• Title/Summary/Keyword: ART Algorithm

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Mixed Model Assembly Sequencing using Neural Net (신경망을 이용한 혼류조립순서 결정)

  • Won, Young-Cheol;Koh, Jae-Moon
    • IE interfaces
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    • v.10 no.2
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    • pp.51-56
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    • 1997
  • This paper concerns with the problem of mixed model assembly sequencing using neural net. In recent years, because of two characteristics of it, massive parallelism and learning capability, neural nets have emerged to solve the problems for which more conventional computational approaches have proven ineffective. This paper proposes a method using neural net that can consider line balancing and grouping problems simultaneously. In order to solve the mixed model assembly sequencing of the motor industry, this paper uses the modified ART1 algorithm.

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The Proposed Self-Generation Supervised Learning Algorithm for Image Recognition (영상 인식을 위한 제안된 자가 생성 지도 학습 알고리즘)

  • 이혜현;류재욱;조아현;김광백
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.226-230
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    • 2001
  • 오류 역전파 알고리즘을 영상 인식에 적용한 경우 은닉층의 노드 수를 경험적으로 설정하여야 하는 문제점이 있다. 따라서 본 논문에서는 오류 역전파 알고리즘의 은닉층 노드 수를 동적으로 설정하는 문제를 해결하기 위해 ART1을 수정하여 지도 학습 방법과 결합한 자가 생성 지도 학습 알고리즘을 제안하였다. 제안된 학습 알고리즘의 성능을 평가하기 위해 콘테이너 영상의 문자 및 숫자 인식 문제에 적용하여 기존의 오류 역전파 알고리즘과 성능을 비교, 분석하였다. 실험 결과에서는 제안된 자가 생성 지도 학습알고리즘이 기존의 오류 역전과 알고리즘보다 지역 최소화에 빠질 가능성이 감소하였으며 학습 시간과 수렴성이 개선되었을 뿐만 아니라, 영상 인식에 적용할 수 있는 가능성도 제시하였다.

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Development of EMU Traction Control System (전동차 추진제어장치 개발)

  • 이일호;이인석;정은성;한성수;배본호
    • Proceedings of the KSR Conference
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    • 2000.11a
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    • pp.659-665
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    • 2000
  • EMU Traction Control System has been largely relied on foreign technology until now. In this time, this system is developed by own local technology according to national technology development policy during 3 years. In this paper, the new developed Traction Control System of EMU and its testing results are introduced. The Traction Control System is consisted latest IGBT switching elements and its traction control algorithm is realized by the state-of-the-art technology, vector control. The system is fully tested in various conditions and the quality is well verified in those tests.

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Enhanced Fuzzy Multi-Layer Perceptron

  • Kim, Kwang-Baek;Park, Choong-Sik;Abhjit Pandya
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05a
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    • pp.1-5
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    • 2004
  • In this paper, we propose a novel approach for evolving the architecture of a multi-layer neural network. Our method uses combined ART1 algorithm and Max-Min neural network to self-generate nodes in the hidden layer. We have applied the. proposed method to the problem of recognizing ID number in student identity cards. Experimental results with a real database show that the proposed method has better performance than a conventional neural network.

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Multi-Object Tracking using Real-Time Background Image and Ranking Distance Algorithm (실시간 배경영상과 거리 Ranking을 통한 다개체 추적)

  • 서영욱;차의영
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.575-578
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    • 2003
  • 본 논문은 제한된 영역 안의 다수 물고기를 추적하는 방법을 제안한다. 고정된 카메라로 물고기가 있는 수조의 영상을 얻은 다음 실시간으로 얻는 매경영상을 통해 물고기의 이미지만을 얻는다. 이렇게 얻어진 이미지를 ART2 알고리즘을 통해 clustering을 하고 각각의 물고기라 추정되는 cluster와 이전까지 측정되어진 물고기 좌표와의 거리 계산을 통해 각각의 물고기의 개체 인식을 하게 된다. 본 논문에서는 기존의 물고기 이미지를 얻는 방법을 개선하여 다 개체 추적을 위한 깨끗한 개체 이미지를 얻는 방법과, 각 cluster들과 이진 물고기 위치와의 거리계산을 통한 개체 인식 방법에 대해 초점을 맞추었다.

