• Title/Summary/Keyword: 부분 맵 업데이트

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The Development and Performance Evaluation of the Mobile Spatial DBMS for the Partial Map Air Update in the Navigation (부분 맵 업데이트 지원 내비게이션을 위한 모바일 공간 DBMS 개발 및 성능 평가)

  • Min, Kyoung-Wook;An, Kyoung-Hwan;Kim, Ju-Wan;Jin, Sung-Il
    • The KIPS Transactions:PartD
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    • v.15D no.5
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    • pp.609-620
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    • 2008
  • The service handling the map data in the mobile device including navigation, LBS, Telematics, and etc., becomes various. The size of map data which is stored and managed in the mobile device is growing and reaches in several GB. The conventional navigation system has used the read-only PSF (physical storage format) in order to enhance the performance of system by maximum in the mobile device which has limited resources. So though a little part of the map data is changed the whole data must be updated. In general, it takes several ten minutes to write the 2 GB map data to a flash memory of mobile device. Therefore, we have developed the mobile spatial DBMS (database management system) to solve the problem which is that the partial map data couldn't be updated in the conventional navigation system. And we suggest the policy to guarantee the performance of the navigation system which is implemented using the spatial mobile DBMS and verify this by experiment.

The Development of Mobile Spatial DBMS for Real-time Map Air Update (실시간 맵 업데이트를 위한 모바일 공간 DBMS 개발)

  • Min, Kyoung-Wook;An, Kyoung-Hwan;Kim, Ju-Wan;Jin, Sung-Il
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2008.06a
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    • pp.37-40
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    • 2008
  • 현재 상용화되어 서비스되고 있는 내비게이션의 맵 데이터는 유선 인터넷을 이용하여 업데이트한다. 내비게이션을 위한 모바일 단말에서의 전국 데이터는 보통 $1GB{\sim}2GB$의 크기를 가지며 이 데이터를 유선 인터넷을 이용하여 업데이트하는데 수십 분이 소요된다. 하지만 실제 변경된 데이터는 일부분에 해당하지만 전체 맵 데이터를 업데이트함으로써 많은 비용을 낭비하게 된다. 이에 본 연구에서는 모바일 단말에서의 부분 맵 데이터를 업데이트하기 위하여 모바일 공간 데이터베이스관리시스템 개발과 이를 이용한 내비게이션 시스템 개발에 대해서 살펴보고자 한다.

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A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.