• Title/Summary/Keyword: World Map

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A Study on the Hyun-Mu Sutra(玄武經) of Jeungsan (증산계 『현무경』 연구)

  • Koo, Jung-hoe
    • Journal of the Daesoon Academy of Sciences
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    • v.25_1
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    • pp.25-85
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    • 2015
  • In this study, source criticism (an establishment of authentic text) of the Hyun-Mu Sutra(玄武經) among different editions is studied and an attempt of a new interpretation appropriate to that is attempted. The Hyun-Mu Sutra, a scripture written in 1909, began to communicate with the world through the religions of Jeungsanism. In particular, it was remarkable that The Hyun-Mu Sutra was absorbed as canon textbooks Jeonkyung(典經), the Scriptures of Daesoonjinrihoe, The Fellowship of Daesoon Truth(大巡眞理) from a loner and secret pull-out of heritage traditions. However, this scripture though written in 1909 and more than 100 years has passed, remained in a state unestablished authentic text. The Hyun-Mu Sutra is the scripture consisted of 25 pages by the religions of Jeungsanism[Gang Il-sun 姜一淳(1871~1909)]. 33 page type of Hyun-Mu Sutra has been distributed in the world until now the authentic text of The Hyun-Mu Sutra. However, as a result of the examination, diagnostic scripture(病勢文) was found to have been added by descendants. After a review of authentic text of The Hyun-Mu Sutra, it concluded that there is no diagnostic scripture in primary The Hyun-Mu Sutra. Though The Hyun-Mu Sutra is a booklet of a small amount, the notation and expression is so unique, it has been in secrecy to read its contents. Interpretation way of The Hyun-Mu Sutra up to now can be summarized in two as follows. 1) approaches by I-ching 2) approaches by ten celestrial stemps and twelve earthly branches(10干12支). Approaches by I-ching among this sometimes was supplemented with Buddhist classification methods. Nevertheless, these studies can be evaluated limited because it fails to secure authentic text of The Hyun-Mu Sutra. In this study, the contents of The Hyun-Mu Sutra was examined itemized by focusing on the following four points. 1) The icon of The Hyun-Mu Sutra(玄武經符) is similar as normal talisman(符籍) but it has other features. 2) 'Reverse Fonts'(反書體)[the opposite view of the standard fonts(正書體), reflected in the mirror fonts] and size or location used in text is not in uniform. 3) letters in scripture were pointed and points were stamped in the left and upper and lower characters. 4) "Spiritual poem" (詠歌, the Korean traditional music with a view of elegance as an origin of eco), and the music with the Five-Sounds[宮Gung, 商Sang, 角Gak, 徵Chi, 羽Wu) were related. As a result, content analysis of The Hyun-Mu Sutra is carried out in the next four points. 1) The icon of The Hyun-Mu Sutra (玄武經符) has been primarily developed by Jeungsan. 2) 'Reverse Fonts'(反書體)[the opposite view of the standard fonts(正書體), reflected in the mirror fonts] and reverse location such as '宙宇' [the reverse of '宇宙'] represents based on a new world based on a forward and reverse I-ching(正易). 3) Dot and neighbor points is a symbolic map that guides the position of lateral new world(後天) and era(人尊) 4) Spiritual poem is the entrance to achieve the Realization of Do(道通). The above can be considered as the results of this study.

The Design and Implementation of Natural Environmental/Ecological Information System using GIS and RS Data (GIS 및 RS 데이터를 이용한 자연환경/생태계 정보시스템 설계 및 구현)

  • Hwang, Jae Hong;Kim, Sang Ho;Ryu, Keun Ho
    • Journal of the Korean Association of Geographic Information Studies
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    • v.4 no.3
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    • pp.1-12
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    • 2001
  • This thesis represents the integrated 3D DEM using both the process of satellite image and the real value of topographic maps. This DEM is draped on satellite image processed to improve representations of the real world. The 3D visualization and 3D animation with satellite imagery data enables to depict more vivid and realistic world. The paper also describes and implements the natural environmental/ecological information system that consists of 7 modules to manage environmental data systematically through an enhanced user interface. We make use of topographic map, satellite imagery data and several thematic maps. Each module has a user interface enabling to assist particular needs of decision-making for ecological/environmental assessments associated with spatial analysis of ecosystem and classification of the environmental status quo and other purposes.

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Construction of 3D Virtual City on the Web (Web 3D 가상도시 구축)

  • Lee, Jong-Ki;Lim, Il-Sik;Kim, Byung-Guk
    • Journal of Korea Spatial Information System Society
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    • v.5 no.1 s.9
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    • pp.83-89
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    • 2003
  • The GIS which is analysis of the real world to construction of 3D virtual city develop s in rapid growth. 3D virtual city is simulated by use of a GIS, Computer graphics, virtual reality and Spatial database. In this paper 3D topographical basemap which have the geographic coordinate of world was constructed by digital map. And build the Cyber city with combining the building that have elevation and 3D topographical basemap. By using server/client system for the cyber city. 3D cyber city web service implemented. We proposed the hybrid base web service method rather than the image or vector base web service. By the spatial and attribute search in the 3D Cyber City, overcome the existing simple visibility of Web 3D technology, and exhibited development direction to the Web 3D GIS.

