• Title/Summary/Keyword: speed of objects

Search Result 501, Processing Time 0.023 seconds

GIS Vector Map Compression using Spatial Energy Compaction based on Bin Classification (빈 분류기반 공간에너지집중기법을 이용한 GIS 벡터맵 압축)

  • Jang, Bong-Joo;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.49 no.3
    • /
    • pp.15-26
    • /
    • 2012
  • Recently, due to applicability increase of vector data based digital map for geographic information and evolution of geographic measurement techniques, large volumed GIS(geographic information service) services having high resolution and large volumed data are flowing actively. This paper proposed an efficient vector map compression technique using the SEC(spatial energy compaction) based on classified bins for the vector map having 1cm detail and hugh range. We encoded polygon and polyline that are the main objects to express geographic information in the vector map. First, we classified 3 types of bins and allocated the number of bits for each bin using adjacencies among the objects. and then about each classified bin, energy compaction and or pre-defined VLC(variable length coding) were performed according to characteristics of classified bins. Finally, for same target map, while a vector simplification algorithm had about 13%, compression ratio in 1m resolution we confirmed our method having more than 80% encoding efficiencies about original vector map in the 1cm resolution. Also it has not only higher compression ratio but also faster computing speed than present SEC based compression algorithm through experimental results. Moreover, our algorithm presented much more high performances about accuracy and computing power than vector approximation algorithm on same data volume sizes.

Influence of Self-driving Data Set Partition on Detection Performance Using YOLOv4 Network (YOLOv4 네트워크를 이용한 자동운전 데이터 분할이 검출성능에 미치는 영향)

  • Wang, Xufei;Chen, Le;Li, Qiutan;Son, Jinku;Ding, Xilong;Song, Jeongyoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.20 no.6
    • /
    • pp.157-165
    • /
    • 2020
  • Aiming at the development of neural network and self-driving data set, it is also an idea to improve the performance of network model to detect moving objects by dividing the data set. In Darknet network framework, the YOLOv4 (You Only Look Once v4) network model was used to train and test Udacity data set. According to 7 proportions of the Udacity data set, it was divided into three subsets including training set, validation set and test set. K-means++ algorithm was used to conduct dimensional clustering of object boxes in 7 groups. By adjusting the super parameters of YOLOv4 network for training, Optimal model parameters for 7 groups were obtained respectively. These model parameters were used to detect and compare 7 test sets respectively. The experimental results showed that YOLOv4 can effectively detect the large, medium and small moving objects represented by Truck, Car and Pedestrian in the Udacity data set. When the ratio of training set, validation set and test set is 7:1.5:1.5, the optimal model parameters of the YOLOv4 have highest detection performance. The values show mAP50 reaching 80.89%, mAP75 reaching 47.08%, and the detection speed reaching 10.56 FPS.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
    • /
    • v.6 no.2
    • /
    • pp.3-12
    • /
    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

  • PDF

Design of a Binding for the performance Improvement of 3D Engine based on the Embedded Mobile Java Environment (자바 기반 휴대용 임베디드 기기의 삼차원 엔진 성능 향상을 위한 바인딩 구현)

  • Kim, Young-Ouk;Roh, Young-Sup
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.11
    • /
    • pp.1460-1471
    • /
    • 2007
  • A 3-Dimensional engine in a mobile embedded device is divided into a C-based OpenGL/ES and a Java-based JSR184 which interprets and executes a byte code in a real-time. In these two standards, the JSR184 supporting Java objects uses more processor resources than an OpenGL/ES and thus has a constraint when it is used in an embedded device with a limited computing power. On the other hand, 3-Dimensional contents employed in existing personal computer are created by utilizing advantages of Java and secured numerous users in European market, due to the good quality in contents and extensive service in a commercial network, GSM. Because of the reason, a mobile embedded device used in a GSM network needs a JSR184 which can provide an existing Java-based 3-Dimensional contents without extra conversion processes, but the current version of Java-based 3-Dimensional engine has drawbacks in application to commercial products because it requires more computing power than the mobile embedded device. This paper proposes a binding technique with the advantages of Java objects to improve a processing speed of 3-Dimensional contents in limited resources of a mobile embedded device. The technique supports a JSR184 standard interface in the upper layer to utilize 3-Dimensional contents using Java, employs a different code-conversion language, KNI(Kilo Native Interface), in the middle layer to interface between OpenGL/ES and JSR184, and embodies an OpenGL/ES standard in the lower layer. The validity of the binding technique is demonstrated through a simulator and a FPGA embedding an ARM.

