• Title/Summary/Keyword: 재현도

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The Study on Aspects of Representing Tradition in the Winners of Landscape Competitions of Land Development Projects through the Comparative Analysis between the Original Designs and the Constructions (택지개발사업 조경설계공모 당선안과 조성 현장 비교를 통해 본 전통 재현의 양상)

  • Kim, Hyun-Hee;So, Hyun-Su
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.6
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    • pp.138-149
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    • 2015
  • In order to search for the reasonable planning directions for representing traditional landscape, this study conducted the comparative analysis of the designs on the panels and their constructions from both winners of "The Landscape Design Competitions for City Infrastructure of Minlak(2) District in Uijeongbu" and "The Design Competition for Dongtan(2) District Land Development Phase 1". The representing targets and views, the composition and placement of representing space, the design of representing facilities and landscape planting were examined based on the text, master plans, elevations and cross sections, diagrams, images, and perspective drawings proposed from the competition panels. Then, the landscape constructions were reviewed. The results are as follows: First, the types of the representing targets and views are the agricultural landscape, as the local landscape of target area, which are divided into the life space of a traditional village, the traditional water space, and the traditional culture. Second, as to the composition and placement of representing space, the traditional theme spaces are formulated considering the surrounding land use and the local cultural heritage. However, some spaces were changed to the exercise space or convenient facility spaces required in a neighborhood park. Third, in the case of the representing facilities, a round island in the square pond, a traditional pavilion and Hwagye(terraced flower bed) were made without the facilities designed creatively. Fourth, the application of traditional planting techniques was focused on planting trees in the village forest on an island in the square pond and on Hwagye. Fifth, the traditional representing work has gradually advanced with the selection of subject and experimental facility designs based on the professional references. Sixth, the choice of the realizable subject, the expertise for information analysis and the creative design of the traditional facility are required in the future.

A Study on Implementation of the Sound Field Reproduction System for Virtual Reality (가상 현실에서의 음장 재현 시스템 구현에 관한 연구)

  • Yim Joonhee;Kim Soon-hoyb;Ko Heedong
    • Proceedings of the Acoustical Society of Korea Conference
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    • autumn
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    • pp.213-216
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    • 1999
  • 완벽한 가상 현실을 재현하려면 사람의 오감을 실제 세계 수준으로 정교하게 재현해야 한다. 현재 시각 효과는 상당히 발전해 있으나, 청각적, 음향적 부분은 아직도 발전 정도가 상대적으로 낮다. 가상 현실을 위한 음향은 크게 HRTF등을 이용한 음상 정위와, 음장 재현으로 나눌 수 있다. 본 논문에서는 가상 현실 체험자의 이동에 따라 효과적으로 음장을 재현하는 방법에 대해 논하고자 한다. 본 논문에서 제안하는 시스템은 크게 전처리 부분과 실시간 처리 부분으로 구성되어 있으며 전처리 과정에서 음장을 계산하여 실시간 처리 부분에서 체험자의 위치를 추적하여 음장을 재현한다.

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Development of a 3-D Graphics System for Shiphanding Simulator (선박조종 시뮬레이터용 3차원 그래픽 시스템 개발)

  • 이창민
    • Proceedings of the Korean Society of Coastal and Ocean Engineers Conference
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    • 1995.10a
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    • pp.32-32
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    • 1995
  • 선박의 운항 상태를 재현하기 위한 시뮬레이터의 가시화 프로그램은 컴퓨터 그래픽 기법을 이용하여 사용자에게 실제로 선박을 운항하는 현실감을 제공하는 기능을 가져야 한다. 시뮬레이터를 위한 3차원 그래픽의 특성은 실제 상황을 실시간(real-time)으로 재현(15∼30Hz Update rates)해야 하는 기능이 요구되기 때문에 시점 변화에 빠른 그래픽 관련 계산 및 화면 표시에 필요한 시간 제약이 비교적 적은 CAD나 Animation용 3차원 그래픽 시스템과 달리, 시뮬레이션 대상 물체의 운동 상태를 정확히 표현하기 위한 빠른 3차원 그래픽 재현 기능이 매우 중요한 요소가 된다. 그러나 현실감 재현의 관점에서 광고 및 영화용 Animation시스템에서와 같은 Poto-Realistic한 현실감 재현 기능도 무시할 수 없는 요소이고, 현재 최신 컴퓨터 그래픽 기술의 발전과 고성능 그래픽 장비의 개발로 빠른 update rate의 현실감 있는 화면 재현이 가능해 지고 있고 이러한 기능의 요구가 점차 높아지고 있다.

