• Title/Summary/Keyword: 최단거리 알고리즘

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A Study on the Web Mapping Method and Application of the Topographic Information in an Open Environment (개방환경에서 지형정보의 웹지도화 방법과 적용에 관한 연구)

  • Kim, Nam-Shin
    • Journal of the Korean association of regional geographers
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    • v.13 no.5
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    • pp.563-575
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    • 2007
  • This study aims to investigate a possibility of using topographic information by web mapping in open environments. Web mapping intends to focus on a map analysis and application of the function and geo-visualization. Functions of Web topographic info-map include a spatial analysis, enlargement and minimization, movement, landuse information, user-controling 3 dimension map, landform cross-section analysis, shortest path analysis. The web system adopts SVG(scalable vector graphics), MYSQL, PHP, XML for mapping. SVG has open source policy, so everyone can use it, as well, it is effective on flexible database linkage, cartographic representation. 3D map is intended to represent 3D map by user-controlled sunshine putting pixel opacity by elevation values after making DEM. Landform is designed to show a cross-section analysis and statistics by retrieving height information from database engine with clicking two points on the map. Shortest path analysis within regions uses Dijkstra's algorithm. Near future, resultantly, the area of WebGIS will have to meet more social demands for use-created geo-information and application, so more researches are needed to be web mapping more applicable for users.

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Blocking probability improvement for Lightpath Setup based on GMPLS (GMPLS망 기반의 광 경로 설정을 위한 블로킹율 개선 방안)

  • Im Song-Bin;Kim Kyoung-Mok;Oh Young-Hwan
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.12
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    • pp.41-49
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    • 2004
  • Increase of internet users and new types of applied traffics, have led to demand for more bandwidth for each application. Hence, the amount of internet traffic has risen sharply and it has demanded to use limited resources, such as wavelength and bandwidth, more effectively. These kind of needs can be satisfied with OXC(Optical cross-connects) based on GMPLS that carry out IP packet switching and wavelength switching at the same time and Provide very wide bandwidth. In RSVP-TE signaling of GMPLS studied by IETF. every lambda router in core network should be able to convert wavelength. So, lots of wavelength converters and needed and building and managing cost is high. Another problem is that optimized traffic is limited. In this paper We suggest strengthened GMPLS RSVP-TE signaling algorithm for a better lightpath setup. When setup signaling is blocked suggested algorithm does not send PathErr message to Edge Router, but looks for nearest lambda router which can convert wavelength and carry out setup signaling from that node. Such algorithm can reduce the chance of blocked lightpath setup signaling and provide effective arrangement of lambda router in core network by calculating proper number of wavelength converter.

A QoS-based Inter-Domain Routing Scheme for Distributed Multimedia Applications in a High Wide Area Network (분산 멀티미디어 응용을 위한 대규모 고속 통신망에서의 QoS-근거 계층적 도메인간 라우팅 방식)

  • 김승훈;김치하
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.7B
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    • pp.1239-1251
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    • 1999
  • In this paper a scalable QoS-based hierarchical inter-domain routing scheme for distributed multimedia applications in a high speed wide area network. The problem of QoS-based routing is formulated as a multicriteria shortest path problem, known as NP-complete[21,30]. Our routing scheme consists of two phases. In Phase 1, two graph construction algorithms are performed to model the network under consideration as a graph. The graph contains a part of the network topology which is completely neglected or partially considered by existing routing schemes, thus maintaining more accurate topology information. In Phase 2, a heuristic call-by-call algorithm is performed for selecting a feasible path efficiently in depth first search-like manner on the graph and tailoring to each application's QoS requirements, beginning at a vertex that represents the source node. In this paper, a simple rule is also produced, by which the visiting order of outgoing edges at each vertex on the graph is determined. The rule is based on each edge's the minimum normalized slackness to the QoS requested. The proposed routing scheme extends the PNNI-type hierarchical routing framework. Note that our routing scheme is one of a few QoS-based hierarchical routing schemes that address explicitly the issue of selecting a path with multiple metrics.

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Learning Heuristics for Tactical Path-finding in Computer Games (컴퓨터 게임에서 전술적 경로 찾기를 위한 휴리스틱 학습)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1333-1341
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    • 2009
  • Tactical path-finding in computer games is path-finding where a path is selected by considering not only basic elements such as the shortest distance or the minimum time spend but also tactical information of surroundings when deciding character's moving trajectory. One way to include tactical information in path-finding is to represent a heuristic function as a sum of tactical quality multiplied by a weighting factor which is.. determined based on the degree of its importance. The choice of weighting factors for tactics is very important because it controls search performance and the characteristic of paths found. In this paper. we propose a method for improving a heuristic function by adjusting weights based on the difference between paths on examples given by a level designer and paths found during the search process based on the CUITent weighting factors. The proposed method includes the search algorithm modified to detect search errors and learn heuristics and the perceptron-like weight updating formular. Through simulations it is demonstrated how different paths found by tactical path-finding are from those by traditional path-finding. We analyze the factors that affect the performance of learning and show the example applied to the real game environments.

