• Title/Summary/Keyword: height map

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The Study on the Mapping of Wind Resource using Moving Filter Technique at Udo, Jeju Island (무빙필터 기법을 적용한 제주 우도지역의 풍력자원지도 작성에 대한 연구)

  • Moon, Seo Jeong;Ko, Jung Woo;Lee, Byung Gul
    • Journal of Korean Society for Geospatial Information Science
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    • v.20 no.4
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    • pp.29-36
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    • 2012
  • In order to create a wind resource map, we need wind data, contour map and roughness map. Moving Filter technique was applied to Udo of Jeju Island to improve the accuracy and efficiency of creating roughness map based on the Land Cover Map of the Ministry of Environment. The Land Cover Map was simplified using moving filtering, and the roughness map was created with this Land Cover Map. The wind resource map was created using this roughness map. Finally, we verified the validity and application of moving filter technique for wind resource map. As a result, the wind map which was created using the roughness map with moving filtering showed bias values which were all negative. It means the wind map is underestimated to values of wind energy and RMSE values were also from 0.0237m/s to 0.0253m/s at 50m height. In other words, estimation of wind resource using image filtering provides reliable results at 80m height typically when the wind turbine is installed. Finally, we found that image filtering technique is very useful tool to make wind resource map.

High-Speed Self-Organzing Map for Document Clustering

  • Rojanavasu, Ponthap;Pinngern, Ouen
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1056-1059
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    • 2003
  • Self-Oranizing Map(SOM) is an unsupervised neural network providing cluster analysis of high dimensional input data. The output from the SOM is represented in map that help us to explore data. The weak point of conventional SOM is when the map is large, it take a long time to train the data. The computing time is known to be O(MN) for trainning to find the winning node (M,N are the number of nodes in width and height of the map). This paper presents a new method to reduce the computing time by creating new map. Each node in a new map is the centroid of nodes' group that are in the original map. After create a new map, we find the winning node of this map, then find the winning node in original map only in nodes that are represented by the winning node from the new map. This new method is called "High Speed Self-Oranizing Map"(HS-SOM). Our experiment use HS-SOM to cluster documents and compare with SOM. The results from the experiment shows that HS-SOM can reduce computing time by 30%-50% over conventional SOM.

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Spatial Upscaling of Aboveground Biomass Estimation using National Forest Inventory Data and Forest Type Map (국가산림자원조사 자료와 임상도를 이용한 지상부 바이오매스의 공간규모 확장)

  • Kim, Eun-Sook;Kim, Kyoung-Min;Lee, Jung-Bin;Lee, Seung-Ho;Kim, Chong-Chan
    • Journal of Korean Society of Forest Science
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    • v.100 no.3
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    • pp.455-465
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    • 2011
  • In order to assess and mitigate climate change, the role of forest biomass as carbon sink has to be understood spatially and quantitatively. Since existing forest statistics can not provide spatial information about forest resources, it is needed to predict spatial distribution of forest biomass under an alternative scheme. This study focuses on developing an upscaling method that expands forest variables from plot to landscape scale to estimate spatially explicit aboveground biomass(AGB). For this, forest stand variables were extracted from National Forest Inventory(NFI) data and used to develop AGB regression models by tree species. Dominant/codominant height and crown density were used as explanatory variables of AGB regression models. Spatial distribution of AGB could be estimated using AGB models, forest type map and the stand height map that was developed by forest type map and height regression models. Finally, it was estimated that total amount of forest AGB in Danyang was 6,606,324 ton. This estimate was within standard error of AGB statistics calculated by sample-based estimator, which was 6,518,178 ton. This AGB upscaling method can provide the means that can easily estimate biomass in large area. But because forest type map used as base map was produced using categorical data, this method has limits to improve a precision of AGB map.

A Study on the Automatic Generation of Digital Elevation Map based on Contour Map (등고선 지도를 기반으로 한 수치 지형도 자동생성에 관한 연구)

  • Kim, Hae-Jung;Kim, Joon-Seek
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2
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    • pp.558-568
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    • 2000
  • In the paper, we propose the automatic generation method of digital elevation map based on contour map. The proposed method classifies contour data and non-contour data by thinning and labelling process of the contour line and then connects smoothly broken contour line by Bezier curve. Finally, the digital devation map is generated by the interpolation using the height data of the contour line. The proposed method can reduce vest effort, time and expense which is spend to make digital elevation map.

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Comparison of Draft Map and Digital Map for Analysis of Areas and Populations of Excessive Noise Exposure from Noise Maps (도화원도와 수치지도를 이용한 소음지도의 초과소음노출 면적 및 인구에 대한 비교 분석)

  • Yeon, Jung-Hum;Lee, Byung-Chan
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.22 no.2
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    • pp.156-162
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    • 2012
  • This paper presents differences of road traffic noise maps were generated by using the draft map and two digital maps with different versions. As a first step, the calculation of the areas of excessive noise exposure was made for the draft map and each digital map version. Subsequently, the areas of excessive noise exposure were compared so as to determine how different from each other. Then, comparison of the populations exposed to excessive noise was also conducted in the same way. It was found that the most accurate noise map was obtained when using the combination of the draft map containing all attribute information and the digital map Ver 2.0. This result indicates that more information on the height and the number of floors of the individual building is required in order to obtain more accurate population exposed to excessive noise, thus creating a more accurate noise map.

