• 제목/요약/키워드: State-Space Planning

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왕슈(王澍) 건축에 나타난 중국 전통 서예와 산수화의 특징에 대한 연구 - 전통 서예와 산수화의 공간 조성 기법을 중심으로 - (A Study on the Features of Chinese Traditional Calligraphy and Landscape Painting in Wangshu's Architecture - Focus on the Space Creation Techniques of Chinese Traditional Calligraphy and Landscape Painting -)

  • 장명월;조항만
    • 대한건축학회논문집:계획계
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    • 제36권4호
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    • pp.113-121
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    • 2020
  • The Chinese Architect Wangshu, who won the Pritzker Architecture Prize at 2012, is the first and only winner in China. This study focused on the expression of his unique architectural ideas. Especially with a high interest in Chinese traditional calligraphy and landscape painting, Wangshu tried to use its traditional features to form his own architectural way. First this study looked at the features of calligraphy and landscape painting. Second this research studied the expression of Wangshu's architectural practice in calligraphy's way. Lastly this study furthered study of Wangshu's architecture combined with landscape paintings' features. The results state these following. 1) For calligraphy, he used the "modular composition" of Chinese characters to architectural composition, which included architectural form and materials. The "similarities" and "space creation" of calligraphy are respectively applied to architectural spatial details and site planning. 2) For landscape painting, Wangshu borrows its elements to compose his architecture with "gardening consciousness". The "view method" of paintings was used to his architectural pedestrian flows, and Wangshu also based on the "space creation" of landscape painting to do architectural space design with creating the similar atmosphere.

무궁화 위성의 궤도전이를 위한 최적 원지점 점화 계획 (OPTIMUM AKN BURN PLANNING FOR ORBITAL TRANSFER OF KOREASAT)

  • 송우영;최규홍
    • Journal of Astronomy and Space Sciences
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    • 제11권2호
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    • pp.296-307
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    • 1994
  • 1995년 Deitall 발사체로 발사예정인 무궁화 위생을 전이궤도에서 표류궤도로 진입시키기 위해 실시하는 원지점 조정에 활용이 가능한 시뮬레이션 S/W률 VAX/VMS 에서 사용할 수 있도록 X-Window 시스템(OSF /MOTIF Graphic User Interface)을 이용하여 GUI(Graphical User Interface)를 통한 조작이 가능하도록 개발하였다. 이 S/W는 원지점 점화를 임펄스라 가정하여 조정 파라미터를 계산하는 데 필요한 데이터를 제공하는 분석모드와 상세하게 모델링된 원지점 모터를 이용하여 finite burn 적분으로 원지점 점화를 위한 조정 파라미터를 계산하는 운용모드 등 두 가지 모드를 제공한다. 또한 이 개발된 S/W를 이용하여 무궁화 위성의 궤도 전이를 위한 최척 원지점 점화에 대하여 여러가지 시나리오를 수행하고 그 결과를 분석해 보았다.

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해양 로봇의 회전 반경을 고려한 경로 계획 알고리즘 (Any-angle Path Planning Algorithm considering Angular Constraint for Marine Robot)

  • 김한근;명현;최현택
    • 제어로봇시스템학회논문지
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    • 제18권4호
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    • pp.365-370
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    • 2012
  • Most path planning algorithms for a marine robot in the ocean environment have been developed without considering the robot's heading angle. As a result, the robot has a difficulty in following the path correctly. In this paper, we propose a limit-cycle circle set that applies to the $Theta^*$ algorithm. The minimum turning radius of a marine robot is calculated using a limit-cycle circle set, and circles of this radius is used to generate a configuration space of an occupancy grid map. After applying $Theta^*$ to this configuration space, the limit-cycle circle set is also applied to the start and end nodes to find the appropriate path with specified heading angles. The benefit of this algorithm is its fast computation time compared to other 3-D ($x,y,{\theta}$) path planning algorithms, along with the fact that it can be applied to the 3-D kinematic state of the robot. We simulate the proposed algorithm and compare it with 3-D $A^*$ and 3-D $A^*$ with post smoothing algorithms.

