• Title/Summary/Keyword: 재현요소

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The Convergence of Literature & Movie in - The Impact of Computer Graphics (<위대한 개츠비>에서 만난 문학과 영화의 융합 - 컴퓨터 그래픽이 미치는 영향)

  • Choi, Sun-Wha
    • Journal of Convergence for Information Technology
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    • v.7 no.4
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    • pp.121-127
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    • 2017
  • In 2013, Baz Luhrmann's movie re-made Fitzgerald's novel, "The Great Gatsby". In Novel, readers keep trace of the plot with their imagination, but in Movie , movie director comes together to create visual and auditory elements of it. Daisy Buchanan is a fashion icon, wearing Prada, Chanel, and Tiffany's jewelry, which reproduce the costume of Jazz Age, and make viewers well understand that of Jazz Age. Symbols like "Ash Valley", "Green light", "East Egg", "West Egg" are presented more directly in movie. Roaring parties held in Gatsby's great mansion was made by computer graphic, and its enormous scale also reflects the mental chaos and the material affluence in those age. Additionally, actors excellent show highlights the theme of the novel. With the adaptation of novel, the film finally achieves more appealing art in front of the public. This thesis investigates these more logistically with the materials of internet.

Validation and Calibration of 2D Numerical Model for Analysis of Turbidity Current Regimes in Soyang Reservoir (소양호 탁수거동 해석을 위한 2차원 수치 모형의 보정 및 검증)

  • Ryu, In-Gu;Chung, Se-Woong;Yoon, Sung-Wan
    • Proceedings of the Korea Water Resources Association Conference
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    • 2010.05a
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    • pp.253-257
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    • 2010
  • 최근 들어 이상 강우 현상으로 인한 기록적인 집중 강우와 더불어 토지 이용 변화로 인해 탁수의 발생 빈도가 증가하고 있다. 강우 유출로 유입한 탁수는 저수지 내 장기간 체류하면서 하류 하천의 수질 및 수생태계 뿐만 아니라 저수지 내부의 영양단계에도 많은 영향을 준다. 특히, 성층화된 저수지의 경우 높은 영양염류 농도를 포함한 탁수는 밀도류 거동 특성을 보이면서 수평 및 수직 혼합 과정을 거치면서 국부적인 부영양화 현상과 조류의 수화 현상의 원인이 되고 있다. 따라서 대형 저수지의 수질관리에 있어 하천 유입 탁수의 밀도류 해석, 저수지의 수온 성층 구조 변화, 부유입자의 동력학적 해석이 중요한 요소로 부각되어 왔다. 본 연구에서는 소양호를 연구 대상 지역으로 선정하여 2005년과 2007년 수문 사상을 바탕으로 2차원 횡방향 수치 모형을 구축하였다. 수치모형을 통해 수온 성층 구조의 재현성을 확인하였으며, 다양한 탁수 거동 모형을 구축하여 적용성을 평가하였다. 유입수의 SS(Suspended Solid)를 단일 입경으로 가정한 TM-1 모형, SS의 입경분포에 따라 3개의 그룹(SSi)으로 구분한 TM-2 모형, 3개 그룹을 포함하면서 저수지내 탁수 장기화로 인한 탁수 저감 효과를 1차 반응상수로 매개 변수화(유기물 함량($a_0$) ${\times}$ 분해속도(${\lambda}_a$))하여 수정된 지배방정식을 적용한 TM-3 모형을 사용하였다. 각각의 탁수 거동 모형은 2005년과 2007년 수문 조건에서 수온 성층 구조를 잘 재현하였다. TM-1 모형과 TM-2 모형을 비교해보면, 탁수 중심축의 최고 탁도에 대한 예측 성능은 TM-2 모형이 우수한 결과를 나타냈었다. 하지만, 장기 탁수 모의 시 저수지 수중 잔류 SS가 지속적으로 높게 나타나 중층 탁도를 과대평가하는 경향을 보였다. TM-3 모형이 TM-2 모형에 비해 수심별 탁도 분포에 대한 중심축 탁도가 저평가되는 경향을 보였지만 저수지 내 잔류 탁도에 대한 영향 부분에서는 개선된 결과를 나타내었다. 본 연구 결과는 저수지 탁수 밀도류 해석 및 운영 시스템에 활용 될 수 있으며, 선택 취수 설비 등의 수리 구조물의 영향 평가에 활용할 수 있다.

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Analysis of Intertextuality Cases in Games and Animations through "Pix" (를 통한 게임과 애니메이션의 상호텍스트 사례분석)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.45-54
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    • 2014
  • With the spread of game platforms fueled by the development of smartphones, such classic games as and have been transplanted in smartphone and visual media. Which stirred an issue among gamers because classic games were the materials used. However, there is a lot of room for improvement because it developed from a different viewpoint from the experiences of gamers in many cases. Based on the judgment that the reasons why the experiences of gamers were not reproduced in visual media lay in intertextuality between games and visual media, this study analyzed "Pixels" as a case of good intertexts. The analysis results of intertextuality in the game show that it applied quotation, summary, mending, and satirical travesty to the elements only known to gamers in addition to a simple arrangement of representations and parody, thus succeeding in reproducing the experiences of gamers. It also took into account popular appeal with a fresh direction not familiar to non-gamers.