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The Relative Position Estimate of the Moving Distributed Sources Using the Doppler Scanning Technique (도플러 스캐닝 기법을 이용한 이동하는 다중 음원의 상대 위치 추적 기법)

  • 노용주;윤종락;전재진
    • The Journal of the Acoustical Society of Korea
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    • v.21 no.5
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    • pp.446-454
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    • 2002
  • This paper presents the Doppler Scanning technique which enables us to detect the relative positions of moving distributed sources using Doppler frequency shift estimate when the moving source consists of distributed sources with different signature frequencies. Doppler frequency shifts of characteristic frequencies of machinery noise sources such as ship's generator and propeller, with tine along CPA (Closest Point of Approach of moving source) are unique, and can be functioned with respect to each source position. Therefore, this technique can be applied to estimate the relative geometrical positions between machinery noise sources. The Extended Kalman Filter (EKF) which has a high frequency resolution with high time resolution, is adopted for improving accuracy of Doppler frequency shift estimate geometric resolution of machinery positions since machinery noise sources show in general low frequency band characteristics with limited spacial distance. The performance of the technique is examined by the numerical simulations and is verified by the experiment using loudspeaker sources on the roof of the car.

Multi-Dimensional Traveling Salesman Problem Scheme Using Top-n Skyline Query (Top-n 스카이라인 질의를 이용한 다차원 외판원 순회문제 기법)

  • Jin, ChangGyun;Oh, Dukshin;Kim, Jongwan
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.1
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    • pp.17-24
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    • 2020
  • The traveling salesman problem is an algorithmic problem tasked with finding the shortest route that a salesman visits, visiting each city and returning to the started city. Due to the exponential time complexity of TSP, it's hard to implement on cases like amusement park or delivery. Also, TSP is hard to meet user's demand that is associated with multi-dimensional attributes like travel time, interests, waiting time because it uses only one attribute - distance between nodes. This paper proposed Top-n Skyline-Multi Dimension TSP to resolve formerly adverted problems. The proposed algorithm finds the shortest route faster than the existing method by decreasing the number of operations, selecting multi-dimensional nodes according to the dominance of skyline. In the simulation, we compared computation time of dynamic programming algorithm to the proposed a TS-MDT algorithm, and it showed that TS-MDT was faster than dynamic programming algorithm.

A Study on QAM Transmission Schemes for Constant Amplitude Coded Multicode Biorthogonal Modulation (정진폭 부호화된 다중부호 이진직교 변조의 QAM 전송방식에 대한 연구)

  • Hong, Dae-Ki;Kim, Sun-Hee;Kim, Young-Sung;Lim, Seung-Ok;Cho, Jin-Woong;Kang, Sung-Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.2
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    • pp.343-351
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    • 2008
  • In this paper, we investigate the design of the QAM(Quadrature Amplitude Modulation) method for the CACB(Constant Amplitude Coded Multicode Biorthogonal) scheme. The modulation method fan improve the transmission data rate by increasing the BE(Bandwidth Efficiency). Additionally, we can improve the system performance by using the QAM SD(Soft Decision) method with the MDSA(Minimum Distance Selection Algorithm). Finally, the DFE(Decision Feedback Equalizer) for the CACB-QAM is simulated under the MPF(MultiPath Fading) channel for real implementation. The proposed scheme can be used for the PHY(PHYsical layer) standard of the WPAN(Wireless Personal Area Network) requiring high rate data transmission.

Multi-Agent Rover System with Blackboard Architecture for Planetary Surface Soil Exploration (행성 표면탐사를 위한 블랙보드 구조를 가진 멀티에이전트 루버 시스템)

  • De Silva, K. Dilusha Malintha;Choi, SeokGyu;Kim, Heesook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.243-253
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    • 2019
  • First steps of Planetary exploration are usually conducted with the use of autonomous rovers. These rovers are capable of finding its own path and perform experiments about the planet's surface. This paper makes a proposal for a multi-agent system which effectively take the advantage of a blackboard system for share knowledge and effort of each agent. Agents use Reactive Model with the combination of Belief Desire Intension (BDI) Model and also use a Path Finding Algorithm for calculate shortest distance and a path for travel on the planet's surface. This approach can perform a surface exploration on a given terrain within a short period of time. Information which are gathered on the blackboard are used to make an output with detailed surface soil variance results. The developed Multi-Agent system performed well with different terrain sizes.

