260 research outputs found
Spatial information retrieval and geographical ontologies: an overview of the SPIRIT project
A large proportion of the resources available on the world-wide
web refer to information that may be regarded as geographically
located. Thus most activities and enterprises take place in one or
more places on the Earth's surface and there is a wealth of survey
data, images, maps and reports that relate to specific places or
regions. Despite the prevalence of geographical context, existing
web search facilities are poorly adapted to help people find
information that relates to a particular location. When the name of
a place is typed into a typical search engine, web pages that
include that name in their text will be retrieved, but it is likely
that many resources that are also associated with the place may
not be retrieved. Thus resources relating to places that are inside
the specified place may not be found, nor may be places that are
nearby or that are equivalent but referred to by another name.
Specification of geographical context frequently requires the use
of spatial relationships concerning distance or containment for
example, yet such terminology cannot be understood by existing
search engines. Here we provide a brief survey of existing
facilities for geographical information retrieval on the web, before
describing a set of tools and techniques that are being developed
in the project SPIRIT : Spatially-Aware Information Retrieval on
the Internet (funded by European Commission Framework V
Project IST-2001-35047)
Higher order Delaunay triangulations
For a set P of points in the plane, we introduce a class of triangulations that is an
extension of the Delaunay triangulation. Instead of requiring that for each triangle the
circle through its vertices contains no points of P inside, we require that at most k points
are inside the circle. Since there are many different higher-order Delaunay triangulations
for a point set, other useful criteria for triangulations can be incorporated without sacrificing
the well-shapedness too much. Applications include realistic terrain modelling and
mesh generation
Finding a minimum stretch of a function
Given a piecewise monotone function f : R ! R and a real value Tmin, we develop an algorithm that finds an interval of length at least Tmin for which the average value of f is minimized. The run-time of the algorithm is linear in the number of monotone pieces of f if certain operations are available in constant time for f. We use this algorithm to solve a basic problem arising in the analysis of trajectories: Finding the most similar subtrajectories of two given trajectories, provided that the duration is at least Tmin. Since the precise solution requires complex operations, we also give a simple (1+")approximation algorithm in which these operations are not needed
Finding long and similar parts of trajectories
A natural time-dependent similarity measure for two trajectories is their average distance at corresponding times. We give algorithms for computing the most similar subtrajectories under this measure, assuming the two trajectories are given as two polygonal, possibly self-intersecting lines. When a minimum duration is specified for the subtrajectories, and they must start at exactly corresponding times in the input trajectories, we give a linear-time algorithm for computing the starting time and duration of the most similar subtrajectories. The algorithm is based on a result of independent interest: We present a linear-time algorithm to find, for a piece-wise monotone function, an interval of at least a given length that has minimum average value. When the two subtrajectories can start at different times in the two input trajectories, it appears difficult to give an exact algorithm for the most similar subtrajectories problem, even if the duration of the desired two subtrajectories is fixed to some length. We show that the problem can be solved approximately, and with a performance guarantee. More precisely, we present (1 + e)-approximation algorithms for computing the most similar subtrajectories of two input trajectories for the case where the duration is specified, and also for the case where only a minimum on the duration is specified
Evaluation of Labeling Strategies for Rotating Maps
We consider the following problem of labeling points in a dynamic map that
allows rotation. We are given a set of points in the plane labeled by a set of
mutually disjoint labels, where each label is an axis-aligned rectangle
attached with one corner to its respective point. We require that each label
remains horizontally aligned during the map rotation and our goal is to find a
set of mutually non-overlapping active labels for every rotation angle so that the number of active labels over a full map rotation of
2 is maximized. We discuss and experimentally evaluate several labeling
models that define additional consistency constraints on label activities in
order to reduce flickering effects during monotone map rotation. We introduce
three heuristic algorithms and compare them experimentally to an existing
approximation algorithm and exact solutions obtained from an integer linear
program. Our results show that on the one hand low flickering can be achieved
at the expense of only a small reduction in the objective value, and that on
the other hand the proposed heuristics achieve a high labeling quality
significantly faster than the other methods.Comment: 16 pages, extended version of a SEA 2014 pape
Edges and switches, tunnels and bridges
Abstract. Edge casing is a well-known method to improve the readability of drawings of non-planar graphs. A cased drawing orders the edges of each edge crossing and interrupts the lower edge in an appropriate neighborhood of the crossing. Certain orders will lead to a more readable drawing than others. We formulate several optimization criteria that try to capture the concept of a "good" cased drawing. Further, we address the algorithmic question of how to turn a given drawing into an optimal cased drawing. For many of the resulting optimization problems, we either find polynomial time algorithms or NP-hardness results
Π‘ΠΎΡΡΠΎΡΠ½ΠΈΠ΅ ΠΈ ΠΏΠ΅ΡΡΠΏΠ΅ΠΊΡΠΈΠ²Ρ ΡΠ°Π·Π²ΠΈΡΠΈΡ ΡΡΠ½ΠΊΠ° Π»Π°ΠΊΠΎΠΊΡΠ°ΡΠΎΡΠ½ΡΡ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»ΠΎΠ² Π£ΠΊΡΠ°ΠΈΠ½Ρ
Π¦Π΅Π»ΡΡ ΡΡΠ°ΡΡΠΈ ΡΠ²Π»ΡΠ΅ΡΡΡ ΡΠ°ΡΡΠΌΠΎΡΡΠ΅Π½ΠΈΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΠ΅ ΡΡΠ½ΠΊΠ° Π»Π°ΠΊΠΎΠΊΡΠ°ΡΠΎΡΠ½ΡΡ
ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»ΠΎΠ² Π£ΠΊΡΠ°ΠΈΠ½Ρ ΠΈ ΠΌΠΈΡΠ° Π½Π°
ΡΠ΅Π³ΠΎΠ΄Π½ΡΡΠ½ΠΈΠΉ Π΄Π΅Π½Ρ, Π°Π½Π°Π»ΠΈΠ· ΠΎΠ±ΡΠ΅ΠΌΠΎΠ² ΠΏΠΎΡΡΠ°Π²ΠΎΠΊ ΠΈ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡΠ²Π° ΠΠΠ,Π° ΡΠ°ΠΊΠΆΠ΅ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠ° ΠΏΡΠ΅Π΄Π»ΠΎΠΆΠ΅Π½ΠΈΠΉ ΠΏΠΎ
ΡΠ»ΡΡΡΠ΅Π½ΠΈΡ ΡΡΠΎΠΉ ΠΎΡΡΠ°ΡΠ»ΠΈ
Shortest path queries in rectilinear worlds
Abstract In this paper, a data structure is given for two and higher dimensional shortest path queries. For a set of n axis-parallel rectangles in the plane, or boxes in d-space, and a fixed target, it is possible with this structure to find a shortest rectilinear path avoiding all rectangles or boxes from any point to this target. Alternatively, it is possible to find the length of the path. The metric considered is a generalization of the Ll-metric and the link metric, where the length of a path is its L1-Iength plus some (fixed) constant times the number of turns on the path. The data structure has size 0Β« n log n )d-l), and a query takes O(logd-l n) time (plus the output size if the path must be reported). As a byproduct, a relatively simple solution to the single shot problem is obtained; the shortest path between two given points can be computed in time O(ndlogn) for d ~ 3, and in time 0(n 2 ) in the plane
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