• Title/Summary/Keyword: 지형 정보

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A Study on the Basic Algorithm of 3-D Navigation System of the Helicopter Utilizing TRN (TRN을 이용하는 헬리콥터 3차원 항법을 위한 기본 알고리즘에 관한 연구)

  • Kim, Eui-Hong;Jeon, Hyeong-Yong
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10c
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    • pp.130-134
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    • 2007
  • 본 연구는 지형참조항법(TRN; Terrain Referenced Navigation)에 근거하는 헬리콥터 항법 시스템을 위한 기본 알고리즘을 개발하기 위해 수행되었다. 현재 본 연구에 위성항법장치(GPS; Global Positioning System)로부터의 정보(X, Y, Z 좌표)는 비행체가 항로를 비행하는 중 매 92.8m의 수평거리로 환산하여 수신되는 것으로 가정하였다. 비행체는 3차원 직교 좌표 체계(Cartesian coordinate system)로 표현되는 수치지형모델 (DTM; Digital Terrain Model)상에서 시점(Origination)-종점(Destination) 기법에 의해 항로를 결정한다. 본 시스템은 우선 조종사에게 지형의 사전 인식을 위해 시점-종점 주변 3차원 지형도와 항로의 종단면도를 보여준다. 본 시스템은 직접적인 지상 충돌을 피하기 위해 지형 여유 층면(terrain clearance floor)의 개념을 도입, 기복 지형 표면에 일정 높이의 완충 공간을 설정한다. 만약 비행체가 항행 중 완충 공간에 접근하게 되면 본 시스템은 즉시 경고음과 메시지를 발한다(Matlab 메뉴를 사용하였음). 물론 헬리콥터의 이착륙 시에는 불필요한 경고를 발생시키지 않기 위해 완충 공간 조정은 가능하다. 수치지형모델은 (주)첨성대가 확보하고 있는 3초 간격의 DTM을 채택, 작성하였다.

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The Methods for 3D Terrain Model Automation Using 2D Plan (2차원 설계자료를 이용한 3차원 지형모델 자동화 생성 방안)

  • Lee, Hyun Jik;Park, Eun Gwan;Moon, Geun Soo
    • Journal of Korean Society for Geospatial Information Science
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    • v.21 no.1
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    • pp.87-93
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    • 2013
  • As the progress regarding spatial analysis on features such as landscape, sunlight, shadow, and direct ray using 3D simulation, it is required to research the creation of 3D terrain models crucial for 3D simulations. In this paper, we suggested the methods to create the 3D terrain model for the state after development, by transfer the 2D plan to 3D terrain model using the normal equation. Automated algorithm producing 3D terrain model from 2D plan was developed. And It is expected to be needed more studies detailed.

Verification about Threshold Discharge Computation using GIUH on ungauged small basin (지형학적순간단위도를 이용한 미계측 소유역의 한계유출량 산정 검증)

  • Choi Hyun;Lee Sang-Jin
    • Spatial Information Research
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    • v.14 no.1 s.36
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    • pp.15-27
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    • 2006
  • This paper is about the threshold discharge computation using GIUH(Geomorphoclimatic Instantaneous Unit Hydrograph) on ungauged small basin. GIUH is one of the possible approaches to predicting the hydrograph characteristics. This study is calculated the various ways which are hydrologic characteristics, bankfull flows, unit peak flows(the Clark, the Nakayasu and the S.C.S) as well as threshold runoffs on about $5km^2$ scale at Kyungbuk gampo in subbasin. We are estimated propriety that peak discharge calculated the GIUH from acquiring data by GIS(Geographic Information System) compared to observed peak discharge. And, the threshold discharge was calculated by NRCS(Natural Resources Conservation Service) for a flash flood standard rainfall.

