• Title/Summary/Keyword: 인간 감독 제어

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Shadow of War Covering the Steam Punk Animations (스팀펑크 애니메이션에 드리운 전쟁의 그늘 -미야자키 하야오 감독의 작품을 중심으로-)

  • Oh, Jin-hee
    • Cartoon and Animation Studies
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    • s.46
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    • pp.63-84
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    • 2017
  • Overwhelming images of vividly colored aircraft flying across the blue sky and steam gushing from massive machines are reminiscent of Japanese animation films, especially of works by master director Hayao Miyazaki. By presenting together steam engines, which are mechanical devices of the Industrial Age in the past, and aircraft of the future age, the director constructs ambiguous space and time. These special time and space constitute nostalgia for past time, with devices called steam engines as a medium, and a longing for science and the future as represented by aircraft. In addition, the anticipation and disappointment, ideals and regrets of humans who see these two from the perspective of the present are projected on the works. This shares the characteristic of the steam punk genre, which seeks to return to the past rather than to face current problems. A subgenre of science fiction (henceforth "sci-fi"), steam punk reflects fundamental skepticism of science and technology and mechanized civilization, which have developed beyond human control. In addition, as works that clearly display such characteristics, director Miyazaki's and < $Nausica{\ddot{a}}$ of the Valley of Wind> can be examined. With spectacles of steam engines and aircraft, these two works enticingly visualize narratives about nature and humans and about the environment and destruction. Such attractiveness on the part of the master director's works has led to support from fans worldwide. However, often in the backgrounds of director Miyazaki's works, which have depicted ideal worlds of nature, environment, and community as highly concentrated fantasies, lie presuppositions of war and the end of the world. As works that are especially prominent in such characteristics, there are and . These two works betray the expectations of the audience by establishing the actual wartime as the temporal background and proceeding toward narratives of reality. Trapped in the ontological identity of the director himself, the war depicted by him projects a subjective and romantic attitude. Such a problem stems also from the ambiguity of the hybrid space and time, which is basic to the steam punk genre. This is because the basic characteristic of steam punk is to transplant past time, which humans were able to control, in the future from a perspective of optimism and longing via steam engines rather than to face current problems. In this respect, steam punk animation films in themselves can be seen as having significance and limitations at the same time.

A Study on the Supervisory Control System Using Computer Graphic Simulation (컴퓨터 그래픽 시뮬레이션을 이용한 감독자(監督者) 제어(制御)에 관한 연구(硏究))

  • Lee, Sun-Yo;Sim, Seon-Mo
    • Journal of the Ergonomics Society of Korea
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    • v.4 no.2
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    • pp.11-15
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    • 1985
  • Nowadays, there are many situations which the conventional control system can't be applied any more (e.g. nuclear waste disposal sites, radioactive laboratories, the deep ocean and the vacuum of the outer space). New control system must be considered such as supervisory control system in those environment. Using computer graphic robot simulation, supervisory control which can cope with this situation is compared to manual control. As a performance measure of these comparisons, task time and task error are used. And task difficulties and time delay are considered as a variation factor. According to the result of this study, supervisory control is superior to manual control generally. Especially in the situation including task difficulties and time delay, the superiority is much greater.

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Adaptive Mission Control Architecture with Flexible Levels of Autonomy (유연한 자율화 수준의 적응형 임무통제 아키텍처)

  • Wonik Park;Hojoo Lee;Joonsung Choi;Tokson Choe;Chonghui Kim
    • Journal of the Korea Institute of Military Science and Technology
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    • v.27 no.2
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    • pp.265-276
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    • 2024
  • The future battlefield operation concept does not focus on advanced and complete weapon systems, but requires a new battlefield operation concept that can effectively demonstrate offensive power by combining a large number of low-cost, miniaturized weapons. Recently, research on the autonomous application of major technologies that make up the mission control system is actively underway. However, since the mission control system is still dependent on the operator's operating ability when operating multiple robots, there are limitations to simply applying the automation technology of the existing mission control system. Therefore, we understand how changes in operator capabilities affect multi-robot operation and propose an adaptive mission control architecture design method that supports multi-robot integrated operation by adjusting the level of autonomy of the mission control system according to changes in operator capability.