Clustering-Based Recommendation Using Users' Preference (사용자 선호도를 사용한 군집 기반 추천 시스템)

  • Kim, Younghyun;Shin, Won-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.277-284
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    • 2017
  • In a flood of information, most users will want to get a proper recommendation. If a recommender system fails to give appropriate contents, then quality of experience (QoE) will be drastically decreased. In this paper, we propose a recommender system based on the intra-cluster users' item preference for improving recommendation accuracy indices such as precision, recall, and F1 score. To this end, first, users are divided into several clusters based on the actual rating data and Pearson correlation coefficient (PCC). Afterwards, we give each item an advantage/disadvantage according to the preference tendency by users within the same cluster. Specifically, an item will be received an advantage/disadvantage when the item which has been averagely rated by other users within the same cluster is above/below a predefined threshold. The proposed algorithm shows a statistically significant performance improvement over the item-based collaborative filtering algorithm with no clustering in terms of recommendation accuracy indices such as precision, recall, and F1 score.

A Realistic Modeling and Rendering of Cloth Textures by Photometry (사진 측정에 의한 옷감의 질감 모델링 및 사실적 렌더링)

  • Kim, Min-Soo;Kim, Dae-Hyun;Kim, Myoung-Jun
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.2
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    • pp.84-93
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    • 2008
  • Modeling and rendering of cloth texture have been regarded as one of the most important factors to enhance reality of the contents in the digital contents industry. So far, however, two major approaches to realistically describe the cloth texture were developed: building analytical reflectance model for target cloth and sometimes thread itself and obtaining overall reflectance model using optical equipments. However, yielding a plausible analytic reflection model satisfying many subtle characteristics of a cloth is not an easy task; moreover, fine-detailed modeling of the cloth pattern across the target clothes should also be accompanied by huge amount of computation. The method to obtain overall reflectance model needs expensive measurement equipments and data size becomes huge. Since it applies in the end the reflectance model obtained at one point of a cloth to across whole the visible area of the target clothes, it cannot properly reproduce the pattern of the clothes nor the texture. To address the aforementioned problems, this paper proposes a simple low cost camera rig and a novel method for realistic modeling and rendering of the cloth texture by analyzing photos taken by the proposed camera rig, which can reproduce even the texture pattern applied to the whole clothes, overcoming the one-point reflectance model.

Creation and Meaning of Local Cultural Contents through Maeul-mandeulgi : Case of Chilgok-gun Yeong ori (공간생산이론을 통해 본 지역문화콘텐츠의 창출 과정과 의미 : 칠곡군 영오리 사례)

  • Lee, Jaemin
    • 지역과문화
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    • v.7 no.1
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    • pp.1-26
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    • 2020
  • This study analyzes the creation process of local cultural contents that appears in the Maeul-mandeulgi by utilizing the "Village Rituals" handed down from village. The purpose is to analyze the social values and meanings they represent. For this purpose, a qualitative research method using Chilgok-gun Yeong-ori was applied and analyzed through Lefebvre's the production of space theory. Residents began to recognize the necessity of projects such as Maeul-mandeulgi to overcome the community crisis, and attempted to change the perception of existing village rituals. Residents began to recognize the need for projects such as Maeul-mandeulgi to overcome the community crisis, Attempts to change the perception of the existing village rituals resulted in spatial practice. The new cultural contents were created by adding a playful element to the existing Cheonwangje, and thereby strengthening the identity of the village. This resulted in the reproduction of the village as a new cultural space, but it showed the reproduction of the space in which the alienation occurred due to excessive physical expansion. However, through this process, villagers increased their sense of belonging and increased their satisfaction, which showed the process of being produced as a space of representation that strengthens the sense of community.

Analysis of suspended sediment mixing in a river confluence using UAV-based hyperspectral imagery (드론기반 초분광 영상을 활용한 하천 합류부 부유사 혼합 분석)

