• Title/Summary/Keyword: 가상경계기법

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An Image and Visual Characteristics Analysis of Gyeongju Daereungwon Area Using Virtual Walkthrough (Virtual Walkthrough를 이용한 경주 대릉원지구의 경관이미지 및 시각적 특성 분석)

  • Deng, Bei-Jia;Kim, Young-Hun;Jeong, Jae-Hyun;Heo, Sang-Hyun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.2
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    • pp.108-117
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    • 2020
  • This study takes the Gyeongju Historic Areas Daereungwon Area as the research object, uses the Virtual Walkthrough method for virtual experience and evaluation, the visual characteristics were analyzed. To analyze landscape visual characteristics and to find out the relationship between image factors and visual preferences, the factor analysis and multiple regression analysis were conducted. The results are as follows: the results of preference analysis of the Daereungwon Area show that the preference of scene3 where located on the western boundary of Noseo-rl tumuli got the highest score, and the preference score of scene5 where located on the western boundary of Daereungwon less than three points. The results of factor analysis of visual characteristics, three factors were analyzed: regularity factor, spatiality factor and historical factor. The analysis of variance and multiple regression analysis results of the relationship between factor scores and visual preferences show that regularity factor was analyzed as the biggest factor that affects the visual preference of the Historical-cultural landscape Daereungwon Area. Virtual Walkthrough method has a strong three-dimensional and strong production of the real landscape scene, it's an effective method in landscape analysis. The results of research provides data and information for improving the visual quality of Historical-cultural landscape and it's expected to be applied in the future of landscape planning.

experimental display image design by approach method of human sensibility (공간환경에 있어서의 감성적 접근방법을 이용한 실험 영상디자인에 대한 연구)

  • Park, Gi-Deok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.131-134
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    • 2009
  • 공간디자인의 확장을 통한 영상디자인에 감각적이고 생명력을 부여하여 시각적이고 기술적 요소를 가미한 유기적 아름다움과 감성의 경계와 확장에 대한 영상으로 접근하고 서로 다른 환경에서의 구조적이며, 공간적, 그리고 시간적인 개념들이 쌓이면서 다양한 오브제들에 환경에 맞는 의미들을 부여하고, 실험적 영상을 스크린뿐만 아니라 다양한 매체들을 통해서 효과적인 정보전달체계와 메시지를 전달하여 새로운 감각을 확장한다. 도시경관이나 공원, 건축물등 다양한 공공환경을 개선하기 위한 효과적인 영상연출과 가상공간에서의 현실적 느낌들을 부여하고 니즈들의 상호관계를 극복하여 전시기법과 패턴 여러 복합적인 요소들을 활용하여 영상디자인에 있어서의 효과적인 방법들을 여러사례 분석과 실험들을 통하여 연구한다.

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Routing Optimization for a Mobile Node in Mobile IPv6 (IPv6 기반 이동 노드의 잦은 근접 거리 이동 시 효과적인 라우팅 기법)

  • 고은숙;최종원
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10c
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    • pp.369-371
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    • 2000
  • IPv6 기반의 이동 노드는 이웃 발견 프로토콜과 주소 자동설정 기능을 이용하여 스스로 의탁 주소(Care-of-Address : 이하 COA)를 구성한다. 이 때, 이동 노드가 가까이 있는 여러 개의 라우터 경계 사이를 짧은 시간동안 자주 이동한다면 이동 노드는 자신의 COA를 구성하는 과정을 빈번하게 반복하면서 이동 노드의 과부하가 발생할 가능성이 크다. 본 논문에서는 이러한 잦은 이동을 하는 이동 노드의 주소 자동설정 기능으로 인한 노드의 과부하를 줄이고 COA를 구성하는 시간을 최소화하기 위해 이동 노드의 주변을 가상의 셀로 설정하고 주변 셀에 대한 라우터들의 prefix를 라벨화(labeling)하여 이동 노드의 여러 개의 인터페이스에 설정해 놓고 라벨의 확인만으로 COA를 선택하는 방법을 제안한다.

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Profile Management Schemes for Virtual Home Environment Services(1) (VHE 서비스를 위한 프로파일 관리 기법(1))

  • 서민우;백성찬;노원종;김용범;안순신
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10c
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    • pp.455-457
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    • 2000
  • 3세대 통신망인 IMT-2000 서비스의 가장 큰 특징은 단말 이동성, 개인 이동성 및 서비스 이동성으로 구분되는 강력한 이동성의 제공이다. 이 중 서비스 이동성은 IMT-2000 서비스의 가장 큰 특징으로 가상 홈 환경(VHE ; Virtual Home Environment) 개념을 이용하고 있다. VHE는 개인 단말사이, 망 경계를 뛰어넘는 개인 서비스 환경 이동성의 개념으로 글로벌 로밍의 환경에서 서비스 가입자에게 Visited 망에서도 Home 망의 서비스를 그대로 이용할 수 있도록 하는 개념이다. 이 VHE에서 핵심이 되는 것이 프로파일을 어떻게 관리하여 사용자에게 원활한 서비스를 제공할 것인가 하는 것인데, 본 논문에서는 VHE 서비스를 위한 사용자 프로파일(User Profile), 서비스 프로파일(Service Profile), 단말 프로파일(Terminal Profile), 네트워크 프로파일(Network Profile)에 대한 관리 방법을 사용자 프로파일이 Home 망과 Visited 망에 위치하는 방법에 따라 시나리오에 적용하여 각 프로파일 정보를 교환하는 방법을 기술하였다.

