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Experimental Observation of Instability of Supersonic Submerged Jets (수중초음속제트의 불안정성에 대한 실험적 고찰)

  • 정재권;이대훈;차홍석;박승오;권세진
    • Journal of the Korean Society of Propulsion Engineers
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    • v.6 no.2
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    • pp.45-52
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    • 2002
  • An experimental investigation on the structure and dynamic behavior of two dimensional over-expanded air jets exiting into water was carried out. The hish speed digital video imaging and static pressure distribution measurement were made to characterize the structure and time-dependant behavior of the jets. Mach number at the jet exit was 2.0 and was slightly less than the value predicted by the ideal nozzle calculation. Variance of jet spreading angle at different stagnation condition was measured as a function of mass flow rate. Periodic nature of the air jet distortion in water was observed and the frequency of the repetition was approximately 5-6 Hz for all cases tested. Three characteristic length scales were defined to characterize jet structure. $L_1$, maximum width of the plume when the periodic instability occurs, $L_2$, width of the jet where secondary reverse flow entrained jet flow and $L_3$, distance from the jet exit to the location where entrainment of the secondary reverse flow occurs. The ratio of $L_1$ and $L_2$ decreased with increasing stagnation pressure, i.e. mass flow rate. $L_3$ increased with increasing stagnation pressure. The temporal behavior of static pressure measurements also showed peak around frequency of 5, which corresponds the frequency obtained by visual measurements

A Study on the 'fragmentation' trend of modern film montage (현대영화 몽타주의 '파편화(fragmentation)' 경향 연구)

  • LEE, Jiyoung
    • Trans-
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    • v.3
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    • pp.29-53
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    • 2017
  • The film scholar Vincent Amiel divides into three types of montage through his book The Aesthetics of Montage ; Montage narratif, Montage discursif, and Montage decorrespondances. These three categories are the concept that encompasses the aesthetic class to which most movies belong. Early films pursued the essential and basic functions of editing, which tend to be modified in the direction of enhancing the director's goals over time. In this way, "Expressive Montage" is one of most important concepts of montage, not as a 'methodology' that combines narrative but as a 'purpose'. In the montage stage, the expressive montage work is done through three steps of decision. The process of 'combining' to combine the selected films in a certain order, after the process of 'selection' which selects only necessary parts of the rush film, and 'connection' to determine the scene connection considering the duration of the shot. The connection is the final stage of the montage. There are exceptions, of course. When fiction films of classical narratives use close-ups, or when using models or objects of neutered animals, the film induces the tendency of a "montage decorrespondances" rather than a "montage narratif" or "montage discursif". This study attempts to analyze the tendency of montage of works with 'uncertain connection' through 'collage' used by close-ups and montage decorrespondances as 'fragmentation tendency of modern films'. The fragmentation of the montage in contemporary film breaks the continuous and structural nature of the film, and confuses the narration structure that is visible on the surface of the film. The tendency of the fragmentation of the montage, which started from this close-up, seems to give an answer to the extensibility of the modern image.

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A Study of the Proper Sizing of a Subway Station Waiting Area (도시철도 대기공간의 적정규모 산정에 관한 연구)

  • Kim, Jonghwang;Baek, Sungjoon;Nam, Doohee
    • Journal of the Korean Society for Railway
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    • v.19 no.2
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    • pp.262-269
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    • 2016
  • Subway station scales are determined by peak predictions. In this study, the purpose behind the installation of a subway is public transportation convenience and public interest, but economic validity is also important. By proving that the scale of the station is excessive with regard to the target station size for Seoul subway Line 5-8, a reasonable plan. can be sought. According to station installation standards, the area of the station under investigation here is out of the service levels by six stages (A~F), and it must be four or more levels (D). The Actual level for the B level is a two-step design. The Actual ratio for over- Peak predictions is only 17.8% on average. The results of measurements of the excess area and determination of the excessive costs were analyzed by subdividing the area and by calculating it based on the B level, finding that it is possible to provide benefits for customers only in the current design, with an area ratio of 16.3%. Given the weight, it was estimated that current conditions can meet the needs of only 18.6% of the current area. Simplifying the scale calculation method of the station, it is convenient, safe, and advantageous to move citizens only if the scale can be streamlined. Then, with a reduced initial investment, maintenance costs during the operation can be reduced.

