• Title/Summary/Keyword: 전통탑

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A Study on the Production of 3D Datasets for Stone Pagodas by Period in Korea

  • Byong-Kwon Lee;Eun-Ji Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.105-111
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    • 2023
  • Currently, most of content restoration using artificial intelligence learning is 2D learning. However, 3D form of artificial intelligence learning is in an incomplete state due to the disadvantage of requiring a lot of computation and learning speed from the existing 2 axes (X, Y) to 3 axes (X, Y, Z). The purpose of this paper is to secure a data-set for artificial intelligence learning by analyzing and 3D modeling the stone pagodas of ourinari by era based on the two-dimensional information (image) of cultural assets. In addition, we analyzed the differences and characteristics of towers in each era in Korea, and proposed a feature modeling method suitable for artificial intelligence learning. Restoration of cultural properties relies on a variety of materials, expert techniques and historical archives. By recording and managing the information necessary for the restoration of cultural properties through this study, it is expected that it will be used as an important documentary heritage for restoring and maintaining Korean traditional pagodas in the future.

Case Study on the Space Characteristics Focused on the Dang and Oreum of the Seashore.Inland Villages in Jeju Island (당(堂)과 오름을 중심으로 한 제주도 해안.중산간마을의 공간 특성 사례연구)

  • Choi, Jai-Ung;Kim, Dong-Yeob;Jo, Lock-Whan;Kim, Mi-Heui;Ahn, Ok-Sun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.30 no.2
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    • pp.101-109
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    • 2012
  • Traditional village forests in Jeju Island represent unique cultural landscape with a history of more than several hundred years as a national cultural asset in Korea. In this paper, the characteristics and meaning of traditional village forests in Jeju Island was compared with the Dangsan and Bibo forests at inland. There are 368 Oreums, parasitic volcano, and 391 shrines of Dang(Divine place) in Jeju. Life, culture and tradition of rural villages are all connected with the Dang and Oreum in Jeju. It has been found from this study that the village in Jeju were established as a cultural landscape on the surface of natural landscape. The features of traditional villages focused on the Dang and Oreum in Jeju Island were similar to the Dangsan and Bibo forestsat inland villages. The Oreum represents mountain and the Pojedan forest is newly found in Sangmyung-ri. The seashore areas are covered by vaocanic rocks in Jeju and large scale windbreaks are hardly found. The stone tower at Sinheung-ri built for blocking sand movement represents Bibo forest. The special attribute of the Dang in Jeju is that it is close to real life and believers are still remain. In 2009, the Jeju Chilmeoridang Yeongdeunggut ritual was nominated as an Intangible Cultural Heritage of Humanity by UNESCO. The shrine of Dang, however, has been degraded fast by construction of seashore road and Jeju Olle trail path. As for the world cultural heritage discussed at international conferences, it is important that there is sustainability on the right to enjoy cultural heritage. Integrated efforts from local residents, local governments and national government are needed to set up a management scheme for the Dang culture. Rural villages in Jeju with the Dang and Oreum are expected to get an international attention as to have traditional cultural landscapes of Korea.

A Study on Monumental Expression of Korean War Memorials in Korea (6.25전쟁 기념공간에 나타난 기념적 표현)

  • Lee, Sang-Suk
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.2
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    • pp.98-108
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    • 2010
  • The purpose of this study was to analyze the monumental expression of Korean War Memorials(KWM) in Korea(KWMK). Through site survey and internet searching, the researcher selected 17 KWMK and analyzed four analysis categories: contents, spatial form, landscape elements, sculptures and architectural elements. The results are as follows: 1. The analysis revealed that main contents of KWMK were to cherish victims of the Korean War, honor military merit, and explain Korean War. 2. Most KWMK built battlefield had the form of symmetry and spatial axis arranged monuments and sculptures for solemnity and heroism. Though the sites were terraced by traditional spatial order, spatial sequence wasn't seen except Yang-gu KWMK and Chumomyeongbi in United Nations Memorial Cemetery in Korea. 3. Stone monument-like towers, tablets, podium, monoliths, cenotaphs, and exhibit halls to explain Korean War and combat history were used as main elements of KWMK and also, war weapons were often displayed the flags of countries taking part in Korean War were raised with Taegeukgi and the United Nations flag. 4. Most sculptures were used as important media to represent the Korean War and assumed realistically the form of heroic combat. But a few architectural memorial built in recent were designed in contemporary style to have spatial sequence and represent Korean War symbolically and narratively. 5. In memorial culture, KWMK were strongly influenced by ideology and patriotism, impacted by conventional value, and designed by some sculptors and designers in a certain circle. Further study will be required to analyze the characteristics of KWMK in the point of design style and diachronic.

