• 제목/요약/키워드: visibility graph

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일반화 가시화 그래프의 구현 (The Implementation of Generalized Visibility Graph)

  • 안진영;유견아
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2002년도 가을 학술발표논문집 Vol.29 No.2 (1)
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    • pp.727-729
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    • 2002
  • 가시화 그래프(visibility graph, Vgraph)는 로봇의 경로를 계획할 때, 최적의 경로를 구하기 위해 널리 이용되는 지도접근 방식중의 하나이다. 원래 Vgraph는 다각형으로 모델링된 로봇이 다각형 환경의 평면상에서 움직일 때 움직이는 로봇을 점으로 환산한 환경인 형상공간(configuration space, C-공간)에서 정의되었는데 이를 원형 로봇 혹은 일반화 다각형(generalized polygon) 환경으로 확장한 것이 일반화 가시화 그래프(GVgraph)이다. 본 논문에서는 기존의 다각형 환경에서 정의된 Vgraph를 형성하는 알고리즘과 동일한 시간복잡도로 GVgraph를 구현하는 알고리즘을 소개하고 미세 운동계획(fine motion planning)에 응용하는 예를 보여준다.

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일반화 가시성그래프에 의해 계획된 경로이동 시뮬레이션 (Movement Simulation on the Path Planned by a Generalized Visibility Graph)

  • 유견아;전현주
    • 한국시뮬레이션학회논문지
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    • 제16권1호
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    • pp.31-37
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    • 2007
  • 최근 컴퓨터 게임에서 중대성이 부각되고 있는 NPC(NonPlayer Character)는 게임의 기본이 되는 이동에 있어서 스스로 장애물과 다른 캐릭터들을 인지하고 자신의 임무를 수행하여야 한다. NPC들의 자연스러운 이동을 위해 고정된 장애물 환경에서 일반화 가시성그래프를 이용하여 경로를 계획하는 방법이 제안된 바 있는데 본 논문에서는 이렇게 생성된 경로를 따라 효율적으로 이동할 수 있게 하기 위한 실행 모듈을 개발한다. 일반화 가시성그래프의 특성에 따라, 계획된 경로는 직선과 원의 호로 이루어져 있는데 본 실행 모듈에서는 이 특성에 적합하고 NPC의 움직임이 자연스럽도록 직선이동 동작, 원 이동 동작, 도착하기 등의 기본 조타 동작을 정의하여 실제 경로 이동의 실행에 이용한다. 또한 이동 중에 나타나는 동적 장애물을 감지하기 위해 충돌감지 기능을 실행 모듈에 포함시키며 감지된 장애물의 종류에 따라 선택적으로 대처하기 위해 의사결정나무를 이용한다. 실행 모듈을 테스트하기 위해 NPC의 경로 이동을 방해하는 다른 NPC가 등장하도록 예제 시나리오를 작성하여 시뮬레이션한다.

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가시성에 기반한 노인요양시설의 공간계획에 관한 분석 - 공간구문론을 활용한 가시성 분석과 에이전트 시뮬레이션을 중심으로 - (Spatial Configuration Analysis of the Elderly Care Facilities Based on Visibility - Visibility Analysis and Agent-Based Simulation Using Space Syntax -)

  • 이지선;이현수
    • 한국실내디자인학회논문집
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    • 제27권3호
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    • pp.14-23
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    • 2018
  • The spatial planning of the elderly care facility plans is analyzed using space syntax in terms of encouraging the social interaction of the residents in this study. First, through the visibility graph analysis, openness and accessibility of space is analysed. Second, the walking behavior of residents through agent analysis model is simulated. Third, the space planning methods for the elderly care facilities are proposed based on the results. The results are as follows. According to the visibility graph analysis, the main corridor has high visual openness and high accessibility. The visual openness and accessibility of the unit living room, where social interaction among residents is possible in each unit, is low. Space planning is needed to increase direct protection and observation of employees to the unit living room. The location of the nurse station that manages the entire floor needs to be located where the openness and accessibility is most high. The nursing station should have a high degree of connectivity to the entire space, so that any accidents can be managed and contact is accessible. Through the agent simulation the flow from the center to each unit space is highest in the corridor space and the inflow to the private rooms and the living room are similar. Therefore, it is necessary to plan the accessibility of the unit living room more for the natural inflow of residents.

