• Title/Summary/Keyword: Space Object

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Development of Airborne Remote Sensing System for Monitoring Marine Meteorology (Sea Surface Wind and Temperature) (연안 해양기상(해상풍, 수온) 관측을 위한 항공기 원격탐사 시스템)

  • Kim, Duk-Jin;Cho, Yang-Ki;Kang, Ki-Mook;Kim, Jin-Woo;Kim, Seung-Hee
    • The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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    • v.18 no.1
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    • pp.32-39
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    • 2013
  • Although space-borne satellites are useful in obtaining information all around the world, they cannot observe at a suitable time and place. In order to overcome these limitations, an airborne remote sensing system was developed in this study. It is composed of a SAR sensor and a thermal infrared sensor. Additionally GPS, IMU, and thermometer/hygrometer were attached to the plane for radiometric and geometric calibration. The brightness of SAR image varies depending on surface roughness, and capillary waves on the sea surface, which are easily generated by sea winds, induce the surface roughness. Thus, sea surface wind can be estimated using the relationship between quantified SAR backscattering coefficient and the sea surface wind. On the other hand, thermal infrared sensor is sensitive to measure object's temperature. Sea surface temperature is obtained from the thermal infrared sensor after correcting the atmospheric effects which are located between sea surface and the sensor. Using these two remote sensing sensors mounted on airplane, four test flights were carried out along the west coast of Korea. The obtained SAR and thermal infrared images have shown that these images were useful enough to monitor coastal environment and estimate marine meteorology data.

Improvement Plan for Planting Large Trees in Artificial Ground of the Apartment Complex (공동주택 인공지반 대형교목 식재 개선방안)

  • Kang, Myung-Soo;Kim, Nam-Jung
    • Land and Housing Review
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    • v.6 no.4
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    • pp.221-229
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    • 2015
  • Large trees in the apartment complex are playing an important role to decide the quality of external environment. They are planted with the object of utilizing themselves as a landmark of the complex and enhancing space symbolism. Since planting large trees would require high maintenance costs and generate defect, it would cause decline in quality of external environment. This study researches on large trees in artificial ground of the apartment complex. This study analyzes actual condition of planting and tries to provide improvement direction of planting. In order to conduct this research, three target areas (over R30) and 265 trees are selected. Based on the drawings and specifications this study researches on the plan of landscape design, changes of field design, actual condition of completion, present condition of planting, minimum soil depth of growth and development and types of extra action for soil depth. The result shows that 85% of drawings and specifications for large trees in the apartment complex are deep-rooted tree species. On average large trees with R 35 are planted in artificial ground and there is lack of on average 65cm minimum soil depth of growth and development. Reviewing changes of field design is conducted in such limited size as mainly R30 and R40 and there is no extra plan for lack of soil depth. The plan for securing additional soil depth is done by 85% of mounding. However, since there is only 10% of satisfaction, the inappropriateness in securing additional soil is pointed out. This research also points out that the size of large trees, root characteristics and location-allocation for planting are pivotal factors for securing minimum soil depth of growth and development. This research also provides improvement direction in case of planning planting.

A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

Proxy Caching Scheme Based on the User Access Pattern Analysis for Series Video Data (시리즈 비디오 데이터의 접근 패턴에 기반한 프록시 캐슁 기법)

  • Hong, Hyeon-Ok;Park, Seong-Ho;Chung, Ki-Dong
    • Journal of Korea Multimedia Society
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    • v.7 no.8
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    • pp.1066-1077
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    • 2004
  • Dramatic increase in the number of Internet users want highly qualified service of continuous media contents on the web. To solve these problems, we present two network caching schemes(PPC, PPCwP) which consider the characteristics of continuous media objects and user access pattern in this paper. While there are plenty of reasons to create rich media contents, delivering this high bandwidth contents over the internet presents problems such as server overload, network congestion and client-perceived latency. PPC scheme periodically calculates the popularity of objects based on the playback quantity and determines the optimal size of the initial fraction of a continuous media object to be cached in proportion to the calculated popularity. PPCwP scheme calculates the expected popularity using the series information and prefetches the expected initial fraction of newly created continuous media objects. Under the PPCwP scheme, the initial client-perceived latency and the data transferred from a remote server can be reduced and limited cache storage space can be utilized efficiently. Trace-driven simulation have been performed to evaluate the presented caching schemes using the log-files of iMBC. Through these simulations, PPC and PPCwP outperforms LRU and LFU in terms of BHR and DSR.

