• Title/Summary/Keyword: Navigation Path

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A Study of Pedestrian Navigation Service System for Visual Disabilities (시각장애인용 길안내 서비스 시스템에 대한 연구)

  • Jang, Young Gun;Cha, J.H.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.4
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    • pp.315-321
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    • 2017
  • This paper is a study on the design and realization of Pedestrian navigation service system for the visually impaired. As it is an user interface considering visually impaired, voice recognition functioned smartphone was used as the input tool and the Osteoacusis headset, which can vocally guide directions while recognizing the surrounding environment sound, was used as the output tool. Unlike the pre-existing pedestrian navigation smartphone apps, the developed system guides walking direction by the scale of the left and right stereo sound of the headset wearing, and the voice guidance about the forked or curved path is given several meters before according to the speed of the user, and the user is immediately warned of walking opposite direction or proceeding off the path. The system can acquire stable and reliable directional information using the motion tracker with the dynamic heading accuracy of 1.5 degrees. In order to overcome GPS position error, we proposed a robust trajectory planning algorithm for position error. Experimental results for the developed system show that the average directional angle error is 6.82 degrees (standard deviation: 5.98) in the experimental path, which can be stated that it stably navigated the user relatively.

A Study on a New Algorithm for K Shortest Detour Path Problem in a Directed Network (유방향의 복수 최단 우회 경로 새로운 해법 연구)

  • Chang, Byung-Man
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.11a
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    • pp.60-66
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    • 2006
  • This paper presents a new algorithm for the K shortest path problem in a directed network. After a shortest path is produced with Dijkstra algorithm, detouring paths through inward arcs to every vertex of the shortest path are generated. A length of a detouring path is the sum of both the length of the inward arc and the difference between the shortest distance from the origin to the head vertex and that to the tail vertex. K-1 shorter paths are selected among the detouring paths and put into the set of K paths. Then detouring paths through inward arcs to every vertex of the second shortest path are generated. If there is a shorter path than the current Kth path in the set, this path is placed in the set and the Kth path is removed from the set, and the paths in the set is rearranged in the ascending order of lengths. This procedure of generating the detouring paths and rearranging the set is repeated for the K-1 st path of the set. This algorithm can be applied to a problem of generating the detouring paths in the navigation system for ITS and also for vehicle routing problems.

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Path Planning for AGVs with Path Tracking (경로 추적 방식의 AGV를 위한 경로 계획)

  • Do, Joo-Cheol;Kim, Jung-Min;Jung, Kyung-Hoon;Woo, Seung-Beom;Kim, Sung-Shin
    • The Journal of Korea Robotics Society
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    • v.5 no.4
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    • pp.332-338
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    • 2010
  • This paper presents a study of path-planning method for AGV(automated guided vehicle) based on path-tracking. It is important to find an optimized path among the AGV techniques. This is due to the fact that the AGV is conditioned to follow the predetermined path. Consequently, the path-planning method is implemented directly affects the whole AGV operation in terms of its performance efficiency. In many existing methods are used optimization algorithms to find optimized path. However, such methods are often prone with problems in handling the issue of inefficiency that exists in system's operation due to inherent undue time delay created by heavy load of complex computation. To solve such problems, we offer path-planning method using modified binary tree. For the purpose of our experiment, we initially designed a AGV that is equiped with laser navigation, two encoders, a gyro sensor that is meant to be operated within actual environment with given set of constrictions and layout for the AGV testing. The result of our study reflects the fact that within such environments, the proposed method showed improvement in its efficiency in finding optimized path.

Performance Evaluation of Visual Path Following Algorithm (영상 교시기반 주행 알고리듬 성능 평가)

  • Choi, I-Sak;Ha, Jong-Eun
    • Journal of Institute of Control, Robotics and Systems
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    • v.17 no.9
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    • pp.902-907
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    • 2011
  • In this paper, we deal with performance evaluation of visual path following using 2D and 3D information. Visual path follow first teaches driving path by selecting milestone images then follows the same route by comparing the milestone image and current image. We follow the visual path following algorithm of [8] and [10]. In [8], a robot navigated with 2D image information only. But in [10], local 3D geometries are reconstructed between the milestone images in order to achieve fast feature prediction which allows the recovery from tracking failures. Experimental results including diverse indoor cases show performance of each algorithm.

Improvement of Visual Path Following through Velocity Variation (속도 가변을 통한 영상교시 기반 주행 알고리듬 성능 향상)

  • Choi, I-Sak;Ha, Jong-Eun
    • Journal of Institute of Control, Robotics and Systems
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    • v.17 no.4
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    • pp.375-381
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    • 2011
  • This paper deals with the improvement of visual path following through velocity variation according to the coordinate of feature points. Visual path follow first teaches driving path by selecting milestone images then follows the route by comparing the milestone image and current image. We follow the visual path following algorithm of Chen and Birchfield [8]. In [8], they use fixed translational and rotational velocity. We propose an algorithm that uses different translational velocity according to the driving condition. Translational velocity is adjusted according to the variation of the coordinate of feature points on image. Experimental results including diverse indoor cases show the feasibility of the proposed algorithm.