A Study on the Change of Landscape in Korean Rural Village - From Chosun Dyansty to Olympic Games(1988) - (농촌(農村) 향토(鄕土)마을 경관(景觀)의 변화(變化) - 조선 말기부터 올림픽개최 전(1988)까지 -)

  • Lee, Shi-Young;Jang, Min;Shim, Joon-Young;Heo, Jun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.4
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    • pp.112-119
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    • 2010
  • This study aims at interpreting Korean Rural Landscape by applying the analytical tool thus developed to the lifestyles of ordinary people found in their permanent dwellings both before and after Korea first opened its door to the world in 1896. By so doing, this study hopes to contribute to building a framework with which to understand the tradition of ordinary people by exploring the uniqueness and basic characteristics of Korean Rural Landscape. This study relies primarily on field studies and publications including, without limitation, the televised documentaries, as well as newspapers and scholastic writings and relating to, the agrarian and residential landscapes changed over time. In the Vernacular world, the present does not passively inherit the past. Rather, it is re-born each time, reflecting the society and history of the period. It does not change, but is shaped by the necessities of the period. This may be the reason why there are different Korean Rural Landscapes over a rather short period of time. For instance, the pre-modern Korean Rural Landscape tends to be shaped almost entirely by the nature, while the intention of people begins to find much more expressions in the modern Korean Rural Landscape. As the commodities become more readily available to people thanks to industrialization, such ready availability has brought about changes in the materials used in, as well as functions of, Rural Landscape.

The Garden Drifts seen from Works by Gertrude Jekyll and Piet Oudolf (거투르트 지킬(Gertrude Jekyll)과 피에트 우돌프(Piet Oudolf)의 작품을 통해 본 정원의 드리프트 기법)

  • Park, Eun-Yeong
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.2
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    • pp.125-131
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    • 2020
  • In this study, the author comparatively analyzed the effects and applicability of drifts, one of planting design methods based on the principle of visual harmony, to look into the definition and characteristics in planing techniques with examples of drifts in gardens designed by Gerturde Jekyll and Piet Oudolf. Sites chosen for the case studies included Jekyll's Upton grey and Hestercomb garden and Oudolf's At Scampston Hall and Trentham Estate Garden. The results showed that Jekyll set layers for vertical and horizontal structures by using plants of different height to make flowers look like floating with their stems unseen and appear in turn over time. Assemble planting of groups was used to conceal rigid, irregular lines so that the plants are recognized as mass with smoother horizontal lines. Clearly visible, repeated drifts creates a sense of unity. Oudolf, in combining grass and perennial plants, used one-to-one correspondence or expansion to express drifts. Grass serves roles as a connecting material inserted when changing space or making transitions of images. Blocks in single species are repeatedly crossed to set scenes, and overlapping and mixing makes them more lively.

A MDA-based Approach to Developing UI Architecture for Mobile Telephony Software (MDA기반 이동 단말 시스템 소프트웨어 개발 기법)

  • Lee Joon-Sang;Chae Heung-Seok
    • The KIPS Transactions:PartD
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    • v.13D no.3 s.106
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    • pp.383-390
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    • 2006
  • Product-line engineering is a dreaming goal in software engineering research. Unfortunately, the current underlying technologies do not seem to be still not much matured enough to make it viable in the industry. Based on our experiences in working on mobile telephony systems over 3 years, now we are in the course of developing an approach to product-line engineering for mobile telephony system software. In this paper, the experiences are shared together with our research motivation and idea. Consequently, we propose an approach to building and maintaining telephony application logics from the perspective of scenes. As a Domain-Specific Language(DSL), Menu Navigation Viewpoint(MNV) DSL is designed to deal with the problem domain of telephony applications. The functional requirements on how a set of telephony application logics are configured can be so various depending on manufacturer, product concept, service carrier, and so on. However, there is a commonality that all of the currently used telephony application logics can be generally described from the point of user's view, with a set of functional features that can be combinatorially synthesized from typical telephony services(i.e. voice/video telephony, CBS/SMS/MMS, address book, data connection, camera/multimedia, web browsing, etc.), and their possible connectivity. MNV DSL description acts as a backbone software architecture based on which the other types of telephony application logics are placed and aligned to work together globally.