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Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.421-434
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    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

An Efficient Location Encoding Method Based on Hierarchical Administrative District (계층적 행정 구역에 기반한 효율적인 위치 정보 표현 방식)

  • Lee Sang-Yoon;Park Sang-Hyun;Kim Woo-Cheol;Lee Dong-Won
    • Journal of KIISE:Databases
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    • v.33 no.3
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    • pp.299-309
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    • 2006
  • Due to the rapid development in mobile communication technologies, the usage of mobile devices such as cell phone or PDA becomes increasingly popular. As different devices require different applications, various new services are being developed to satisfy the needs. One of the popular services under heavy demand is the Location-based Service (LBS) that exploits the spatial information of moving objects per temporal changes. In order to support LBS efficiently, it is necessary to be able to index and query well a large amount of spatio-temporal information of moving objects. Therefore, in this paper, we investigate how such location information of moving objects can be efficiently stored and indexed. In particular, we propose a novel location encoding method based on hierarchical administrative district information. Our proposal is different from conventional approaches where moving objects are often expressed as geometric points in two dimensional space, (x,y). Instead, in ours, moving objects are encoded as one dimensional points by both administrative district as well as road information. Our method is especially useful for monitoring traffic situation or tracing location of moving objects through approximate spatial queries.

A Comparative Study of the Expantionist Architectural Concept in Post-Modern Museums -focused on Neue Staatsgalerie Stuttgart and Stadtisches Museum Abteiberg Monchengladback in Germany- (포스트모던 미술관 건축의 확장된 건축개념에 관한비교연구 -독일 스튜트가르트 국립미술관 신관과 묀헨글라드바하 시립미술관을 중심으로-)

  • 김명옥
    • Korean Institute of Interior Design Journal
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    • no.14
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    • pp.82-89
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    • 1998
  • During the boom of museum building in the 1970s-80s two museum wee erected in Germany. They are James Stirling's Neue Stattsgalerie Stuttgart and hans Hollein's Stadtisches Museum Abteiberg Monchengladbach, These two museums share the folowing point of similarity : Stirling's Neue Stattsgalerie Stuttgart and Hollein's Staditisches Museum Abetiberg Monchenbladbach both manifest the conditions of the times in light of their respective cities' local characters and historical contexts without being bound to traditional formality. Stirling and Hollein attempted to grasp the meaning of the 기nuseum as a city in miniature." Taking into account the t two museums’s territorial characteristics of being situated on a slope, both Stirling and Hollein made the walker to pass t through their building complex and introduced the concept of a public square within them. As a result, the museums are not j just two large buildings but are architecture composed of a collage of various structures. S Stirling’s architecture employs the method of attaching additional elements on top of basic constituents, which is suggestive '||'&'||'#61551; of the historical fragment from Shinkel's Altes Museum. On the other hand, Hollein applies a collage-style method as if he w were doing urban planning, maintaining the distinctiveness of each of the various forms and materials of buildings. T The object style buildings of the two museums actively demonstrate the contrast of double meaning to represent the a ambiguous and multifarious characteristics of the modern times. Stirling explores the theme of opposition and coexistence in h his Neue Stattsgalerie Stuttgart by placing a series of opposing concepts, such as the past and present and histor${\gamma}$ and t technology, in one space. Thereby, the contradiction and its appeal are manifested. Hollein made use of the visual illusion and c contradiction in alluding to the irony of the modern reality induced by nature and culture and history and technology. F For the above reasons and methods, James Stirling ’ s Neue Stattsgalerie Stuttgart allowed the penetration of art into daily l life and became the general public’s favored museum for its free and unrestrained environment. Likewise, Hans Hollein’s S Stadtisches Museum Abteiberg Moncbengladbach contribute to the development of museum function as it an expression of art i in the form of a complex piece of scupture on its own.ts own.

