• Title/Summary/Keyword: 영화 기술

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Growth performance and, blood metabolites and leukocytes of growing pigs fed with fermented hulless barley (발효 쌀보리의 급여가 육성돈의 혈중 대사산물, 혈구조성 및 생산성에 미치는 영향)

  • Jeong, Yong Dae;Kim, Ki Hyun;Min, Ye Jin;Kim, Young Hwa;Yu, Dong Jo;Cho, Kyu Ho;Kim, Doo Wan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.8
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    • pp.295-302
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    • 2018
  • This study was conducted to investigate effect of feeding fermented hulless barley (FHB) on growth performance and blood metabolites in growing pigs. Forty-five pigs (LYD; initial body weight, $30.33{\pm}0.05kg$) were randomly allotted into three dietary treatments that consisted of 0, 0.5 and 1.0% of the FHB in the basal diets. The pigs fed 0.5% FHB showed higher average daily gain than the 0 and 1% FHB treatments, although there was not significant among the treatments. Similarly, average daily feed intake and feed conversion ratio were not different among the treatments. Blood white blood cells, neutrophil, lymphocyte, monocyte, eosinophil and basophil were ranged to reference values, but not difference among the treatments. Serum glucose was increased in the control compared with 0.5 and 1.0% FHB. However, parameters related to protein, lipid and mineral also were not different among the treatments. These results indicate the FHB has no significant effect of growth performance and metabolizable responses in growing-finishing pigs.

The Characteristics of Women's Hair Style in the late Joseon Dynasty (조선후기 성인여성머리양식의 특성)

  • You, Hyo-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.80-90
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    • 2011
  • The purposes of this study are clarifying the characteristics of women's hair style in the late Joseon Dynasty by inquiring into that hair style and, by extension, having a new understanding of the aesthetic consciousness of women in those times. The typical hair style of married Joseon women was Ungeonmeori and Jjokmeori, with Ungeonmeori being much more popular. Regardless of socioeconomic status, women used a big Gache as long as conditions permitted. Meanwhile, some women who led the trend or followed the national policy did Jjokmeori and wore Jokdoori. The Joseon Dynasty had a strict clothing system. However, giseangs were free from this restriction and they were free at attire. Therefore, they led the fashion trend. Both noble and common women followed the trend, imitating giseangs' attire. Women's hair style was used as a tool to express one's personality in the late Joseon Dynasty when the hierarchy was already weakened. In fact, it seems that women in those times cared more about hair style trend than clothing trend. This means that those women already had such a high quality of aesthetic consciousness that they showed their hair which is the closest to the face to advantage.

Solutions for the Effective 3D Character Skin Weight by converting Lattice Weight (래티스 웨이트 변환을 통한 효과적인 3D 캐릭터 스킨 웨이트 솔루션 제안)

  • Song, Bal-gum;Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.44
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    • pp.33-56
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    • 2016
  • As the rapid extension of the game and film industry, studies on developing natural movements on a 3D characters are increasing. Rigging a character with joints is essential to create realistic movements on a 3D character. The rapid development of the CG industry, rigging technologies and workflow is becoming more sophisticated. Despite the progress and the growth of rigging operations, has shown the limitations of such repetitive tasks. For this study, analyzes the issues and inefficiency of the old method of skin weights and propose a better approach. First, need to understand the general process of an animation pipeline and learn the technology term of skin weights. Second, comparing the traditional ways of skinning a character and applying other deformers to work properly. Third, testing out new ways of weighting a character by applying deformers such as lattice and finally converting lattice weights back to skin weights. Forth, verifying effectiveness of the new method of skin weights by comparing with the traditional skin weighting process. The study shows that the new method of skin weights, reduced working hours and a better final weighting outcome. Expecting this study to enhance the method of skin weights and able to utilize this new skinning technology.

