• Title/Summary/Keyword: Digital mapping

Search Result 723, Processing Time 0.029 seconds

Analysis of A Watershed Terrain Factors using Digital Elevation Model (수치표고모형에 의한 유역에서의 지형인자 분석)

  • 양인태;천기선;박재훈
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.17 no.1
    • /
    • pp.61-67
    • /
    • 1999
  • A watershed terrain factor is known to the very important in studies of a stream and a watershed. We have obtained the terrain factor in map directly or we have generated it in a digitalized map. In this study, DTED (Digital Terrain Elevation Data) offering in DMA(Defense Mapping Agency) was used to create a stream and a watershed and to extract the terrain factor. As comparison of the terrain factors gererated in digitalized map with the terrain factors extracted in DTED, DTED could be used to extract a terrain factor for a watershed management.

  • PDF

An Improved Mapping of Pyramids into 3-Dimensional Meshes (피라미드의 3-차원 메쉬로의 개선된 매핑)

  • Chang, Jung-Hwan;Kim, Jin-Soo;Kwon, Ki-Ryong
    • Annual Conference of KIPS
    • /
    • 2003.11a
    • /
    • pp.325-328
    • /
    • 2003
  • 본 논문에서는 주어진 손님 그래프 모델의 정점들과 간선들을 성능 파라미터들을 보다 우수하게 유지하면서 주인 그래프의 대응되는 정점들 및 경로들로 매핑시키는 "그래프 임베딩 문제"라고 불리는 그래프이론 문제를 다룬다. 높이가 N인 피라미드 모델을 손님 그래프로 하여 0$(4^{(k+1)}+2)/3{\times}2^{(N-k-1)}{\times}2^{(N-k-2)}$ 구조의 병렬컴퓨터 모델로 임베딩할 수 있는 새로운 매핑 함수를 제안하고 해당 함수 적용시 신장율이 $max\{(2^{(2k+1)}+4)/3,\;5{\cdot}2^{N-k-2}/8\}$로 개선됨을 증명함으로써 그 성능을 분석한다.

  • PDF

Refinement of DEM boundaries using Point Distribution Criteria in Scattered Data Interpolation

  • KIM Seung-Bum
    • Proceedings of the KSRS Conference
    • /
    • 2004.10a
    • /
    • pp.103-106
    • /
    • 2004
  • Extrapolation off the boundaries of scattered data is an intrinsic feature of interpolation. However, extrapolation causes serious problems in stereo-vision and mapping, which has not been investigated carefully. In this paper, we present novel schemes to eliminate the extrapolation effects for the generation of a digital elevation model (DEM). As a first step, we devise point distribution criteria, namely COG (Center of Gravity) and ECI (Empty Center Index), and apply rigorous and robust elimination based on the criteria. Compared with other methods, the proposed schemes are computationally fast and applicable to a wide range of interpolation techniques.

  • PDF

Spatial Information Based Simulator for User Experience's Optimization

  • Bang, Green;Ko, Ilju
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.3
    • /
    • pp.97-104
    • /
    • 2016
  • In this paper, we propose spatial information based simulator for user experience optimization and minimize real space complexity. We focus on developing simulator how to design virtual space model and to implement virtual character using real space data. Especially, we use expanded events-driven inference model for SVM based on machine learning. Our simulator is capable of feature selection by k-fold cross validation method for optimization of data learning. This strategy efficiently throughput of executing inference of user behavior feature by virtual space model. Thus, we aim to develop the user experience optimization system for people to facilitate mapping as the first step toward to daily life data inference. Methodologically, we focus on user behavior and space modeling for implement virtual space.

A Study on the Evaluation and Identity Elements in the Street Spaces (가로공간에 있어서 아이덴티티 요소와 평가에 관한 연구)

  • Kwack, Dong-Wha;Lee, Jeong-Mi
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.9 no.3
    • /
    • pp.47-57
    • /
    • 2009
  • The purpose of this study is to propose the design elements useful to give place identity to street space. The theory for place identity is studied and the components-Physical element, Sense, Program, Activity, Context-for identity of place is created. In the case study of SamcheongdongGil, the qualitative research method of Free Picturing Technique and Cognitive Mapping is executed and the samples gathered from the research are analyzed. In the process of analysis, the contents of qualitative evaluation by users is put in order as components for identity of place. Moreover, the design elements for street space are extracted from the case study and theories of urban design. The design elements are summarized as the followings: street pattern with high permeability, various streetscapes, greenscapes, semi public(private) spaces, the third places, public arts, transparent facades, and outdoor activities. Finally, the fruits and boundary of this study are described and the importance of place identity is.