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The Environmental Preservation and Sustainable Use of Apsan(Mountain) in Daegu (대구 앞산의 환경보존과 지속가능한 이용)

  • Jeon, Young-Gweon
    • Journal of the Korean association of regional geographers
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    • v.12 no.6
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    • pp.645-655
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    • 2006
  • Apsan, as part of the main ecosystem of Daegu city, plays an important role for maintaining the environmental sustainability of the large city. Especially varieties of valuable resources, which are cultural, historical, biological, geomorphological and geological, are distributed around Apsan. Therefore the positive preservation plan is required. This paper aims to examine the environmental characteristics of Apsan and then suggests the following ideas for the environmental preservation and sustainable use of Apsan. 1) 'The New Map of Apsan' that includes more exact information needs to be produced. 2) The Apsan ecosystem management plan should be made under the precision natural ecology investigation. 3) For the protection of inanimate object resources, such as geographical feature and geology, the Geotourism Department needs to be established within Daegu metropolitan office of education or the tourism division of Daegu city government. 4) An effective environmental-impact-assessment system should be officially established. 5) the positive administrative and financial support system led by local NGOs is required for the Apsan environmental protection activities and education. 6) It is necessary to bring out into the open prayer sites to prevent forest fire. 7) 'The nature rest year system' enforcement is required to restore the damaged ecological space of Apsan.

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Efficient Management of Moving Object Trajectories in the Stream Environment (스트림 환경에서 이동객체 궤적의 효율적 관리)

  • Lee, Won-Cheol;Moon, Yang-Sae;Rhee, Sang-Min
    • Journal of KIISE:Databases
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    • v.34 no.4
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    • pp.343-356
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    • 2007
  • Due to advances in position monitoring technologies such as global positioning systems and sensor networks, recent position information of moving objects has the form of streaming data which are updated continuously and rapidly. In this paper we propose an efficient trajectory maintenance method that stores the streaming position data of moving objects in the limited size of storage space and estimates past positions based on the stored data. For this, we first propose a new concept of incremental extraction of position information. The incremental extraction means that, whenever a new position is added into the system, we incrementally re-compute the new version of past position data maintained in the system using the current version of past position data and the newly added position. Next, based on the incremental extraction, we present an overall framework that stores position information and estimates past positions in the stream environment. We then propose two polynomial-based methods, line-based and curve-based methods, as the method of estimating the past positions on the framework. We also propose three incremental extraction methods: equi-width, slope-based, and recent-emphasis extraction methods. Experimental results show that the proposed incremental extraction provides the relatively high accuracy (error rate is less than 3%) even though we maintain only a little portion (only 0.1%) of past position information. In particular, the curve-based incremental extraction provides very low error rate of 1.5% even storing 0.1% of total position data. These results indicate that our incremental extraction methods provide an efficient framework for storing the position information of moving objects and estimating the past positions in the stream environment.

Generation of Multi-view Images Using Depth Map Decomposition and Edge Smoothing (깊이맵의 정보 분해와 경계 평탄 필터링을 이용한 다시점 영상 생성 방법)

  • Kim, Sung-Yeol;Lee, Sang-Beom;Kim, Yoo-Kyung;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.471-482
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    • 2006
  • In this paper, we propose a new scheme to generate multi-view images utilizing depth map decomposition and adaptive edge smoothing. After carrying out smooth filtering based on an adaptive window size to regions of edges in the depth map, we decompose the smoothed depth map into four types of images: regular mesh, object boundary, feature point, and number-of-layer images. Then, we generate 3-D scenes from the decomposed images using a 3-D mesh triangulation technique. Finally, we extract multi-view images from the reconstructed 3-D scenes by changing the position of a virtual camera in the 3-D space. Experimental results show that our scheme generates multi-view images successfully by minimizing a rubber-sheet problem using edge smoothing, and renders consecutive 3-D scenes in real time through information decomposition of depth maps. In addition, the proposed scheme can be used for 3-D applications that need the depth information, such as depth keying, since we can preserve the depth data unlike the previous unsymmetric filtering method.