• Title/Summary/Keyword: State-Space Planning

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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 - (왕슈(王澍) 건축에 나타난 중국 전통 서예와 산수화의 특징에 대한 연구 - 전통 서예와 산수화의 공간 조성 기법을 중심으로 -)

  • Zhang, Ming-Yue;Zo, HangMan
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.4
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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.

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

  • 송우영;최규홍
    • Journal of Astronomy and Space Sciences
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    • v.11 no.2
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    • pp.296-307
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    • 1994
  • Using X-Window system (Motif Graphic User Interface), the AKM (Apogee Kick Motor) firing software for Koreasat which will be launched in 1995 has been developed to transfer the spacecraft from its transfer orbit, provided by the DeltaII launch vehicle, into a nearly geostationary drift orbit. The AKM firing software runs in one of two modes. In mission analysis mode, using a fixed magnitude impulsive velocity change, it provides the necessary data for planning the burn parameters. In insert mode, it uses the orbit propagator function to integrate the spacecraft state through the AKM burn. In this case, an AKM thrust profile and specific impulse are applied to the necessary data for planning the burn parameters to obtain the best possible drift orbit. The apogee burn planning simulation for orbital transfer of Koreasat has been performed using the AKM firing software. And the result of this simulation has been analyzed.

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

  • Kim, Han-Guen;Myung, Hyun;Choi, Hyun-Taek
    • Journal of Institute of Control, Robotics and Systems
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    • v.18 no.4
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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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    • v.28 no.4
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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.

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

  • Choi, Man-Bong
    • Journal of Korean Society of Rural Planning
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    • v.6 no.1 s.11
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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
    • Journal of Korea Multimedia Society
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    • v.12 no.12
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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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A Study on the Evaluation of Outdoor Spaces of Nursing Homes in Seoul (서울양로시설의 옥외공간 평가에 관한 연구)

  • Lee, Joo-Young;Nam, Kyung-Sook
    • Korean Institute of Interior Design Journal
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    • v.23 no.6
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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.

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

  • Yu, Kyeon-Ah
    • Journal of KIISE:Software and Applications
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    • v.34 no.4
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    • pp.368-376
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    • 2007
  • How to represent the search space is as important as which search algorithm to use for finding natural-looking paths for moving NPC (non-player character) in computer games. Recently, various state space representation methods which have been developed for computer games are being used while A* algorithm dominates as the preferred search algorithm. These representation methods show some drawbacks such as the size of state space is too large, there is no guarantee for optimality, the path found is not natural-looking, and the generation of nodes and links is not automatic by depending on a level designer. In this paper the requirements for natural-looking paths are introduced and to find paths satisfying these requirements, the use of the generalized visibility graphs which is the extended version of the visibility graph in Robotics is proposed.

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 - (도심형 병원의 치유환경조성을 위한 건축공간구성의 현황 및 원리에 관한 연구 - 병동과 공용공간을 중심으로 -)

  • Yoo, Jin-A;Lee, Jung-Man
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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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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Path-finding by using generalized visibility graphs in computer game environments (컴퓨터 게임 환경에서 일반화 가시성 그래프를 이용한 경로찾기)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.14 no.3
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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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