The role of QR Code robots in smart logistics is great. Cognitive robots, such as logistics robots, were mostly used to adjust routes and search for peripheral sensors, cameras, and recognition signs attached to walls. However, recently, the ease of making QR Codes and the convenience of producing and attaching a lot of information within QR Codes have been raised, and many of these reasons have made QR Codes recognizable as visions and others. In addition, there have been cases in developed countries and Korea that control several of these robots at the same time and operate logistics factories smartly. This representative case is the KIVA robot in Amazon. KIVA robots are only operated inside Amazon, but information about them is not exposed to the outside world, so a variety of similar robots are developed and operated in several places around the world. They are applied in various fields such as education, medical, silver, military, parking, construction, marine, and agriculture, creating a variety of application robots. In this work, we are developing a robot that can recognize its current position, move and control in the directed direction through two-dimensional QR Codes with the same horizontal and vertical sides, and the error is to create a QR Code robot with accuracy to reach within 3mm. This paper focuses a suggestion of control method in QR Code-aware indoor mobility robots.
In commercial game engines, a method of constructing objects by combining components is often used. Components can be assembled and used at any time as needed. In this paper, the 3D game is developed by applying the component method, which is the object creation method widely used in the commercial game engine, in the DirectX 11 environment. There are four kinds of components used in the in-house 3D game. These are four components such as transform, mesh, script, and collider. The component generation method used in this paper shows very good operation efficiency in terms of reusability. This paper also applied tangent space normal mapping to static and dynamic objects and analyzed performance at various screen resolutions. Performance analysis showed that the average rendering speed was 64.6% higher on the low resolution screen than on the high resolution screen. And the rendering speed of model G with normal mapping to all objects among the 8 simulation models is improved by 19.2% compared with model B without normal mapping. The presence or absence of normal mapping has the greatest effect on rendering speed.
본 논문에서는 OFDM 방식의 문제점으로 지적되고 있는 송신단에서의 PAR 특성을 고려하여 고속 적응형 PTS 기법과 SLM 기법을 결합한 SLM-PTS 결합기법을 제안하였다. 또한, PAR 저감기법을 적용한 시스템을 평가하기 위하여 ETD-Turbo 부호를 사용한 COFDM 시스템을 구성한 후 성능을 평가하였다. 분석 결과 제안된 SLM-PTS 기법이 연산량을 경감시키며 전반적으로 우수한 PAR 저감성능을 보임을 알 수 있었다. 특히 Combine 3의 경우 10-5 BER을 기준으로 약 3.7~3.9 dB 정토의 개선된 PAR 성능을 보였다. 또한, 터보부호를 사용한 경우 전반적으로 우수한 PAR 성능을 보임을 알 수 있었고, ETD-Turbo 부호를 적응한 경우 추가적으로 약 0.5 dB 정도의 성능 개선효과가 있음을 알 수 있었다.