  • PDF

"지도자료 입력 소프트웨어에 관한 연구"

  • 하동우;윤재경;우창헌;김수용
    • Spatial Information Research
    • /
    • v.2 no.2
    • /
    • pp.219-224
    • /
    • 1994
  • The construction of digital map which is the basis of GIS becomes more important. The digital map is made up of image, numeric, and character data. The development of mapping system which makes the data inputted easily is important. In this paper interactive map¬ping system is introduced, which is currently developed. Also, map data structure is seriously discussed. The points of improvement on this system are considered.

  • PDF

Mapping between Digital Manufacturing Simulation and Synthetic Environment (디지털 생산 시뮬레이션과 합성 환경의 매핑)

  • 문홍일;한순흥
    • Proceedings of the Korea Society for Simulation Conference
    • /
    • 2004.05a
    • /
    • pp.48-56
    • /
    • 2004
  • 최근 모델링 및 시뮬레이션 분야에서는 HLA에서 정의하듯이, 여러 가지 시뮬레이션이 동일한 환경에 참여하여 동시에 상호작용 하는 분산 시뮬레이션을 추구하고 있다. 따라서, 이미 모델링 되어 있는 데이터를 재사용하고 확장할 수 있는 방법이 중요해지고 있다. 미국 국방부에서는 이러한 목적으로 합성 환경의 표현과 교환을 위해 SEDRIS와 같은 표준 개념들을 만들고 있으며, 산업계에서의 모델링 및 시뮬레이션 영역에서도 역시, 호환성과 원가절감의 측면에서 표준의 개념을 도입하기 위한 노력이 진행되고 있다. 본 연구에서는, 상업용 디지털 생산 시뮬레이션 솔루션인 DELMIA에서 사용하는 데이터와, 합성 환경의 표준인 SEDRIS 데이터간의 매핑 방법을 설계하고 구현하였다. 이를 통해, 환경 데이터의 표준 기술인 SEDRIS를 DELMIA와 같은 상업용 디지털 생산 시뮬레이션 데이터를 표현하고 교환하는 표준으로서 활용의 가능성을 검토하였다.

  • PDF

A Study on Presentation Methods for Formation Ideas of Interior Spaces (실내 공간 형상화를 위한 아이디어 표현 방법에 관한 연구)

  • Lee, Jong-Ran
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.6 no.2
    • /
    • pp.17-23
    • /
    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

  • PDF

A Study on the Generation and Application of Photometric Data for Lighting Simulation (조명 시뮬레이션을 위한 측광데이터의 생성과 적용)

  • Hong, Sung-De
    • Journal of The Korean Digital Architecture Interior Association
    • /
    • v.6 no.2
    • /
    • pp.25-30
    • /
    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

  • PDF

A Method for Generation of Contour lines and 3D Modeling using Depth Sensor (깊이 센서를 이용한 등고선 레이어 생성 및 모델링 방법)

  • Jung, Hunjo;Lee, Dongeun
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.12 no.1
    • /
    • pp.27-33
    • /
    • 2016
  • In this study we propose a method for 3D landform reconstruction and object modeling method by generating contour lines on the map using a depth sensor which abstracts characteristics of geological layers from the depth map. Unlike the common visual camera, the depth-sensor is not affected by the intensity of illumination, and therefore a more robust contour and object can be extracted. The algorithm suggested in this paper first abstracts the characteristics of each geological layer from the depth map image and rearranges it into the proper order, then creates contour lines using the Bezier curve. Using the created contour lines, 3D images are reconstructed through rendering by mapping RGB images of the visual camera. Experimental results show that the proposed method using depth sensor can reconstruct contour map and 3D modeling in real-time. The generation of the contours with depth data is more efficient and economical in terms of the quality and accuracy.