• Title/Summary/Keyword: collision map

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Test Bed for Vehicle Longitudinal Control Using Chassis Dynamometer and Virtual Reality: An Application to Adaptive Cruise Control

  • Mooncheol Won;Kim, Sung-Soo;Kang, Byeong-Bae;Jung, Hyuck-Jin
    • Journal of Mechanical Science and Technology
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    • v.15 no.9
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    • pp.1248-1256
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    • 2001
  • In this study, a test bed for vehicle longitudinal control is developed using a chassis dynamometer and real time 3-D graphics. The proposed test bed system consists of a chassis dynamometer on which test vehicle can run longitudinally, a video system that shows virtual driver view, and computers that control the test vehicle and realize the real time 3-D graphics. The purpose of the proposed system is to test vehicle longitudinal control and warning algorithms such as Adaptive Cruise Control(ACC), stop and go systems, and collision warning systems. For acceleration and deceleration situations which only need throttle movements, a vehicle longitudinal spacing control algorithm has been tested on the test bed. The spacing control algorithm has been designed based on sliding mode control and road grade estimation scheme which utilizes the vehicle engine torque map and gear shift information.

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Advanced Multimedia Processor Architecture (진보된 멀티미디어 프로세서 구조)

  • Park, Chun-Myoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.664-665
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    • 2013
  • This paper present a method of constructing the multimedia processor architecture. The proposed multimedia processor architecture be able to handle each text, sound, and video in one chip. Also it have interactive function that is a characteristics of multimedia. Specially, the proposed multimedia processor be able to addressing nodes in memory map without software, and it is completely reconfigurable depend on data. Also it as able to process time and space common that have synchronous/asynchronous and it is able to protect continuous and dynamic media bus collision, and local and overall common memory structure. The proposed multimedia processor architecture apply to virtual reality and mixed reality.

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An Implementation of Stereo Image Based Sighted Guiding Device Platform for the Visually Impaired (시각장애인을 위한 스테레오 영상기반 보행환경정보안내 단말 플랫폼 개발)

  • Oh, Bonjin;Park, Sangheon;Kim, Juwan
    • IEMEK Journal of Embedded Systems and Applications
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    • v.13 no.2
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    • pp.73-81
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    • 2018
  • This paper describes a device platform which the blind can wear to keep path and to get surrounding information during their independent walking. Compared to the existing technologies, the proposed device could be used indoors and outdoors, and maps need not be provided in advance. It is composed of a glasses type device equipped with image sensors, and a portable device that analyzes sensor data for sighted guiding. RGB images and depth images are extracted to generate a walking map based on feature points. It also can cope with the risk of collision with bollard, color cone by applying vertical obstacle detection technology based on floor detection.

Searching for Electromagnetic Counterpart of Gravitational Wave Source with KMTNet

  • Kim, Joonho;Im, Myungshin;Lee, Chung-Uk;Kim, Seung-Lee
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.1
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    • pp.62.3-62.3
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    • 2019
  • After first identification of electromagnetic counterpart of gravitational wave source (GW170817), era of multi-messenger astronomy has begun. For specifying coordinate, magnitude, and host galaxy information, optical follow-up observation of GW source becomes important. With following engineering run and O3 run of LIGO and VIRGO starting in March 2019, we present searching strategy for optical counterpart of GW source using KMTNet. 24 hours monitoring system and large field of view (4 square-degree) of KMTNet are advantage to discover a transient like GW event. By performing tiling observation of high probability area in GW localization map, we expect to observe early light-curve of GW optical counterpart. After identification, follow-up observation with various KMTNet bands and other telescopes like Gemini and UKIRT will also be performed. We will study collision mechanism, progenitor, and characteristics of host galaxy using observation data of GW source.

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A Simulation of 3-D Navigation System of the Helicopter based on TRN Using Matlab

  • Kim, Eui-Hong;Lee, Hong-Ro
    • Spatial Information Research
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    • v.15 no.4
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    • pp.363-370
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    • 2007
  • This study has been carried for the development of the basic algorithm of helicopter navigation system based on TRN (Terrain Referenced Navigation) with information input from the GPS. The helicopter determines flight path due to Origination-Destination analysis on the Cartesian coordinate system of 3-D DTM. This system shows 3-D mesh map and the O-D flight path profile for the pilot's acknowledgement of the terrain, at first. The system builds TCF (terrain clearance floor) far the buffer zone upon the surface of ground relief to avid the ground collision. If the helicopter enters to the buffer zone during navigation, the real-time warning message which commands to raise the body pops up using Matlab menu. While departing or landing, control of the height of the body is possible. At present, the information (x, y, z coordinates) from the GPS is assumed to be input into the system every 92.8 m of horizontal distance while navigating along flight path. DTM of 3" interval has been adopted from that which was provided by ChumSungDae Co., Ltd..

