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Development of a Real-Time Mobile GIS using the HBR-Tree (HBR-Tree를 이용한 실시간 모바일 GIS의 개발)

  • Lee, Ki-Yamg;Yun, Jae-Kwan;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
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    • v.6 no.1 s.11
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    • pp.73-85
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    • 2004
  • Recently, as the growth of the wireless Internet, PDA and HPC, the focus of research and development related with GIS(Geographic Information System) has been changed to the Real-Time Mobile GIS to service LBS. To offer LBS efficiently, there must be the Real-Time GIS platform that can deal with dynamic status of moving objects and a location index which can deal with the characteristics of location data. Location data can use the same data type(e.g., point) of GIS, but the management of location data is very different. Therefore, in this paper, we studied the Real-Time Mobile GIS using the HBR-tree to manage mass of location data efficiently. The Real-Time Mobile GIS which is developed in this paper consists of the HBR-tree and the Real-Time GIS Platform HBR-tree. we proposed in this paper, is a combined index type of the R-tree and the spatial hash Although location data are updated frequently, update operations are done within the same hash table in the HBR-tree, so it costs less than other tree-based indexes Since the HBR-tree uses the same search mechanism of the R-tree, it is possible to search location data quickly. The Real-Time GIS platform consists of a Real-Time GIS engine that is extended from a main memory database system. a middleware which can transfer spatial, aspatial data to clients and receive location data from clients, and a mobile client which operates on the mobile devices. Especially, this paper described the performance evaluation conducted with practical tests if the HBR-tree and the Real-Time GIS engine respectively.

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Analysis of GPU-based Parallel Shifted Sort Algorithm by comparing with General GPU-based Tree Traversal (일반적인 GPU 트리 탐색과의 비교실험을 통한 GPU 기반 병렬 Shifted Sort 알고리즘 분석)

  • Kim, Heesu;Park, Taejung
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1151-1156
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    • 2017
  • It is common to achieve lower performance in traversing tree data structures in GPU than one expects. In this paper, we analyze the reason of lower-than-expected performance in GPU tree traversal and present that the warp divergences is caused by the branch instructions ("if${\ldots}$ else") which appear commonly in tree traversal CUDA codes. Also, we compare the parallel shifted sort algorithm which can reduce the number of warp divergences with a kd-tree CUDA implementation to show that the shifted sort algorithm can work faster than the kd-tree CUDA implementation thanks to less warp divergences. As the analysis result, the shifted sort algorithm worked about 16-fold faster than the kd-tree CUDA implementation for $2^{23}$ query points and $2^{23}$ data points in $R^3$ space. The performance gaps tend to increase in proportion to the number of query points and data points.

An Indexing Technique of Moving Point Objects using Projection (추출 연산을 활용한 이동 점 객체 색인 기법)

  • 정영진;장승연;안윤애;류근호
    • Journal of KIISE:Databases
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    • v.30 no.1
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    • pp.52-63
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    • 2003
  • Spatiotemporal moving objects are changing their Positions and/or shape over time in real world. As most of the indices of moving object are based on the R-tree. they have defects of the R-tree which are dead space and overlap. Some of the indices amplify the defects of the R-tree. In the paper, to solve the problems, we propose the MPR-tree(Moving Point R-tree) using Projection operation which has more effective search than existing moving point indices on time slice query and spatiotemporal range query. The MPR-tree connects positions of the same moving objects over time by using linked list, so it processes the combined query about trajectory effectively. The usefulness of the Projection operation is confirmed during processing moving object queries and in practical use of space from experimentation to compare MPR-tree with existing indices of moving objects. The proposed MPR-tree would be useful in the LBS, the car management using GPS, and the navigation system.

Design and Implementation of an Efficient Bulk Loading Algorithm for CIR-Tree (CIR-Tree를 위한 효율적인 대량적재 알고리즘의 설계 및 구현)

  • Pi, Jun-Il;Song, Seok-Il;Yu, Jae-Su
    • Journal of KIISE:Databases
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    • v.29 no.3
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    • pp.193-206
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    • 2002
  • In this paper, we design and implement an efficient bulk-loading algorithm for CIR-Tree. Bulk-loading techniques increase node utilization, improve query performance and reduce index construction time. The CIR-tree has variable size of internal node entries since it only maintains minimal dimensions to decriminate child nodes. This property increases fan-out of internal nodes and improves search performance. Even though several bulk-loading algorithms for multi/high-dimensional index structures have been proposed, we cannot apple them to CIR-tree because of the variable size of internal node entries. In this paper, we propose an efficient bulk- loading algorithm for CIR-tree that improves the existing bulk-loading algorithm and accomodates the property of CIR-tree. We also implement it on a storage system MiDAS-III and show superiority of our algorithm through various experiments.

SOM-Based $R^{*}-Tree$ for Similarity Retrieval (자기 조직화 맵 기반 유사 검색 시스템)

  • O, Chang-Yun;Im, Dong-Ju;O, Gun-Seok;Bae, Sang-Hyeon
    • The KIPS Transactions:PartD
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    • v.8D no.5
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    • pp.507-512
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    • 2001
  • Feature-based similarity has become an important research issue in multimedia database systems. The features of multimedia data are useful for discriminating between multimedia objects. the performance of conventional multidimensional data structures tends to deteriorate as the number of dimensions of feature vectors increase. The $R^{*}-Tree$ is the most successful variant of the R-Tree. In this paper, we propose a SOM-based $R^{*}-Tree$ as a new indexing method for high-dimensional feature vectors. The SOM-based $R^{*}-Tree$ combines SOM and $R^{*}-Tree$ to achieve search performance more scalable to high-dimensionalties. Self-Organizingf Maps (SOMs) provide mapping from high-dimensional feature vectors onto a two-dimensional space. The map is called a topological feature map, and preserves the mutual relationships (similarity) in the feature spaces of input data, clustering mutually similar feature vectors in neighboring nodes. Each node of the topological feature map holds a codebook vector. We experimentally compare the retrieval time cost of a SOM-based $R^{*}-Tree$ with of an SOM and $R^{*}-Tree$ using color feature vectors extracted from 40,000 images. The results show that the SOM-based $R^{*}-Tree$ outperform both the SOM and $R^{*}-Tree$ due to reduction of the number of nodes to build $R^{*}-Tree$ and retrieval time cost.