A Markov-based prediction model of tunnel geology, construction time, and construction costs

  • Mahmoodzadeh, Arsalan;Mohammadi, Mokhtar;Ali, Hunar Farid Hama;Salim, Sirwan Ghafoor;Abdulhamid, Sazan Nariman;Ibrahim, Hawkar Hashim;Rashidi, Shima
    • Geomechanics and Engineering
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    • 제28권4호
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    • pp.421-435
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    • 2022
  • The necessity of estimating the time and cost required for tunnel construction has led to extensive research in this regard. Since geological conditions are significant factors in terms of time and cost of road tunnels, considering these conditions is crucial. Uncertainties about the geological conditions of a tunnel alignment cause difficulties in planning ahead of the required construction time and costs. In this paper, the continuous-space, discrete-state Markov process has been used to predict geological conditions. The Monte-Carlo (MC) simulation (MCS) method is employed to estimate the construction time and costs of a road tunnel project using the input data obtained from six tunneling expert questionnaires. In the first case, the input data obtained from each expert are individually considered and in the second case, they are simultaneously considered. Finally, a comparison of these two modes based on the technique presented in this article suggests considering views of several experts simultaneously to reduce uncertainties and ensure the results obtained for geological conditions and the construction time and costs.

농촌문화마을 조성 및 활성화 방안연구(1) - 김제시 대산마을(현황분석 및 기본구상)을 중심으로 - (A Study on the Creation and Activation Program of Cultural Rural Village - Focused on the Case in Dae -San Village, Kimje-si, Chonbuk Province -)

  • 최만봉
    • 농촌계획
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    • 제6권1호
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    • pp.19-28
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    • 2000
  • Now in order to overcome the weakest points of the rural areas of the city of Kimje and, transform them into rural cultural villages which have local governing systems suitable to new localization age and activate this plan, we selected Daesan Village as a model village which had shown a lot of potentials in the basic research and studied it dividing it into the former part and the latter part. We studied Daesan village in the former part focusing on state analysis and basic ideas and in the latter part focusing on master plan and detail planning. We can summarize the conclusion like the followings. 1. Daesan Village located 8 kilometer away from the downtown Kimje and the city of Iksan respectably has comparatively good environment of good sunny place as an open field whose surrounding configuration of the ground consists of farming lands and low hills in front and rear. It has 38 farming households in all. 2. Human environment(인문환경); the village road whose width is about 4 meters is forming a flow system forking off into three. There is a route bus which operates three times a day even into the inside of the village. The main sources of revenue are vegetables in facilities, fruits and floriculture. Their average revenue is about 10.5 million won. 3. Here in DaeSan Village a legend dealing with Teasan literally meaning a big mountain consist of th village's tradition and you can see the tombs of a very faithful son and Anwi an army general in the age of the Japanese Invasion of Korea of 1592 to 1598 inside the village. 4. 85 out of the eitire population 141 whose age are over 20 showed very positive attitudes in a questionnaire about, making the village a cultural one and its development. 5. The basic of planned ideas is to increase the revenue of the farming household by making the village a professional farming one which has a state-of the-art production facility and agricultural technique. It is to make the village the one where people can enjoy the sense of the rural life and the farmer can enjoy their lives through consumptive and consistant leisure and resting activities. 6. We are planning to make entrance space, life space, rest and sport space, and cultural space considering the characteristics of the village and the demand of the resident. We are also planning to make tile entire city of Kimje an information transmitting base in short and long term perspectives. 7. DaeSan Village was planned as a place where tradition and the future exist together. On the basis of this concept we planned future programs for Daesan Village and in the latter part of the study master plans and detail plans will be continued.the regional agricultural condition. The development permissions were only during the period of restricted to use ($1979.12{\sim}1993.11$). We propose that the authority of development permission should be given to the local autonomy government, because the local government has the knowledge of its individual agricultural conditions.

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Motivation based Behavior Sequence Learning for an Autonomous Agent in Virtual Reality

  • Song, Wei;Cho, Kyung-Eun;Um, Ky-Hyun
    • 한국멀티미디어학회논문지
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    • 제12권12호
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    • pp.1819-1826
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    • 2009
  • To enhance the automatic performance of existing predicting and planning algorithms that require a predefined probability of the states' transition, this paper proposes a multiple sequence generation system. When interacting with unknown environments, a virtual agent needs to decide which action or action order can result in a good state and determine the transition probability based on the current state and the action taken. We describe a sequential behavior generation method motivated from the change in the agent's state in order to help the virtual agent learn how to adapt to unknown environments. In a sequence learning process, the sensed states are grouped by a set of proposed motivation filters in order to reduce the learning computation of the large state space. In order to accomplish a goal with a high payoff, the learning agent makes a decision based on the observation of states' transitions. The proposed multiple sequence behaviors generation system increases the complexity and heightens the automatic planning of the virtual agent for interacting with the dynamic unknown environment. This model was tested in a virtual library to elucidate the process of the system.