Evaluation of valid time for analysis of complete blood cell in pig blood using the Hemavet 950FS (자동혈구분석기 Hemavet 950FS를 이용한 돼지 혈액 내 혈구분석의 유효시간 평가)

  • Kim, Ki-Hyun;Kim, Kwang-Sik;Kim, Doo-Wan;Sa, Soo-Jin;Kim, Young-Hwa
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.194-201
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    • 2017
  • This study was conducted to determine the valid time for accurate detection of complete blood cell count (CBC) in pig blood using an automatic blood corpuscle analyzer (Hemavet 950FS). Blood samples were collected from 34 pigs (Duroc) with a 60 kg (${\pm}3.5$) body weight. Ten specimens with CBC parameters in normal range and with no hemolysis were selected among 34 samples and used in this study. Regarding leukocytes parameters, white blood cell (WBC), neutrophil (NE), and lymphocyte (LY) counts showed a low daily variation (coefficient of variation, CV), whereas monocyte (MO), eosinophil (EO), and basophil (BA) CVs were significantly high (19.7, 56.9, and 53.3%, respectively). On the other hand, all parameters of erythrocytes and thrombocytes showed stable daily variation. All parameters of leukocytes and thrombocytes were significantly reduced as storage time passed (P<0.01 or 0.001), except for lymphocytes (P=0.535). However, no significant differences were observed in parameters of erythrocytes from blood up to 120 hours. From above results, we assert that Hemavet 950FS is useful in analyzing CBC, except for MO, EO, and BA. For accurate detection of leukocyte and thrombocyte parameters, analysis should be performed within 4 hours after blood collection when using Hemavet 950FS. On the other hand, parameters of erythrocytes could be stably detected for at least 120 hours after blood collection.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

A Study on the Current Status and Improvement of Advertising on the Copyright Infringement Websites (저작권 침해 웹사이트 내 광고 현황과 개선방안에 관한 연구)

  • Hwang, Jang-Sun;Kim, Woon-Han;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.83-90
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    • 2020
  • Recently, a growing number of copyright infringement websites have illegally copied and posted works such as broadcasting, movies and music, and posted advertisements to make profits. The research is aimed at finding solutions by analyzing the current status of advertisements on copyright infringement websites. The results of this study are as follows. First of all, there are many advertisements harmful to teenagers, such as casinos, betting, games, adult products, and adult meeting, which is necessary to deal with. Secondly, there were many unethical advertisements on copyright infringement websites, but there were also many advertisements from famous companies. Advertisements from large companies and famous brands are also being executed continuously, which can create trust in illegal sites. Therefore, the government, advertisers, citizens, and academia should participate in a campaign to root out the use of illegal websites because it is impossible to eradicate them by crackdown alone. In this paper, we pointed out the practical problems of advertising execution, the main source of revenue for copyright infringement websites, and presented a comprehensive solution.

Microelectromechnical system 소자를 위한 박막형 2차 전지용 TEX>$SnO_2$ 음극 박막의 충, 방전 특성 평가

  • 윤영수;전은정;신영화;남상철;조원일
    • Proceedings of the Korean Vacuum Society Conference
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    • 1999.07a
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    • pp.50-50
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    • 1999
  • 마이크로 공정을 이용한 초소형 정밀 기계는 공정 기술과 재료 기술의 발전에 의하여 더욱 소형화되고 있으며 특히 기능을 갖는 부분과 이 부분을 제어하는 주변회로의 on-chip화의 요구가 증가되기 시작하였다. 이와 같은 추세에 있어서의 문제점은 초소형 정밀기계 부품 소자의 구동을 위한 에너지원의 개발이다. 즉, 소자의 크기가 작아진 것에 부합되는 초소형의 전지가 필요하게 된 것이다. 따라서 보다 완전한 초소형 정밀 기계 및 마이크로 소자의 구현을 위하여 마이크로 소자와 혼성 (Hybrid) 되어 이용될 수 있는 고성능 및 초소형의 전지의 개발이 필수적이다. 초소형 전지의 구현을 위하여 Li계의 2차 전지를 선택하여 이를 박막화하고 반도체 공정을 도입할 수 있다. 이러한 전지를 박막형 2차 전지 또는 박막형 마이크로 전지(thin film Secondary Battery : TFSB or Thin Film Micro-Battery : TFMB)라 하며 이러한 2차 전지는 일반적인 벌크 전지와 동일하게 cathode/Electolyte/Anode의 구조를 갖는다. 박막의 특성상 전해질은 고상의 물질을 사용하는 것이 벌크형 2차 전지와 다른 점이다. TFSB의 성능은 주로 cathode에 의하여 결정되며 지금까지 많은 cathode 물질에 대한 연구 보고가 발표되고 있다. 반도체 공정을 이용한 TFMB의 제작시 무엇보다 중요한 점은 우수한 고상 전해질 및 anode 물질의 선택에 있다. 최근에 2차 전지를 위한 carbon계 anode를 대체할 수 있는 SnO에 대한 보고가 있는데 이는 한 개의 Sn 원자당 2개 이사의 Li가 반응하여 높은 용량을 갖는 전지의 제작이 가능하기 때문이다. Sno2의 anode는 매우 높은 충전용량을 갖는데 첫 번째 방전시에 Li2O를 생성하여 비가역적 반응을 나타내고 계속되는 충방전 동안 Li-Sn 합금이 생성되어 2차전지의 가역적 반응을 가능하게 한다. SnO2 는 대기중에서 Li 금속보다 안정하기 때문에 전지의 제작 공정 및 사용 면에서 매우 우수한 물질이지만 아직까지 SnO2 구조적 특성과 전지의 충, 방전 특성에 대한 관계의 규명을 위한 정확한 정설은 제시되고 있지 못하다. 본 연구에서는 TFSB anode 물질로써 SnOx박막을 상온에서 여러 전도성 콜렉터 위에 증착하여 그 충, 방전 특성을 보고하였다. 증착된 SnOx박막의 표면은 SEM, AFM으로 분석하였으며 구조의 분석은 XR와 Auger electron spectroscope로 하였다. 충, 방전 특성을 분석하기 위하여 리늄 foil을 대극과 참조 전극으로 하여 EC:DMC=1:1, 1M LiPF6 액체 전해질을 사용한 Half-Cell를 구성하여 100회 이상의 정전류 충, 방전 시험을 행하였다. Half-Cell test 결과 박막의 구조, 콜렉터의 종류 및 Sn/O비에 따라 서로 다른 충, 방전 거동을 나타내었다.

