999 research outputs found

    SVS-JOIN : efficient spatial visual similarity join for geo-multimedia

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    In the big data era, massive amount of multimedia data with geo-tags has been generated and collected by smart devices equipped with mobile communications module and position sensor module. This trend has put forward higher request on large-scale geo-multimedia retrieval. Spatial similarity join is one of the significant problems in the area of spatial database. Previous works focused on spatial textual document search problem, rather than geo-multimedia retrieval. In this paper, we investigate a novel geo-multimedia retrieval paradigm named spatial visual similarity join (SVS-JOIN for short), which aims to search similar geo-image pairs in both aspects of geo-location and visual content. Firstly, the definition of SVS-JOIN is proposed and then we present the geographical similarity and visual similarity measurement. Inspired by the approach for textual similarity join, we develop an algorithm named SVS-JOIN B by combining the PPJOIN algorithm and visual similarity. Besides, an extension of it named SVS-JOIN G is developed, which utilizes spatial grid strategy to improve the search efficiency. To further speed up the search, a novel approach called SVS-JOIN Q is carefully designed, in which a quadtree and a global inverted index are employed. Comprehensive experiments are conducted on two geo-image datasets and the results demonstrate that our solution can address the SVS-JOIN problem effectively and efficiently

    Optimal Joins Using Compact Data Structures

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    Worst-case optimal join algorithms have gained a lot of attention in the database literature. We now count with several algorithms that are optimal in the worst case, and many of them have been implemented and validated in practice. However, the implementation of these algorithms often requires an enhanced indexing structure: to achieve optimality we either need to build completely new indexes, or we must populate the database with several instantiations of indexes such as B+-trees. Either way, this means spending an extra amount of storage space that may be non-negligible. We show that optimal algorithms can be obtained directly from a representation that regards the relations as point sets in variable-dimensional grids, without the need of extra storage. Our representation is a compact quadtree for the static indexes, and a dynamic quadtree sharing subtrees (which we dub a qdag) for intermediate results. We develop a compositional algorithm to process full join queries under this representation, and show that the running time of this algorithm is worst-case optimal in data complexity. Remarkably, we can extend our framework to evaluate more expressive queries from relational algebra by introducing a lazy version of qdags (lqdags). Once again, we can show that the running time of our algorithms is worst-case optimal

    Data Management and Mining in Astrophysical Databases

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    We analyse the issues involved in the management and mining of astrophysical data. The traditional approach to data management in the astrophysical field is not able to keep up with the increasing size of the data gathered by modern detectors. An essential role in the astrophysical research will be assumed by automatic tools for information extraction from large datasets, i.e. data mining techniques, such as clustering and classification algorithms. This asks for an approach to data management based on data warehousing, emphasizing the efficiency and simplicity of data access; efficiency is obtained using multidimensional access methods and simplicity is achieved by properly handling metadata. Clustering and classification techniques, on large datasets, pose additional requirements: computational and memory scalability with respect to the data size, interpretability and objectivity of clustering or classification results. In this study we address some possible solutions.Comment: 10 pages, Late

    Towards Building Deep Networks with Bayesian Factor Graphs

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    We propose a Multi-Layer Network based on the Bayesian framework of the Factor Graphs in Reduced Normal Form (FGrn) applied to a two-dimensional lattice. The Latent Variable Model (LVM) is the basic building block of a quadtree hierarchy built on top of a bottom layer of random variables that represent pixels of an image, a feature map, or more generally a collection of spatially distributed discrete variables. The multi-layer architecture implements a hierarchical data representation that, via belief propagation, can be used for learning and inference. Typical uses are pattern completion, correction and classification. The FGrn paradigm provides great flexibility and modularity and appears as a promising candidate for building deep networks: the system can be easily extended by introducing new and different (in cardinality and in type) variables. Prior knowledge, or supervised information, can be introduced at different scales. The FGrn paradigm provides a handy way for building all kinds of architectures by interconnecting only three types of units: Single Input Single Output (SISO) blocks, Sources and Replicators. The network is designed like a circuit diagram and the belief messages flow bidirectionally in the whole system. The learning algorithms operate only locally within each block. The framework is demonstrated in this paper in a three-layer structure applied to images extracted from a standard data set.Comment: Submitted for journal publicatio

    Terrain Representation And Reasoning In Computer Generated Forces : A Survey Of Computer Generated Forces Systems And How They Represent And Reason About Terrain

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    Report on a survey of computer systems used to produce realistic or intelligent behavior by autonomous entities in simulation systems. In particular, it is concerned with the data structures used by computer generated forces systems to represent terrain and the algorithmic approaches used by those systems to reason about terrain

    Efficiently Generating Geometric Inhomogeneous and Hyperbolic Random Graphs

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    Hyperbolic random graphs (HRG) and geometric inhomogeneous random graphs (GIRG) are two similar generative network models that were designed to resemble complex real world networks. In particular, they have a power-law degree distribution with controllable exponent beta, and high clustering that can be controlled via the temperature T. We present the first implementation of an efficient GIRG generator running in expected linear time. Besides varying temperatures, it also supports underlying geometries of higher dimensions. It is capable of generating graphs with ten million edges in under a second on commodity hardware. The algorithm can be adapted to HRGs. Our resulting implementation is the fastest sequential HRG generator, despite the fact that we support non-zero temperatures. Though non-zero temperatures are crucial for many applications, most existing generators are restricted to T = 0. We also support parallelization, although this is not the focus of this paper. Moreover, we note that our generators draw from the correct probability distribution, i.e., they involve no approximation. Besides the generators themselves, we also provide an efficient algorithm to determine the non-trivial dependency between the average degree of the resulting graph and the input parameters of the GIRG model. This makes it possible to specify the desired expected average degree as input. Moreover, we investigate the differences between HRGs and GIRGs, shedding new light on the nature of the relation between the two models. Although HRGs represent, in a certain sense, a special case of the GIRG model, we find that a straight-forward inclusion does not hold in practice. However, the difference is negligible for most use cases

    Adaptive Learning Terrain Estimation for Unmanned Aerial Vehicle Applications

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    For the past decade, terrain mapping research has focused on ground robots using occupancy grids and tree-like data structures, like Octomap and Quadtrees. Since flight vehicles have different constraints, ground-based terrain mapping research may not be directly applicable to the aerospace industry. To address this issue, Adaptive Learning Terrain Estimation algorithms have been developed with an aim towards aerospace applications. This thesis develops and tests Adaptive Learning Terrain Estimation algorithms using a custom test benchmark on representative aerospace cases: autonomous UAV landing and UAV flight through 3D urban environments. The fundamental objective of this thesis is to investigate the use of Adaptive Learning Terrain Estimation algorithms for aerospace applications and compare their performance to commonly used mapping techniques such as Quadtree and Octomap. To test the algorithms, point clouds were collected and registered in simulation and real environments. Then, the Adaptive Learning, Quadtree, and Octomap algorithms were applied to the data sets, both in real-time and offline. Finally, metrics of map size, accuracy, and running time were developed and implemented to quantify and compare the performance of the algorithms. The results show that Quadtree yields the computationally lightest maps, but it is not suitable for real-time implementation due to its lack of recursiveness. Adaptive Learning maps are computationally efficient due to the use of multiresolution grids. Octomap yields the most detailed maps, but it produces a high computational load. The results of the research show that Adaptive Learning algorithms have significant potential for real-time implementation in aerospace applications. Their low memory load and variable-sized grids make them viable candidates for future research and development
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