  • PDF

ARP Spoofing attack scenarios and countermeasures using CoAP in IoT environment (IoT 환경에서의 CoAP을 이용한 ARP Spoofing 공격 시나리오 및 대응방안)

  • Seo, Cho-Rong;Lee, Keun-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.7 no.4
    • /
    • pp.39-44
    • /
    • 2016
  • Due to the dazzling development of IT in this IT-oriented era, information delivering technology among objects, between objects and humans, and among humans has been actively performed. As information delivery technology has been actively performed, IoT became closely related to our daily lives and ubiquitous at any time and place. Therefore, IoT has become a part of our daily lives. CoAp, a web-based protocol, is mostly used in IoT environment. CoAp protocol is mostly used in the network where transmission speed is low along with the huge loss. Therefore, it is mostly used in IoT environment. However, there is a weakness on IoT that it is weak in security. If security issue occurs in IoT environment, there is a possibility for secret information of individuals or companies to be disclosed. If attackers infect the targeted device, and infected device accesses to the wireless frequently used in public areas, the relevant device sends arp spoofing to other devices in the network. Afterward, infected devices receive the packet sent by other devices in the network after occupying the packet flow in the internal network and send them to the designated hacker's server. This study suggests counter-attacks on this issues and a method of coping with them.

SPQUSAR : A Large-Scale Qualitative Spatial Reasoner Using Apache Spark (SPQUSAR : Apache Spark를 이용한 대용량의 정성적 공간 추론기)

  • Kim, Jongwhan;Kim, Jonghoon;Kim, Incheol
    • KIISE Transactions on Computing Practices
    • /
    • v.21 no.12
    • /
    • pp.774-779
    • /
    • 2015
  • In this paper, we present the design and implementation of a large-scale qualitative spatial reasoner using Apache Spark, an in-memory high speed cluster computing environment, which is effective for sequencing and iterating component reasoning jobs. The proposed reasoner can not only check the integrity of a large-scale spatial knowledge base representing topological and directional relationships between spatial objects, but also expand the given knowledge base by deriving new facts in highly efficient ways. In general, qualitative reasoning on topological and directional relationships between spatial objects includes a number of composition operations on every possible pair of disjunctive relations. The proposed reasoner enhances computational efficiency by determining the minimal set of disjunctive relations for spatial reasoning and then reducing the size of the composition table to include only that set. Additionally, in order to improve performance, the proposed reasoner is designed to minimize disk I/Os during distributed reasoning jobs, which are performed on a Hadoop cluster system. In experiments with both artificial and real spatial knowledge bases, the proposed Spark-based spatial reasoner showed higher performance than the existing MapReduce-based one.

Design requirements of mediating device for total physical response - A protocol analysis of preschool children's behavioral patterns (체감형 학습을 위한 매개 디바이스의 디자인 요구사항 - 프로토콜 분석법을 통한 미취학 아동의 행동 패턴 분석)

  • Kim, Yun-Kyung;Kim, Hyun-Jeong;Kim, Myung-Suk
    • Science of Emotion and Sensibility
    • /
    • v.13 no.1
    • /
    • pp.103-110
    • /
    • 2010
  • TPR(Total Physical Response) is a new representative learning method for children's education. Today's approach to TPR has focused on signals from a user which becomes input data in a human-computer interaction, but the accuracy of sensing from body signals(e. g. motion and voice) isn't so perfect that it seems difficult to apply on an education system. To overcome these limits, we suggest a mediating interface device which can detect the user's motion using correct numerical values such as acceleration and angular speed. In addition, we suggest new design requirements for the mediating device through analyzing children's behavior as human factors by ethnography research and protocol analysis. As a result, we found that; children are unskilled in physical control when they use objects; tend to lean on an object unconsciously with touch. Also their behaviors are restricted, when they use objects. Therefore a mediating device should satisfy new design requirements which are make up for unskilled handling, support familiar and natural physical activity.