Conservation of Wooden Furniture in Presidential Archives of National Archives of Korea (국가기록원 대통령기록관 소장 목가구 보존처리)

  • Lee, Kwang-Hee;Park, Jung-Hae;Kim, Su-Chul
    • Journal of Conservation Science
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    • v.35 no.3
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    • pp.245-251
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    • 2019
  • In this paper, conservation treatment processes for the wooden furniture in the Presidential Archives are introduced. Conservation treatment strategies for modern wooden cultural heritage have been increasingly studied. The current study uses materials similar to those used by the existing conservation treatment method. Material analysis showed that the chair(Lee136-2) and desk(Yun37) in the Presidential Archives are made of Dipterocarpaceae, and both are coated with two layers of varnishing. FT-IR analysis showed that the varnish has a similar spectrum to that of a nitrocellulose-based lacquer(Lee136-2) and top coat(Yun37) and confirmed that a synthetic material was used. Pollutants had adhered to the surface of the wooden furniture and it was also in structurally unstable condition because of cracks and damage to the varnish and wood. Therefore, a conservation treatment was carried out to restore the damaged areas to their original appearance using similar kinds of materials, based on data obtained by materials analysis.

A Study on the Application of ColMap in 3D Reconstruction for Cultural Heritage Restoration

  • Byong-Kwon Lee;Beom-jun Kim;Woo-Jong Yoo;Min Ahn;Soo-Jin Han
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.95-101
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    • 2023
  • Colmap is one of the innovative artificial intelligence technologies, highly effective as a tool in 3D reconstruction tasks. Moreover, it excels at constructing intricate 3D models by utilizing images and corresponding metadata. Colmap generates 3D models by merging 2D images, camera position data, depth information, and so on. Through this, it achieves detailed and precise 3D reconstructions, inclusive of objects from the real world. Additionally, Colmap provides rapid processing by leveraging GPUs, allowing for efficient operation even within large data sets. In this paper, we have presented a method of collecting 2D images of traditional Korean towers and reconstructing them into 3D models using Colmap. This study applied this technology in the restoration process of traditional stone towers in South Korea. As a result, we confirmed the potential applicability of Colmap in the field of cultural heritage restoration.

Electric Power_Power Interview - 한국전력공사 허엽 본부장

  • 대한전기협회
    • JOURNAL OF ELECTRICAL WORLD
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    • s.413
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    • pp.68-72
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    • 2011
  • 33년간 전기산업계에 몸 담아 온 전기인으로서 역사와 전통을 자랑하는 '제46회 전기의 날' 기념식에서 은탑산업훈장이라는 큰 상을 수상하게 되어 개인적으로 매우 영광스럽게 생각합니다. 이 자리를 빌려 정부, 협회 등 관계자 여러분께 감사의 말씀을 드립니다.라는 소회를 시작으로 진행된 허엽 본부장과의 인터뷰를 통해 KEPCO 비전 달성의 주역이자 첨병역할을 자임한 건설 본부의 의지가 읽혀졌다. 허 본부장은 이를 위해 창의적인 아이디어 발굴과 실행 중심의 혁신문화가 조화롭게 정착될 수 있도록 한층 활기찬 건설 본부를 만들어 나가겠다는 포부와 함께 친환경, 민원문제에 따른 선제적인 대응노력 선진화는 물론, 50년 한전 건설의 노하우에 최첨단 신기술 신공법을 효율적으로 접목함으로써 세계 최고의 송배전기술력으로 승부수를 띄운다는 포석이다. 이를 통해 KEPCO를 글로벌 탑의 반열에 끌어 올리는데 중추적인 역할을 수행해 나가겠다는 각오 역시 거듭 밝혔다.

