• Title/Summary/Keyword: Virtual Space Vector

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A Geographic Distributed Hash Table for Virtual Geographic Routing in MANET (MANET에서 가상 위치 기반 라우팅을 위한 지역 분산 해쉬 테이블 적용 방법)

  • Ko, Seok-Kap;Kim, Young-Han
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.45 no.12
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    • pp.58-65
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    • 2008
  • This paper presents a new geographic distributed hash table (GDHT) for MANETs or Mesh networks, where virtual geographic protocol is used. In previous wort GDHT is applied to a network scenario based on two dimensional Cartesian coordinate system. Further, logical data space is supposed to be uniformly distributed. However, mobile node distribution in a network using virtual geographic routing is not matched to data distribution in GDHT. Therefore, if we apply previous GDHT to a virtual geographic routing network, lots of DHT data are probably located at boundary nodes of the network or specific nodes, resulting in long average-delay to discover resource (or service). Additionally, in BVR(Beacon Vector Routing) or LCR(Logical Coordinate Routing), because there is correlation between coordinate elements, we cannot use normal hash function. For this reason, we propose to use "geographic hash function" for GDHT that matches data distribution to node distribution and considers correlation between coordinate elements. We also show that the proposed scheme improves resource discovery efficiently.

Efficient Hole Searching Algorithm for the Overset Grid System with Relative Body Motion (상대운동이 있는 중첩격자계에 효율적인 Hole Searching Algorithm 개발)

  • Lee, Seon-Hyeong;Chae, Sang-Hyun;Oh, Se-Jong;Yee, Kwan-Jung
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.39 no.11
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    • pp.995-1004
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    • 2011
  • Object X-ray method commonly used for hole search in overset grids requires huge amount of time due to complicated vector calculations to search the cross-points as well as time-consuming hole search algorithm with respect to background grids. Especially, when the grid system is in motion relative to the background, hole points should be searched at every time step, leading to hung computational burden. To cope with this difficulties, this study presents an efficient hole search algorithm mainly designed to reduce hole searching time. To this end, virtual surface with reduced grid points is suggested and logical operators are employed as a classification algorithm instead of complicated vector calculations. In addition, the searching process is further accelerated by designating hole points in a row rather than discriminating hole points with respect to each background grid points. If there exists a relative motion, the present algorithm requires much less time because only the virtual surface needs to be moved at every time step. The hole searching time has been systematically compared for a few selected geometries.

Performance Comparison of Single-Phase PLL Algorithms Using Virtual 2-Phase Strategy (가상 2상 방식을 사용한 단상 PLL 알고리즘의 성능 비교)

  • Lee, Yong-Seok;Lee, Dong-Min;Ji, Jun-Keun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.2
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    • pp.219-225
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    • 2007
  • The frequency and phase angle of utility voltage represent very important information fur applications such as AC/DC converters and Uninterruptible Power Supplies(UPS). In a three-phase system, the utility voltage information can be easily obtained by using a utility voltage vector. However, in the case of a single-phase system. the utility voltage information is much harder to obtain. This paper presents a comparative study of single-phase PLL algorithms using virtual 2-phase strategy. Simulation and experimental results, including operation of the PLL structures introduced in reference papers, are presented to allow a performance comparison of the PLL algorithms.

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Direction of arrival estimation of non-Gaussian signals for nested arrays: Applying fourth-order difference co-array and the successive method

  • Ye, Changbo;Chen, Weiyang;Zhu, Beizuo;Tang, Leiming
    • ETRI Journal
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    • v.43 no.5
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    • pp.869-880
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    • 2021
  • Herein, we estimate the direction of arrival (DOA) of non-Gaussian signals for nested arrays (NAs) by implementing the fourth-order difference co-array (FODC) and successive methods. In particular, considering the property of the fourth-order cumulant (FOC), we first construct the FODC of the NA, which can obtain O(N4) virtual elements using N physical sensors, whereas conventional FOC methods can only obtain O(N2) virtual elements. In addition, the closed-form expression of FODC is presented to verify the enhanced degrees of freedom (DOFs). Subsequently, we exploit the vectorized FOC (VFOC) matrix to match the FODC of the NA. Notably, the VFOC matrix is a single snapshot vector, and the initial DOA estimates can be obtained via the discrete Fourier transform method under the underdetermined correlation matrix condition, which utilizes the complete DOFs of the FODC. Finally, fine estimates are obtained through the spatial smoothing-Capon method with partial spectrum searching. Numerical simulation verifies the effectiveness and superiority of the proposed method.

Analysis of Stiffness for Frustum-shaped Coil Spring (원추형 코일스프링의 강성해석)

  • Kim, Jin-Hun;Lee, Soo-Jong;Kim, Jung-Ryul
    • Journal of Advanced Marine Engineering and Technology
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    • v.32 no.2
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    • pp.250-255
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    • 2008
  • Springs are widely utilized in machine element. To find out stiffness of frustum-shaped coil spring, the space beam theory using the finite element method is adopted in this paper. In three dimensional space, a space frame element is a straight bar of uniform cross section which is capable of resisting axial forces, bending moments about two principal axes in the plane of its cross section and twisting moment about its centroidal axis. The corresponding displacement degrees of freedom are twelve. To find out load vector of coil spring subjected to distributed compression. principle of virtual work is adapted. And this theory was programming using MATLAB software. To compare FEM using MATLAB software was applied MSC. Nastran software. The geometry model for MSC. Patran was produced by 3-D design modeling software. Finite element model was produced by MSC. Patran. Finite element was applied tetra (CTETRA) having 10 node. The analysis results of the MATLAB and MSC. Nastran are fairly well agreed with those of various experiments. Using MATLAB program proposed in this paper and MSC. Nastran, spring constants and stresses can be predicted by input of few factors.

