• Title/Summary/Keyword: level of map

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A Study on the Construction of 3D Noise Map for Ulsan-City (울산시 소음예측지도 작성에 관한 연구)

  • Lee, Chang-Myung;Song, Chang-Seob
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2010.10a
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    • pp.144-145
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    • 2010
  • 3-D noise map of Mugue Dong of the Ulsan City has been constructed. Comparing with the measured noise level, the predicted noise level has been confirmed for its accuracy. Correction factors for better prediction result using the constructed noise map have been investigated proving that its method is useful. The procedure of noise map construction method has also been introduced using RLS-90, Cadna A.

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An Algorithm of MIP-Map Level Selection for Ray-Traced Texture Mapping (광선 추적법 텍스쳐 매핑을 위한 MIP-Map 수준 선택 알고리즘 연구)

  • Park, Woo-Chan;Kim, Dong-Seok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.73-80
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    • 2010
  • This paper proposes an effective method to select MIP-Map level of texture images for ray-traced texture mapping. This MIP-Map level selection method requires only the total length of intersected ray. By supporting MIP-Map for texture mapping, we can reduce the texture aliasing effects, while our approach decreases rendering performance very slightly.

Quantitative Assessment of Nonpoint Source Load in Nakdong River Basin

  • Kwon, Heon-Gak;Lee, Jae-Woon;Yi, Youn-Jeong;Cheon, Se-Uk
    • Journal of Environmental Science International
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    • v.23 no.1
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    • pp.7-23
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    • 2014
  • This study estimates unit for the nonpoint source(NPS), classified according to the existing Level-1(large scale) land cover map, by monitoring the measurement results from each Level-2(medium scale) land cover map, and verifies the applicability by comparison with previously calculated units using the Level-1 land cover map. The NPS pollutant loading for a basin is evaluated by applying the NPS pollutant unit to Dongcheon basin using the Level-2 land cover map. In addition, the BASINS/HSPF(Better Assessment Science Integrating point & Non-point Sources/Hydrological Simulation Program-Fortran) model is used to evaluate the reliability of the NPS pollutant loading computation by comparing the loading during precipitation in the Dongcheon basin. The NPS pollutant unit for the Level-2 land cover map is computed based on precipitation measured by the Sangju observatory in the Nakdong River basin. Finally, the feasibility of the NPS pollutant loading computation using a BASINS/HSPF model is evaluated by comparing and analyzing the NPS pollutant loading when estimated unit using the Level-2 land cover map and simulated using the BASINS/HSPF models.

Analysis of Immersion Effects According to the Level of Map in Adventure Game

  • Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.10
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    • pp.39-44
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    • 2015
  • In this paper, we analyze the immersion effects according to the level of map in adventure game. Computer games are actively enjoyed by many people around the world. Game players have frequently experienced the immersion which is an important aspect to be attained from games. However, it is not clear what immersion is and what kinds of factors influence to immersion. Nonetheless, in recent many researches, the elements of humanities and fun were found as factors of immersion in various digital contents such as game, virtual reality, cinema and etc. Therefore, today's games are developed on the basis of the humanities and fun theory that many researchers have been studied for a long time. In games, the balance of the level of map is related with immersion. Hence, it is important to know how the map patterns of game affect immersion of players. In this paper, we developed a 3D survival adventure game named by "1 Hour" using Unity3D in order to simulate how map patterns affect immersion of players. We also analyzed the relationship between the level of map and immersion using the game.

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.

STUDY ON DESIGN AND APPLICATION FOR TRAFFIC THEMATIC MAP LEVEL 1 DATA

  • Kim, Soo-Ho;Ahn, Ki-Seok;Kim, Moon-Gie
    • Proceedings of the KSRS Conference
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    • 2008.10a
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    • pp.262-265
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    • 2008
  • We design level 1 traffic thematic map for common data structure. Level 1 means the road that can passing cars. If public office and private company use this form, they can save amount of money from overlapping update. And widely use of traffic analysis, navigation and traffic information system. For design common data structure we compared several data structure(traffic thematic map, ITS standard node/link, Car navigation map), and generalization these characteristic data. After generalization we considered about application parts. It can use of public part(traffic analysis, road management, accident management) and private part(car navigation, map product, marketing by variable analysis) etc.