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Development of the Electronic compass for Automatic Correction do Deviation (自動自差修正이 가능한 電子컴퍼스의 개발에 관한 연구)

  • Ahn, Young-Wha;Shin, Hyeong-Il;Shirai, Yasuyuki
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.40 no.4
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    • pp.319-327
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    • 2004
  • The Electronic compass made as a pilot model in this research is comprised of a three axis magnetic sensor, an accustar clinometer, and a fiber optic gyro sensor. The results confirming the output character, performance, and the accuracy of the deviation corrects of each sensor are as follows: 1) As for the output character of the three axis magnetic sensor, the magnetic field showed a cosine curve on the X axis, a - sine curve on the Y axis, and constant figures on the Z sensor. The horizontal component H and the vertical component V of the terrestrial magnetism calculated from the output voltage were 33.2${\mu}$T and 23.95${\mu}$T respectively. 2) When the fiber optic gyro sensor is fixed on the electromotive rotation transformation and has made a clockwise rotation with the speed of 10/sec, 20/sec, and 30/sec, the relationship between the output and the rotation angle of the fiber optic gyro sensor showed proportionally constant values. 3) When the magnetic field was induced with a magnet, the deviation before the correction was significant at a high of 25. However, the deviation after the correction using Poisson correction was in the 2 range, significantly lower than before the correction. It was confirmed that automatic deviation corrects are possible with the electronic compass made as a pilot model in this research.

A Comparative Study on the Korean and English Genderlect: Focused on Polite Expressions (한국어와 영어 성별어 비교연구: 공손표현과 관련하여)

  • Kim, Hyun Hyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.10
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    • pp.6527-6533
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    • 2015
  • It is generally accepted that there are differences between men and women in linguistic communication style. Genderlect is a socio-linguistic term to refer to the linguistic differences spoken by specific gender. Some linguistic features are provided as evidence to show the genderlects: pitch, lexicon, intonation, grammar and styles. The purpose of this paper is to compare the characteristics of genderlect in English and Korean. To do so, I analyzed the scripts of an English movie, 'Mrs. Doubtfire' and Korean tv drama, 'Oohlala couple'. In "Mrs. Doubtfire, tension and laughter arose out of discrepancy from the way he looked (as a woman) and the way he spoke (like a man). The same is true with "Oohlala couple." In the language of Mrs. Doubtfire, male speech characteristics with nouns were salient while in "Oohlala couple" with verb forms, especially with honorific style, which shows a difference between Korean and English genderlect. Korean language has special genderlect characteristics with honorific speech style realized in verb endings. In Korean the highest honorific speech style, 'Habsho-che' is used in official situation and men are more accustomed to it than women. When women have to use polite expressions they have to choose between the highest honorific style, 'Habsho-che' losing the female characteristics or the second highest honorific style 'Haeyo-che' keeping the female characteristics.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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