• Title/Summary/Keyword: 추적 기반 시뮬레이션

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A Study of Location Based Services Using Location Data Index Techniques (위치데이터인덱스 기법을 적용한 위치기반서버스에 관한 연구)

  • Park Chang-Hee;Kim Jang-Hyung;Kang Jin-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.595-605
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    • 2006
  • In this thesis, GPS and the electronic mapping were used to realize such a system by recognizing license plate numbers and identifying the location of objects that move at synchronous times with simulated movement in the electronic map. As well, throughout the study, a camera attached to a PDA, one of the mobile devices, automatically recognized and confirmed acquired license plate numbers from the front and back of each car. Using this mobile technique in a wireless network, searches for specific plate numbers and information about the location of the car is transmitted to a remote server. The use of such a GPS-based system allows for the measurement of topography and the effective acquisition of a car's location. The information is then transmitted to a central controlling center and stored as text to be reproduced later in the form of diagrams. Getting positional information through GPS and using image-processing with a PDA makes it possible to estimate the correct information of a car's location and to transmit the specific information of the car to a control center simultaneously, so that the center will get information such as type of the car, possibility of the defects that a car might have, and possibly to offer help with those functions. Such information can establish a mobile system that can recognize and accurately trace the location of cars.

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Implementation of integrated monitoring system for trace and path prediction of infectious disease (전염병의 경로 추적 및 예측을 위한 통합 정보 시스템 구현)

  • Kim, Eungyeong;Lee, Seok;Byun, Young Tae;Lee, Hyuk-Jae;Lee, Taikjin
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.69-76
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    • 2013
  • The incidence of globally infectious and pathogenic diseases such as H1N1 (swine flu) and Avian Influenza (AI) has recently increased. An infectious disease is a pathogen-caused disease, which can be passed from the infected person to the susceptible host. Pathogens of infectious diseases, which are bacillus, spirochaeta, rickettsia, virus, fungus, and parasite, etc., cause various symptoms such as respiratory disease, gastrointestinal disease, liver disease, and acute febrile illness. They can be spread through various means such as food, water, insect, breathing and contact with other persons. Recently, most countries around the world use a mathematical model to predict and prepare for the spread of infectious diseases. In a modern society, however, infectious diseases are spread in a fast and complicated manner because of rapid development of transportation (both ground and underground). Therefore, we do not have enough time to predict the fast spreading and complicated infectious diseases. Therefore, new system, which can prevent the spread of infectious diseases by predicting its pathway, needs to be developed. In this study, to solve this kind of problem, an integrated monitoring system, which can track and predict the pathway of infectious diseases for its realtime monitoring and control, is developed. This system is implemented based on the conventional mathematical model called by 'Susceptible-Infectious-Recovered (SIR) Model.' The proposed model has characteristics that both inter- and intra-city modes of transportation to express interpersonal contact (i.e., migration flow) are considered. They include the means of transportation such as bus, train, car and airplane. Also, modified real data according to the geographical characteristics of Korea are employed to reflect realistic circumstances of possible disease spreading in Korea. We can predict where and when vaccination needs to be performed by parameters control in this model. The simulation includes several assumptions and scenarios. Using the data of Statistics Korea, five major cities, which are assumed to have the most population migration have been chosen; Seoul, Incheon (Incheon International Airport), Gangneung, Pyeongchang and Wonju. It was assumed that the cities were connected in one network, and infectious disease was spread through denoted transportation methods only. In terms of traffic volume, daily traffic volume was obtained from Korean Statistical Information Service (KOSIS). In addition, the population of each city was acquired from Statistics Korea. Moreover, data on H1N1 (swine flu) were provided by Korea Centers for Disease Control and Prevention, and air transport statistics were obtained from Aeronautical Information Portal System. As mentioned above, daily traffic volume, population statistics, H1N1 (swine flu) and air transport statistics data have been adjusted in consideration of the current conditions in Korea and several realistic assumptions and scenarios. Three scenarios (occurrence of H1N1 in Incheon International Airport, not-vaccinated in all cities and vaccinated in Seoul and Pyeongchang respectively) were simulated, and the number of days taken for the number of the infected to reach its peak and proportion of Infectious (I) were compared. According to the simulation, the number of days was the fastest in Seoul with 37 days and the slowest in Pyeongchang with 43 days when vaccination was not considered. In terms of the proportion of I, Seoul was the highest while Pyeongchang was the lowest. When they were vaccinated in Seoul, the number of days taken for the number of the infected to reach at its peak was the fastest in Seoul with 37 days and the slowest in Pyeongchang with 43 days. In terms of the proportion of I, Gangneung was the highest while Pyeongchang was the lowest. When they were vaccinated in Pyeongchang, the number of days was the fastest in Seoul with 37 days and the slowest in Pyeongchang with 43 days. In terms of the proportion of I, Gangneung was the highest while Pyeongchang was the lowest. Based on the results above, it has been confirmed that H1N1, upon the first occurrence, is proportionally spread by the traffic volume in each city. Because the infection pathway is different by the traffic volume in each city, therefore, it is possible to come up with a preventive measurement against infectious disease by tracking and predicting its pathway through the analysis of traffic volume.

