• Title/Summary/Keyword: collision vector

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Efficient Implementation of FMCW Radar Signal Processing Parts Using Low Cost DSP (저가형 DSP를 사용하는 FMCW 레이더 신호처리부의 효율적 구현 방안)

  • Oh, Woojin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.707-714
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    • 2016
  • Active driving safety systems for vehicle, such as the front collision avoidance, lane departure warning, and lane change assistance, have been popular to be adopted to the compact car. For improving performance and competitive cost, FMCW radar has been researched to adopt a phased array or a multi-beam antenna, and to integrate the front and the side radar. In this paper we propose several efficient methods to implement the signal processing module of FMCW radar system using low cost DSP. The pulse width modulation (PWM) based analog conversion, the approximation of time-eating functions, and the adoption of vector-based computation, etc, are proposed and implemented. The implemented signal processing board shows the real-time performance of 1.4ms pulse repetition interval (PRI) with 1024pt-FFT. In real road we verify the radar performance under real-time constraints of 10Hz update time.

Tactile Navigation System using a Haptic Device (햅틱 디바이스를 이용한 촉감형 네비게이션 시스템)

  • Lee, Dong-Hyuk;Noh, Kyung-Wook;Kang, Sun Kyun;Kim, Hyun Woo;Lee, Jang-Myung
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.8
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    • pp.807-814
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    • 2014
  • In this paper, we proposed a haptic navigation system which used the tactile data for the user guides of the mobile robot to the reference point via tele-operation in unknown blind environment. This navigation system can enable a mobile robot to avoid obstacles and move to the reference point, according to the direction provided by the device guides through a haptic device consisting of a vibration motor in a blind environment. There are a great deal of obstacles in real environments, and so mobile robots can avoid obstacles by recognizing the exact position of each obstacle through the superposition of an ultrasonic sensor. The navigation system determines the direction of obstacle avoidance through an avoidance algorithm that uses virtual impedance, and lets users know the position of obstacles and the direction of the avoidance through the haptic device consisting of 5 vibration motors. By letting users know intuitionally, it lets the mobile robot precisely reach the reference point in unknown blind environment. This haptic device can implement a haptic navigation system through the tactile sensor data.

Study on Section Properties of Asymmetric-Sectioned Vessels (선박의 비대칭 단면 특성에 대한 연구)

  • Choung, Joon-Mo;Kim, Young-Hun
    • Journal of the Society of Naval Architects of Korea
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    • v.47 no.6
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    • pp.843-849
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    • 2010
  • This paper presents definition of symmetry of a ship section where three symmetries are proposed: material, geometric, and load symmetries. Precise terminologies of centroid, moment plane, and neutral axis plane are also defined. It is suggested that force vector equilibrium as well as force equilibrium are necessary condition to determine new position of neutral axis due to translational and rotational mobility. It is also stated that new reference datum of ENMP(elastic neutral moment plane), PNMP(fully plastic moment plane), ENAP(elastic neutral axis plane), and INAP(inelastic neutral moment plane) are required to define asymmetric section properties such as second moment of area, elastic section modulus, yield moment, fully plastic moment, and ultimate moment. Since collision-induced damage and flooding-induced biaxial bending moment produce typical asymmetry of section, the section properties are calculated for a typical VLCC. Geometry asymmetry is determined from ABS and DNV rules and two moment planes of 0/30 degs are assumed for load asymmetry. It is proved that the property reduction ratios directly calculated from second moment of area are usually larger than area reduction ratio. Reduction ratio of ultimate moment capacity shows almost linearly proportional to area reduction ratio. Mobility of elastic and inelastic neutral axis planes is visually provided.

Frequency-Code Domain Contention in Multi-antenna Multicarrier Wireless Networks

  • Lv, Shaohe;Zhang, Yiwei;Li, Wen;Lu, Yong;Dong, Xuan;Wang, Xiaodong;Zhou, Xingming
    • Journal of Communications and Networks
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    • v.18 no.2
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    • pp.218-226
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    • 2016
  • Coordination among users is an inevitable but time-consuming operation in wireless networks. It severely limit the system performance when the data rate is high. We present FC-MAC, a novel MAC protocol that can complete a contention within one contention slot over a joint frequency-code domain. When a node takes part in the contention, it generates randomly a contention vector (CV), which is a binary sequence of length equal to the number of available orthogonal frequency division multiplexing (OFDM) subcarriers. In FC-MAC, different user is assigned with a distinct signature (i.e., PN sequence). A node sends the signature at specific subcarriers and uses the sequence of the ON/OFF states of all subcarriers to indicate the chosen CV. Meanwhile, every node uses the redundant antennas to detect the CVs of other nodes. The node with the minimum CV becomes the winner. The experimental results show that, the collision probability of FC-MAC is as low as 0.05% when the network has 100 nodes. In comparison with IEEE 802.11, contention time is reduced by 50-80% and the throughput gain is up to 200%.

