• Title/Summary/Keyword: online map

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Path-finding Algorithm using Heuristic-based Genetic Algorithm (휴리스틱 기반의 유전 알고리즘을 활용한 경로 탐색 알고리즘)

  • Ko, Jung-Woon;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.123-132
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    • 2017
  • The path-finding algorithm refers to an algorithm for navigating the route order from the current position to the destination in a virtual world in a game. The conventional path-finding algorithm performs graph search based on cost such as A-Star and Dijkstra. A-Star and Dijkstra require movable node and edge data in the world map, so it is difficult to apply online games with lots of map data. In this paper, we provide a Heuristic-based Genetic Algorithm Path-finding(HGAP) using Genetic Algorithm(GA). Genetic Algorithm is a path-finding algorithm applicable to game with variable environment and lots of map data. It seek solutions through mating, crossing, mutation and evolutionary operations without the map data. The proposed algorithm is based on Binary-Coded Genetic Algorithm and searches for a path by performing a heuristic operation that estimates a path to a destination to arrive at a destination more quickly.

A Study on the Points of Improvement through the Survey Analysis of Strawberry Package Elements (Shape, Material, Design) and IPA MAP Analysis (딸기패키지 구성요소(형태, 소재, 디자인) 조사 분석 및 IPA MAP분석을 통한 개선점 연구)

  • Lee, Seung-Yong
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.42-51
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    • 2016
  • For changes in the distribution structure these days, consumer demand is moving rapidly from offline to online. The consumers' mentality to purchase products conveniently is reflected in this phenomenon. Also for agricultural products, safety to protect contents, brand and design which can provide credibility to consumers are recognized as most important than ever. Especially, strawberry is thin-skinned so that the quality of product may deteriorate even with weak impact and shaking, so it is significantly influenced by the structural packaging or material. Also, strawberry is frequently distributed through direct trading, it is the reality that the package design of strawberry is less competitive than that of other products due to inadequate environments of commercial farms. That is, the demand of strawberry increases everyday but the strawberry package cannot fulfill the needs of producers and consumers. In order to reinforce competitiveness in strawberry sales, it is urgent to carry out fundamental studies regarding the development of package. Therefore, the purpose of this study is to supplement and improve issues arising from the usage of current strawberry package. Through the analysis of strawberry package elements (shape, material, design) and understand the points of improvement sought by producers and consumers through IPA MAP (importance, satisfaction level) analysis.

VFH-based Navigation using Monocular Vision (단일 카메라를 이용한 VFH기반의 실시간 주행 기술 개발)

  • Park, Se-Hyun;Hwang, Ji-Hye;Ju, Jin-Sun;Ko, Eun-Jeong;Ryu, Juang-Tak;Kim, Eun-Yi
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.2
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    • pp.65-72
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    • 2011
  • In this paper, a real-time monocular vision based navigation system is developed for the disabled people, where online background learning and vector field histogram are used for identifying obstacles and recognizing avoidable paths. The proposed system is performed by three steps: obstacle classification, occupancy grid map generation and VFH-based path recommendation. Firstly, the obstacles are discriminated from images by subtracting with background model which is learned in real time. Thereafter, based on the classification results, an occupancy map sized at $32{\times}24$ is produced, each cell of which represents its own risk by 10 gray levels. Finally, the polar histogram is drawn from the occupancy map, then the sectors corresponding to the valley are chosen as safe paths. To assess the effectiveness of the proposed system, it was tested with a variety of obstacles at indoors and outdoors, then it showed the a'ccuracy of 88%. Moreover, it showed the superior performance when comparing with sensor based navigation systems, which proved the feasibility of the proposed system in using assistive devices of disabled people.

Dynamic Load Balancing Mechanism for MMORPG (MMORPG를 위한 동적 부하 균등화 기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.199-203
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    • 2009
  • Recently, Massively Multiplayer Online Role-Playing Games (MMORPGs) has become increasingly popular, which continue to increase the number of game player. The volume of the game world also has been extended on a large scale. Existing Map-based distributed server architecture divides the game world into the rectangular regions and allocates the registered player in each region to the server responsible for that region. Players tend to concentrate in certain regions of the game world, which makes some special server overloaded. This paper proposes to change the boundary between servers to solve such a unbalanced load problem. Our proposed method first finds the overloaded server and then searches for its neighboring lightest loaded server to share with the overload evenly. Finally we implemented performance evaluation to demonstrate the efficiency of this approach.

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A Service Platform Development on the GIS-based Analysis and Management of the Fire-fighting Vulnerable Areas (GIS기반 소방취약지 분석관리 서비스 플랫폼 개발)

  • Song, Wanyoung;Cho, Kwanghyun;Cho, Myeongheum;Kim, Seonggon;Kim, Sungjae
    • Journal of the Society of Disaster Information
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    • v.11 no.2
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    • pp.269-278
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    • 2015
  • Developed a service platform technology for automated that analyze the fire-fighting vulnerable area and equipped a map online. As a result, it is possible to provide the information necessary for the vulnerable area of the fire-fighting activity online. If progress on the study of the utilized service, it is possible to reduce the Golden Time of the fire fighting field. In this study, Confirmed the technical viability satisfactory to the management and service expansion improvements to fire-fighting vulnerable area.