Local Grid-based Multipath Routing Protocol for Mobile Sink in Wireless Sensor Networks (무선 센서 네트워크에서 이동 싱크를 지원하기 위한 지역적 격자 기반 다중 경로 전송 방안)

  • Yang, Taehun;Kim, Sangdae;Cho, Hyunchong;Kim, Cheonyong;Kim, Sang-Ha
    • Journal of KIISE
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    • v.43 no.12
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    • pp.1428-1436
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    • 2016
  • A multipath routing in wireless sensor networks (WSNs) provides advantage such as reliability improvement and load balancing by transmitting data through divided paths. For these reasons, existing multipath routing protocols divide path appropriately or create independent paths efficiently. However, when the sink node moves to avoid hotspot problem or satisfy the requirement of the applications, the existing protocols have to reconstruct multipath or exploit foot-print chaining mechanism. As a result, the existing protocols will shorten the lifetime of a network due to excessive energy consumption, and lose the advantage of multipath routing due to the merging of paths. To solve this problem, we propose a multipath creation and maintenance scheme to support the mobile sink node. The proposed protocol can be used to construct local grid structure with restricted area and exploit grid structure for constructing the multipath. The grid structure can also be extended depending on the movement of the sink node. In addition, the multipath can be partially reconstructed to prevent merging paths. Simulation results show that the proposed protocol is superior to the existing protocols in terms of energy efficiency and packet delivery ratio.

Hardware Architecture of High Performance Cipher for Security of Digital Hologram (디지털 홀로그램의 보안을 위한 고성능 암호화기의 하드웨어 구조)

  • Seo, Young-Ho;Yoo, Ji-Sang;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.374-387
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    • 2012
  • In this paper, we implement a new hardware for finding the significant coefficients of a digital hologram and ciphering them using discrete wavelet packet transform (DWPT). Discrete wavelet transform (DWT) and packetization of subbands is used, and the adopted ciphering technique can encrypt the subbands with various robustness based on the level of the wavelet transform and the threshold of subband energy. The hologram encryption consists of two parts; the first is to process DWPT, and the second is to encrypt the coefficients. We propose a lifting based hardware architecture for fast DWPT and block ciphering system with multi-mode for the various types of encryption. The unit cell which calculates the repeated arithmetic with the same structure is proposed and then it is expanded to the lifting kernel hardware. The block ciphering system is configured with three block cipher, AES, SEED and 3DES and encrypt and decrypt data with minimal latency time(minimum 128 clocks, maximum 256 clock) in real time. The information of a digital hologram can be hided by encrypting 0.032% data of all. The implemented hardware used about 200K gates in $0.25{\mu}m$ CMOS library and was stably operated with 165MHz clock frequency in timing simulation.