  • Kwon, Siyoon;Seo, Il Won;Lyu, Siwan
    • Proceedings of the Korea Water Resources Association Conference
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    • 2022.05a
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    • pp.89-89
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    • 2022
  • 하천 합류부에 지천이 유입되는 경우 복잡한 3차원적 흐름 구조를 발생시키고 이로 인해 유사혼합 및 지형 변화가 활발히 발생하게 된다. 특히, 하천 합류부에서 부유사 거동은 하천의 세굴과퇴적, 하천 지형 변화, 하천 생태계, 하천구조물 안정성 등에 직접적으로 영향을 미치기 때문에 이에 대한 정확한 분석이 하천 관리 및 재해 예방에 필수적인 요소이다. 기존의 하천 합류부 부유사 계측 자료들은 재래식 채취 방식으로 수행되어 시공간적 해상도가 매우 낮아서 실측 자료만으로 합류부에서 부유사 혼합을 분석하기에는 한계가 존재하기에 대하천의 부유사 혼합 거동 해석에 수치모형이 주로 활용되어 왔다. 본 연구에서는 하천 합류부에서 부유사 거동을 공간적으로 정밀하게 분석하기 위해 드론 기반초분광 영상을 활용하여 하천 합류부에 최적화된 부유사 계측 방법론을 제시하였다. 현장에서 계측한 초분광 자료와 부유사 농도간의 관계를 구축하기 위하여 기계학습모형인 랜덤포레스트(Random Forest) 회귀 모형과 합류부에서 분광 특성이 다른 두 하천의 특성을 정확하게 반영하기 위한 가우시안 혼합 모형 (Gaussian Mixture Model) 기반 초분광 군집화 기법을 결합하였다. 본 연구에서 구축한 방법론을 낙동강과 황강의 합류부에 적용한 결과, 초분광 군집을 통해 두하천 흐름의 경계층을 명확히 구별하였으며, 이를 바탕으로 지류와 본류에 대해 각각 분리된 회귀 모형을 구축하여 복잡한 합류부 근역 경계층에서의 부유사 거동을 보다 정확하게 재현하였다. 또한 나아가서 재현된 고해상도의 부유사 공간분포를 바탕으로 경계층에서 강한 두 흐름이 혼합되어 발생한 와류(Wake)가 부유사 혼합에 미치는 영향을 규명하였고, 하천 합류부에서 발생하는 전단층의 수평방향 대규모 와류가 부유사 혼합 양상에 지배적 영향을 미치는 것으로 확인하였다.

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Material and Geometric Nonlinear Analysis of Plane Structure Using Co-rotational Fiber-section Beam Elements (동시회전의 화이버 단면 보 요소를 이용한 평면 구조물의 재료 및 기하 비선형 해석)

  • Kim, Jeongsoo;Kim, Moon Kyum
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.30 no.3
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    • pp.255-263
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    • 2017
  • This paper presents a beam element capable of conducting material and geometric nonlinear analysis for applications requiring the ultimate behavioral analysis of structures with composite cross-sections. The element formulation is based on co-rotational kinematics to simulate geometrically nonlinear behaviors, and it uses the fiber section method to calculate the stiffness and internal forces of the element. The proposed element was implemented using an in-house numerical program in which an arc-length method was adopted to trace severe nonlinear responses(such as snap-through or snapback), as well as ductile behavior after the peak load. To verify the proposed method of element formulation and the accuracy of the program that was used to employ the element, several numerical studies were conducted and the results from these numerical models were compared with those of three-dimensional continuum models and previous studies, to demonstrate the accuracy and computational efficiency of the element. Additionally, by evaluating an example case of a frame structure with a composite member, the effects of differences between composite material properties such as the elastic modulus ratio and strength ratio were analyzed. It was found that increasing the elastic modulus of the external layer of a composite cross-section caused quasi-brittle behavior, while similar responses of the composite structure to those of homogeneous and linear materials were shown to increase the yield strength of the external layer.

Cortical bone strain during the placement of orthodontic microimplant studied by 3D finite element analysis (3차원 유한요소법을 이용한 교정용 마이크로임플란트 식립 시의 피질골 스트레인 해석)

  • Nam, Ok-Hyun;Yu, Won-Jae;Kyung, Hee-Moon
    • The korean journal of orthodontics
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    • v.38 no.4
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    • pp.228-239
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    • 2008
  • Objective: The aim of this study was to evaluate the strain induced in the cortical bone surrounding an orthodontic microimplant during insertion. Methods: A 3D finite element method was used to model the insertion of a microimplant (AbsoAnchor SH1312-7, Dentos Co., Daegu, Korea) Into 1 mm thick cortical bone with a pre-drilled hole of 0.9 mm in diameter. A total of 1,800 analysis steps was used to simulate the 10 turns and 5 mm advancement of the microimplant. A series of remesh in the cortical bone was allowed to accommodate the change in the geometry accompanied by the implant insertion. Results: Bone strains of well higher than 4,000 microstrain, the reported upper limit for normal bone remodeling, was observed in the bone along the whole length of the microimplant. At the bone in the vicinity of the screw tip, strains of higher than 100% was recorded. The insertion torque was calculated at approximately 1.2 Ncm which was slightly lower than those measured from the animal experiment using rabbit tibias. Conclusions: The insertion process of a microimplant was successfully simulated using the 3D finite element method which showed that bone strains from a microimplant insertion might have a negative impact on physiological remodeling of bone.

A Study on Utilization Method of the Metaverse in Digital Heritage (디지털 문화유산의 메타버스 활용방안 연구)

  • Seol, Yeonsu;Joo, Chungmin;Yoo, Jongwon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.111-120
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    • 2021
  • This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.