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Rated Recall: Evaluation Method for Constructing Bilingual Lexicons (등급 재현율: 이중언어 사전 구축에 대한 평가 방법)

  • Seo, Hyeong-Won;Kwon, Hong-Seok;Kim, Jae-Hoon
    • Annual Conference on Human and Language Technology
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    • 2013.10a
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    • pp.146-151
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    • 2013
  • 이중언어 사전 구축 방법을 평가하는 방법에는 정확률, 재현율, MRR(Mean Reciprocal Rank) 등이 있다. 이들 방법들은 평가 집합에 있는 대역어를 정확하게 찾는 것에 초점을 맞추고 있다. 그러나 어떤 대역어가 얼마나 많이 사용되는지는 전혀 고려하지 않는다. 즉 자주 사용되는 대역어를 빨리 찾을 수 있는 방법이 좋은 방법이라고 말할 수 있다. 이와 같은 문제를 해결하기 위해서 본 논문에서는 이중언어 사전 구축의 새로운 평가 방법인 등급 재현율을 제안한다. 등급 재현율(rated recall)은 대역어가 학습 말뭉치에 나타난 정도를 반영하는 재현율이며, 자주 사용되는 대역어를 얼마나 정확하게 찾는지를 파악할 수 있는 좋은 측도이다. 본 논문에서는 문맥벡터와 중간언어를 이용한 이중언어 사전 구축 시스템의 성능을 평가하고 기존의 방법과 비교 분석하였다.

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Cinematic Representation based on Triple Mimesis of Paul Ricoeur (폴 리쾨르의 미메시스 이론으로 본 영화적 재현방식 고찰)

  • Kim, Soo-Ryun
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.146-156
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    • 2012
  • Film was invented by human's desire to copy the real world, starting in the late 19th century. Since the birth of cinema, It was given mission to replay of the real world. On the other hand, cinema was regarded as a fictitious art form. Although the invention of film brought about experience of replaying of the real world it has been reproduced reality with creative story. And it also has been represent reality with sense of reality. Cinema's way of reproduction implied conflicting concept of mimesis. Triple Mimesis of Paul Ricoeur was an idea expanded into an analytical concept from that simple concept of mimesis. The purpose of this study was to examine the prefiguration of shown behavior in Columbine High School massacre based on Triple Mimesis of Paul Ricoeur. It also was to examine a form of representation on cinema which is 'Elephant' and studied how the form of representation on Elephant could interpret by audience. It could be define the relationship between reality and reproduction through this esthetic study. This paper attempted to build the method communication between the originator and audience with a whole analytic process of time and story on the cinematic representation.

Reappearance of the Phase Difference of Omega at Busan (부산지방에서의 오메가위상차의 재현성)

  • Ahn, Jang-Young
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.18 no.2
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    • pp.97-100
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    • 1982
  • The phase differences of the omega were observed continuously for the A-C pair and the A-E pair from Sept. 1, 1980 to Feb. 28, 1981 and from Sept. 20, 1981 to Feb. 82, 1982 at Fisheries University of Busan350$^{\circ}$ 07'.9N, 129$^{\circ}$ 06'.3E)In this paper we deal with the reappearance of these phase differences by annual, month, day As a results, annual eappearance are in good condition both pairs and daily reappearance in day and night are better than an hour around the sunset, and very bad reappearance is found by month.