Workspace Visibility Graph Analysis (VGA) for Concentration Privacy and Group Relations in the Open-Plan Office Environment

  • Hong, Yeon-Koo;Yoo, Uoo-Sang
    • Architectural research
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    • 제12권1호
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    • pp.9-14
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    • 2010
  • The present study explored the applicability of Visibility Graph Analysis (VGA) techniques to workplace design research. Six types of VGA measures in Depthmap encompassing visual connectivity, three types of visual integration, mean depth, and visual entropy were employed for the analysis of individual privacy for task concentration and group relationship behavior in the open-plan office environment. Data comprised 136 workers in 6 open-plan offices filled with low-paneled (1.2-1.5m) cubicle workspaces. For the statistical analysis, Spearman's rho correlations and t-tests were applied for the spatial and behavioral measures. The results showed that workspace VGA measures have a potential to be useful information to account for workers' concentration privacy and, limitedly, also informal relationships with team members. Visual entropy values especially offer reliable information to predict various aspects of office workers' privacy behavior while visual integration can be used to account for the workers' sense of trust in group relations. The study also discussed the limitation of VGA applications to the workplace context.

객석배치 대안의 가시성능 평가 및 예측기술에 관한 연구 (A Study on Techniques to Evaluate Auditorium Assignment Visible Efficiency)

  • 김석태
    • 한국실내디자인학회논문집
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    • 제21권5호
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    • pp.106-113
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    • 2012
  • A study on techniques to evaluate auditorium assignment visible efficiency using three-dimensional simulation. The most important thing to be considered is to ensure the visibility to the podium upon assigning auditorium of venues, classrooms or seminar rooms. However, since there are so many variables to be considered such as the form of the stage, the area and height of the stage, size of screen, and the distance and angle of the auditorium from the podium, the methods to assign auditorium are staying at the level of basic for a long time. Thus, in this study, we proposed simulation methodology to quantitatively evaluate the three-dimensional visible efficiency based on Visual Graph Analysis (VGA) theory. After analytical methodology manufactures application, it sets examples of visibility depending on location of screen, visibility depending on degree of height difference and visibility about three-dimensional Mass Zoning like a stage and verifies the efficacy. In addition, based on results, visibility expectation curve is drawn and the method to calculate the stepped height depending on necessary visibility is proposed.

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현대뮤지엄 건축의 시각동선(視覺動線) 특성에 관한 연구 - 공간구문론(Space Syntax)과 가시장분석(Visibility Graph Analysis)을 중심으로 - (A Study on Characteristics of Modern Museum Architecture's Visual Circulation - Focused on Space Syntax and Visibility Graph Analysis -)

  • 박종구;이성훈
    • 한국실내디자인학회논문집
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    • 제19권4호
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    • pp.74-81
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    • 2010
  • This study analyzed characteristics of visual circulation in the modern museum architecture while carrying out space syntax and visibility graph analysis side by side in order to solve problems of visitors' movement having been suggested as the point at issue at modern museum architecture that has become big scaled and layering so as to satisfy various social demands. Also, the result of this analysis is same as followings. First, visitors become to watch the exhibition with clear position that can make themselves in right allocation, and thus visual and perceptual confusions were shown as relatively low in case physical position and visual one were matched at major space of atrium type or mediation space. Second, it was appeared a lot at the museum having exhibition space of room type in case the physical position and visual one were not matched. Visual circulation in the exhibition space of room type has a merit of forming the circulation where free selection is possible. However, it have raised concerns that visual passageway of visitors could be in a stalemate or crash at the opening part, not at the exhibition hall. Third, though analysis of space syntax had a merit of analyzing total modern museum architectures having became compounded and big scaled, but it was dropped in reliability from the visual circulation's analysis that was decided by flows of space and time. In contrary, visibility graph analysis was shown as having a merit to analyzing the flows rather than that of total structure, and also appeared as being able to supplement the disadvantage of space syntax in methodology. Upon the above analysis, a lot of architectural elements such as allocation of exhibition hall, location of door and window etc. were appeared as affecting influences to forming visual circulation of visitors, not to mention of allocations of major space, mediation space, and exhibition one. Through this study, various possibilities of quantitative analysis on the visual circulation in the museum architectures can be confirmed. However, this study expects that in-depth subsequent researches objecting to various museums could be realized afterwards because there are still limitations in its analysis.

INFORMATION SEARCH BASED ON CONCEPT GRAPH IN WEB

  • Lee, Mal-Rey;Kim, Sang-Geun
    • Journal of applied mathematics & informatics
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    • 제10권1_2호
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    • pp.333-351
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    • 2002
  • This paper introduces a search method based on conceptual graph. A hyperlink information is essential to construct conceptual graph in web. The information is very useful as it provides summary and further linkage to construct conceptual graph that has been provided by human. It also has a property which shows review, relation, hierarchy, generality, and visibility. Using this property, we extracted the keywords of web documents and made up of the conceptual graph among the keywords sampled from web pages. This paper extracts the keywords of web pages using anchor text one out of hyperlink information and makes hyperlink of web pages abstract as the link relation between keywords of each web page. 1 suggest this useful search method providing querying word extension or domain knowledge by conceptual graph of keywords. Domain knowledge was conceptualized knowledged as the conceptual graph. Then it is not listing web documents which is the defect of previous search system. And it gives the index of concept associating with querying word.