The Use of Travel-Related WeChat Mini-Programs in China: An Affordance Theory Perspective

  • Cheng, Ao;Koo, Chulmo;Yoon, Hyejin
    • Journal of Smart Tourism
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    • v.1 no.2
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    • pp.37-46
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    • 2021
  • The travel-related applications on a smartphone help tourists make a reservation before their trip conveniently; use a map, direction guidance, and translation services during the travel; evaluate and recommend travel services communicating with others after their journey. This study examines the relationships among affordances and constraints provided by the mini-program, users' perceived value, and travel-related mini-program (TRMP) usage by analyzing the structural equation modeling. An online questionnaire was developed from the available scales in the published literature. A total of 651 TRMP users responded to the survey, and 448 valid responses were included for analysis. Affordance, including physical, cognitive, sensory, and functional affordance, significantly influenced the hedonic value of TRMP; utilitarian value except for cognitive affordance. There were negative relationships between unfamiliarity and both types of value. The utilitarian and hedonic value of TRMP significantly influenced both the exploitative and explorative use of TRMP. Travel-related mobile applications are dramatically increased in the tourism field. This research sheds light on TRMP usage, as a new and smart device, from a user's perspective based on the affordance theory. This study represents a valuable direction regarding the emerging travel-related online platforms in tourism.

Implementation of a citizen-driven smart city living lab community platform to improve pedestrian environment of school zone (스쿨존 보행환경 개선을 위한 시민참여형 스마트시티 리빙랩 커뮤니티 플랫폼 구현)

  • Jang, Sun-Young;Kim, Dusik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.415-423
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    • 2021
  • Citizen participation and Living Lab are attracting interest as one of the major strategies for the success of smart cities. In a Living Lab, citizens, who are the end-users of technology, participate in the search for alternatives to define and solve problems and repeat experiments to verify alternatives in a circular process. The purpose of this research was to present an operating model of a citizen-participating online community platform to improve urban problems, implement and test it, and show its applicability. To this end, an operation model of a citizen-participating online community platform was proposed to improve urban problems. An online platform was designed and implemented to reflect the functions pursued by the operation model. Finally, a pilot test for the function was performed using the Oma Elementary School case located in Ilsan, Goyang-si, Gyeonggi-do. The operating model was designed with the city's pedestrian environment and children. As a result, the sharing and communicating process of urban issues among community members worked appropriately according to the designed intention. The Living Lab coordinator could visualize and view urban issues posted by users on a map based on location information. Visualizing the urban problem as a heat map confirmed that urban problems were concentrated in a specific area.

National and Patriotic Education of Young Students by Means of Digital Technologies in Distance Learning Environment

  • Bezliudniy, Oleksandr;Kravchenko, Oksana;Kondur, Oksana;Reznichenko, Iryna;Kyrsta, Nataliia;Kuzmenko, Yulia;Tkachuk, Larysa
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.451-458
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    • 2022
  • This article is devoted to the problem of national and patriotic education of young students by means of digital technologies in the conditions of distance learning environment. It is emphasized that national and patriotic education is a powerful means of strengthening the unity and integrity of Ukraine. It is proved that national and patriotic education will be effective under the condition of systematic and purposeful activity on formation of patriotic consciousness in youth, sense of national dignity, necessity of service of ideals and values of the country. Various forms of educational work of national and patriotic orientation at Pavlo Tychyna Uman State Pedagogical University, which were conducted by digital technologies: online thematic lectures, educational classes, round tables, workshops, guest online meetings with famous researchers of historical heritage of Ukraine, online tours of historical places, virtual exhibitions of art, participation in the national-patriotic student camp "Diia" (Action) and etc. The activity of the University Library and V. O. Sukhomlinsky State Scientific and Pedagogical Library of Ukraine of the National Academy of Pedagogical Sciences of Ukraine, which has a significant impact on the formation of national consciousness and social and political activity of students by modern means of information and communication technologies. It is determined that the project "Inclusive 3D map" helps to broaden the horizons and deepen the knowledge of young students, education of a true citizen, the formation of cognitive interest in the subjects studied, motivation to study, raising awareness of Ukrainians on historical and cultural heritage. The study showed that young students take an active social attitude: they speak Ukrainian, want to live and work in Ukraine, respect their homeland, its traditions, cultural and historical past, love to travel and they are tolerant of people with special needs. Promising areas of educational work with students based on the use of a wide range of information and communication technologies, namely 3D games, TV tandems, podcasts, social networks, video resources in national and patriotic education of youth.

Visualization of movie recommendation system using the sentimental vocabulary distribution map

  • Ha, Hyoji;Han, Hyunwoo;Mun, Seongmin;Bae, Sungyun;Lee, Jihye;Lee, Kyungwon
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.5
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    • pp.19-29
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    • 2016
  • This paper suggests a method to refine a massive collective intelligence data, and visualize with multilevel sentiment network, in order to understand information in an intuitive and semantic way. For this study, we first calculated a frequency of sentiment words from each movie review. Second, we designed a Heatmap visualization to effectively discover the main emotions on each online movie review. Third, we formed a Sentiment-Movie Network combining the MDS Map and Social Network in order to fix the movie network topology, while creating a network graph to enable the clustering of similar nodes. Finally, we evaluated our progress to verify if it is actually helpful to improve user cognition for multilevel analysis experience compared to the existing network system, thus concluded that our method provides improved user experience in terms of cognition, being appropriate as an alternative method for semantic understanding.

A Study of a Game User Oriented Load Balancing Scheme on MMORPG (MMORPG 서버를 위한 게임 사용자 중심의 부하 분산 기법에 관한 연구)

  • Choi, Jong-Gwan;Kim, Hye-Young;Woo, Won-Sik
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.69-76
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    • 2012
  • At MMORPGs that has the numerous game users with many interactions at the same virtual world, massive loading that results in delays, resource shortages, and other such problems occur. To solve this, many developers devote research to load-balancing servers, yet due to steady and dynamic map divisions, such research is unreliable. This paper proposes a game user-oriented load balancing scheme for the load balancing of MMORPG servers. This scheme shows effectiveness at dealing with hot-spots and other gatherings of game users at specific servers compared to previous methods.