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Hierarchical Fuzzy Motion Planning for Humanoid Robots Using Locomotion Primitives and a Global Navigation Path

  • Kim, Yong-Tae
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.3
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    • pp.203-209
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    • 2010
  • This paper presents a hierarchical fuzzy motion planner for humanoid robots in 3D uneven environments. First, we define both motion primitives and locomotion primitives of humanoid robots. A high-level planner finds a global path from a global navigation map that is generated based on a combination of 2.5 dimensional maps of the workspace. We use a passage map, an obstacle map and a gradient map of obstacles to distinguish obstacles. A mid-level planner creates subgoals that help the robot efficiently cope with various obstacles using only a small set of locomotion primitives that are useful for stable navigation of the robot. We use a local obstacle map to find the subgoals along the global path. A low-level planner searches for an optimal sequence of locomotion primitives between subgoals by using fuzzy motion planning. We verify our approach on a virtual humanoid robot in a simulated environment. Simulation results show a reduction in planning time and the feasibility of the proposed method.

Motion Planning and Control for Mobile Robot with SOFM

  • Yun, Seok-Min;Choi, Jin-Young
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1039-1043
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    • 2005
  • Despite the many significant advances made in robot architecture, the basic approaches are deliberative and reactive methods. They are quite different in recognizing outer environment and inner operating mechanism. For this reason, they have almost opposite characteristics. Later, researchers integrate these two approaches into hybrid architecture. In such architecture, Reactive module also called low-level motion control module have advantage in real-time reacting and sensing outer environment; Deliberative module also called high-level task planning module is good at planning task using world knowledge, reasoning and intelligent computing. This paper presents a framework of the integrated planning and control for mobile robot navigation. Unlike the existing hybrid architecture, it learns topological map from the world map by using MST (Minimum Spanning Tree)-based SOFM (Self-Organizing Feature Map) algorithm. High-level planning module plans simple tasks to low-level control module and low-level control module feedbacks the environment information to high-level planning module. This method allows for a tight integration between high-level and low-level modules, which provide real-time performance and strong adaptability and reactivity to outer environment and its unforeseen changes. This proposed framework is verified by simulation.

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Motion Planning for Legged Robots Using Locomotion Primitives in the 3D Workspace (3차원 작업공간에서 보행 프리미티브를 이용한 다리형 로봇의 운동 계획)

  • Kim, Yong-Tae;Kim, Han-Jung
    • The Journal of Korea Robotics Society
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    • v.2 no.3
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    • pp.275-281
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    • 2007
  • This paper presents a motion planning strategy for legged robots using locomotion primitives in the complex 3D environments. First, we define configuration, motion primitives and locomotion primitives for legged robots. A hierarchical motion planning method based on a combination of 2.5 dimensional maps of the 3D workspace is proposed. A global navigation map is obtained using 2.5 dimensional maps such as an obstacle height map, a passage map, and a gradient map of obstacles to distinguish obstacles. A high-level path planner finds a global path from a 2D navigation map. A mid-level planner creates sub-goals that help the legged robot efficiently cope with various obstacles using only a small set of locomotion primitives that are useful for stable navigation of the robot. A local obstacle map that describes the edge or border of the obstacles is used to find the sub-goals along the global path. A low-level planner searches for a feasible sequence of locomotion primitives between sub-goals. We use heuristic algorithm in local motion planner. The proposed planning method is verified by both locomotion and soccer experiments on a small biped robot in a cluttered environment. Experiment results show an improvement in motion stability.

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