自動化의 重要性

  • 손명환
    • Journal of the KSME
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    • v.20 no.2
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    • pp.81-83
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    • 1980
  • 자동화라는 것은 1788년에 유명한 James Watt의 증기기관에 있어서 조속기에서 처음으로 찾아볼 수 있다고 하며, 그후도 각종기기에서 부분적인 자동제어화된 예를 볼 수가 있다. 그러나, 현대 적이고 본질적인 자동화는 1914년에 Ford 자동차직립공장에서 흐름적립선을 설치하여 다량생산 방식의 근대산업을 개발하여 생산과정을 진정한 의미로 기계화하고 설인간화하였는데 있다고 하며 현대적감독의 자동화라는 말도 1946년에 출현한 transfer machine에 대하여 사용한 것이 처음이라고 한다 여하간 모든 산업에 있어서의 자동화는 현대산업발전의 촉진제로서 역할을 하여 획기적인 변혁을 가져왔고 경제발전의 원동력으로서의 자리를 굳혔을 뿐 아니라 설안간화, 성 력화의 단계를 넘어서 무인화의 영역에 도전하기에 이르렀다. 자동화 무인화의 영역에 도전하 기에 이르렀다. 자동화의 기술은 초기의 기계적방법을 거쳐서 유압식, 전기전자식으로 발전하였 으며, 현대과학기술의 정화인 전산기와 결합되어 종합과학기술로 발전하였고 앞으로 더욱 가속 화될 것이 기대된다.

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사용자 의도 정보를 사용한 웹문서 분류

  • Jang, Yeong-Cheol
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.292-297
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    • 2008
  • 복잡한 시맨틱을 포함한 웹 문서를 정확히 범주화하고 이 과정을 자동화하기 위해서는 인간의 지식체계를 수용할 수 있는 표준화, 지능화, 자동화된 문서표현 및 분류기술이 필요하다. 이를 위해 키워드 빈도수, 문서내 키워드들의 관련성, 시소러스의 활용, 확률기법 적용 등에 사용자의도(intention) 정보를 활용한 범주화와 조정 프로세스를 도입하였다. 웹 문서 분류과정에서 시소러스 등을 사용하는 지식베이스 문서분류와 비 감독 학습을 하는 사전 지식체계(a priori)가 없는 유사성 문서분류 방법에 의도정보를 사용할 수 있도록 기반체계를 설계하였고 다시 이 두 방법의 차이는 Hybrid조정프로세스에서 조정하였다. 본 연구에서 설계된 HDCI(Hybrid Document Classification with Intention) 모델은 위의 웹 문서 분류과정과 이를 제어 및 보조하는 사용자 의도 분석과정으로 구성되어 있다. 의도분석과정에 키워드와 함께 제공된 사용자 의도는 도메인 지식(domain Knowledge)을 이용하여 의도간 계층트리(intention hierarchy tree)를 구성하고 이는 문서 분류시 제약(constraint) 또는 가이드의 역할로 사용자 의도 프로파일(profile) 또는 문서 특성 대표 키워드를 추출하게 된다. HDCI는 문서간 유사성에 근거한 상향식(bottom-up)의 확률적인 접근에서 통제 및 안내의 역할을 수행하고 지식베이스(시소러스) 접근 방식에서 다양성에 한계가 있는 키워들 간 관계설정의 정확도를 높인다.

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Technology Development for Non-Contact Interface of Multi-Region Classifier based on Context-Aware (상황 인식 기반 다중 영역 분류기 비접촉 인터페이스기술 개발)

  • Jin, Songguo;Rhee, Phill-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.175-182
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    • 2020
  • The non-contact eye tracking is a nonintrusive human-computer interface providing hands-free communications for people with severe disabilities. Recently. it is expected to do an important role in non-contact systems due to the recent coronavirus COVID-19, etc. This paper proposes a novel approach for an eye mouse using an eye tracking method based on a context-aware based AdaBoost multi-region classifier and ASSL algorithm. The conventional AdaBoost algorithm, however, cannot provide sufficiently reliable performance in face tracking for eye cursor pointing estimation, because it cannot take advantage of the spatial context relations among facial features. Therefore, we propose the eye-region context based AdaBoost multiple classifier for the efficient non-contact gaze tracking and mouse implementation. The proposed method detects, tracks, and aggregates various eye features to evaluate the gaze and adjusts active and semi-supervised learning based on the on-screen cursor. The proposed system has been successfully employed in eye location, and it can also be used to detect and track eye features. This system controls the computer cursor along the user's gaze and it was postprocessing by applying Gaussian modeling to prevent shaking during the real-time tracking using Kalman filter. In this system, target objects were randomly generated and the eye tracking performance was analyzed according to the Fits law in real time. It is expected that the utilization of non-contact interfaces.