Local Path Plan for Unpaved Road in Rough Environment (야지환경의 비포장도로용 지역경로계획)

  • Lee, Young-Il;Choe, Tok Son;Park, Yong Woon
    • Journal of the Korea Institute of Military Science and Technology
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    • v.16 no.6
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    • pp.726-732
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    • 2013
  • It is required for UGV(Unmanned Ground Vehicle) to have a LPP(Local Path Plan) component which generate a local path via the center of road by analyzing binary map to travel autonomously unpaved road in rough environment. In this paper, we present the method of boundary estimation for unpaved road and a local path planning method based on RANGER algorithm using the estimated boundary. In specially, the paper presents an approach to estimate road boundary and the selection method of candidate path to minimize the problem of zigzag driving based on Bayesian probability reasoning. Field test is conducted with scenarios in rough environment in which bush, tree and unpaved road are included and the performance of proposed method is validated.

A local path planning algorithm for free-ranging mobil robot (자율 주행로봇을 위한 국부 경로계획 알고리즘)

  • Cha, Y.Y.;Gweon, D.G.
    • Journal of the Korean Society for Precision Engineering
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    • v.11 no.4
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    • pp.88-98
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    • 1994
  • A new local path planning algorithm for free-ranging robots is proposed. Considering that a laser range finder has the excellent resolution with respect to angular and distance measurements, a simple local path planning algorithm is achieved by a directional weighting method for obtaining a heading direction of nobile robot. The directional weighting method decides the heading direction of the mobile robot by estimating the attractive resultant force which is obtained by directional weighting function times range data, and testing whether the collision-free path and the copen parthway conditions are satisfied. Also, the effectiveness of the established local path planning algorithm is estimated by computer simulation in complex environment.

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2D Map-Based Navigation in 3D Virtual Environment (2차원 Map 기반 3차원 가상공간 Navigation)

  • Gwon, Tae-Uk;Choe, Yun-Cheol
    • Journal of KIISE:Software and Applications
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    • v.28 no.4
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    • pp.327-337
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    • 2001
  • 이 논문에서 제시된 2D Map-Based Navigation (MBN)은 다중 사용자 환경의 가상공간을 이동할 때, 실세계와 유사한 이동방법을 제공하여 사용자로 하여금 가상공간에 대한 현장감 및 현실감의 제고에 초점을 두었다. MBN은 사용자들이 가상공간에서 발생하기 쉬운 spatial loss를 방지하고, 이동 시 부가적인 입력이 없이도 일정한 속도로 이동을 지원하는 Automatic Constant-velocity Navigation, 이동중 장애물 및 다른 사용자(아바타)와의 충돌현상을 감지 및 회피하는 Collision Detection and Avoidance, 그리고 충돌회피 후 기존 방향으로의 계속된 이동을 지원하는 Path Adjustment 등의 기능을 제공한다. MBN은 spatial loss의 방지, 사용자의 부가적인 노력의 감소 및 병행작업의 보장, 현실과 유사한 사용자 중심의 navigation 기법의 제공, 그리고 가상공간과 현실과의 괴리를 줄임으로써 가상현실이 추구하는 현실감 및 현장감을 높일 수 있도록 하였다. 실험을 통하여 본 연구에서 제안한 MBN이 사용자 중심의 매우 자연스럽소, 쉽고 편리한 가상공간 navigation 인터페이사라는 평가를 얻었다.

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Analysis on the Path Length of M/W Access Link for Mobile Backhaul Design (이동통신 백홀 설계를 위한 M/W 억세스 링크의 경로길이 분석)

  • Kang, Young-Heung
    • Journal of Advanced Navigation Technology
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    • v.19 no.6
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    • pp.607-613
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    • 2015
  • In order to design M/W(microwave) short backhaul above 10 GHz to meet the increase in mobile traffic demand, the rain attenuation as well as the atmospheric conditions such as Earth bulge and Fresnel zone should be considered. In this paper, the path lengths have been estimated theoretically in various frequency bands using the Korean standard rain rate, and an example of path profile has been analyzed in urban area utilizing spectrum management intelligence system (SMIS). These derived minimum path lengths in various frequency bands are compared to the foreign them, and then will be proposed to improve the Korean minimum path length unitized to 10 km. This paper will provide useful information for microwave engineers in designing a M/W access link, and be utilized to make an efficient usage of high frequency bands for the short mobile broadband backhaul.

Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.55-61
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    • 2020
  • In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.