• Title/Summary/Keyword: Network-engine

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Development of AVL-GIS System Using IDGPS and Wireless Communication Techniques (IDGPS 와 무선통신을 이용한 AVL-GIS 시스템개발)

  • 안충현;양종윤;최종현
    • Spatial Information Research
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    • v.7 no.2
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    • pp.209-221
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    • 1999
  • In this research, AVL-GIS(Automatic Vehicle Location System linked with Geographic Information System) system was developed using integration of core techniques of GIS engine written by Java language, GOS(Global Positioning System) and wireless telecommunication interfacing techniques. IDGPS(Inverted differential GPS) techniques was employed to estimate accurate position of mobile vehicle and to supervise their path from AVL-GLS control center system. Between mobile vehicle and AVL-GLS control center system which has spatial data analysis function, road network and rleate ddata base were connected wireless phone to communicate for position an dmessage in real time. The developed system from this research has more enhanced GIS functions rather than previous AVL oriented system which has MDT for message display and voice communication only. This system can support build-up application system such as fleet management like bus, taxi, truck, disaster and emergency and monitoring of transportation status for customer s order via web browser in filed of EC/CALS in low cost.

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Design and implementation of OSGi-based Context-Aware Mobile Healthcare System (OSGi 기반 상황인지 모바일 헬스케어 시스템 설계 및 구현)

  • Song, Seung-Jae;Kim, Nam-Ho;Ryu, Sing-Hwan;Shin, Ho-Jin;Jang, Kyung-Soo;Shin, Dong-Ryoel
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.47-59
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    • 2007
  • Recently, Healthcare system has not been standardized and has been developed as an embedded system lacking interoperability. We are finally going to face such problems as having excessive load in using network caused by the uncontrolled spread of system and un-guaranteed interoperability among the heterogeneous systems. We suggest the possibility that OSGi and JADE can be accepted as a solution for the above problems.

A COMPARATIVE STUDY BETWEEN GMLAN SPEED AND GPS REPORTED VEHICLE SPEED BY VEHICLE MANEUVER (차량 운동에 따른 GMLAN 차량 속도와 실제 차량 속도 비교)

  • Won, Eugene;Kim, Jinwon;Kang, Sunggi
    • Journal of Auto-vehicle Safety Association
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    • v.5 no.1
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    • pp.16-24
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    • 2013
  • Some GM (General Motors) vehicles are using a GMLAN (General Motors Local Area Network) communication protocol for control and diagnostics. The airbag control module uses vehicle speed information from the GMLAN to record the vehicle speed as pre-crash information. In order to use the vehicle speed information for crash reconstruction purposes, it helps to be able to understand the accuracy of the data. The actual vehicle speed is not expected to be the same as the GMLAN indicated speed in some situations like a spin or if there is hard braking. This paper compares the actual vehicle speed and vehicle speed information during specific vehicle maneuvers. Actual vehicle speed is calculated from a GPS sensor, while GMLAN vehicle speed is calculated from transmission output sensor by the Engine control module (ECM). Vehicle maneuvers defined as Mode #1, Mode #2, Mode #3. The Mode #1 maneuver simulates wheel lock-up and skidding f by hard-braking at a specific speed. The Mode #2 maneuver simulates a 90degree turn using a J-turn maneuver at a specific speed. The Mode#3 maneuver simulates a 180 degree turn using a spin type of maneuver at a specific speed. The study then compares the GMLAN speed and GPS speed to see what speed difference exists between them. The results of this paper are applicable to GM vehicles only. This paper catalogs the performance and limitations of two vehicles as useful reference for crash reconstructions where there is a need to understand the speed indicated in the pre-crash section of the SDM data.

Some Trends of Marine Engineering and Shipbuilding in Asia (reliability investigation works and their evaluation indices)

  • Hashimoto, Takeshi
    • Journal of Advanced Marine Engineering and Technology
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    • v.20 no.3
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    • pp.19-28
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    • 1996
  • In Asia countries the productions of ship building and marine engines have been increasing, specially Japanese marine industries have worked hard after 1960s and Korean ones after 1980s. Recently the other countries, as Taiwan and China, have been working so that these hour Asian countries are occuping the high level of shared ratio of productions for gross tonnages and horse powers, which are 74 and 64[%] of the world ones ($8.6\times10$+6[GT], $8.6\times10$+6[PS]) in 1994. Korean industries had the highest shared ratio of production of tanker vessel and 2 stroke diesel engine as 45[%]($2.2\times10$+6[GT]) and 37[%]($1.0\times10$+6[PS]) which were more than those of Japan as 34 and 16[%] in 1989 respectively. Some marine databases and their network links among Asian countries are proposed due to the posibility of collection and analyses with their own specifications by the marine industries and operators as well as Japanese ship reliability investigation works(SRIW) like SRIC in Japan. During 1966 and 1996 16 times of SRIW in Japan have been carried out by ship reliability investigation group(SRIG) in Japan. There have been collected and evaluated a great number of field data of failures and maintenances($700\times10$+3[occ], $1.6\times10$+6[MH}) during running hours($13.4\times10$+6[Hrs]), from which many kinds of evaluation indices could be gotten as the three indices of occurring rate$\lambda$(52.2[occ/1000Hrs]), average man-hour mh(2.29[MH/occ]) and manning index MI(119[MH/1000Hrs]). An estimation example having the three indices$\lambda$, mh and MI were shown by the SRIC 1990 Data Base in Japan for the two kinds of fuel oil suppling subsystems which are dual fuel oil one(DFOS) and mono fuel oil one(MFOS). Three indices MI, and mh for DFOS and MFOS results in 7.16 and 5.20[MH/1000Hrs], 2.63 and 2.06[occ/1000 Hrs]. Therefore the more simple subsystem MFOS can save approximately 30[%] of maintenance load. Finlly an utilization methods are shown for the SRIC in Japan by means of computer system and worlwide internet links.