가시성 검사를 이용한 3차원 게임에서의 효율적인 경로 탐색 (Efficient Path Finding in 3D Games by Using Visibility Tests)

  • 김형일;정동민;엄기현;조형제;김준태
    • 한국멀티미디어학회논문지
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    • 제9권11호
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    • pp.1483-1495
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    • 2006
  • 이동망(Navigation Mesh)은 캐릭터가 이동할 수 있는 다각형(삼각형) 집합으로 지형을 표현한다. 이동망은 자동화된 생성이 가능하며, 유연하게 3차원 공간을 표현할 수 있다. 지형 구조에 따라 삼각형 수를 달리함으로써 다양한 표현이 가능하며, 캐릭터는 3차원 상태 공간을 2차원 평면 공간으로 표현한 이동망으로만 이동하기 때문에 효율적인 이동과 경로 계획을 보장받을 수 있다. 그러나 현실적인 캐릭터의 이동을 위해 보다 많은 삼각형을 이용하여 지형을 표현함으로 경로 계획 수립 시 많은 상태 공간(다각형)을 검색하여 효율적인 탐색이 이루어지지 않는다. 본 논문에서는 이동망으로 표현된 3차원 게임에서에서의 효율적인 경로 탐색 방법을 위한 가시성 검사 시법을 제안한다. 정교한 다각형으로 이루어진 세밀한 지형에 그래프 기반 탐색을 적용하면 탐색할 공간이 많기 때문에 효율적인 탐색이 이루어지지 않는다. 그래서 본 논문에서는 정교하게 구성되어 있는 3차원 지형에서 효율적인 탐색이 이루어질 수 있도록 가시성 검사(visibility test)를 이용하여 탐색 공간을 줄이는 방법을 사용하였다. 장애물의 정점을 찾고 추정 함수(heuristic function)를 이동망을 지나가는 거리로 정의함으로서, 직선거리를 추정 함수로 정의한 그래프 기반 탐색 방법보다 탐색 영역을 현저하게 줄일 수 있었다.

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종합병원 저층부에서의 이용자 이동에 따른 가시성과 피난 시간의 상관관계 분석 모델에 관한 연구 (A Study on the Relationship Analysis Model between Visibility and Evacuation Time by User's Movement in the Lower Floor of General Hospital)

  • 정기현;권지훈
    • 대한건축학회연합논문집
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    • 제21권3호
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    • pp.11-21
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    • 2019
  • The purpose of this study was to present an analysis model for finding the correlation between visibility and evacuation time as users move in the outpatient department of the general hospital. The spatial scope of the study was limited to the first floor and second floor which are used for the outpatient department. Traffic density in outpatient departments was surveyed on site. Based on the surveyed traffic density, the evacuation simulation model was established for calculating the escape route and evacuation time for an individual user. The traffic density of the outpatient department as per the evacuation time was also calculated. With using evacuation simulations, the flow of evacuees was calculated through the density of traffic over the time of evacuation. Visibility data were set in the simulation model for users' escape routes. A correlation analysis between the product of evacuation flow measure and visibility measure of the evacuation population and evacuation time was performed. The analysis result showed negative correlation within a specific distance range. This study presented an analysis model showing that the evacuation condition considering spatial visibility in the outpatient department of general hospital visibility was negatively related to the analyzed evacuation time at the design stage.

다시점 가시영역 분석도구설정에 관한 기초연구 - 3D게임엔진을 이용한 래스터 연산방식을 중심으로 - (A study for the establishment of analysis tool for the visible area of three dimensional space - Based on the Raster operation using 3D game engine -)

  • 김석태;전한종
    • 한국실내디자인학회논문집
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    • 제16권5호
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    • pp.38-46
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    • 2007
  • In the late 1970s, the method of quantitative and scientific space structural analysis based on graph theory was introduced to the process of space design, which arranges design and functional elements, as relying heavily on intuition could produce errors due to unverified experiences and prejudices of the designer. As the method of space analysis is complex and hard to express visually and requires repetitive operations, it was discussed theoretically only. However, with the development of computer performance and graphic in recent years, visualization became possible. But the method of visual structural analysis of space is at the level of two dimensions and it is not easy to get accurate data when it is applied to limited three dimensional space such as an interior space. For the visual structural analysis of space, this study presents 4 indices including visibility volume level, pure visibility connection frequency, effective visibility connection frequency, and path visibility connection frequency. This study also presents space division using three dimensional arrangement rather than the existing vector operation method and raytracing algorithm at the lattice constant. Based on this, an analysis tool for the visible regions of three dimensional space that is capable of evaluating at multiple points by using three dimensional game engine and presentation tool that allows the analyzer to interpret the data effectively is made. It is applied to 2 prototype models by displacing Z axis, and the results are compared with UCL Depthmap to verify the validity of data and evaluate its usefulness as a multidimensional, multi-view space analysis tool.