  • PDF

Utilization of Ground Control Points using LiDAR Intensity and DSM (LiDAR 반사강도와 DSM을 이용한 지상기준점 활용방안)

  • Lim, Sae-Bom;Kim, Jong-Mun;Shin, Sang-Cheol;Kwon, Chan-O
    • Spatial Information Research
    • /
    • v.18 no.5
    • /
    • pp.37-45
    • /
    • 2010
  • AT(Aerial Triangulation) is the essential procedure for creating orthophoto and transforming coordinates on the photographs into the real world coordinates utilizing GCPs (Ground Control Point) which is obtained by field survey and the external orientation factors from GPS/INS as a reference coordinates. In this procedure, all of the GCPs can be collected from field survey using GPS and Total Station, or obtained from digital maps. Collecting GCPs by field survey is accurate than GCPs from digital maps; however, lots of manpower should be put into the collecting procedure, and time and cost as well. On the other hand, in the case of obtaining GCPs from digital maps, it is very difficult to secure the required accuracy because almost things at each stage in the collecting procedure should rely on the subjective judgement of the performer. In this study, the results from three methods have been compared for the accuracy assessment in order to know if the results of each case is within the allowance error: for the perceivable objects such as road boarder, speed bumps, constructions etc., 1) GCPs selection utilizing the unique LiDAR intensity value reflected from such objects, 2) using LiDAR DSM and 3) GCPs from field survey. And also, AT and error analysis have been carried out w ith GCPs obtained by each case.

Design of the Advanced Mobile Teletraffic Model and Object Classes for Mobile Simulator (이동통신 시뮬레이터를 위한 개선된 텔레트래픽 모델과 객체 클래스 설계)

  • Yoon, Young-Hyun;Kim, Sang-Bok;Lee, Jeong-Bae;Lee, Sung-Chul
    • The KIPS Transactions:PartC
    • /
    • v.11C no.4
    • /
    • pp.509-518
    • /
    • 2004
  • Many simulators have been developed and are being used for the complex and various mobile communication service environments. Each of these simulators has its own teletraffic model that consists of traffic source model and network traffic model. In this paper, network traffic model and traffic source model, which are based on the data gathered in real environment, are defined in order to get more accurate simulation results in the mobile communication simulation for the urban region. The network traffic model suggested in this paper reflects the hourly call generation rate and call duration time by analyzing the data collected from actually installed base station by the time and place, and the traffic source model includes the delivery share ratio and average speed information in the region where the base station is installed. This paper defined and designed Mobile Host object that reflects the suggested traffic source model, and Call Generator object that reflects the network traffic model, and other objects support both objects. Using the teletraffic model suggested in the paper, user mobility similar to real service environment and traffic characteristics can be reflected on the simulation, and also more accurate simulation results can be got through that. In addition, by using object-oriented techniques, new service feature or environment can be easily added or changed so that the developed mobile communication simulator can reflect the real service environment all the time.

Fundamental framework toward optimal design of product platform for industrial three-axis linear-type robots

  • Sawai, Kana;Nomaguchi, Yutaka;Fujita, Kikuo
    • Journal of Computational Design and Engineering
    • /
    • v.2 no.3
    • /
    • pp.157-164
    • /
    • 2015
  • This paper discusses an optimization-based approach for the design of a product platform for industrial three-axis linear-type robots, which are widely used for handling objects in manufacturing lines. Since the operational specifications of these robots, such as operation speed, working distance and orientation, weight and shape of loads, etc., will vary for different applications, robotic system vendors must provide various types of robots efficiently and effectively to meet a range of market needs. A promising step toward this goal is the concept of a product platform, in which several key elements are commonly used across a series of products, which can then be customized for individual requirements. However the design of a product platform is more complicated than that of each product, due to the need to optimize the design across many products. This paper proposes an optimization-based fundamental framework toward the design of a product platform for industrial three-axis linear-type robots; this framework allows the solution of a complicated design problem and builds an optimal design method of fundamental features of robot frames that are commonly used for a wide range of robots. In this formulation, some key performance metrics of the robot are estimated by a reducedorder model which is configured with beam theory. A multi-objective optimization problem is formulated to represent the trade-offs among key design parameters using a weighted-sum form for a single product. This formulation is integrated into a mini-max type optimization problem across a series of robots as an optimal design formulation for the product platform. Some case studies of optimal platform design for industrial three-axis linear-type robots are presented to demonstrate the applications of a genetic algorithm to such mathematical models.