• Title/Summary/Keyword: Voronoi link

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Sensor-Based Path Planning for Planar Two-identical-Link Robots by Generalized Voronoi Graph (일반화된 보로노이 그래프를 이용한 동일 두 링크 로봇의 센서 기반 경로계획)

  • Shao, Ming-Lei;Shin, Kyoo-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.12
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    • pp.6986-6992
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    • 2014
  • The generalized Voronoi graph (GVG) is a topological map of a constrained environment. This is defined in terms of workspace distance measurements using only sensor-provided information, with a robot having a maximum distance from obstacles, and is the optimum for exploration and obstacle avoidance. This is the safest path for the robot, and is very significant when studying the GVG edges of highly articulated robots. In previous work, the point-GVG edge and Rod-GVG were built with point robot and rod robot using sensor-based control. An attempt was made to use a higher degree of freedom robot to build GVG edges. This paper presents GVG-based a new local roadmap for the two-link robot in the constrained two-dimensional environment. This new local roadmap is called the two-identical-link generalized Voronoi graph (L2-GVG). This is used to explore an unknown planar workspace and build a local roadmap in an unknown configuration space $R^2{\times}T^2$ for a planar two-identical-link robot. The two-identical-link GVG also can be constructed using only sensor-provided information. These results show the more complex properties of two-link-GVG, which are very different from point-GVG and rod-GVG. Furthermore, this approach draws on the experience of other highly articulated robots.

An Analytic Model for the Optimal Number of Relay Stations in IEEE 802.16j Cooperative Networks (IEEE 802.16j 협력 전송 네트워크에서 최적의 중계국 수를 위한 분석 모델)

  • Jin, Zilong;Cho, Jin-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.9A
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    • pp.758-766
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    • 2011
  • Cooperative communications are adopted as a promising solution to achieve high data rate over large areas in the future 40 wireless system and the relay station (RS) is the key concept in cooperative communications. However, most existing works in this area focus only on optimal RS selections. In addition, there are only few works consider another crucial issue: how many relay stations we need to place. Only when the number of relay stations is defined, the relay station selection can be performed well. In this paper we derive a formula which describes the impact of varying number of RS on end-to-end link throughput assuming a clustering scheme which is based on Voronoi tessellation. In addition to mathematical analysis on the feasibility of the formula, we also examine its performance through a set of simulations under the Erceg path loss model. Simulation results verify that the link throughput gain of our proposed scheme is promising.

Automatic Generation of Character-Specific Roadmaps for Path Planning in Computer Games (컴퓨터 게임에서의 경로 계획을 위한 캐릭터별 로드맵의 자동 생성)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.11 no.5
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    • pp.692-702
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    • 2008
  • Path planning is gaining more weight in computer games and virtual reality as the number of self-moving characters increases. In the roadmap approach, the map of possible paths is built in advance to plan paths for a character, whose advantage is to provide high-quality paths. On the other hand, a disadvantage is that the road map doesn't reflect properties of characters such as their sizes because they move on the same map once the road map is constructed. In this paper we propose an efficient method to build a different road map for each character so that it can use its own map for path-planning. This method is efficient because the whole map is built once by applying the Visibility Graph regardless of the number of characters and walkable paths are incrementally inserted according to the sizes of characters. The effects of using separate roadmaps are demonstrated through simulations and the trade-offs accompanied with these effects are analyzed.

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