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A Study on the Effects of Experiential Learning for Environment Based on Living Area (지역기반 환경체험학습의 효과에 관한 연구)

  • Lee, Dong-Yab;Kim, Hee-Cheol;Park, Man-Guen;An, A-Yeong;Lee, Ji-Suk;Lee, Ji-Hee;Cheong, Cheol
    • Hwankyungkyoyuk
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    • v.20 no.1
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    • pp.19-27
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    • 2007
  • This study was intended to answer the question, 'What kinds of effects will be aroused by experiential learning for environment based on living area?'. Experiential learning for environment was operated to 17 elementary school students in 4th grade in Kyeong-san city. The results were drawn analyzing the mind map for the changes of environmental consciousness before and after learning, and they are as below. First, it had an effect to change the meaning association of the relationship between 'river and me'. Meaning association was 'river-a thing' before experiential learning, but it was developed as 'river-a thing-me' after learning. This means that students expanded understanding of the world that they were belonging and self-spatialization was promoted. The expansion of meaning association would be a start point and a method to promote their segmentation for each student. Second, students could self-directly modify misconception and preconception after experiential learning. It showed that students could find meanings in the world that they were belonging by experiential learning for environment, and misconception obtained by concept learning without actual situation could be revised through the truth recognition in meanings, and student could see what things displayed. Therefore preconception would be corrected. Of course, everything would not be completed by just one time of experiential learning, and consistent experience learning should be operated. Third, experiential learning promoted the change of sensitivity. Students had shallow sensitivity, which appeared in the relation with things, since having learned only inside of class without a direct observation. However their sensitivity could be increased by experiencing specific things. Fourth, there was the change of classification recognition. Students found properties of things with a direct observation. It raised their ability to classify things, and to understand an individual thing in 'a class'.

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A Study on the MMORPG Server Architecture Applying with Arithmetic Server (연산서버를 적용한 MMORPG 게임서버에 관한 연구)

  • Bae, Sung-Gill;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.39-48
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    • 2013
  • In MMORPGs(Massively Multi-player Online Role-Playing Games) a large number of players actively interact with one another in a virtual world. Therefore MMORGs must be able to quickly process real-time access requests and process requests from numerous gaming users. A key challenge is that the workload of the game server increases as the number of gaming users increases. To address this workload problem, many developers apply with distributed server architectures which use dynamic map partitioning and load balancing according to the server function. Therefore most MMORPG servers partition a virtual world into zones and each zone runs on multiple game servers. These methods cause of players frequently move between game servers, which imposes high overhead for data updates. In this paper, we propose a new architecture that apply with an arithmetic server dedicated to data operation. This architecture enables the existing game servers to process more access and job requests by reducing the load. Through mathematical modeling and experimental results, we show that our scheme yields higher efficiency than the existing ones.

Digital Business Card System based on Augmented Reality (증강현실을 기반으로 한 디지털 명함 시스템)

  • Park, Man-Seub;Kim, Chang-Su;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.562-568
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    • 2014
  • With the development of computer technology, augmented reality (Augmented Reality, AR) technology in the future, one of the main directions of development of human interface technology is emerging. On augmented reality based on the design and implementation of a digital business card system. In this paper, a Smartphone is simply information through recognizable digital business card contains information about the system. Digital business card system is compared to the way existing hardware in a way visually-based high precision. In addition, registered as a 3D computer vision of augmented reality technology skills and real-world situations convergence technology for research. Future research, 3D electronic map for Smartphone apps as of the application user interface on the side for research is needed.

Runoff Analysis Evaluation Using Harmonized World Soil Database(HWSD) (HWSD를 이용한 유출해석 평가)

