment. Since the traffic volume which is Jipufa and utilization of network is transported by a more appropriate technicians and means suitable operating model can efficiency is improved. However, despite these advantages, research network design has not been actively conducted due to the complexity of the problem. Therefore, in this study, by analyzing the logistics system, and presents the operating model through a simulation and basic settings for the model of the logistics complex based on the analysis result, the construction of infrastructure of logistics industry complex it is intended to present the article.

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An Efficient Dynamic Network Status Update Mechanism for QoS Routing (QoS 라우팅을 위한 효율적인 동적 네트워크 상태 정보 갱신 방안)

  • Kim, Jee-Hye;Lee, Mee-Jeong
    • Journal of KIISE:Information Networking
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    • v.29 no.1
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    • pp.65-76
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    • 2002
  • QoS routing is a routing technique for finding feasible path that satisfies QoS requirements required by application programs. Since QoS routing determines such paths in terms of dynamic network state, it satisfies the requirement of applications and increases the utilization of the network. The overhead is, however, generated by routers to exchange the information of the dynamic state of network. In order to reduce this protocol overhead, a timer based update mechanism is proposed in which router checks the change of the network status periodically and network state information is exchanged if the change is greater than a certain value. Using large update period makes, though, routing performance irresponsive to the parameters which determine the update of the network state of the router. In addition to this, large update period may result in inaccurate network state information at routers and cause resource reservation failure. The resource reservation failure generates additional overhead to cancel the resource reservation of the part of the path. In this paper, we propose mechanisms enhancing the existing network state update policy with respect to these two problems. Performance of the proposed schemes are evaluated through a course of simulation.

Adaptive scheduling scheme considering users' interference environment in TDD uplink cellular networks (시분할 이중화 상향 링크 셀룰러 네트워크에서 사용자의 간섭 환경을 고려한 적응적 스케쥴링 기법)

  • Cho, Moon-Je;Lee, Woongsup;Kim, Seong Hwan;Ryu, Jongyeol;Ban, Tae-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.8
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    • pp.1480-1485
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    • 2017
  • A conventional max SNR scheme, which allocates uplink resources to the user with the highest gain of desired signal channel with a serving base station (BS), exhibits excellent performance in low interference environments. On the other hand, max SGIR scheme, which allocates resources by considering both the desired signal chanel gain and users' interference generating to neighboring BSs, outperforms the max SNR in high interference environments. The conventional two scheduling schemes exhibit optimal performance in different interference environments. Thus, we propose an adaptive scheduling scheme in order to overcome disadvantages of the conventional schemes. In the proposed scheme, a user is selected by max SNR and then the user's generating interference is compared with a pre-determined threshold value. If the generating interference is larger than a pre-determined threshold, then a user is re-selected by max SGIR policy. Monte-Carlo simulation results reveals that the proposed scheme outperforms the conventional schemes in various interference environments.

Vertical Handover between LTE and Wireless LAN Systems based on Common Radio Resource Management (CRRM) and Generic Link Layer (GLL) (LTE/WLAN 이종망 환경에서 범용링크계층과 통합무선자 원관리 기법이 적용된 VHO 방안 연구)

  • Kim, Tae-Sub;Oh, Ryong;Lee, Sang-Joon;Yoon, Suk-Ho;Ryu, Seung-Wan;Cho, Choong-Ho
    • Journal of Internet Computing and Services
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    • v.11 no.1
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    • pp.35-48
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    • 2010
  • For the next generation mobile communication system, diverse wireless network techniques such as beyond 3G LTE, WiMAX/WiBro, and next generation WLAN etc. are proceeding to the form integrated into the All-IP core network. According to this development, Beyond 3G integrated into heterogeneous wireless access technologies must support the vertical handover and network to be used of several radio networks. However, unified management of each network is demanded since it is individually serviced. Therefore, in order to solve this problem this study is introducing the theory of Common Radio Resource Management (CRRM) based on Generic Link Layer (GLL). This study designs the structure and functions to support the vertical handover and propose the vertical handover algorithm of which policy-based and MCDM are composed between LTE and WLAN systems using GLL and CRRM. Finally, simulation results are presented to show the improved performance over the data throughput, handover success rate and the system service cost.