• Title/Summary/Keyword: 위치 좌표 값

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A Study on the Determination of the Minimum Number of Control Points for Aerial Photogrammetry Using Simulated GPS Data (GPS 데이터 적용을 위한 항공사진측량 최소 기준점수 결정에 관한 연구)

  • 김용일;배태석
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.14 no.1
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    • pp.89-95
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    • 1996
  • As an attempt to apply GPS technique to aerial photogrammetry, an effort is exerted to replace the ground control points that were necessary in the traditional aerial photogrammetry with the aerial control by measuring the position of the camera exposure. In this study, various situations are simulated to test the conditions that affect the positioning of the points in aerial photogrammetry for the use of GPS data. From the result of the simulations, the necessary conditions and the applicable values to produce a 1:1, 000 topographical map were suggested. In the case of a photo block consists of 104 photos, we found a minimum of six ground control points make acceptable accuracy under the condition of below $10\mu{m}$ image positional error and with the ground observations.

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A Data Fault Attack on the Miller Algorithm for Pairing Computation in Mobile Ad-Hoc Network Environments (이동 Ad-Hoc 네트워크 환경에서 페어링 연산의 밀러 알고리듬에 대한 데이터 오류 공격)

  • Bae, KiSeok;Sohn, GyoYong;Park, YoungHo;Moon, SangJae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.2
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    • pp.70-79
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    • 2013
  • Recently, there has been introduced various types of pairing computations to implement ID based cryptosystem for mobile ad hoc network. The Miller algorithm is the most popular algorithm for the typical pairing computation such as Weil, Tate and Ate. In this paper, we analyze the feasibility of concrete data fault injection attack, which was proposed by Whelan and Scott, in terms of regardless of round positions during the execution of the Miller algorithm. As the simulation results, the proposed attack that can be employed to regardless of round positions and coordinate systems is effective and powerful.

The Study on Gesture Recognition for Fighting Games based on Kinect Sensor (키넥트 센서 기반 격투액션 게임을 위한 제스처 인식에 관한 연구)

  • Kim, Jong-Min;Kim, Eun-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.552-555
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    • 2018
  • This study developed a gesture recognition method using Kinect sensor and proposed a fighting action control interface. To extract the pattern features of a gesture, it used a method of extracting them in consideration of a body rate based on the shoulders, rather than of absolute positions. Although the same gesture is made, the positional coordinates of each joint caught by Kinect sensor can be different depending on a length and direction of the arm. Therefore, this study applied principal component analysis in order for gesture modeling and analysis. The method helps to reduce the effects of data errors and bring about dimensional contraction effect. In addition, this study proposed a modified matching algorithm to reduce motion restrictions of gesture recognition system.

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Remote Image Control by Hand Motion Detection (손동작 인지에 의한 원격 영상 제어)

  • Lim, Jung-Geun;Han, Kyongho
    • Journal of IKEEE
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    • v.16 no.4
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    • pp.369-374
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    • 2012
  • This paper handles the UX implementation for system control using the visual input information of hand motion. Kinect sensor from Microsoft is used to acquire the user's skeleton image from the 3-D depth map at a rate of 30 frames per sec. and eventually knows the x-y coordinates of hand joints. The x-y coordinate value changes of hands between the present frame and next frame shows the direction of changes and rotation of changes and the various hand motion is used as a UX input command for remote image control on smart TV, etc. Through the experiments, we showed the implementation of the proposed idea.

Deep Learning based Visual-Inertial Drone Odomtery Estimation (딥러닝 기반 시각-관성을 활용한 드론 주행기록 추정)

  • Song, Seung-Yeon;Park, Sang-Won;Kim, Han-Gyul;Choi, Su-Han
    • Annual Conference of KIPS
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    • 2020.11a
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    • pp.842-845
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    • 2020
  • 본 연구는 시각-관성 기반의 딥러닝 학습으로 자유분방하게 움직이는 드론의 주행기록을 정확하게 추정하는 것을 목표로 한다. 드론의 비행주행은 드론의 온보드 센서와 조정값을 이용하는 것이 일반적이다. 본 연구에서는 이 온보드 센서 데이터를 학습에 사용하여 비행주행의 위치추정을 실험하였다. 선행연구로써 DeepVO[1]룰 구현하여 KITTI[3] 데이터와 Midair[4] 데이터를 비교, 분석하였다. 3D 좌표면에서의 위치 추정에 선행연구 모델의 한계가 있음을 확인하고 IMU를 Feature로써 사용하였다. 본 모델은 FlowNet[2]을 모방한 CNN 네트워크로부터 Optical Flow Feature에 IMU 데이터를 더해 RNN으로 학습을 진행하였다. 본 연구를 통해 주행기록 예측을 다소 정확히 했다고 할 수 없지만, IMU Feature를 통해 주행기록의 예측이 가능함을 볼 수 있었다. 본 연구를 통해 시각-관성 분야에서 사람의 지식이나 조정이 들어가는 센서를 융합하는 기존의 방식에서 사람의 제어가 들어가지 않는 End-to-End 방식으로 인공지능을 학습했다. 또한, 시각과 관성 데이터를 통해 주행기록을 추정할 수 있었고 시각적으로 그래프를 그려 정답과 얼마나 차이 있는지 확인해보았다.