A Study on the Stiffness of Frustum-shaped Coil Spring (원추형 코일스프링의 강성에 대한 연구)

  • 김진훈;이수종;이경호
    • Proceedings of the Korean Society of Marine Engineers Conference
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    • 2001.11a
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    • pp.21-27
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    • 2001
  • Springs are widely utilized in machine element. To find out stiffness of frustum-shaped coil spring, the space beam theory using the finite element method is adopted in this paper In three dimensional space, a space frame element is a straight bar of uniform cross section which is capable of resisting axial forces, bending moments about two principal axes in the plane of its cross section and twisting moment about its centroidal axis. The corresponding displacement degrees of freedom are twelve. To find out load vector of coil spring subjected to distributed compression, principle of virtual work is adapted The displacements of nodal points due to small increment of force are calculated by the finite element method and the calculated nodal displacements are added to coordinates of nodal points. The new stiffness matrix of the system using the new coordinates of nodal points is adopted to calculate the another increments of nodal displacements, that is, the step by step method is used in this paper. The results of the finite element method are fairly well agreed with those of various experiments. Using MATLAB program developed in this paper, spring constants and stresses can be predicted by input of few factors.

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A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment (가상 현실 게임 환경에서의 가상 손 제어를 위한 사용자 손 인식 방법)

  • Kim, Boo-Nyon;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.49-56
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    • 2010
  • In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.

Development of the Calibration Algorithm of 3 Axis Vector Sensor Using Ellipsoid (타원체를 이용한 3축 센서의 실시간 보정 알고리듬 개발)

  • Hwang, Jung Moon;Kim, Jung Han
    • Journal of the Korean Society for Precision Engineering
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    • v.32 no.7
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    • pp.643-651
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    • 2015
  • Multi-axis magnetic and accelerometer sensor are widely used in consumer product such as smart phones. The vector output of multi-axis sensors have errors on each axis such as offset error, scale error, non-orthogonality. These errors cause many problems on the performance of the applications. In this paper, we designed the effective inline compensation algorithm for calibrating of 3 axis sensors using ellipsoid for mass production of multi-axis sensors. The outputs with those kinds of errors can be modeled by ellipsoid, and the proposed algorithm makes sequential mappings of the virtual ellipsoid to perfect sphere which is calibrated function of the sensor on three-dimensional space. The proposed calibrating process composed of four main stages and is very straightforward and effective. In addition, another imperfection of the sensor such as the drift from temperature can be easily inserted in each mapping stage. Numerical simulation and experimental results shows great performance of the proposed compensation algorithm.

Analysis of Rock Slope Behavior Utilizing the Maximum Dip Vector of Discontinuity Plane (불연속면의 최대경사벡터를 활용한 사면거동해석)

  • Cho, Taechin
    • Tunnel and Underground Space
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    • v.29 no.5
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    • pp.332-345
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    • 2019
  • Maximum dip vector of individual joint plane, which can be uniquely defined on the hemispherical projection plane, has been established by considering its dip and dip direction. A new stereographic projection method for the rock slope analysis which employs the maximum dip vector can intuitively predict the failure modes of rock slope. Since the maximum dip vector is uniquely projected on the maximum dip point of the great circle, the sliding direction of discontinuity plane can be recognized directly. By utilizing the maximum dip vector of discontinuity both the plane sliding and toppling directions of corresponding blocks can be discerned intuitively. Especially, by allocating the area of high dip maximum dip vector which can form the flanks of sliding block the potentiality for the formation of virtual sliding block has been estimated. Also, the potentiality of forming the triangular-sectioned sliding block has been determined by considering the dip angle of joint plane the dip direction of which is nearly opposite to that of the slope face. Safety factors of the different-shaped blocks of triangular section has been estimated and compared to the safety factor of the most hazardous block of rectangular section. For the wedge analysis the direction of crossline of two intersecting joint planes, which has same attribute of the maximum dip vector, is used so that wedge failures zone can be superimposed on the stereographic projection surface in which plane and toppling failure areas are already lineated. In addition the maximum dip vector zone of wedge top face has been delineated to extract the wedge top face-forming joint planes the orientation of which provides the vital information for the analysis of mechanical behavior of wedge block.

Interaction Augmented Reality System using a Hand Motion (손동작을 이용한 상호작용 증강현실 시스템)

  • Choi, Kwang-Woon;Jung, Da-Un;Lee, Suk-Han;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.425-438
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    • 2012
  • In this paper, We propose Augmented Reality (AR) System for the interaction between user's hand motion and virtual object motion based on computer vision. The previous AR system provides inconvenience to user because the users have to control the marker and the sensor like a tracker. We solved the problem through hand motion and provide the convenience to the user. Also the motion of virtual object using a physical phenomenon gives a reality. The proposed system obtains geometrical information by the marker and hand. The system environments like virtual space of moving virtual ball and bricks are made by using the geometrical information and user's hand motion is obtained from the hand's information with extracted feature point through the taping hand. And it registers a virtual plane stably by getting movement of the feature points. The movement of the virtual ball basically is parabolic motion with a parabolic equation. When the collision occurs either the planes or the bricks, we show movement of the virtual ball with ball position and normal vector of plane and the ball position is faulted. So we showed corrected ball position through experiment. and we proved that this system can replaced the marker system to compare to jitter of augmented virtual object and progress speed with it.