Automatic Extraction of Building Height Using Aerial Imagery and 2D Digital Map (항공사진과 2차원 수치지형도를 이용한 건물 고도의 자동 추출)

  • Jin, Kyeong-Hyeok;Hong, Jae-Min;Yoo, Hwan-Hee;Yeu, Bock-Mo
    • Journal of Korean Society for Geospatial Information Science
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    • v.13 no.2 s.32
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    • pp.65-69
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    • 2005
  • Efficient 3D generation of cultural features, such as buildings in urban area is becoming increasingly important for a number of GIS applications. For reconstruction or 3D building in urban area aerial images, satellite images, LIDAR data have been used mainly. In case of automatically extracting and reconstructing of building height using single aerial images or single satellite images, there are a lot of problems, such as mismatching that result from a geometric distortion of optical images. Therefore, researches or integrating optical images and existing 2D GIS data(e.g. digital map) has been in progress. In this paper, we focused on extracting of building height by means or interest points and vortical line locus for reducing matching points. Also we used digital plotter in order to validate for the results in this study using aerial images(1/5,000) and existing digital map(1/1,000).

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Vegetation Height and Age Estimation using Shuttle Radar Topography Mission and National Elevation Datasets (SRTM과 NED를 이용한 식생수고 및 수령 추정)

  • Kim, Jin-Woo;Heo, Joon;Sohn, Hong-Gyoo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.26 no.1D
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    • pp.203-209
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    • 2006
  • SAR (Synthetic Aperture Radar) technology, which is not influenced by cloud cover because of using electromagnetic wave of long wavelength, has an advantage in mapping the earth. NASA, recognizing these strong points of SAR, launched SRTM (Shuttle Radar Topography Mission), and acquired the topographic information of the earth. SRTM and NED (National Elevation Data) of USGS were used for the research and vegetation height map was produced through differentiating the two data. Correlation between SRTM-NED and planting year was analyzed to see the relationship. Strong correlation was detected and it shows the feasibility of estimating timber age and eventually creating timber age map from SRTM-NED. Additional analyses were conducted to check if the linearity is influenced by regional characteristics and forest uniformity. As results, the correlation between SRTM-NED and timber age is influenced by roughness of the terrain. Overall, this paper shows that timber age estimation using SRTM and NED can be sufficiently practical.

A Study on the Optimization of Deburring Process for the Micro Channel using EP-MAP Hybrid Process (전해-자기 복합 가공을 이용한 마이크로 채널 디버링공정 최적화)

  • Lee, Sung-Ho;Kwak, Jae-Seob
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.22 no.2
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    • pp.298-303
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    • 2013
  • Magnetic abrasive polishing is one of the most promising finishing methods applicable to complex surfaces. Nevertheless this process has a low efficiency when applied to very hardened materials. For this reason, EP-MAP hybrid process was developed. EP-MAP process is expected to machine complex and hardened materials. In this research, deburring process using EP-MAP hybrid process was proposed. EP-MAP deburring process is applied to micro channel, thereby it can obtain both deburring process and polishing process. EP-MAP deburring process on the micro channel was performed. Through design of experiment method, error of height in this process according to process parameter is analyzed. When the level 1 parameter A(magnetic flux density) and level 2 parameter B(electric potential), C(working gap) and level 3 parameter D(feed rate) are applied in the deburring process using EP-MAP hybrid process, it provides optimum result of EP-MAP hybrid deburring process.

The Study of Flood Simulations using LiDAR Data (LiDAR 자료를 이용한 홍수 시뮬레이션에 관한 연구)

  • Shim, Jung-Min;Lee, Suk-Bae
    • Journal of Korean Society for Geospatial Information Science
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    • v.14 no.4 s.38
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    • pp.53-60
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    • 2006
  • The purpose of this paper is forcasting of flooding area using LiDAR surveying data, and flood map for damage prevention is established for this purpose. Teahwa river at Ulsan city was chosen as test area and the flood simulation was produced in this area. For the flood simulation, each DEM using LiDAR data and digital map was established and then HEC model program and MIKE program was used to decide the amount of flood flowing and flood height. To improve the rainfall-overflow simulation confidence using inspection comparison of LiDAR data this paper analyzed and compared the LiDAR DEM accuracy and 1/5000 digital map DEM. The height accuracy is important factor to make flood map, however, LiDAR survey execution of all river area is not economic so, LiDAR survey execution of only important area is possible to be make high accuracy and economic flood map. The expectation effect of flood simulation is flood damage prevention and economic savings of recovery cost by forcasting of rainfall-overflow area and establishment of counter-measure.

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Create 3-Dimension Game World used Procedural Generation Algorithm (절차적 생성 알고리즘을 이용한 3차원 게임월드 제작)

  • Ko, Jung-Woon;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Dong-Yeop
    • Journal of Industrial Convergence
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    • v.16 no.1
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    • pp.35-40
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    • 2018
  • The procedural generation algorithm is an algorithm that automatically generates a content to be used in a game by repeatedly executing a series of rules. As the size of the game increases, the amount of content used in the game increases. Accordingly, artificial intelligence research is actively conducted to automatically generate game contents using game artificial intelligence such as procedural generation. In this paper, we propose an algorithm to create 3D game world using procedural generation. The proposed algorithm generates a two-dimensional contour in which the path is naturally connected using Perlin-Noise whose noise is gradually changed. A three-dimensional Height-Map is created based on the generated two-dimensional contour lines. The generated Height-Map show that the shape of the map is normal and that the player is able to move around all the sections as in the game world created by hand. In the future, we will improve the performance of algorithms and apply them to game.