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Path Level Reliability in Overlay Multicast Tree for Realtime Service

  • Lee, Chae-Y.;Lee, Jung-H.
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.11a
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    • pp.312-315
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    • 2006
  • Overlay Multicast is a promising approach to overcome the implementation problem of IP multicast. Real time services like internet broadcasting are provided by overlay multicast technology due to the complex nature of IP multicast and the high cost to support multicast function. Since multicast members can dynamically join or leave their multicast group, it is necessary to keep a reliable overlay multicast tree to support real time service without delay. In this paper, we consider path level reliability that connects each member node. The problem is formulated as a binary integer programming which maximizes the reliability of multicast tree. Tabu search based algorithm is presented to solve the NP-hard problem.

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Effective Acoustic Model Clustering via Decision Tree with Supervised Decision Tree Learning

  • Park, Jun-Ho;Ko, Han-Seok
    • Speech Sciences
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    • v.10 no.1
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    • pp.71-84
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    • 2003
  • In the acoustic modeling for large vocabulary speech recognition, a sparse data problem caused by a huge number of context-dependent (CD) models usually leads the estimated models to being unreliable. In this paper, we develop a new clustering method based on the C45 decision-tree learning algorithm that effectively encapsulates the CD modeling. The proposed scheme essentially constructs a supervised decision rule and applies over the pre-clustered triphones using the C45 algorithm, which is known to effectively search through the attributes of the training instances and extract the attribute that best separates the given examples. In particular, the data driven method is used as a clustering algorithm while its result is used as the learning target of the C45 algorithm. This scheme has been shown to be effective particularly over the database of low unknown-context ratio in terms of recognition performance. For speaker-independent, task-independent continuous speech recognition task, the proposed method reduced the percent accuracy WER by 3.93% compared to the existing rule-based methods.

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Detection of Individual Tree Stands by a Fusion of a Multispectral High-resolution Satellite Image and Laser Scanning Data

  • Teraoka, Masaki;Setojima, Masahiro;Imai, Yasuteru;Yasuoka, Yoshifumi
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.1042-1044
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    • 2003
  • A methodology of the integrating the similar color circle search of the spectral data and segmentation of the height data is developed. The method is then applied to study areas, and the results by IKONOS, LIDAR and data fusion are verified with the ground truth, and examined in terms of the accuracy. Results show that with the data fusion the accuracy are improved by about 15% in most of the study areas. The methodology for the detection of individual tree stands by data fusion is explored, and the utility of combinatorial use of the spectral and the height information is demonstrated.

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EEIRI: Efficient Encrypted Image Retrieval in IoT-Cloud

  • Abduljabbar, Zaid Ameen;Ibrahim, Ayad;Hussain, Mohammed Abdulridha;Hussien, Zaid Alaa;Al Sibahee, Mustafa A.;Lu, Songfeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5692-5716
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    • 2019
  • One of the best means to safeguard the confidentiality, security, and privacy of an image within the IoT-Cloud is through encryption. However, looking through encrypted data is a difficult process. Several techniques for searching encrypted data have been devised, but certain security solutions may not be used in IoT-Cloud because such solutions are not lightweight. We propose a lightweight scheme that can perform a content-based search of encrypted images, namely EEIRI. In this scheme, the images are represented using local features. We develop and validate a secure scheme for measuring the Euclidean distance between two descriptor sets. To improve the search efficiency, we employ the k-means clustering technique to construct a searchable tree-based index. Our index construction process ensures the privacy of the stored data and search requests. When compared with more familiar techniques of searching images over plaintexts, EEIRI is considered to be more efficient, demonstrating a higher search cost of 7% and a decrease in search accuracy of 1.7%. Numerous empirical investigations are carried out in relation to real image collections so as to evidence our work.

The Development of Two-Person Janggi Board Game Using Backpropagation Neural Network and Reinforcement Learning (역전파 신경회로망과 강화학습을 이용한 2인용 장기보드게임 개발)

  • Park, In-Kue;Jung, Kwang-Ho
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.61-67
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    • 2001
  • This paper describes a program which learns good strategies for two-poison, deterministic, zero-sum board games of perfect information. The program learns by simply playing the game against either a human or computer opponent. The results of the program's teaming of a lot of games are reported. The program consists of search kernel and a move generator module. Only the move generator is modified to reflect the rules of the game to be played. The kernel uses a temporal difference procedure combined with a backpropagation neural network to team good evaluation functions for the game being played. Central to the performance of the program is the search procedure. This is a the capture tree search used in most successful janggi playing programs. It is based on the idea of using search to correct errors in evaluations of positions. This procedure is described, analyzed, tested, and implemented in the game-teaming program. Both the test results and the performance of the program confirm the results of the analysis which indicate that search improves game playing performance for sufficiently accurate evaluation functions.

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