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서울양로시설의 옥외공간 평가에 관한 연구 (A Study on the Evaluation of Outdoor Spaces of Nursing Homes in Seoul)

  • 이주영;남경숙
    • 한국실내디자인학회논문집
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    • 제23권6호
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    • pp.221-229
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    • 2014
  • In elderly housing facilities where are elderly living facilities, the importance of outdoor space for psychological healing and stability, health improvement and environmental improvement is increasing, since elderly people suffer from depression and are hostile to these facilities. This study aims to identify if outdoor spaces in elderly housing facilities in Seoul have environments appropriate for the elderly and to suggest problems and improvements. For achieving this purpose, nine elderly housing facilities in Seoul were chosen and a field survey was conducted targeting five facilities with outdoor spaces. Based on the previous studies, the concepts of elderly housing facility and outdoor space were organized. Then, a checklist was drawn up as a framework of analysis for evaluating the present state of outdoor spaces of elderly housing facilities and space planning, and improvements were explored. It was found that elderly housing facilities in Seoul had good connectivity and accessibility to the surrounding areas, but there were few supporting facilities, except for resting places. Also, the result of analysis of the present state showed that most elderly housing facilities were located in high lands and the safety of elderly people was being threatened while moving, due to the absence of handrails. In conclusion, it is considered that outdoor space of elderly housing facility should be planned in consideration of safety, affordance and cognition out of the standards of researcher's evaluation tool.

NPC의 자연스러운 이동경로를 보장하는 효율적인 상태공간의 생성 (Efficient State Space Generation for Guaranteeing a Natural-Looking Path for NPCs)

  • 유견아
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제34권4호
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    • pp.368-376
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    • 2007
  • 컴퓨터 게임에서 NPC(non-player character)가 이동하는 자연스러운 경로를 찾기 위해서는 탐색을 위한 공간을 어떻게 표현할 것인가에 대한 연구가 어떤 탐색 방법을 사용할 것인가에 대한 연구 못지 않게 중요하다고 할 수 있다. 최근까지 게염 경로 찾기의 동향을 보면 경로 계획을 위한 탐색 방법으로는 A* 알고리즘이 단연 우위를 보이지만 A* 알고리즘을 적용하기 위한 상태 공간 표현 방식으로는 게임을 위해 만들어진 여러가지 표현 방법들이 사용되고 있다. 기존의 방법들은 탐색 공간의 크기가 너무 크거나, 최적의 경로를 찾지 못하거나, 경로가 자연스럽지 못하는 등의 단점 뿐 아니라 노드와 링크의 생성이 자동적이지 못하고 레벨 디자이너에 의존하는 것도 문제점으로 지적되고 있다. 본 논문에서는 경로가 자연스럽게 보이기 위한 성질을 정의하고 이를 충족하는 경로를 생성할 수 있도록 로보틱스 분야의 가시 성그래프를 응용한 일반화 가시성그래프를 이용하여 상태공간을 표현할 것을 제안한다.

도심형 병원의 치유환경조성을 위한 건축공간구성의 현황 및 원리에 관한 연구 - 병동과 공용공간을 중심으로 - (A Study on the Present State and Principles of Architectural Composition for the Healing Environment of the Urban Type Hospital - focused on spatial composition of the ward and public space -)

  • 유진아;이정만
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2005년도 춘계학술발표대회 논문집
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    • pp.196-202
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    • 2005
  • Recently, hospital architecture has acknowledged remedial value of environment and atmosphere, which consider patient's statement of physical, spiritual, psychological and social focus, escape from the past focus of functional and rational space composition. The many research of hospital architecture just analyze elements of architectural planing which focus how to make a healing environment for patients. The purpose of this study is to abstract the design principle of architectural space composition for healing environment significance, through case study which follow up space composition. To abstract healing environment significance by space composition, each case study hospitals should be analyzed and estimated on the spatial composition elements. It is to provide the basic data for effective architectural planning of the hospital.

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컴퓨터 게임 환경에서 일반화 가시성 그래프를 이용한 경로찾기 (Path-finding by using generalized visibility graphs in computer game environments)

  • 유견아;전현주
    • 한국시뮬레이션학회논문지
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    • 제14권3호
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    • pp.21-31
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    • 2005
  • In state-of-the-art games, characters can move in a goal-directed manner so that they can move to the goal position without colliding obstacles. Many path-finding methods have been proposed and implemented for these characters and most of them use the A* search algorithm. When .the map is represented with a regular grid of squares or a navigation mesh, it often takes a long time for the A* to search the state space because the number of cells used In the grid or the mesh increases for higher resolution. Moreover the A* search on the grid often causes a zigzag effect, which is not optimal and realistic. In this paper we propose to use visibility graphs to improve the search time by reducing the search space and to find the optimal path. We also propose a method of taking into account the size of moving characters in the phase of planning to prevent them from colliding with obstacles as they move. Simulation results show that the proposed method performs better than the grid-based A* algorithm in terms of the search time and space and that the resulting paths are more realistic.

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