• Title/Summary/Keyword: 실시간 매핑 시스템

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Evaluation for Applying Low-Cost Mobile Laser System to Earth Volume Calculation at Construction Site (건설현장에서의 토공량산출을 위한 저가형 모바일 레이저시스템의 적용성 평가)

  • Kim, In Seop
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.30 no.6_1
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    • pp.539-547
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    • 2012
  • Volume survey for earthwork is conducted periodically at every month at large scaled construction sites for request payment for the construction. Currently, the earthwork volume is calculated on the overlapped drawing for two cross sections which were created by new and previous surveying data observed by GPS and TS. However the survey is required lots of time and expenses as it is a pin-point surveying method thus surveyors intend to get data only for the heavy undulated topographic features chosen by himself to save time and expenses. Consequently, it causes poor results due to low dense measurement as well as it's not matched with the results by another surveyors. As a result, the conflicts related in earthwork volume calculation often arises among the owner, contractors and sub contractors. In this study, we developed a method to get surveying data for fast and accurate volume calculation using 3D Mobile Laser System and conducted an application test. Also we carried out experiments for topographic survey using MLS to judge for the application additionally. The results showed that we could reduce a time for cross section survey from 48 hours to 2 hours and collected high dense data which have 0.2m interval instead of 3m interval compare with existing method. Also we could make a map which has high accuracy within 10cm in horizontal through topographic survey using MLS.

GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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Evidence of Intrusion of a Rare Species, Peristedion liorhynchus, into Korean Waters Based on High-throughput Sequencing of the Mixed Fish Eggs (희귀종 남방황성대(Peristedion liorhynchus)의 한국해 유입 증거 혼합 어란의 대용량 염기서열 분석법(high-throughput sequencing)으로 발견)

  • Choi, Hae-young;Chin, Byung-sun;Park, Gyung-soo;Kim, Sung
    • Korean Journal of Ichthyology
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    • v.34 no.1
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    • pp.8-15
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    • 2022
  • The appearance of larvae of a rare species, Peristedion liorhynchus, in Korean waters is suggestive of spawning or adult intrusion. We conducted high-throughput sequencing (HTS) on 31,776 pelagic fish eggs collected from 123 stations off the Korean Peninsula during May to August in 2013, 2014 and 2017. A total of 21,621,874 HTS reads were mapped onto the P. liorhynchus COX1 reference sequence. Three consensus sequences (313 bp) were constructed from the three samples, respectively, off Uljin and Goeje Islands in May and off Ulsan in July. These samples were formed a clade with P. liorhynchus in the maximum likelihood tree of Peristedion. The average genetic distance within the P. liorhynchus clade (0.0054±0.0046) was less than that among clades (0.1475±0.0396). The results indicate that the HTS analysis of mixed fish eggs is useful for monitoring the intrusion of rare species such as P. liorhynchus in Korean waters.

The Individual Discrimination Location Tracking Technology for Multimodal Interaction at the Exhibition (전시 공간에서 다중 인터랙션을 위한 개인식별 위치 측위 기술 연구)