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Color Reproduction Modeling of OLED using Standard RBG Display (표준 디스플레이를 이용한 OLED의 색재현성 모델링)

  • Kim, Eun-Su;Lee, Seung-Ik;Park, Kyung-Nam
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.7
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    • pp.81-88
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    • 2012
  • This paper proposed the color reproduction modeling of OLED using standard RGB display. The kinds of non-standard RGB displays are various. And color reproduction of non-standard RGB displays is different by chromaticities of primaries and reference white etc. In this paper, we proposed algorithm that made OLED display's color reproduction to standard CRT monitor using conversion matrix. If using the algorism that is proposed in this paper, we can confirm the reproduced color characteristics to simulation beforehand and improve the performance of existing display. when developing new display, we are expected to be used very usefully.

3D Audio Rendering Method based on 3D Video Information for 3DTV (3DTV 향 3D 영상 정보를 이용한 3D 오디오 원근감 재현 기술)

  • Kim, Sunmin;Lee, Young Woo;Kim, SeungHun;Lee, SeungSu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.204-207
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    • 2011
  • 본 논문에서는 3DTV 의 입체감 향상을 위한 3D 음향의 원근감 재현 기술을 제안한다. 먼저, 3D 영상 객체의 깊이를 추출하고 영상 객체의 깊이에 따라 오디오 객체의 거리감을 조절한다. 오디오 거리감 재현을 위해 필요한 오디오 깊이 인자는 3D 영상의 좌/우 이미지의 차이 정보로부터 오디오에 맞도록 비선형 변환을 통해 구해진다. 3D 오디오 재현 알고리즘은 기존의 서라운드 입체음향 기술과 원근감 재현 기술로 구성된다. 원근감 재현 기술은 추정된 오디오 깊이 인자에 따라 신호크기, 초기 반사음, 근거리 머리전달함수, 위상 제어를 통해서 구현된다. 특히, 3D 영상 객체가 화면 앞으로 튀어 나올 때 소리도 튀어나오도록 함으로써 3D 영상 객체와 연동되는 입체 음향을 효과를 통해 3D 방송 시청 시 오디오/비디오 입체감을 향상시켜준다. 상용화된 3DTV 를 활용하여 음질 평가 전문가들의 주관 청취 평가를 통해 제안한 원근감 재현 기술이 3D 방송 시청에 적합함을 검증한다.

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Representation and Meaning of War in Films (영화 속에 나타난 전쟁의 재현과 의미)

  • Kim, Hyung-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.100-109
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    • 2012
  • The history of war is the interesting theme to every group because it presents the identity of nation and social aspects of the age. The war was a subject matter in culture industry, and the war films represented a battlefield with various phases. Thus, it provided important description to understand our society. The purpose of the study is to identify the phases and representation of war in films through analyzing a pattern of war films. For the comparison study on a type of war and its social effect, we need to approach the concept of inclusive representation. Thus, I categorize war films to suit the subject of research and select the objects among the various war films. On the basis of these films, this paper studies how the representations and phases of war is reflected and described in contents of films.

A Study on Aspects of Reproduction of Contents Archetype (콘텐츠의 원형 재현의 양상 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.73-82
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    • 2016
  • With a rapid development of smart devices, the consumption of digital media contents has become much faster. As a result, there has been a rising demand for diverse stories, and cultural archetypes have been reproduced to crate these stories. An archetype is an act inherent in collective unconsciousness. Since it is a prototype stemming from imagination and experiences, the distortion or deterioration of the archetype could even threaten the identity of national tradition. This study analyzed western contents which have been successful and domestic ones that have failed in the reproduction of their archetype, investigated aspects in the reproduction of cultural archetypes and reviewed future storytelling methodology.