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Hierarchical Recognition of English Calling Card by Using Multiresolution Images and Enhanced RBF Network (다해상도 영상과 개선된 RBF 네트워크를 이용한 계층적 영문 명함 인식)

  • Kim, Kwang-Baek;Kim, Young-Ju
    • The KIPS Transactions:PartB
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    • v.10B no.4
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    • pp.443-450
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    • 2003
  • In this paper, we proposed the novel hierarchical algorithm for the recognition of English calling cards that processes multiresolution images of calling cards hierarchically to extract individual characters and recognizes the extracted characters by using the enhanced neural network method. The hierarchical recognition algorithm generates multiresolution images of calling cards, and each processing step in the algorithm selects and processes the image with suitable resolution for lower processing overhead and improved output. That is, first, the image of 1/3 times resolution, to which the horizontal smearing method is applied, is used to extract the areas including only characters from the calling card image, and next, by applying the vertical smearing and the contour tracking masking, the image of a half time resolution is used to extract individual characters from the character string areas. Lastly, the original image is used in the recognition step, because the image includes the morphological information of characters accurately. And for the recognition of characters with diverse font types and various sizes, the enhanced RBF network that improves the middle layer based on the ART1 was proposed and applied. The results of experiments on a large number of calling card images showed that the proposed algorithm is greatly improved in the performance of character extraction and recognition compared with the traditional recognition algorithms.

Kinematic Analysis and Simulation of an Automatic feeding Mechamism subjected by A Curvilinear Inverse Cam(II) (곡선 캠을 이용한 자동이송장치의 기구해석 및 Simulation용 CAD 프로그램 개발(II))

  • Sin, Jung-Ho;Ryu, Gap-Sang
    • 한국기계연구소 소보
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    • s.17
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    • pp.93-97
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    • 1987
  • This paper is concerned on kinematic analysis and simulation of an automatic feeding mechanism and a curved inverse earn. The main objective is the development 0 fan algorithm of the earn-feeding mechanism and a CAD program. The computer program CACAFS (Computer-Aided Cam and Automatic Feeding System) is developed by using the state-of-the-art for CAD. Thus, the program CACAFS is independent of computer hardwares and also interactive. As the second part of paper, this paper introduces the technique for the mechanism simulation and graphics-oriented CAD programming. The first part of r paper presents the algorithm to analyze the motion of the inverse earn and the automatic feeding mechanism.

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Kinematic Analysis and Simulation of an Automatic feeding Mechamism subjected by A Curvilinear Inverse Cam(I) (곡선 캠을 이용한 자동이송장치의 기구해석 및 Simulation용 CAD 프로그램 개발(I))

  • Sin, Jung-Ho;Choe, Yeong-Hyu;No, Chang-Su
    • 한국기계연구소 소보
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    • s.17
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    • pp.83-91
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    • 1987
  • This paper is concerned on kinematic Analysis and Simulation of an automatic feeding mechanism and a curved inverse cam. The main objective is the development of an algorithm of the cam-feeding mechanism and a CAD program. The computer program CACAFS (Computer-Aided Cam and Automatic Feeding System is developed by using the state-of-the-art for CAD. Thus, the program CACAFS is independent of computer hardwares and also interactive. As the first part of paper, this paper introduces the algorithm to analyze the motion of the inverse cam and the automatic feeding mechanism. The second part of paper presents the technique for the mechanism simulation and graphics-oriented CAD programming.

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A Simple Polygon Search Algorithm

  • Lee, Sang-Un
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.5
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    • pp.41-47
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    • 2016
  • This paper considers simple polygon search problem. How many searchers find a mobile intruder that is arbitrarily faster than the searcher within polygon art gallery? This paper uses the visibility graph that is connected with edges for mutually visible vertices. Given visibility graph, we select vertex u that is conjunction ${\Delta}(G)$ in $N_G(v)$ for $d_G(v){\leq}4$. We decide 1-searchable if $1{\leq}{\mid}u{\mid}{\leq}2$ and 2-searchable if ${\mid}u{\mid}{\geq}3$. We also present searcher's shortest path. This algorithm is verified by varies 1 or 2-searchable polygons.

Image-based Collision Detection on GPU (GPU를 이용한 이미지 기반 충돌검사)

  • Jang, Han-Young;Jung, Taek-Sang;Han, Jung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.812-817
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    • 2006
  • This paper presents an image-space algorithm to real-time collision detection, which is run completely by GPU. For a single object or for multiple objects with no collision, the front and back faces appear alternately along the view direction. However, such alternation is violated when objects collide. Based on these observations, the algorithm has been devised, and the implementation utilizes the state-of-the-art functionalities of GPU such as framebuffer objects(FBO), vertex buffer object(VBO) and occlusion query. The experimental results show the feasibility of GPU-intensive collision detection and its performance gain in real-time applications such as 3D games.

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