A Study of the Location and Shape of the Ship using GPS (GPS를 이용한 선박 위치 및 자세 형상 제어 연구)

  • Park, Jung-Won;Kim, Han-Sil
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.4
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    • pp.86-93
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    • 2011
  • The ship movement implies current position, wave, wind, and its other factors. We need to know exactly the location and the shape of the ship and control its motion because of these effects. In order to control the small ship according to the movement of the large ship, the position and shape of the ship should be given first. In this paper we propose the method with which we know the current status of the ship without dynamic equations of the ship. There are several methods to track the system such as optical, radio frequency, radar, camera, and infrared light. We propose the movement of the ship using the GPS absolute axis. But, the genuine error by the GPS itself and the movement of the ship cause the result of the GPS of not being accurate. This paper reduces the error of the location and the shape of the ship and gives the exact values of the ship movements even if the GPS implies some error itself.

Extracting the Point of Impact from Simulated Shooting Target based on Image Processing (영상처리 기반 모의 사격 표적지 탄착점 추출)

  • Lee, Tae-Guk;Lim, Chang-Gyoon;Kim, Kang-Chul;Kim, Young-Min
    • Journal of Internet Computing and Services
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    • v.11 no.1
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    • pp.117-128
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    • 2010
  • There are many researches related to a simulated shooting training system for replacing the real military and police shooting training. In this paper, we propose the point of impact from a simulated shooting target based on image processing instead of using a sensor based approach. The point of impact is extracted by analyzing the image extracted from the camera on the muzzle of a gun. The final shooting result is calculated by mapping the target and the coordinates of the point of impact. The recognition system is divided into recognizing the projection zone, extracting the point of impact on the projection zone, and calculating the shooting result from the point of impact. We find the vertices of the projection zone after converting the captured image to the binary image and extract the point of impact in it. We present the extracting process step by step and provide experiments to validate the results. The experiments show that exact vertices of the projection area and the point of impact are found and a conversion result for the final result is shown on the interface.

A study on the projection and interaction methods onto the cylindrical surface (원통형 곡면상으로의 투영과 상호작용 기법에 관한 연구)

  • Sung, Bo-Kyung;Lee, Ah-Reum;Choi, Eun-Jung;Kang, Eun-Young;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1319-1324
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    • 2006
  • 최근 다양한 분야(건축, 디자인, 영화관)에서 활용되는 디스플레이 기술들은 대체로 평면에 투영하는 프로젝션 기술을 사용하고 있다. 예외적으로 평면이 아닌 곡면에 투영하는 경우도 있었으나, 기술적인 제약으로 왜곡된 영상을 보정하여 사용하는 경우는 드문 상태이다. 그리고 상호작용의 경우는 기계적 장치에 의존한 초보적 형태가 주류를 이루고 있다. 본 논문에서는 프로젝션 기술 중에서 원통형 곡면상으로의 투영 기법과 모션인식을 반영한 상호작용 기법에 대해서 논하고자 한다. 3D 영상을 곡면에 왜곡 없이 투영하기 위하여, 본 논문에서는 '2-pass 렌더링' 기법을 이용하였다. 이 기법에서는 현재 렌더링 된 영상을 텍스쳐로 저장한 다음 원통형 물체에 매핑시켜 곡면에 적합한 영상으로 보정한다. 그리고 기계적 장치에 의존하지 않는 상호작용을 위해, 카메라를 통하여 실시간으로 사용자 정보(위치, 방향 값)를 입력 받아 원통형 스크린과 매칭되는 좌표 값을 계산한다. 위와 같은 기법들을 구현하기 위한 실험으로 미디어 아트 작품을 제작하였으며, 투영과 상호작용에 관한 알고리즘을 작품에 적용하였다. 이 작품은 하나의 프로젝터를 사용하여 1/4 원통형 곡면으로의 투영과 상호작용을 수행하였다. 본 연구의 결과는 미디어 아트 작품의 프로젝션 모듈로 사용 될 수 있으며, 공연장 건축, 실내디자인, 체감형 인터랙티브 게임, 가상현실 영화관 등 다양한 분야에 적용 될 수 있다.

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A Technic to Improve and Implement Virtual Environment Grid Information in War-game Model (워게임모델의 가상환경격자정보 개선과 구축 기법)

  • Choi, Beyoung-Moo;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.4
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    • pp.785-794
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    • 2009
  • We studied on a technic to improve and implement the virtual environment grid information in the war-game model. The virtual environment data are categorized into ground, sea, and air, and separatedly managed and operated. The data are implemented and managed in the geographical information and topography type information. The geographical information, including grid location coordinate and sea level, are managed in computer files as a grid type. We improved the representation of the sea level by mapping the sea level value of the grid information file into GCV and suggested the dynamic virtual environment implementation technic for the region with the large range of tide. In the experiments, we could know that it is possible to adopt the dynamic virtual environment to the war-game model.

Fractal Deformation using Code and Displacement Vectors (코드와 변위 벡터를 이용한 프랙탈 변형)

  • Han, Yeong-Deok;Kim, Gi-Ok
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.322-332
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    • 2007
  • We consider a deformation method suitable for fractal. In IFS fractal, the position of a point is characterized by its code as well as by its coordinates. Code has a meaning of address for fractal. If we move a point by changing its code, the resulting movement shows fractal behavior. We propose three deformation methods based on code information. For the deformation vector of a point in fractal, 1) we use the vector of a given vector field at the point obtained by code transformation, 2) we use the vector constructed by adding predefined displacement vectors according to the code information of the point. Both methods show a fractal-like character as well as an ordinary continuous deformation character. Also, 3) we can deform fern-fractal more naturally by restricting its deforming region using code form.