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The Design and Implementation of Real-time Virtual Image Synthesis System of Map-based Depth (깊이 맵 기반의 실시간 가상 영상합성 시스템의 설계 및 구현)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Roh, Gwhan-Sung;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.11
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    • pp.1317-1322
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    • 2014
  • To complete an image, it is needed to go through the process to capture the actual actor's motion and compose it with virtual environment. Due to the excessive cost for production or lack of post-processing technology, however, it is mostly conducted by manual labor. The actor plays his role depending on his own imagination at the virtual chromakey studio, and at that time, he has to move considering the possible collision with or reaction to an object that does not exist. And in the process of composition applying CG, when the actor's motion does not go with the virtual environment, the original image may have to be discarded and it is necessary to remake the film. The current study suggested and realized depth-based real-time 3D virtual image composition system to reduce the ratio of remaking the film, shorten the production time, and lower the production cost. As it is possible to figure out the mutual collision or reaction by composing the virtual background, 3D model, and the actual actor in real time at the site of filming, the actor's wrong position or acting can be corrected right there instantly.

Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.85-92
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    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

Task Allocation and Path Planning for Multiple Unmanned Vehicles on Grid Maps (격자 지도 기반의 다수 무인 이동체 임무 할당 및 경로 계획)

  • Byeong-Min Jeong;Dae-Sung Jang;Nam-Eung Hwang;Joon-Won Kim;Han-Lim Choi
    • Journal of Aerospace System Engineering
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    • v.18 no.2
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    • pp.56-63
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    • 2024
  • As the safety of unmanned vehicles continues to improve, their usage in urban environments, which are full of obstacles such as buildings, is expected to increase. When numerous unmanned vehicles are operated in such environments, an algorithm that takes into account mutual collision avoidance, as well as static and dynamic obstacle avoidance, is necessary. In this paper, we propose an algorithm that handles task assignment and path planning. To efficiently plan paths, we construct a grid-based map and derive the paths from it. To enable quick re-planning in dynamic environments, we focus on reducing computational time. Through simulation, we explain obstacle avoidance and mutual collision avoidance in small-scale problems and confirm their performance by observing the entire mission completion time (Makespan) in large-scale problems.

Designation of Logical Bicycle Accident Dangerous Zone by Digital Map-Based Accident Characteristics Analysis (디지털 맵 기반 사고특성 분석을 통한 자전거 사고 논리 위험존 설정 연구)

  • Sung, Kwang-mo;Kim, Ki-cheol;Lee, Choul-ki;Kim, Sung-jin;Lee, Jung-uck
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.16 no.1
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    • pp.117-130
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    • 2017
  • Bicycles are leading to serious accidents in the event of a side collision, and it is very important to prevent accidents in advance because it is difficult to actively deal with them in a dangerous situation. As a part of the bicycle safety driving support technology, this study establishes bicycle accidents dangerous zone based on bicycle accident data and road property information of digital map nationwide and provides timely safety information to cyclists. The point selected by using actual accident data was called 'dangerous zone', and the potential accident occurrence point generated by modeling based on this 'dangerous zone' was called 'logical dangerous zone'. As a result of the research on the Designation of Logical Bicycle Accident Dangerous Zone, the regional specificity of the bicycle accident points across the nation was generalized to the form of the logical dangerous zone through the network data.

VLSI Design of Interface between MAC and PHY Layers for Adaptive Burst Profiling in BWA System (BWA 시스템에서 적응형 버스트 프로파일링을 위한 MAC과 PHY 계층 간 인터페이스의 VLSI 설계)

  • Song Moon Kyou;Kong Min Han
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.1
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    • pp.39-47
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    • 2005
  • The range of hardware implementation increases in communication systems as high-speed processing is required for high data rate. In the broadband wireless access (BWA) system based on IEEE standard 802.16 the functions of higher part in the MAC layer to Provide data needed for generating MAC PDU are implemented in software, and the tasks from formatting MAC PDUs by using those data to transmitting the messages in a modem are implemented in hardware. In this paper, the interface hardware for efficient message exchange between MAC and PHY layers in the BWA system is designed. The hardware performs the following functions including those of the transmission convergence(TC) sublayer; (1) formatting TC PDU(Protocol data unit) from/to MAC PDU, (2) Reed-solomon(RS) encoding/decoding, and (3) resolving DL MAP and UL MAP, so that it controls transmission slot and uplink and downlink traffic according to the modulation scheme of burst profile. Also, it provides various control signal for PHY modem. In addition, the truncated binary exponential backoff (TBEB) algorithm is implemented in a subscriber station to avoid collision on contention-based transmission of messages. The VLSI architecture performing all these functions is implemented and verified in VHDL.