The Effect of Good and Bad Luck on Reasoning (행운과 불운이 추론에 미치는 효과)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.39-48
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    • 2014
  • Good and bad luck is an important factor that frequently affects human information processing. However, in spite of its significance, few studies have been done to examine how good and bad luck influences information processing and reasoning. The current research was performed to explore the effect of good and bad luck on reasoning and, for this, two experiments were conducted. In experiment 1, participants were primed with good or bad luck and were asked to make an inference for a given murder case and include as many as clues for it, while in experiment 2, participants were asked to exclude as many as clues for the same murder case. Results show that, in experiment 1, participants who were primed with good luck included more clues than those who were primed with bad luck. However, in Experiment 2, it was found that participants who were primed with bad luck excluded more clues than those who were primed with good luck. Findings from this study indicate that priming good luck enhances holistic thinking which leads to including more and excluding less clues whereas priming bad luck increases analytic thinking which leads to including less and excluding more clues. Implications of this study for inference and decision making, consumer behavior, and addict psychology are discussed.

Development of Tool for Measuring the User's Emotions expressed while Using a Product (제품 사용중 표출되는 사용자의 감성 측정 도구 개발에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.343-354
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    • 2006
  • Human emotion is the issue which is subjective, difficult to define and even more difficult to measure because it's personal. In general, the methods for measuring human emotion is divided in two, one is the psychological way based on user's subjective evaluation and another is the physiological way based on physiological signs. However, these methods have some limitations. Therefore, in this study we suggested the methods for measuring users emotion in the natural and accessible environment for the design field. In order to observe user's emotional changes while they interact with a product, we have extracted some emotional words and representative emotions, and made a set of subjective evaluation scales. With these scales, emotion logging program 'VideoTAME' was developed as an effective measurement tool for complementing the current psychological methods. In the testing module of 'VdeoTAME,' participants evaluate their emotional changes through playing and watching the video dips of their performing tasks in the experiment room. In the analyzing module, the researchers replay the results created by participants during the experiment and analyze the results using Microsoft Exel. It is hoped that this study will be of great help for designers for effective measurement of user's emotions naturally expressed while using a product.

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Design of Multiple-symbol Lookup Table for Fast Thumbnail Generation in Compressed Domain (압축영역에서 빠른 축소 영상 추출을 위한 다중부호 룩업테이블 설계)

  • Yoon, Ja-Cheon;Sull, Sanghoon
    • Journal of Broadcast Engineering
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    • v.10 no.3
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    • pp.413-421
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    • 2005
  • As the population of HDTV is growing, among many useful features of modern set top boxes (STBs) or digital video recorders (DVRs), video browsing, visual bookmark, and picture-in-picture capabilities are very frequently required. These features typically employ reduced-size versions of video frames, or thumbnail images. Most thumbnail generation approaches generate DC images directly from a compressed video stream. A discrete cosine transform (DCT) coefficient for which the frequency is zero in both dimensions in a compressed block is called a DC coefficient and is simply used to construct a DC image. If a block has been encoded with field DCT, a few AC coefficients are needed to generate the DC image in addition to a DC coefficient. However, the bit length of a codeword coded with variable length coding (VLC) cannot be determined until the previous VLC codeword has been decoded, thus it is required that all codewords should be fully decoded regardless of their necessary for DC image generation. In this paper, we propose a method especially for fast DC image generation from an I-frame using multiple-symbol lookup table (mLUT). The experimental results show that the method using the mLUT improves the performance greatly by reducing LUT count by 50$\%$.

A Study on The Comic Presentation Through Three-Dimensional Shot (입체적인 쇼트를 통한 코믹연출연구)

  • Hwang, Kil-Nam;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.91-99
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    • 2008
  • When making a comic film, the comic presentation that uses stress and exaggeration is the important subject among other things. In this study we tried to investigate the comic effect using the movement of three-dimensional shot. To conduct this study, we extracted the shot manufactured through the Flow Motion of a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. The shot manufactured applying this manufacturing skill and using three-dimensional production method for the video contents efficiently made was classified into several scenes. The focus of this study is to search for the factor that makes the atmosphere of a story comic through three-dimensional production shot. According to the shot analysis, three-dimensional production method plays a role in developing more stories on space and time by visualizing stories in three dimensions, which makes the most use of the movement of camera, lens and the utilization of focus. In addition, in the presentation where many comic and exaggerated factors are provided, we used the technology that stresses a scene using the size of a shot and the lasting time and presented the method that exaggerates space using a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. By reviewing the qualitative improvement and the efficient method on making comic films through the possibility that the atmosphere of this three-dimensional shot can apply to the effect for comic presentation, we tried to approach the comic presentation.