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Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.

A Suggestion and an analysis on Changes on trend of the 'Virtual Tourism' before and after the Covid 19 Crisis using Textmining Method (텍스트 마이닝을 활용한 '가상관광'의 코로나19 전후 트렌드 분석 및 방향성 제언)

  • Sung, Yun-A
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.155-161
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    • 2022
  • The outbreak of the Covid 19 increased the interest on the 'Virtual Tourism. In this research the key word related to "Virtual Tourism" was collected through the search engine and was analyzed through the data mining method such as Log-odds ratio, Frequency, and network analysis. It is clear that the information and communication dependency increased in the field of "Virtual Tourism" after Covid 19 and also the trend have changed from "securement of the contents diversity" to "project related to economic recovery." Since the demands for the "Virtual Reality" such as metaverse is increasing, there should be an economic and circular structure in which the government establishing a related policy and the funding plan based on the research, local government and the private companies planning and producing discriminate contents focusing on AISAS(Attension, Interest, Search, Action, Share) aand the research institutions and universities developing, applying, assessing and commercializing the technology.

AQS: An Analytical Query System for Multi-Location Rice Evaluation Data

  • Nazareno, Franco;Jung, Seung-Hyun;Kang, Yu-Jin;Lee, Kyung-Hee;Cho, Wan-Sup
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.2
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    • pp.59-67
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    • 2010
  • Rice varietal information exchange is vital for agricultural experiments and trials. With the growing size of rice data gathered around the world, and numerous research and development achievements, the effective collection and convenient ways of data dissemination is an important aspect to be dealt with. The collection of this data is continuously worked out through various international cooperation and network programs. The problem in acquiring this information anytime anywhere is the new challenge faced by rice breeders, scientist and crop information specialists, in order to perform rapid analysis and obtain significant results in rice research, thus alleviating rice production. To address these constraints, we propose an Online Analytical Query System, a web query application to provide breeders and rice scientist around the world a fast web search engine for rice varieties, giving the users the freedom to choose from which trial it has been used, trait observation parameters as well as geographical or weather conditions, and location specifications. The application uses data warehouse techniques and OLAP for summarization of agricultural trials conducted, and statistical analysis in deriving outstanding varieties used in these trials, consolidated in an Model-View-Controller Web framework.

A Study on the Implementation of Serious Game Learning Multiplication Table using Back Propagation Neural Network on Divided Interconnection Weights Table (분할 가중치 테이블 역전파 신경망을 이용한 구구단 학습 기능성 게임 제작에 관한 연구)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.233-240
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    • 2009
  • In this paper we made the serious game learning multiplication table to be evolved. The serious game is to induce the interest of the learner. This program has an interaction form which reflects the intention of the user and using this program a learner to learn the multiplication table as teacher's location are training a program that are seen as the abata and came to be that learner is smart. A study ability to be evolved used an back propagation neural networks. But we improved a study speed using divided weight table concept. The engine is studied perfectly in 60~80 times training. The learning rate increase to various non-monotonic functional form not to do a mechanical rise. And the learning rate is similar with the study ability of the human.

Development of Real-time Underground Utilities Management System using Real-time Kinematics Systems and 3D Game Engines (RTK 시스템과 3차원 게임엔진을 이용한 실시간 지하 매설물 관리 시스템 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.51-58
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    • 2011
  • This paper describes a development of system that enables the user to manage and display from 3D viewer after at real-time saves attribute informations in DBMS using RTK systems and 3D game engines. The 3-dimensional game engines for this system will be input a attribute values of underground utilities which is measured from RTK systems with wireless network. This system which sees does to make be a possibility of managing creation, elimination, modification for the underground utilities from 3-dimensional viewer. The coordinates about the underground utilities measures with GPS. The base reference point for RTK systems uses one in reference points which are measured in existing. GPS coordinates revised a reference point in standard. The 3-dimensional game engines are having the function which manages the underground utilities with 3-dimensions. The function is the same as wireless network of RTK systems, 3-dimensional display for terrain and underground utilities, input and registration for attribute of underground utilities, etc. The system which sees will be able to prevent the various accident which is caused by in the spatial location coordinate which underground utilities is inaccurate. And the system which sees is accurate is a possibility of managing and the application possibility is high very. Finally, this system could be applied very usefully from the point of view which starts a new town development.

Development of the Integrated Management System of the Control Points (기준점 통합관리시스템 개발)

  • Lim, In-Seop;Lee, Jae-Kee
    • Journal of Korean Society for Geospatial Information Science
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    • v.12 no.4 s.31
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    • pp.45-51
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    • 2004
  • Control stations managed by national and local governmes are associated with other survey work and constructing geography information and they are important assets in the national level as the positional standard of the country. Since these control points are managed as some type of register and the control points could not be easily updated due to the loss of control stations from construction work or urban development. Therefore, the users could not understand the present situation of the changed control stations. In this background, the aim of this study was to develop control station management system which the managers can use to efficiently maintain control points and to support the usage of the survey control points. For developing this system, we have designed input, update, network, analysis and statistic functions, and have constructed the system using Mapobject as main engine with other languages such as Visual C++ and Visual Basic. The graphic data used in this system are 1/5,000 digital map and digital cadastral map, and the attribute data of each control station are point name, map tile name, longitude and latitude coordinates, TM coordinates, surveying data with the format of year-month-day and control situation photos and so on. In the result of constructing this control station management system, we could achieve integrated management of graphic, attribute and positioning information of each control station.

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