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Mass curve Calculation of Constructed Section using GIS (지형공간정보시스템을 활용한 기시공 단면의 토적계산)

  • Lee, Yang-Kyoo;Bae, Sang-Ho;Han, Jung-Geun;Kang, Leen-Seok
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.739-742
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    • 2007
  • For the mass evaluation on the earth cutting volume, Geographic information system(GIS) based on digital topographical map executed on the ground condition in presents states and after installing utilities, and making visual decision. This study presents that the general reviews considering economical, technological efficiency as well as natural factors was carried. To the rational examines about plan and procedure of development was approved, the geographical analysis was performed that was based on the topographical shape before construction and the field states after construction, which will be utilized more useful data for mass curve calculation.

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A Key Management Technique Based on Topographic Information Considering IoT Information Errors in Cloud Environment (클라우드 환경에서 IoT 정보 오류를 고려한 지형 정보 기반의 키 관리 기법)

  • Jeong, Yoon-Su;Choi, Jeong-hee
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.233-238
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    • 2020
  • In the cloud environment, IoT devices using sensors and wearable devices are being applied in various environments, and technologies that accurately determine the information generated by IoT devices are being actively studied. However, due to limitations in the IoT environment such as power and security, information generated by IoT devices is very weak, so financial damage and human casualties are increasing. To accurately collect and analyze IoT information, this paper proposes a topographic information-based key management technique that considers IoT information errors. The proposed technique allows IoT layout errors and groups topographic information into groups of dogs in order to secure connectivity of IoT devices in the event of arbitrary deployment of IoT devices in the cloud environment. In particular, each grouped terrain information is assigned random selected keys from the entire key pool, and the key of the terrain information contained in the IoT information and the probability-high key values are secured with the connectivity of the IoT device. In particular, the proposed technique can reduce information errors about IoT devices because the key of IoT terrain information is extracted by seed using probabilistic deep learning.

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.

정보화시대의 공간정보 구축 및 활용

  • Jeong, Mun-Seop
    • 정보화사회
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    • s.107
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    • pp.41-48
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    • 1996
  • 공간정보는 국토공간의 물리.환경적, 사회.경제적, 법.제도적 특징 등을 모두 포함한 정보라고 하겠다. 즉 공간정보는 지형.지물, 소유권을 나타낼 뿐 아니라 공간에서 일어나는 각종 활동에 대한 통계적인 내용을 포함하는 정보이므로 통합정보라고 할 수 있다. 우리나라의 경우 종래에는 통합정보의 개념에서 공간정보가 구축된 것이 아니고 지형과 지물등을 나타내는 정보는 건설교통부와 국립지리원에서, 소유권을 나타내는 정보 즉 지적과 토지소유권과 관련된 정보는 내무부에서, 공간내에서 발생하는 사회, 경제적 활동을 나타내는 정보는 통계청과 지방자체단체 및 기타 기관에서 생성하였다.

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Automatic 3D Map-Object Generation Using Texture Analysis Table (텍스처 분석 테이블을 이용한 3D 지형 객체 자동 생성)

  • 선영범;김태용;이원형
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.634-637
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    • 2003
  • 본 논문은 지형중심 게임에서 깊이레벨에 기반한 텍스처 분석 테이블(TAT)을 이용하여 높이에 따라 정의된 지형 객체들을 효율적으로 생성 시킬 수 있는 알고리즘을 제안한다. 기존의 방법에서는 맵에디터 상에서 지형의 텍스처와 지형의 사실적 표현을 위해 나무나 바위 등의 지형 객체를 수작업으로 편집하였는데 제안한 알고리즘을 적용하면 깊이 단계별 최소의 지형 텍스처만을 사용하여 매우 다양한 종류의 지형 텍스처를 생성해 낼 수 있으며, TAT로부터 깊이 정보값을 활용하여 자연-객체들(Natural Object)을 자동으로 생성시킬 수 있다. 이로써 게임 지형을 제작하는데 불필요한 작업량을 줄일 수 있으며, 그만큼 인공-객체들(Artificial Obejct)을 생성하는데 많은 시간을 투입할 수 있다.

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