• Title/Summary/Keyword: 경로탐색 요소

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Research on Unmanned Aerial Vehicle Mobility Model based on Reinforcement Learning (강화학습 기반 무인항공기 이동성 모델에 관한 연구)

  • Kyoung Hun Kim;Min Kyu Cho;Chang Young Park;Jeongho Kim;Soo Hyun Kim;Young Ghyu Sun;Jin Young Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.33-39
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    • 2023
  • Recently, reinforcement learning has been used to improve the communication performance of flying ad-hoc networks (FANETs) and to design mobility models. Mobility model is a key factor for predicting and controlling the movement of unmmaned aerial vehicle (UAVs). In this paper, we designed and analyzed the performance of Q-learning with fourier basis function approximation and Deep-Q Network (DQN) models for optimal path finding in a three-dimensional virtual environment where UAVs operate. The experimental results show that the DQN model is more suitable for optimal path finding than the Q-learning model in a three-dimensional virtual environment.

Exploration of the educational possibilities of one-stroke drawing problems of complex figure using programming (프로그래밍을 이용한 복잡한 도형의 한붓그리기 문제의 교육적 가능성 탐색 )

  • Cheong, Yong Wook
    • Communications of Mathematical Education
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    • v.38 no.2
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    • pp.247-261
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    • 2024
  • This study propose the educational potential of an activity that solves the task of one-stroke drawing of complex figures using a drag-and-drop type educational programming language such as Scratch. The problem of determining whether a given shape is capable of one-stroke drawing is a separate problem from actually finding the path of one-stroke drawing and implementing it through programming. In particular, finding a path that allows one-stroke drawing of complex shapes with regularity and implementing it through programming requires problem-solving capabilities based on the convergence of various mathematical knowledge. Accordingly, in this study, problems related to one-stroke drawing concerning polygon-related shapes, tessellation-related shapes, and fractal shapes were presented, and the results of one-stroke drawing programming of the shapes were exemplified. In addition, the mathematical knowledge and computational thinking elements necessary for the solution of the illustrated problem were analyzed. This study is significant as a new example of the mathematics education that combines mathematics and information.

Implementation of Campus Car Location Management System Using Received Signal Strength of Wireless Sensor Node (무선 센서노드의 전파수신강도(RSS)를 이용한 캠퍼스 차량 위치관리 시스템 구현)

  • Choi, Jun-Young;Kim, Hyun-Joong;Yang, Hyun-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.473-476
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    • 2008
  • USN(Ubiquotous Sensor Network) has been applied to various fields of industries such as logistics, environment management, traffic management, as well as IT industries including home network and telematics. Among the important techniques required to implement aforementioned applications, location management scheme is essential. In this paper, we proposed and implemented a new location measurement scheme based on RSSI of sensor node for campus car location management.

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MDP(Markov Decision Process) Model for Prediction of Survivor Behavior based on Topographic Information (지형정보 기반 조난자 행동예측을 위한 마코프 의사결정과정 모형)

  • Jinho Son;Suhwan Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.101-114
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    • 2023
  • In the wartime, aircraft carrying out a mission to strike the enemy deep in the depth are exposed to the risk of being shoot down. As a key combat force in mordern warfare, it takes a lot of time, effot and national budget to train military flight personnel who operate high-tech weapon systems. Therefore, this study studied the path problem of predicting the route of emergency escape from enemy territory to the target point to avoid obstacles, and through this, the possibility of safe recovery of emergency escape military flight personnel was increased. based problem, transforming the problem into a TSP, VRP, and Dijkstra algorithm, and approaching it with an optimization technique. However, if this problem is approached in a network problem, it is difficult to reflect the dynamic factors and uncertainties of the battlefield environment that military flight personnel in distress will face. So, MDP suitable for modeling dynamic environments was applied and studied. In addition, GIS was used to obtain topographic information data, and in the process of designing the reward structure of MDP, topographic information was reflected in more detail so that the model could be more realistic than previous studies. In this study, value iteration algorithms and deterministic methods were used to derive a path that allows the military flight personnel in distress to move to the shortest distance while making the most of the topographical advantages. In addition, it was intended to add the reality of the model by adding actual topographic information and obstacles that the military flight personnel in distress can meet in the process of escape and escape. Through this, it was possible to predict through which route the military flight personnel would escape and escape in the actual situation. The model presented in this study can be applied to various operational situations through redesign of the reward structure. In actual situations, decision support based on scientific techniques that reflect various factors in predicting the escape route of the military flight personnel in distress and conducting combat search and rescue operations will be possible.

