260 research outputs found

    Spatial information retrieval and geographical ontologies: an overview of the SPIRIT project

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    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

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    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

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    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

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    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

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    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 α∈[0,2Ο€)\alpha \in [0, 2\pi) so that the number of active labels over a full map rotation of 2Ο€\pi 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

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    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

    БостояниС ΠΈ пСрспСктивы развития Ρ€Ρ‹Π½ΠΊΠ° лакокрасочных ΠΌΠ°Ρ‚Π΅Ρ€ΠΈΠ°Π»ΠΎΠ² Π£ΠΊΡ€Π°ΠΈΠ½Ρ‹

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    Shortest path queries in rectilinear worlds

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    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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