Neighbor-Based Probabilistic Rebroadcast Routing Protocol for Reducing Routing Overhead in Mobile Ad Hoc Networks

  • Harum, Norharyati;Hamid, Erman;Bahaman, Nazrulazhar;Ariff, Nor Azman Mat;Mas'ud, Mohd Zaki
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.1-8
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    • 2021
  • In Mobile Ad-Hoc Network (MANET) Application, routing protocol is essential to ensure successful data transmission to all nodes. Ad-hoc On-demand Distance Vector (AODV) Protocol is a reactive routing protocol that is mostly used in MANET applications. However, the protocol causes Route Request (RREQ) message flooding issue due to the broadcasting method at the route request stage to find a path to a particular destination, where the RREQ will be rebroadcast if no Request Response (RREP) message is received. A scalable neighbor-based routing (SNBR) protocol was then proposed to overcome the issue. In the SNBR protocol, the RREQ message is only rebroadcast if the number of neighbor nodes less than a certain fix number, known as drop factor. However, since a network always have a dynamic characteristic with a dynamic number of neighbor nodes, the fix drop factor in SNBR protocol could not provide an optimal flooding problem solution in a low dense network environment, where the RREQ message is continuously rebroadcast RREQ message until reach the fix drop factor. To overcome this problem, a new broadcasting method as Dynamic SNBR (DSNBR) is proposed, where the drop factor is determined based on current number of neighbor nodes. This method rebroadcast the extra RREQ messages based on the determined dynamic drop factor. The performance of the proposed DSNBR is evaluated using NS2 and compared with the performance of the existing protocol; AODV and SNBR. Simulation results show that the new routing protocol reduces the routing request overhead, energy consumption, MAC Collision and enhances end-to-end delay, network coverage ratio as a result of reducing the extra route request messages.

Implementation of Tactical Path-finding Integrated with Weight Learning (가중치 학습과 결합된 전술적 경로 찾기의 구현)

  • Yu, Kyeon-Ah
    • Journal of the Korea Society for Simulation
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    • v.19 no.2
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    • pp.91-98
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    • 2010
  • Conventional path-finding has focused on finding short collision-free paths. However, as computer games become more sophisticated, it is required to take tactical information like ambush points or lines of enemy sight into account. One way to make this information have an effect on path-finding is to represent a heuristic function of a search algorithm as a weighted sum of tactics. In this paper we consider the problem of learning heuristic to optimize path-finding based on given tactical information. What is meant by learning is to produce a good weight vector for a heuristic function. Training examples for learning are given by a game level-designer and will be compared with search results in every search level to update weights. This paper proposes a learning algorithm integrated with search for tactical path-finding. The perceptron-like method for updating weights is described and a simulation tool for implementing these is presented. A level-designer can mark desired paths according to characters' properties in the heuristic learning tool and then it uses them as training examples to learn weights and shows traces of paths changing along with weight learning.

Interaction Augmented Reality System using a Hand Motion (손동작을 이용한 상호작용 증강현실 시스템)

  • Choi, Kwang-Woon;Jung, Da-Un;Lee, Suk-Han;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.425-438
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    • 2012
  • In this paper, We propose Augmented Reality (AR) System for the interaction between user's hand motion and virtual object motion based on computer vision. The previous AR system provides inconvenience to user because the users have to control the marker and the sensor like a tracker. We solved the problem through hand motion and provide the convenience to the user. Also the motion of virtual object using a physical phenomenon gives a reality. The proposed system obtains geometrical information by the marker and hand. The system environments like virtual space of moving virtual ball and bricks are made by using the geometrical information and user's hand motion is obtained from the hand's information with extracted feature point through the taping hand. And it registers a virtual plane stably by getting movement of the feature points. The movement of the virtual ball basically is parabolic motion with a parabolic equation. When the collision occurs either the planes or the bricks, we show movement of the virtual ball with ball position and normal vector of plane and the ball position is faulted. So we showed corrected ball position through experiment. and we proved that this system can replaced the marker system to compare to jitter of augmented virtual object and progress speed with it.

Study of Robust Position Recognition System of a Mobile Robot Using Multiple Cameras and Absolute Space Coordinates (다중 카메라와 절대 공간 좌표를 활용한 이동 로봇의 강인한 실내 위치 인식 시스템 연구)

  • Mo, Se Hyun;Jeon, Young Pil;Park, Jong Ho;Chong, Kil To
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.41 no.7
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    • pp.655-663
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    • 2017
  • With the development of ICT technology, the indoor utilization of robots is increasing. Research on transportation, cleaning, guidance robots, etc., that can be used now or increase the scope of future use will be advanced. To facilitate the use of mobile robots in indoor spaces, the problem of self-location recognition is an important research area to be addressed. If an unexpected collision occurs during the motion of a mobile robot, the position of the mobile robot deviates from the initially planned navigation path. In this case, the mobile robot needs a robust controller that enables the mobile robot to accurately navigate toward the goal. This research tries to address the issues related to self-location of the mobile robot. A robust position recognition system was implemented; the system estimates the position of the mobile robot using a combination of encoder information of the mobile robot and the absolute space coordinate transformation information obtained from external video sources such as a large number of CCTVs installed in the room. Furthermore, vector field histogram method of the pass traveling algorithm of the mobile robot system was applied, and the results of the research were confirmed after conducting experiments.

Outdoor Noise Propagation: Geometry Based Algorithm (옥외 소음의 전파: 음 추적 알고리즘)

  • 박지헌;김정태
    • The Journal of the Acoustical Society of Korea
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    • v.21 no.4
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    • pp.339-438
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    • 2002
  • This paper presents a method to simulate noise propagation by a computer for outdoor environment. Sound propagated in 3 dimensional space generates reflected waves whenever it hits boundary surfaces. If a receiver is away from a sound source, it receives multiple sound waves which are reflected from various boundary surfaces in space. The algorithm being developed in this paper is based on a ray sound theory. If we get 3 dimensional geometry input as well as sound sources, we can compute sound effects all over the boundary surfaces. In this paper, we present two approaches to compute sound: the first approach, called forward tracing, traces sounds forwards from sound sources. while the second approach, called geometry based computation, computes possible propagation routes between sources and receivers. We compare two approaches and suggest the geometry based sound computation for outdoor simulation. Also this approach is very efficient in the sense we can save computational time compared to the forward sound tracing. Sound due to impulse-response is governed by physical environments. When a sound source waveform and numerically computed impulse in time is convoluted, the result generates a synthetic sound. This technique can be easily generalized to synthesize realistic stereo sounds for virtual reality, while the simulation result is visualized using VRML.