Agent-based Modeling and Analysis of Tactical Reconnaissance Behavior with Manned and Unmanned Vehicles (에이전트 기반 유·무인 수색정찰 전술행위 모델링 및 분석)

  • Kim, Ju Youn;Han, Sang Woo;Pyun, Jai Jeong
    • Journal of the Korea Society for Simulation
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    • v.27 no.4
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    • pp.47-60
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    • 2018
  • Today's unmanned technology, which is being used in various industries, is expected to be able to make autonomous judgements as autonomous technology matures, in the long run aspects. In order to improve the usability of unmanned system in the military field, it is necessary to develop a technique for systematically and quantitatively analyzing the efficiency and effectiveness of the unmanned system by means of a substitute for the tasks performed by humans. In this paper, we propose the method of representing rule-based tactical behavior and modeling manned and unmanned reconnaissance agents that can effectively analyze the path alternatives which is required for the future armored cavalry to establish a reconnaissance mission plan. First, we model the unmanned ground vehicle, small tactical vehicle, and combatant as an agent concept. Next, we implement the proposed agent behavior rules, e.g., maneuver, detection, route determination, and combatant's dismount point selection, by NetLogo. Considering the conditions of maneuver, enemy threat elements, reconnaissance assets, appropriate routes are automatically selected on the operation area. It is expected that it will be useful in analyzing unmanned ground system effects by calculating reconnaissance conducted area, time, and combat contribution ratio on the route.

High-frequency Reverberation Simulation of High-speed Moving Source in Range-independent Ocean Environment (거리독립 해양환경에서 고속이동 음원의 고주파 잔향음 신호모의)

  • Kim, Sunhyo;Lee, Wonbyoung;You, Seung-Ki;Choi, Jee Woong;Kim, Wooshik;Park, Joung Soo;Park, Kyoung Ju
    • The Journal of the Acoustical Society of Korea
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    • v.32 no.2
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    • pp.104-115
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    • 2013
  • In a shallow water waveguide, reverberation signals and their Doppler effects form the primary limitation on sonar system performance. Therefore, in the reverberation-limited environment, it is necessary to estimate the reverberation level to be encountered under the conditions in which the sonar system is operated. In this paper, high-frequency reverberation model capable of simulating the reverberation signals received by a high-speed moving source in a range independent waveguide is suggested. In this model, eigenray information from the source to each boundary is calculated using the ray-based approach and the optimizing method for the launch angles. And the source receiving position changed by the moving source is found by a scattering path-finding algorithm, which considers the speed and direction of source and sound speed to find the path of source movement. The scattering effects from sea surface and bottom boundaries are considered by APL-UW scattering models. The model suggested in this paper is verified by a comparison to the measurements made in August 2010. Lastly, this model reflects well statistical properties of the reverberation signals.

The Research on Extraction of Topology Model Using Straight Medial Axis Transformation Algorithm (SMAT 알고리즘을 이용한 위상학적 모델 추출 방법)

  • Park, So-Young;Lee, Ji-Yeong
    • Spatial Information Research
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    • v.20 no.2
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    • pp.117-127
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    • 2012
  • The purpose of this study is to develop the auto-building algorithm of the Geometric Network Model(GNM), a topology model including geometric information because of the need to reflect the features' geometric characteristic into the topology model, which is for development of indoor 3D virtual model enabling queries. As the critical algorithm, the Straight Medial Axis Transformation(SMAT) algorithm is proposed in order to automatically extract the medial axis of features. The SMAT algorithm is generalized from the existing S-MAT algorithm and a range of target features where applicable is extended from simple polygons to weakly simple polygons which mean the polygons containing the inner ring inside. The GNM built automatically is finally printed out as the .csv file for easy access and w ide application in other systems. This auto-building algorithm of the GNM is available for plenty of cases such as finding a shortest path, guiding a route in emergency situation, and semantic analysis.

Evacuation Simulation of High-Rise Building Fires Considering Temperature and Smoke (열화와 연기를 고려한 고층 건물 화재시의 대피 시뮬레이션)

  • Lee, Bum-Jong;Park, Jong-Seung;Rie, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.703-707
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    • 2008
  • This paper proposes a method of design and implementation a simulation system in which humans can plan their evacuation paths in a high-rise building considering damages from high temperature and smoke in case of fire. Humans in evacuation search the nearest exit and follow a path to the exit. When humans are evacuating toward an exit, they are going to move with their highest speeds. However, many environmental factors prohibit their fast movements. In this paper, we calculate the evacuation speed of each human considering temperature damage and smoke damage. We restrict the number of humans that can be evacuated per second according to the actual size of the exit door. Experimental results showed that the evacuation speed is affected by the temperature condition and the smoke density.