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NUMERICAL SIMULATION OF FLOW PAST A SQUARE CYLINDER SUBMERGED UNDER THE FREE SURFACE (자유수면 아래 정방형 실린더 후류 유동에 관한 수치해석적 연구)

  • Ahn, Hyungsu;Yang, Kyung-Soo;Park, Doohyun
    • Journal of computational fluids engineering
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    • v.20 no.4
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    • pp.51-57
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    • 2015
  • In the present study, two-dimensional numerical investigation of flow past a square cylinder beneath the free surface has been performed to identify the effects of presence of the free surface. An immersed boundary method was adopted for implementation of the cylinder cross-section in a Cartesian grid system. Also, a level-set method was used to capture the interface of two fluids. To prevent transition to three-dimensional flow, Reynolds number chosen for this simulation was 150. The cases for Froude number 0.2 and gap ratio(h/D) between 0.25 and 5.00 were examined. At the specific Reynolds number, we study the effects of gap ratio on flow characteristics around a square cylinder by computing flow fields, force coefficients and Strouhal number.

Efficient Calculation of External Flow for Transient Simulation in Pipe Networks (상수관망의 수격현상 모의를 위한 외부 유출입 유량의 효율적해석)

  • Park, Jae-Hong;Han, Geon-Yeon
    • Journal of Korea Water Resources Association
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    • v.34 no.5
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    • pp.427-438
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    • 2001
  • A numerical model to analyze the unsteady flow in water distribution system was developed by using wave adjustment method. When analyzing the unsteady flow in the real water distribution system, the computational procedures are very complex due to the various boundary condition. Wave adjustment method, which can solve the boundary condition more simply and accurately, was introduced to overcome this difficulty and related equations to solve external flow directly were presented. Using these equations, the numerical model was developed to analyze water hammer. The suggested model was applied to a hypothetical distribution system and a real system with 26 pipes with various external flow boundary condition to evaluate the applicability of the developed model. The simulation results by this model agree with those by Karney's analysis in terms of discharge and pressure.

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Design and Implementation of Borderless Casual Game Server using Virtualization (가상화 기법을 사용한 경계 없는 캐쥬얼 게임 서버 설계 및 구현)

  • Kim, Sung-Baek;Lee, Jae-Dong
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.4
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    • pp.25-40
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    • 2012
  • This paper suggests the way to build the integration of internal server by using link server with virtualization method. With the development of on-line games, game communities began to be formed by users, players get fun from playing games, sharing online space with friends, clans, and parties. However, the limit of physical server restrict the allows under average a hundred users to play at same time and place, and three thousand to ten thousand people to access to game community with chat, message, friends functions. By following the explanation of the method from this paper, this limit can be overcome. It will give the function to share information of all connected users in one displayed server. This paper demonstrates the key quality requirements of the server built by this way such as scalable architecture, consistency, and latency is fulfilled.

3D Clothes Modeling of Virtual Human for Metaverse (메타버스를 위한 가상 휴먼의 3차원 의상 모델링)

  • Kim, Hyun Woo;Kim, Dong Eon;Kim, Yujin;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.638-653
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    • 2022
  • In this paper, we propose the new method of creating 3D virtual-human reflecting the pattern of clothes worn by the person in the high-resolution whole body front image and the body shape data about the person. To get the pattern of clothes, we proceed Instance Segmentation and clothes parsing using Cascade Mask R-CNN. After, we use Pix2Pix to blur the boundaries and estimate the background color and can get UV-Map of 3D clothes mesh proceeding UV-Map base warping. Also, we get the body shape data using SMPL-X and deform the original clothes and body mesh. With UV-Map of clothes and deformed clothes and body mesh, user finally can see the animation of 3D virtual-human reflecting user's appearance by rendering with the state-of-the game engine, i.e. Unreal Engine.

Performance of Spectrum Sensing Using AF Cooperative Relay for Cognitive Radio System (인지 무선 통신에서 AF 협력 릴레이를 이용한 스펙트럼 센싱 성능)

  • Lee, Mi-Sun;Kim, Yoon-Hyun;Kim, Jin-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.31-36
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    • 2012
  • In this paper, we proposed spectrum sensing using cooperative relay to solve problem of sensing performance degradation due to CPE (Customer-Premises equipments) which causes low SNR (signal-to-noise ratio) problem. In cooperative communication system, AF (amplify-and-forward) and DF (decoded-and-forward) is widely used for relay mechanism. Also, it is expected that cooperative relay scheme guarantees the high sensing performance by its diversity gain. Based on these backgrounds, in this paper, we apply to cooperative relay scheme to the CR (Cognitive Radio) system, and simulation results show comparison of the sensing performance.

Shock compression of condensed matter using multi-material Reactive Ghost Fluid method : development and application (충격파와 연소 현상 하에서의 다중 물질 해석을 위한 Reactive Ghost Fluid 기법 개발 및 응용)

  • Kim, Ki-Hong;Yoh, Jai-Ick
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.37 no.6
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    • pp.571-579
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    • 2009
  • For the flow analysis of reactive compressible media involving energetic materials and metallic confinements, a Hydro-SCCM (Shock Compression of Condensed Matter) tool is developed for handling multi-physics shock analysis of energetics and inerts. The highly energetic flows give rise to the strong non-linear shock waves and the high strain rate deformation of compressible boundaries at high pressure and temperature. For handling the large gradients associated with these complex flows in the condensed phase as well as in the reactive gaseous phase, a new Eulerian multi-fluid method is formulated. Mathematical formulation of explosive dynamics involving condensed matter is explained with an emphasis on validating and application of hydro-SCCM to a series of problems of high speed multimaterial dynamics in nature.