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A Performance Evaluation of Hot-Cold Index for High-Speed Flash Storages (고속 플래시 스토리지를 위한 핫-콜드 인덱스의 성능 평가)

  • Byun, Si-Woo;Hur, Moon-Haeng
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.618-621
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    • 2009
  • 데스크탑 및 이동형 컴퓨터의 저장 장치를 지원하는 플래시 메모리는 비휘발성, 낮은 전력소모, 빠른 데이터 접근 속도 등의 장점이 있다. 하지만, 일반 RAM 메모리에 비하여 상대적으로 느린 연산 특성을 고려하여 기존의 전통적인 인덱스 관리 기법을 개선할 필요가 있다. 이를 위하여, 본 논문은 CHC-Tree 라고 하는 압축된 핫-콜드 클러스터링에 기반하는 새로운 인덱스 관리 기법을 제안한다. CHC-Tree는 인덱스 노드를 핫-콜드 세그먼트로 분류하며, 인덱스 노드의 키와 포인터를 압축한다. 또한, 실험 결과를 통하여 기존의 B-Tree 기반의 인덱스 관리 기법보다 인덱스 검색 및 인덱스 수정 연산에서 더 우수함을 확인하였다.

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Requirements Analysis for the Design of Context-aware Applications in a Ubiquitous Environment (유비쿼터스 환경에서 상황 인지 응용 설계를 위한 요구사항 분석)

  • Hyun, Wooseok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.169-170
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    • 2009
  • 새로운 상호작용 장치와 응용 시스템에 대한 유비쿼터스 접근을 위한 요구사항이 창안되어, 사용자 상호작용은 데스크탑 너머로 이동하여 개발되는 경향이 있다. 사용되어지는 응용에서 상황은 시스템을 수행하는 활동의 총체적인 부분이 되었다. 상황 인지를 포함하는 것은 유비쿼터스 접근을 위해서 사용자에게 편리함과 효율성을 제공해 준다. 우리는 상황의 개념이 유비쿼터스 컴퓨팅을 위한 컴퓨팅 상황, 사용자 상황과 물리적 상황의 서로 다른 카테고리로 확장되어져야 한다고 믿고 있기 때문에, 전통적인 HCI 이론은 상황 인지 응용을 개발하는데 부적절하다. 이것들은 확장된 상황 정보를 잘 사용하기 위해 시스템 요구사항 분석과 설계에 있어서 새로운 패러다임을 요구한다. 본 연구에서는 성능 매칭(capability matching)에 의해서 상황 인식 요구사항 분석을 위한 방법과 목표 상황에 대한 상황 인식 속성을 매치시키는 방법을 소개한다. 이런 모델을 근거로 본 연구에서는 몇몇 공통적인 유비쿼터스 접근 상황의 설계 문제를 분석하고 유비쿼터스 관광 응용 요구사항을 고려함에 의해 상황 인지 응용을 체계적으로 적용시키는 방법을 보여준다.

A Compressed Hot-Cold Clustering to Improve Index Operation Performance of Flash Memory-SSD Systems (플래시메모리-SSD의 인덱스 연산 성능 향상을 위한 압축된 핫-콜드 클러스터링 기법)

  • Byun, Si-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.1
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    • pp.166-174
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    • 2010
  • SSDs are one of the best media to support portable and desktop computers' storage devices. Their features include non-volatility, low power consumption, and fast access time for read operations, which are sufficient to present flash memories as major database storage components for desktop and server computers. However, we need to improve traditional index management schemes based on B-Tree due to the relatively slow characteristics of flash memory operations, as compared to RAM memory. In order to achieve this goal, we propose a new index management scheme based on a compressed hot-cold clustering called CHC-Tree. CHC-Tree-based index management improves index operation performance by dividing index nodes into hot or cold segments and compressing pointers and keys in the index nodes and clustering the hot or cold segments. The offset compression techniques using unused free area in cold index node lead to reduce the number of slow erase operations in index node insert/delete processes. Simulation results show that our scheme significantly reduces the write and erase operation overheads, improving the index search performance of B-Tree by up to 26 percent, and the index update performance by up to 23 percent.

Games for Elderly People using u-Table (유테이블을 활용한 노인용 게임)

  • Hwang, Tae-Doo;Roh, Young-Tae;Lee, Jun;Park, Sung-Jun;Shin, Hae-Won;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.13-19
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    • 2007
  • Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.

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