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Patterns of Subsistence Production in the Early Bronze Age in the Seoul/Gyeonggi Region (서울·경기지역 청동기시대 전기 생계자원(生計資源) 생산방식)

  • LEE Minyoung
    • Korean Journal of Heritage: History & Science
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    • v.56 no.3
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    • pp.22-44
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    • 2023
  • The subsistence economics of the early Bronze Age has focused on explaining the intensity of agricultural practices without sufficiently taking into account the diversity of production methods that may arise from cultural types or environmental factors. The problem appears to stem from paying insufficient attention to the question whether we should understand the transition from the Neolithic Age to the Bronze Age as continuous or discrete. This has hitherto blocked an avenue to investigate the gradual changes in subsistence resource production methods. Taking as its premise that changes in the production methods of subsistence resources in the Bronze Age have been continuous and gradual, this paper seeks to restore the production patterns of subsistence resources according to the variety of factors that may have influenced the early Bronze Age production method. With diverse cultural patterns and ecological spaces of the early Bronze Age being confirmed, the work of restoring the production methods of subsistence resources in a specific period is difficult to achieve with one or two stand-alone analyses. A more appropriate method would involve separating a number of different aspects related to the production of subsistence resources, analyzing and interpreting each, and in the final stage, synthesizing the analyses. The specific research method employed in this paper checked for compositional differences in stone production tools, functionally categorized according to a variety of factors that have a close relationship with the production of subsistence resources: cultural-environmental factors and cultural patterns, geographical and topographical factors, soil productivity, and size of settlement. The results of the analysis are as follows: for the early Bronze Age production pattern of subsistence resources in the Seoul and Gyeonggi regions, while no substantive differences were observed with respect to cultural type, geographical and topographical location, the results show statistically significant differences in the composition of production tools according to settlement size and soil productivity. Also, with an increasing ratio of settlement size and total production soil, increases in hunting and armoring tools, woodworking tools, and harvesting tools were observed; on the other hand, when it came to the ratio of fishing tools, the opposite relationship was observed. While a correlation between settlement size or crop cultivation productivity and dependence on hunting or farming was expected, the results of the regression analysis show that settlement size and soil productivity ratios do not have mutually significant relationships. The results thus illustrate that patterns of production differ according to a variety of factors, and no single factor is decisive in the adoption of subsistence resource production methods by a specific settlement. Therefore, the paper emphasizes the need to investigate the production patterns of subsistence resources according to the variety of cultural and environmental factors that make up settlements in early Bronze Age society.

A Study on the Characteristics of Consumer Visual-Perceptional Information Acquisition in Commercial Facilities in Regard to its Construction of Space from Real-Time Eye Gaze Tracking (상업시설 공간구성의 실시간 시선추적에 나타난 소비자 시지각 정보획득 특성 연구)

  • Park, Sunmyung
    • Science of Emotion and Sensibility
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    • v.21 no.2
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    • pp.3-14
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    • 2018
  • For satisfying consumer needs, commercial facilities require a variety of sale-related space expressions and eye-catching product arrangements; space composition can also be a direct marketing strategy. The human eye is the sensory organ that acquires the largest amount of information, and an analysis of visual information helps in understanding visual relations between . However, the existing studies are mostly focused on analysis of still frames in experimental images, and there is a lack of studies analyzing gaze information based on mobile images of commercial spaces. Therefore, this study analyzed emotional responses through gaze information of space users in reality using a video of a movement route through a commercial facility. The analysis targeted straight sections of the moving route; based on the data acquired, sectional characteristics of five gaze intensity ranges were examined. As a result, section A, the starting point of the route, had a low gaze intensity, while section B had the highest gaze intensity. This indicates that, starting in section B, the subjects explored the space in a stable way and needed time to adapt to the experimental video. In relation to space characteristics of the gaze-concentrated area, display formats of the right stores in 4 of 6 sections received greater attention. The gaze of consumers was mostly focused on props, and big gaze information was revealed in showcase display formats of the stores. In conclusion, this analysis method can provide highly useful direct design data about merchandise display and merchandise component arrangement based on consumer visual preference.