• Title/Summary/Keyword: virtual destination

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Implementation of a 3D Interface System for controlling Mobile Robot (모바일 로봇 제어를 위한 3D 인터페이스 시스템의 구현)

  • Kang, Chang-Hun;Lee, Jong-Jin;Ahn, Hyun-Sik
    • Proceedings of the KIEE Conference
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    • 2001.11c
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    • pp.107-110
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    • 2001
  • Recently, there are lots of concerning on robot agent system working for itself with the trends of the research of bio-mimetic system and intelligent robot. In this paper, a virtual 3D interface system is proposed based on Internet for remote controlling and monitoring of mobile robot. The proposed system is constructed as manager-agent model. A worker can order the robot agent move to a new position by clicking the destination on virtual space of 3D graphic interface in manager. Then the robot agent move to the position automatically with avoiding collision by using range finding and autonomous control algorithm. The proposed robot agent system lets us control the mobile robot remotely located more conveniently.

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A 3D GUI System for Controlling Agent Robots

  • Hyunsik Ahn;Kang, Chang-Hoon
    • Proceedings of the IEEK Conference
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    • 2002.07b
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    • pp.848-851
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    • 2002
  • Recently, there are lots of concerning on the integration of robot and virtual reality with the trends of the research of intelligent robot and mined reality. In this paper, a 3D GUI system is proposed based on Internet for remote controlling and monitoring of agent robot working for itself. The proposed system is consists of a manager ordering a new position and displaying the motion of robot, an agent robot moving to the destination according to the indication, a positioning module detecting the current position of robot, and a geographical information module. A user can order the robot agent move to a new position in a virtual space and watch the real images captured from the real sites of the robot. Then, the agent robot moves to the position automatically with avoiding collision by using range finding and a path detection algorithm. We demonstrate the proposed 3D GUI system is supporting a more convenient remote control means far the robots.

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ATM Interface Technologies for an ATM Switching System

  • Park, Hong-Shik;Kwon, Yool;Kim, Young-Sup;Kang, Seok-Youl
    • ETRI Journal
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    • v.18 no.4
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    • pp.229-244
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    • 1997
  • Realization of the economical, reliable, and efficient ATM interface block becomes an important key to development of the ATM switching system when we consider new issues raised recently. In this paper, we summarize requirements for the ATM interface block and present the UNI (User Network Interface)/NNI (Network Node Interface) architecture to meet these requirements. We also evaluate the performance of the multiplexer adopting the various multiplexing schemes and service disciplines. For ATM UNI/NNI interface technologies, we have developed a new policing device using the priority encoding scheme. It can reduce the decision time for policing significantly. We have also designed a new spacer that can space out the clumped cell stream almost perfectly. This algorithm guarantees more than 99 % conformance to the negotiated peak cell rate. Finally, we propose the interface architecture for accommodation of the ABR (Available Bit Rate) transfer capability. The proposed structure that performs virtual source and virtual destination functions as well as a switch algorithm can efficiently accommodate the ABR service.

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An Effective ABR Flow Control Algorithm of ATM (ATM망의 ABR 트래픽 관리에 관한 연구)

  • 임청규
    • Journal of the Korea Society of Computer and Information
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    • v.3 no.4
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    • pp.132-138
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    • 1998
  • A network of Asynchronous Transfer Mode (ATM) will be required to carry the traffics(CVR, VBR, UBR, ABR) generated by a wide range of services. The traffic ABR uses the remined space of the CBR/VBR traffics bandwith. The Rate-based, the Credit-based, and the mixed method that are implementing the control loop of ABR traffic service is on study. In this paper, a new algorithm that can be considered in ATM and effectively manage ABR traffic using VS/VD method and EPRCA algorithm is proposed on the switch of the Rate-based method

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Fuzzy logic-based Priority Live Migration Model for Efficiency (이주 효율성 향상을 위한 퍼지로직 기반 우선순위 이주 모델)

  • Park, Min-Oh;Kim, Jae-Kwon;Choi, Jeong-seok;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.24 no.4
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    • pp.11-21
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    • 2015
  • If the cloud computing environment is not sufficiently provide the required resources due to the number of virtual server to process the request, may cause a problem that the load applied to the specific server. Migration administrator receive the resources of each physical server for improving the efficiency of the virtual server that exists in the physical servers, and determines the migration destination based on the simulation results. But, there is more overhead predicting the future resource consumption of all the physical server to decide the migration destination through the simulation process in large and complex cloud computing environments. To solve this problem, we propose an improved prediction method with the simulation-based approach. The proposed method is a fuzzy-logic based priority model for VM migration. We design a proposed model with the DEVS formalism. And we also measure and compare a performance and migration count with existing simulation-based migration method. FPLM shows high utilization.