The Development of Optimal Path Model for Transport of Hazardous Materials (위험물 소송을 위한 최적경로모형 개발)

  • 조용성;오세창
    • Proceedings of the KOR-KST Conference
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    • 1998.10b
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    • pp.508-508
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    • 1998
  • 위험물 차량사고는 일반차량의 교통사고시 발생하는 인명피해, 재산피해, 교통지체 외에 부가적으로 환경적 영향에 의한 엄청난 인명 및 재산손실을 유발시킬 수 있다. 따라서 이러한 위험물차량사고를 예방하고 피해를 최소로 줄이기 위해서는 위험물수송경로의 신중하고 체계적인 결정이 필수적이라 할 수 있다. 외국의 경우, 위험물의 방출이 미치는 환경적 영향에 대한 인식이 확대되면서 위험물 수송시 응급처리에 관한 연구, 위험물 수송에 따른 위험도 평가에 관한 연구, 위험물 수송시 고려해야할 여러 조건에 관한 연구, 위험물 수송경로 설정에 관한 연구 등이 진행되고 있다. 반면에 우리 나라는 위험물차량관리와 사고처리에 대해 실시간적인 관리를 목표로 하는 국가차원의 계획을 수립하고는 있지만, 현재 이와 관련된 연구는 거의 없는 실정이다. 앞으로 산업발달에 따른 위험물수송량의 증가와 환경의식의 변화에 따라 위험물수송 및 사고처리 등에 관한 연구가 필요할 것이다. 따라서, 본 연구는 위험물차량의 운송경로를 결정할 때 고려해야 할 여러 가지의 기준 및 목표에 따라 위험물수송경로를 설정하는 모형을 제시함으로써 위험물수송에 수반되는 위험을 최소화하면서 위험물차량의 통행시간, 거리, 비용 등을 최적화하여 위험물수송의 안전 및 운영효율성을 향상시키고자 한다. 먼저, 위험물 수송경로의 기준지표로 사용될 위험도를 산정하기 위해 링크 주변노출인구, 밀도 등을 변수로 하는 모형식을 제안하고, 두 번째로 산정된 위험도를 기반으로 최적경로를 결정하는 알고리즘을 제안하였다. 마지막으로 가상 네트웍에 본 연구에서 제안된 모형을 적용하고 현재 일반적으로 사용되는 최단경로와 비교·분석하였다.것은 운송거리와 운송비용이 각각 주요한 변수라는 것이다. 모형의 타당성을 검증하기 위해서는 logilikelihood 값을 구하여 $\rho$^2분석을 시행하였다. 여기서는 각 품목별로 $\rho$^2값이 약 0.15~0.3의 비교적 높은 수치를 보여주고 있으므로 모형의 설명력이 어느 정도 있다는 것이 아울러 증명이 되었다. 상관관계에 대한 분석에서는 영업용 차량간의 상관관계가 높게 나타났으며, 이는 곧 영업용 화물차량을 적재중량별로 구분하는 것이 별 의미가 없음을 의미한다. 다시 말하면 자가용 차량을 보유하고 있지 않은 회사는 다른 운송전문업체에 화물운송을 의뢰하게 되므로 출하중량에 따라 화물차량을 구분하는 것에 대해서 그다지 큰 고려를 하지 않는 것으로 해석할 수가 있다.적합함을 재확인함. 6. 혼잡초기를 제외한 혼잡기간 중 대기행렬길이는 밀도데이터 없이도 혼잡 상류부의 도착교통량과 병목지점 본선통과교통량만을 이용하여 추정이 가능함. 7. 이상에 연구한 결과를 토대로, 고속도로 대기행렬길이를 산정할 수 있는 기초적인 도형을 제시함.벌레를 대상으로 처리한 Phenthoate EC가 96.38%의 방제가로 약효가 가장 우수하였고 3월중순 및 4월중순 월동후 암컷을 대상으로 처리한 Machine oil, Phenthoate EC 및 Trichlorfon WP는 비교적 약효가 낮았다.>$^{\circ}$E/$\leq$30$^{\circ}$NW 단열군이 연구지역 내에서 지하수 유동성이 가장 높은 단열군으로 추정된다. 이러한 사실은 3개 시추공을 대상으로 실시한 시추공 내 물리검층과 정압

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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.