Ranging Performance Evaluation of Relative Frequency Offset Compensation in High Rate UWB (고속 UWB의 상대주파수 차이 보상에 의한 거리추정 성능평가)

  • Nam, Yoon-Suk;Lim, Jae-Geol;Jang, Ik-Hyeon
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.76-85
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    • 2009
  • UWB signal with high resolution capability can be used to estimate ranging and positioning in wireless personal area network. The node works on its local clock and the frequency differences of nodes have serious affects on ranging algorithms estimating locations of mobile nodes. The low rate UWB, IEEE802.15.4a, describes asynchronous two way ranging methods such as TWR and SDS-TWR working without any additional network synchronization, but the algorithms can not eliminate the effect of clock frequency differences. Therefore, the mechanisms to characterize the crystal difference is essential in typical UWB PHY implementations. In high rate UWB, characterizing of crystal offset with tracking loop is not required. But, detection of the clock frequency offset between the local clock and remote clock can be performed if there is little noise induced jitter. In this paper, we complete related ranging equations of high rate UWB based on TWR with relative frequency offset, and analyze a residual error in the ideal equations. We also evaluate the performance of the relative frequency offset algorithm by simulation and analyze the ranging errors according to the number of TWR to compensate coarse clock resolution. The results show that the relative frequency offset compensation and many times of TWR enhance the performance to converge to a limited ranging errors even with coarse clock resolutions.

A RFID Tag Anti-Collision Algorithm Using 4-Bit Pattern Slot Allocation Method (4비트 패턴에 따른 슬롯 할당 기법을 이용한 RFID 태그 충돌 방지 알고리즘)

  • Kim, Young Back;Kim, Sung Soo;Chung, Kyung Ho;Ahn, Kwang Seon
    • Journal of Internet Computing and Services
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    • v.14 no.4
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    • pp.25-33
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    • 2013
  • The procedure of the arbitration which is the tag collision is essential because the multiple tags response simultaneously in the same frequency to the request of the Reader. This procedure is known as Anti-collision and it is a key technology in the RFID system. In this paper, we propose the 4-Bit Pattern Slot Allocation(4-BPSA) algorithm for the high-speed identification of the multiple tags. The proposed algorithm is based on the tree algorithm using the time slot and identify the tag quickly and efficiently through accurate prediction using the a slot as a 4-bit pattern according to the slot allocation scheme. Through mathematical performance analysis, We proved that the 4-BPSA is an O(n) algorithm by analyzing the worst-case time complexity and the performance of the 4-BPSA is improved compared to existing algorithms. In addition, we verified that the 4-BPSA is performed the average 0.7 times the query per the Tag through MATLAB simulation experiments with performance evaluation of the algorithm and the 4-BPSA ensure stable performance regardless of the number of the tags.

A method for localization of multiple drones using the acoustic characteristic of the quadcopter (쿼드콥터의 음향 특성을 활용한 다수의 드론 위치 추정법)

  • In-Jee Jung;Wan-Ho Cho;Jeong-Guon Ih
    • The Journal of the Acoustical Society of Korea
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    • v.43 no.3
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    • pp.351-360
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    • 2024
  • With the increasing use of drone technology, the Unmanned Aerial Vehicle (UAV) is now being utilized in various fields. However, this increased use of drones has resulted in various issues. Due to its small size, the drone is difficult to detect with radar or optical equipment, so acoustical tracking methods have been recently applied. In this paper, a method of localization of multiple drones using the acoustic characteristics of the quadcopter drone is suggested. Because the acoustic characteristics induced by each rotor are differentiated depending on the type of drone and its movement state, the sound source of the drone can be reconstructed by spatially clustering the results of the estimated positions of the blade passing frequency and its harmonic sound source. The reconstructed sound sources are utilized to finally determine the location of multiple-drone sound sources by applying the source localization algorithm. An experiment is conducted to analyze the acoustic characteristics of the test quadcopter drones, and the simulations for three different types of drones are conducted to localize the multiple drones based on the measured acoustic signals. The test result shows that the location of multiple drones can be estimated by utilizing the acoustic characteristics of the drone. Also, one can see that the clarity of the separated drone sound source and the source localization algorithm affect the accuracy of the localization for multiple-drone sound sources.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.