1,249 research outputs found
Moving Walkways, Escalators, and Elevators
We study a simple geometric model of transportation facility that consists of
two points between which the travel speed is high. This elementary definition
can model shuttle services, tunnels, bridges, teleportation devices, escalators
or moving walkways. The travel time between a pair of points is defined as a
time distance, in such a way that a customer uses the transportation facility
only if it is helpful.
We give algorithms for finding the optimal location of such a transportation
facility, where optimality is defined with respect to the maximum travel time
between two points in a given set.Comment: 16 pages. Presented at XII Encuentros de Geometria Computacional,
Valladolid, Spai
Computers from plants we never made. Speculations
We discuss possible designs and prototypes of computing systems that could be
based on morphological development of roots, interaction of roots, and analog
electrical computation with plants, and plant-derived electronic components. In
morphological plant processors data are represented by initial configuration of
roots and configurations of sources of attractants and repellents; results of
computation are represented by topology of the roots' network. Computation is
implemented by the roots following gradients of attractants and repellents, as
well as interacting with each other. Problems solvable by plant roots, in
principle, include shortest-path, minimum spanning tree, Voronoi diagram,
-shapes, convex subdivision of concave polygons. Electrical properties
of plants can be modified by loading the plants with functional nanoparticles
or coating parts of plants of conductive polymers. Thus, we are in position to
make living variable resistors, capacitors, operational amplifiers,
multipliers, potentiometers and fixed-function generators. The electrically
modified plants can implement summation, integration with respect to time,
inversion, multiplication, exponentiation, logarithm, division. Mathematical
and engineering problems to be solved can be represented in plant root networks
of resistive or reaction elements. Developments in plant-based computing
architectures will trigger emergence of a unique community of biologists,
electronic engineering and computer scientists working together to produce
living electronic devices which future green computers will be made of.Comment: The chapter will be published in "Inspired by Nature. Computing
inspired by physics, chemistry and biology. Essays presented to Julian Miller
on the occasion of his 60th birthday", Editors: Susan Stepney and Andrew
Adamatzky (Springer, 2017
Vorosweep: a fast generalized crystal growing Voronoi diagram generation algorithm
We propose a new algorithm for generating quickly approximate generalized Voronoi diagrams of point sites associated to arbitrary convex distance metric in the Euclidian plane. This algorithm produces connected cells by emulating the growth of crystals starting at the point sites, in order to reduce the complexity of the diagram. The main practical contribution is the Vorosweep package which is the reference implementation of the algorithm. Experimental results and benchmarks are given to demonstrate the versatility of this approach.WIST 3 grant 1017074 DOMHEX (Dominant Hexahedral Mesh Generation
Towards Stratification Learning through Homology Inference
A topological approach to stratification learning is developed for point
cloud data drawn from a stratified space. Given such data, our objective is to
infer which points belong to the same strata. First we define a multi-scale
notion of a stratified space, giving a stratification for each radius level. We
then use methods derived from kernel and cokernel persistent homology to
cluster the data points into different strata, and we prove a result which
guarantees the correctness of our clustering, given certain topological
conditions; some geometric intuition for these topological conditions is also
provided. Our correctness result is then given a probabilistic flavor: we give
bounds on the minimum number of sample points required to infer, with
probability, which points belong to the same strata. Finally, we give an
explicit algorithm for the clustering, prove its correctness, and apply it to
some simulated data.Comment: 48 page
Geometric Path-Planning Algorithm in Cluttered 2D Environments Using Convex Hulls
Routing or path planning is the problem of finding a collision-free path in an environment usually scattered with multiple objects. Finding the shortest route in a planar (2D) or spatial (3D) environment has a variety of applications such as robot motion planning, navigating autonomous vehicles, routing of cables, wires, and harnesses in vehicles, routing of pipes in chemical process plants, etc. The problem often times is decomposed into two main sub-problems: modeling and representation of the workspace geometrically and optimization of the path. Geometric modeling and representation of the workspace are paramount in any path planning problem since it builds the data structures and provides the means for solving the optimization problem. The optimization aspect of the path planning involves satisfying some constraints, the most important of which is to avoid intersections with the interior of any object and optimizing one or more criteria. The most common criterion in path planning problems is to minimize the length of the path between a source and a destination point of the workspace while other criteria such as minimizing the number of links or curves could also be taken into account. Planar path planning is mainly about modeling the workspace of the problem as a collision-free graph. The graph is, later on, searched for the optimal path using network optimization techniques such as branch-and-bound or search algorithms such as Dijkstra\u27s. Previous methods developed to construct the collision-free graph explore the entire workspace of the problem which usually results in some unnecessary information that has no value but to increase the time complexity of the algorithm, hence, affecting the efficiency significantly. For example, the fastest known algorithm to construct the visibility graph, which is the most common method of modeling the collision-free space, in a workspace with a total of n vertices has a time complexity of order O(n2). In this research, first, the 2D workspace of the problem is modeled using the tessellated format of the objects in a CAD software which facilitates handling of any free-form object. Then, an algorithm is developed to construct the collision-free graph of the workspace using the convex hulls of the intersecting obstacles. The proposed algorithm focuses only on a portion of the workspace involved in the straight line connecting the source and destination points. Considering the worst case that all the objects of the workspace are intersecting, the algorithm yields a time complexity of O(nlog(n/f)), with n being the total number of vertices and f being the number of objects. The collision-free graph is later searched for the shortest path between the two given nodes using a search algorithm known as Dijkstra\u27s
Power to the points: validating data memberships in clusterings
pre-printIn this paper, we present a method to attach affinity scores to the implicit labels of individual points in a clustering. The affinity scores capture the confidence level of the cluster that claims to "own" the point. We demonstrate that these scores accurately capture the quality of the label assigned to the point. We also show further applications of these scores to estimate global measures of clustering quality, as well as accelerate clustering algorithms by orders of magnitude using active selection based on affinity. This method is very general and applies to clusterings derived from any geometric source. It lends itself to easy visualization and can prove useful as part of an interactive visual analytics framework. It is also efficient: assigning an affinity score to a point depends only polynomially on the number of clusters and is independent both of the size and dimensionality of the data. It is based on techniques from the theory of interpolation, coupled with sampling and estimation algorithms from high dimensional computational geometry
Spatial evolution of human dialects
The geographical pattern of human dialects is a result of history. Here, we
formulate a simple spatial model of language change which shows that the final
result of this historical evolution may, to some extent, be predictable. The
model shows that the boundaries of language dialect regions are controlled by a
length minimizing effect analogous to surface tension, mediated by variations
in population density which can induce curvature, and by the shape of coastline
or similar borders. The predictability of dialect regions arises because these
effects will drive many complex, randomized early states toward one of a
smaller number of stable final configurations. The model is able to reproduce
observations and predictions of dialectologists. These include dialect
continua, isogloss bundling, fanning, the wave-like spread of dialect features
from cities, and the impact of human movement on the number of dialects that an
area can support. The model also provides an analytical form for S\'{e}guy's
Curve giving the relationship between geographical and linguistic distance, and
a generalisation of the curve to account for the presence of a population
centre. A simple modification allows us to analytically characterize the
variation of language use by age in an area undergoing linguistic change
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