Virtual Address Routing Protocol for The Shortest Path Transmission of Data (데이터의 최단 거리 전송을 위한 가상 주소 라우팅 프로토콜)

  • Kim, Jiwon;Cho, Taehwan;Choi, Sangbang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.1
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    • pp.50-63
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    • 2017
  • In the wireless sensor networks, a sensor node has limited resources such as battery or memory. Hence, the routing protocol used in the wireless sensor networks is required efficient use of resources. In this paper, the VAP(Virtual Address Protocol), ensures the shortest transmission path for data transmission between the sink node and sensor node, is proposed. The VAP is assigned each node virtual address and sub address related with its neighboring nodes. The shortest transmission path to the destination node will be choose by comparing to each other address of its neighboring node. The comparison with other existing routing protocol shows that transmission path and usage of memory resource are minimized. Also transmission delay time of data was reduced.

Improving TCP Performance in Multipath Packet Forwarding Networks

  • Lee, Youngseok;Park, Ilkyu;Park, Yanghee
    • Journal of Communications and Networks
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    • v.4 no.2
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    • pp.148-157
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    • 2002
  • This paper investigates schemes to improve TCP performance in multipath forwarding networks. In multipath routing, packets to the same destination are sent to multiple next-hops in either packet-level or flow-level forwarding mode. Effective bandwidth is increased since we can utilize unused capacity of multiple paths to the destination. In packet-level multipath forwarding networks, TCP performance may not be enhanced due to frequent out-of-order segment arrivals at the receiver because of different delays among paths. To overcome this problem, we propose simple TCP modifications. At the sender, the fast retransmission threshold is adjusted taking the number of paths into consideration. At the receiver, the delayed acknowledgment scheme is modified such that an acknowledgment for an out-of-order segment arrival is delayed in the same way for the in-order one. The number of unnecessary retransmissions and congestion window reductions is diminished, which is verified by extensive simulations. In flow-level multipath forwarding networks, hashing is used at routers to select outgoing link of a packet. Here, we show by simulations that TCP performance is increased in proportion to the number of paths regardless of delay differences.

Path-finding Algorithm using Heuristic-based Genetic Algorithm (휴리스틱 기반의 유전 알고리즘을 활용한 경로 탐색 알고리즘)

  • Ko, Jung-Woon;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.123-132
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    • 2017
  • The path-finding algorithm refers to an algorithm for navigating the route order from the current position to the destination in a virtual world in a game. The conventional path-finding algorithm performs graph search based on cost such as A-Star and Dijkstra. A-Star and Dijkstra require movable node and edge data in the world map, so it is difficult to apply online games with lots of map data. In this paper, we provide a Heuristic-based Genetic Algorithm Path-finding(HGAP) using Genetic Algorithm(GA). Genetic Algorithm is a path-finding algorithm applicable to game with variable environment and lots of map data. It seek solutions through mating, crossing, mutation and evolutionary operations without the map data. The proposed algorithm is based on Binary-Coded Genetic Algorithm and searches for a path by performing a heuristic operation that estimates a path to a destination to arrive at a destination more quickly.

Contour-based Procedural Modeling of Leaf Venation Patterns (컨투어기반 잎맥 패턴의 절차적 모델링)

  • Kim, Jin-Mo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.97-106
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    • 2014
  • This study proposes an efficient method to model various and diverse leaves required to express digital plants such as flowers and trees in virtual landscape easily and intuitively. The proposed procedural method divides a leaf mainly into a blade and vein thereby detecting contours from binary images that correspond to blades and generating leaves by modeling leaf veins procedurally based on the detected contours. First of all, a complicated leaf vein structure is divided into main veins, lateral veins, and tertiary vein while all veins grow procedurally directing from start auxin to destination auxin. Here, to calculate destination auxin required for growth automatically, approximated contours from binary images that correspond to blades are found thereby calculating candidate destination auxin. Finally, natural digital leaves are generated by applying a color combination method. Through the proposed method, natural and various leaves can be generated and whether the proposed method is efficient or not is verified through the experiment.

A Study on the describability of landmarks in route communication using virtual reality (가상현실을 이용한 루트 커뮤니케이션에서의 랜드마크의 설명 용이성(Describability)에 관한 연구)

  • 정진우
    • Archives of design research
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    • v.16 no.2
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    • pp.255-270
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    • 2003
  • The main goal of this study is to find the role of landmarks in route communication process and to explore the describability of landmarks, a linguistic factor of landmarks that was not noted frequently by previous wayfinding studies. Through analysis of landmarks in this study, the describability of landmarks was identified and this study hypothesized that the describability affects to the whole process of route communication. A virtual reality (VR) simulation test was conducted to examine the effect of the describability of landmarks in route communication. The independent variable was the describability of landmarks and landmarks. As dependent variables, the total time to find final destination and the number of errors were measured. Results showed that the describability of landmarks gives positive effect to the whole of route communication processes. Consequently, this study provides the solution of wayfinding problems in route communication and suggests the usage of landmarks as a prerequisite for planning spaces having the efficiency of wayfinding.

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