  • Choi, Yun Seok;Kim, Joo Hun;Kim, Kyung Tak
    • Proceedings of the Korea Water Resources Association Conference
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    • 2016.05a
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    • pp.570-570
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    • 2016
  • 홍수해석을 위해서는 DEM, 토지피복도, 토양도 등을 이용해서 대상 유역의 수문지형학적 매개변수를 도출해야 한다. 이때 북한과 같은 비접근 지역이나, 지상 관측에 의한 자료가 부족한 해외 지역에 대한 유출해석을 위해서는 대상 지역에 대한 상세한 자료를 얻기 어려우므로, 위성영상이나 전지구 데이터베이스 등과 같은 글로벌 자료를 이용하는 것이 대안이 될 수 있다. 글로벌 지형공간 자료로는 ASTER GDEM과 같은 DEM, Global Map과 같은 토지피복도, HWSD(Harmonized World Soil Database)와 같은 토양도를 이용할 수 있다. 본 연구에서는 이 중 HWSD의 적용성을 평가하였다. HWSD는 UN FAO(Food and Agriculture Organization of the United Nations)의 토지이용변경 프로그램에 따른 지도와 지역 및 국가 토양데이터베이스를 조합해서 만들어 졌으며, 30 arc-second(약 1km)의 해상도를 가진다. 유출해석은 물리적 분포형 모형인 GRM(Grid based Rainfall-runoff Model)을 이용하였으며, 낙동강 수계의 향석 수위관측소 유역을 대상으로 2008년과 2009년에 발생한 2개의 수문사상을 이용하여 연구를 진행하였다. 토양도를 제외한 자료(DEM, 토지피복도 등)는 모두 국내에서 구축된 자료를 이용하였다. 우리나라의 정밀토양도를 이용해서 보정된 모형(매개변수)에 HWSD 자료를 적용한 유출해석 결과, 두 사상에서 모두 유량이 크게 모의되었다. 이는 HWSD에서는 유역 전체가 양토(수리전도도 0.34cm/h)로 정밀토양도(향석 유역 평균 수리전도도 1.07cm/h)에 비해 약 1/3의 수리전도도 값을 가지고, 정밀토양도를 적용한 경우의 평균 토양심은 70cm이지만 HWSD에서는 37cm로 상대적으로 작기 때문에 토양 침투량은 작아지고, 유출량이 크게 계산되는 것으로 판단된다. HWSD를 이용한 모형 보정에서는 토양 수리전도도와 토양심 매개변수를 중심으로 보정하였으며, 그 결과 관측 유량을 잘 재현할 수 있었다. 위성영상을 이용해서 구축되는 토지피복도와는 달리, 토양정보는 원시 자료가 구축된 지역에 따라서 구축방법, 정확도 등에서 크게 차이가 날 수 있다. 그러므로 글로벌 자료를 이용한 유출해석에서는 토양 자료의 적용 및 이와 관련된 매개변수의 주의가 필요할 것으로 판단된다.

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Loitering Behavior Detection Using Shadow Removal and Chromaticity Histogram Matching (그림자 제거와 색도 히스토그램 비교를 이용한 배회행위 검출)

  • Park, Eun-Soo;Lee, Hyung-Ho;Yun, Myoung-Kyu;Kim, Min-Gyu;Kwak, Jong-Hoon;Kim, Hak-Il
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.6
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    • pp.171-181
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    • 2011
  • Proposed in this paper is the intelligent video surveillance system to effectively detect multiple loitering objects even that disappear from the out of camera's field of view and later return to a target zone. After the background and foreground are segmented using Gaussian mixture model and shadows are removed, the objects returning to the target zone is recognized using the chromaticity histogram and the duration of loitering is preserved. For more accurate measurement of the loitering behavior, the camera calibration is also applied to map the image plane to the real-world ground. Hence, the loitering behavior can be detected by considering the time duration of the object's existence in the real-world space. The experiment was performed using loitering video and all of the loitering behaviors are accurately detected.

Interactive Visual Analytic Approach for Anomaly Detection in BGP Network Data (BGP 네트워크 데이터 내의 이상징후 감지를 위한 인터랙티브 시각화 분석 기법)

  • Choi, So-mi;Kim, Son-yong;Lee, Jae-yeon;Kauh, Jang-hyuk;Kwon, Koo-hyung;Choo, Jae-gul
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.135-143
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    • 2022
  • As the world has implemented social distancing and telecommuting due to the spread of COVID-19, real-time streaming sessions based on routing protocols have increased dependence on the Internet due to the activation of video and voice-related content services and cloud computing. BGP is the most widely used routing protocol, and although many studies continue to improve security, there is a lack of visual analysis to determine the real-time nature of analysis and the mis-detection of algorithms. In this paper, we analyze BGP data, which are powdered as normal and abnormal, on a real-world basis, using an anomaly detection algorithm that combines statistical and post-processing statistical techniques with Rule-based techniques. In addition, we present an interactive spatio-temporal analysis plan as an intuitive visualization plan and analysis result of the algorithm with a map and Sankey Chart-based visualization technique.

A Study on the Global Possibilities of Gugak Broadcasting as K-Music Content through the Metaverse Audition Platform

  • KIM, JOY
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.37-43
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    • 2022
  • This study is a sustainability study of K-Music beyond K-Pop through New Media. New media literally means 'new media'. When TV, classified as legacy media, first appeared in the world, it was an innovative new media platform. Of course, it is considered the most traditional legacy media. However, the definition of new media inevitably changes with the times. Most of the media called new media today are based on online and mobile. This thesis focuses on popular music including crossover traditional music genre. And we define popular music exported abroad as K-pop, and propose the possibility of globalization of Korean music using K-pop users and new media, a metaverse based K-pop audition platform, as consumers and suppliers in the global market. Hallyu, the studying of K-Pop through the study of attitudes and economic effects of K-pop, such as reactions to the spread of K-pop and the reactions of fans who like K-pop, are constantly being discussed in various ways. But there has been no case of cultural technology research that linked the sustainability of Gugak as the Korean music through new media to the K-pop business platform. As the overflowing data pours out in the virtual space as an act that gives the meaning of existence, the online is able to become an open market that provides reliable information all over the world. Therefore we would like to propose on the sustainability of Korean music through the 'Korean Traditional Music Broadcasting Metaverse Audition' beyond the K-pop business model as the K-Music content in the cultural technology era.