• Title/Summary/Keyword: Underwater Obstacle

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An Autonomous Navigation System for Unmanned Underwater Vehicle (무인수중로봇을 위한 지능형 자율운항시스템)

  • Lee, Young-Il;Jung, Hee;Kim, Yong-Gi
    • Journal of KIISE:Software and Applications
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    • v.34 no.3
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    • pp.235-245
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    • 2007
  • UUV(Unmanned Underwater Vehicle) should possess an intelligent control software performing intellectual faculties such as cognition, decision and action which are parts of domain expert's ability, because unmanned underwater robot navigates in the hazardous environment where human being can not access directly. In this paper, we suggest a RVC intelligent system architecture which is generally available for unmanned vehicle and develope an autonomous navigation system for UUV, which consists of collision avoidance system, path planning system, and collision-risk computation system. We present an obstacle avoidance algorithm using fuzzy relational products for the collision avoidance system, which guarantees the safety and optimality in view of traversing path. Also, we present a new path-planning algorithm using poly-line for the path planning system. In order to verify the performance of suggested autonomous navigation system, we develop a simulation system, which consists of environment manager, object, and 3-D viewer.

Tap-length Optimization of Decision Feedback Equalizer Using Genetic Algorithm (유전자 알고리즘을 이용한 결정 궤환 등화기의 탭 길이 최적화)

  • Son, Ji-hong;Kim, Ki-man
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.8
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    • pp.1765-1772
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    • 2015
  • In the underwater acoustic communication channels, multipath reflection become the cause of obstacle. Generally, equalizer has been applied to overcome these problems. In this paper, the method was proposed to optimize tap-length of decision feedback equalizer using genetic algorithm. After inputting feed-forward filter length and feed-back filter length as genetic information of the genetic algorithm, it optimize tap-length using BER(bit error rate) calculation in accordance with object function. The object function consist of decision feedback equalizer and BER calculation. For the purpose of BER calculation in the object function, the method was proposed to optimize the tap-length of decision feedback equalizer with genetic algorithm using preamble signals. As a result of experiments, the optimized BER is 0.0355 for signals which were received through a 25m receiver and which were applied to calculate BER merely using preamble signals in object function. When all data were used to calculate BER in object function, the optimized BER is 0.0215.

Use of Fuzzy technique for Calculating Degree of Collision Risk in Obstacle Avoidance of Unmanned Underwater Vehicles (퍼지기법을 이용한 무인잠수정의 장애물회피를 위한 충돌위험도 산출)

  • Jung, Hee;Kim, Seong-Gon;Kim, Yong-Gi
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.1
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    • pp.112-119
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    • 2011
  • This paper introduces a technique for calculating the degree of collision risk used in collision avoidance system of AUVs. The collision risk will be reckoned with the fuzzy inference, which uses TCPA(Time of the Closest Point of Approach) and DCPA(Distance of the Closest Point of Approach) as factors. A method to obtain TCPA and DCPA for 3-dimension is suggested. The degree of collision risk is provided to collision avoidance system, and is verified the effectiveness through simulation.

A Development of Simulator for Autonomous Navigation System of UUV (무인잠수정의 자율운항시스템을 위한 시뮬레이터 개발)

  • Lee, Young-Il;Min, Jong-Soo;Song, Jin-Kook;Kim, Yong-Gi
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.3
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    • pp.581-589
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    • 2008
  • The goal of a simulator is to provide for the testing of new technologies and to facilitate the eventual transfer of these technologies to the applications. In the Development Step, Simulation can provide a cost effective alternative to expensive and hazardous field testing. In this paper, a 3D simulator is developed to test UUV navigation system bated on RVC model. The simulation system consists of a environment manager, objects and a 3D viewer. Objects are modeling all physical elements such as map, obstacle and UUV which reside in a underwater environment. Those objects are created and initialized by environment manager. The environment manager plays the role of intermediator which allows created objects to interact with each other, and transmits information on the objects to 3D viewer. The 3D viewer analyzes the received information and visualizes 3D graphic by using OpenGL primitives.

A Block-based Uniformly Distributed Random Node Arrangement Method Enabling to Wirelessly Link Neighbor Nodes within the Communication Range in Free 3-Dimensional Network Spaces (장애물이 없는 3차원 네트워크 공간에서 통신 범위 내에 무선 링크가 가능한 블록 기반의 균등 분포 무작위 노드 배치 방법)

  • Lim, DongHyun;Kim, Changhwa
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1404-1415
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    • 2022
  • The 2-dimensional arrangement method of nodes has been used in most of RF (Radio Frequency) based communication network simulations. However, this method is not useful for the an none-obstacle 3-dimensional space networks in which the propagation delay speed in communication is very slow and, moreover, the values of performance factors such as the communication speed and the error rate change on the depth of node. Such a typical example is an underwater communication network. The 2-dimensional arrangement method is also not useful for the RF based network like some WSNs (Wireless Sensor Networks), IBSs (Intelligent Building Systems), or smart homes, in which the distance between nodes is short or some of nodes can be arranged overlapping with their different heights in similar planar location. In such cases, the 2-dimensional network simulation results are highly inaccurate and unbelievable so that they lead to user's erroneous predictions and judgments. For these reasons, in this paper, we propose a method to place uniformly and randomly communication nodes in 3-dimensional network space, making the wireless link with neighbor node possible. In this method, based on the communication rage of the node, blocks are generated to construct the 3-dimensional network and a node per one block is generated and placed within a block area. In this paper, we also introduce an algorithm based on this method and we show the performance results and evaluations on the average time in a node generation and arrangement, and the arrangement time and scatter-plotted visualization time of all nodes according to the number of them. In addition, comparison with previous studies is conducted. As a result of evaluating the performance of the algorithm, it was found that the processing time of the algorithm was proportional to the number of nodes to be created, and the average generation time of one node was between 0.238 and 0.28 us. ultimately, There is no problem even if a simulation network with a large number of nodes is created, so it can be sufficiently introduced at the time of simulation.