  • Jung, Hyun-Chul;Kim, Nam-Jin;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.19-28
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    • 2012
  • After the internet era, we are moving to the ubiquitous society. Nowadays the people are interested in the multimodal interaction technology, which enables audience to naturally interact with the computing environment at the exhibitions such as gallery, museum, and park. Also, there are other attempts to provide additional service based on the location information of the audience, or to improve and deploy interaction between subjects and audience by analyzing the using pattern of the people. In order to provide multimodal interaction service to the audience at the exhibition, it is important to distinguish the individuals and trace their location and route. For the location tracking on the outside, GPS is widely used nowadays. GPS is able to get the real time location of the subjects moving fast, so this is one of the important technologies in the field requiring location tracking service. However, as GPS uses the location tracking method using satellites, the service cannot be used on the inside, because it cannot catch the satellite signal. For this reason, the studies about inside location tracking are going on using very short range communication service such as ZigBee, UWB, RFID, as well as using mobile communication network and wireless lan service. However these technologies have shortcomings in that the audience needs to use additional sensor device and it becomes difficult and expensive as the density of the target area gets higher. In addition, the usual exhibition environment has many obstacles for the network, which makes the performance of the system to fall. Above all these things, the biggest problem is that the interaction method using the devices based on the old technologies cannot provide natural service to the users. Plus the system uses sensor recognition method, so multiple users should equip the devices. Therefore, there is the limitation in the number of the users that can use the system simultaneously. In order to make up for these shortcomings, in this study we suggest a technology that gets the exact location information of the users through the location mapping technology using Wi-Fi and 3d camera of the smartphones. We applied the signal amplitude of access point using wireless lan, to develop inside location tracking system with lower price. AP is cheaper than other devices used in other tracking techniques, and by installing the software to the user's mobile device it can be directly used as the tracking system device. We used the Microsoft Kinect sensor for the 3D Camera. Kinect is equippedwith the function discriminating the depth and human information inside the shooting area. Therefore it is appropriate to extract user's body, vector, and acceleration information with low price. We confirm the location of the audience using the cell ID obtained from the Wi-Fi signal. By using smartphones as the basic device for the location service, we solve the problems of additional tagging device and provide environment that multiple users can get the interaction service simultaneously. 3d cameras located at each cell areas get the exact location and status information of the users. The 3d cameras are connected to the Camera Client, calculate the mapping information aligned to each cells, get the exact information of the users, and get the status and pattern information of the audience. The location mapping technique of Camera Client decreases the error rate that occurs on the inside location service, increases accuracy of individual discrimination in the area through the individual discrimination based on body information, and establishes the foundation of the multimodal interaction technology at the exhibition. Calculated data and information enables the users to get the appropriate interaction service through the main server.

NUI/NUX of the Virtual Monitor Concept using the Concentration Indicator and the User's Physical Features (사용자의 신체적 특징과 뇌파 집중 지수를 이용한 가상 모니터 개념의 NUI/NUX)

  • Jeon, Chang-hyun;Ahn, So-young;Shin, Dong-il;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.11-21
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    • 2015
  • As growing interest in Human-Computer Interaction(HCI), research on HCI has been actively conducted. Also with that, research on Natural User Interface/Natural User eXperience(NUI/NUX) that uses user's gesture and voice has been actively conducted. In case of NUI/NUX, it needs recognition algorithm such as gesture recognition or voice recognition. However these recognition algorithms have weakness because their implementation is complex and a lot of time are needed in training because they have to go through steps including preprocessing, normalization, feature extraction. Recently, Kinect is launched by Microsoft as NUI/NUX development tool which attracts people's attention, and studies using Kinect has been conducted. The authors of this paper implemented hand-mouse interface with outstanding intuitiveness using the physical features of a user in a previous study. However, there are weaknesses such as unnatural movement of mouse and low accuracy of mouse functions. In this study, we designed and implemented a hand mouse interface which introduce a new concept called 'Virtual monitor' extracting user's physical features through Kinect in real-time. Virtual monitor means virtual space that can be controlled by hand mouse. It is possible that the coordinate on virtual monitor is accurately mapped onto the coordinate on real monitor. Hand-mouse interface based on virtual monitor concept maintains outstanding intuitiveness that is strength of the previous study and enhance accuracy of mouse functions. Further, we increased accuracy of the interface by recognizing user's unnecessary actions using his concentration indicator from his encephalogram(EEG) data. In order to evaluate intuitiveness and accuracy of the interface, we experimented it for 50 people from 10s to 50s. As the result of intuitiveness experiment, 84% of subjects learned how to use it within 1 minute. Also, as the result of accuracy experiment, accuracy of mouse functions (drag(80.4%), click(80%), double-click(76.7%)) is shown. The intuitiveness and accuracy of the proposed hand-mouse interface is checked through experiment, this is expected to be a good example of the interface for controlling the system by hand in the future.