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Evaluation of shade guide using digital shade analysis system (색조 선택 시스템을 이용한 shade guide의 색조 분석)

  • Lee, Seung-Taek;Lee, Jong-Hyuk;Shin, Soo-Yeon
    • The Journal of Korean Academy of Prosthodontics
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    • v.47 no.1
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    • pp.1-11
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    • 2009
  • Statement of problem: There are two methods of color choice for the esthetic restoration. One is visual shade matching which draws a comparison between shade guide and teeth in dentist's own eye and the other is using a digital shade analysis system recently introduced. Although the visual shade matching has a lot of problems, decision of color by this visual shade matching and the ways of expression for the decided color are still applicable to clinical dentistry. Purpose: This study is designed to investigate shade guides used in the dental clinics and laboratories have the same value using ShadeEye-$NCC^{(R)}$ dental chroma meter (Shofu Inc., Kyoto, Japan) using shade guide are evaluated. Material and methods: At the first experiment, eight Vita Lumin Vacuum shade guides (Vident Inc., California, USA) were collected from the dental clinics. A1 and B1 shade tabs are chosen and the colors are analyzed five times each in both tooth and porcelain modes by digital shade analysis system, ShadeEye-$NCC^{(R)}$. In the second experiment, twelve Vita shade guides using practically in the dental clinics and laboratories were collected and also A1 and B1 shade tabs are chosen and the colors of A1 and B1 are analyzed one time each in both tooth and porcelain modes by ShadeEye-$NCC^{(R)}$. Results and conclusion: There were significant differences among eight shade guides in terms of shade (chroma), value and hue in both of A1 and B1 (P<.05). Shade guides using in present both dental clinics and laboratories did not show significant differences, except A1 in the porcelain mode, it showed significant differences (P<.05) in the shade even though the shade tab has the same name.

Study on the Anchovy Boat Seine - II - On The Hydrodynamic Resistance and Performance of Patti-net (기선권현망의 연구 II - 파치망의 유체저항과 그물꼴에 관하여 -)

  • Lee, Byoung-Gee;Su, Young-Tae;Han, Hi-Soo
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.14 no.2
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    • pp.63-68
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    • 1978
  • A boat seine has been used as a major fishing gear for catching anchovy (Engraulis japonica) in the southern coastal waters of Korea since the 1920s. Since the 1950s some improvement from the original seine has been made; powered boats equipped with net hauler has been used instead of rowing boats with hand-driven capstan, and the seining method has been changed into the trawling method. But even now, there are many problems to be solved in the view point of decreasing man power without decreasing catching efficiency. For the purpose, patti-net has been introduced from Japan and experimented on the commercial base since 1972, and it was known that the patti-net could be operated with man power as half as needed in the coventional net, but catching efficiency was not so desirable. Therefore, the study on the characteristics of it were required. The authors carried out a model experiment with a Qne-twentieth scale model net towed by a powered boat on the sea. The obtained results run as follows: 1. Hydrodynamic resistance of the model net can be explained as $R_p=69.6 V_{I.66}$ $R_h=37 v^2$ where $R_p$ and $R_b$ denote the resistance of the whole gear and the cod end in kg respectively, and v the towing speed in mlsec. 2. Performance of wing and cod end showed no deformation such as observed at the conventional net. 3. The ratio of opening at the entrance of bag net to that of cod end showed about 2: 1. Therefore, when we intend to enlarge the net to be able to operate in the deep fishing ground, the cod end should be enlarged in the same proportion and increased towing power is needed .. Then, it will be better to increase the ratio for increasing fishing efficiency without increasing towing power.

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A Study on the Textuality of China's Wuyi-Gugok, the Origin of Gugok-Wonlim -Focus on the Tradition Process to Korea - (구곡원림의 원류, 중국 무이구곡(武夷九曲)의 텍스트성 -국내 전승(傳承) 과정을 중심으로 -)

  • Rho, Jae-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.66-80
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    • 2009
  • This paper attempts to investigate how the cultural phenomena associated with 'Wuyi-Doga(武夷棹歌)' and 'Wuyi-Gugok (武夷九曲)' was introduced to Joseon. The icon and code of 'Gugok' cultural text which was observed in the process of transmitting the culture through repetition and imitation were examined. With regard to research methodology, an 'analysis and discussion framework' was designed based on the literature review, field survey and the seven textuality criteria proposed by Dressier. Then the textuality of 'Wuyi-Gugok' was analyzed in terms of the dependent relation of text, the relationship between the creator and user, repetition, imitation and the spread process. Since ZhouHee(朱熙)'s 'Wuyi-Doga' and 'Wuyi-Gugok' were introduced to Joseon through literature and paintings, they became a part of the cultural Phenomena with unprecedented popularity. As a result, a great number of imitations can be found. In addition, governors would even take care of political affairs in a scenic mountain valley as described in this literature. Regardless of the writer's intentiot 'Gugok' settled in Joseon as new culture in harmony with Taoism and Sung COnfucianism. In other words, Joseon's Gugok-Wonlim(九曲園林) accepted the nature-appreciation aesthetic consciousness in 'Wuyi-Doga' and 'Wuyi-Gugok' on the basis of Taoism and Sung Confucianism. In terms of the text-based dependent relation only, however, the geographical coherence was somewhat loosened while the Gugok Culture that was dependent on Taoism or elegance in life dominated the internal structure of the textuality. Meantime, the internal factors that dominated the textuality of 'Wdyi-Gugok' were interpreted as 1) 'Aesthetics of Bending, Water Whirls', 2) 'Territoriality Expression Carve letters,' 3) 'Cultural Landscape seeing through the Speculation of Meaning,' 4) 'The Pursuit of Oddness and Presentationism' and 5) 'Transcendental Landscape of Taoism and Topos.'

A Variable Latency Newton-Raphson's Floating Point Number Reciprocal Square Root Computation (가변 시간 뉴톤-랍손 부동소수점 역수 제곱근 계산기)

  • Kim Sung-Gi;Cho Gyeong-Yeon
    • The KIPS Transactions:PartA
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    • v.12A no.5 s.95
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    • pp.413-420
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    • 2005
  • The Newton-Raphson iterative algorithm for finding a floating point reciprocal square mot calculates it by performing a fixed number of multiplications. In this paper, a variable latency Newton-Raphson's reciprocal square root algorithm is proposed that performs multiplications a variable number of times until the error becomes smaller than a given value. To find the rediprocal square root of a floating point number F, the algorithm repeats the following operations: '$X_{i+1}=\frac{{X_i}(3-e_r-{FX_i}^2)}{2}$, $i\in{0,1,2,{\ldots}n-1}$' with the initial value is '$X_0=\frac{1}{\sqrt{F}}{\pm}e_0$'. The bits to the right of p fractional bits in intermediate multiplication results are truncated and this truncation error is less than '$e_r=2^{-p}$'. The value of p is 28 for the single precision floating point, and 58 for the double precision floating point. Let '$X_i=\frac{1}{\sqrt{F}}{\pm}e_i$, there is '$X_{i+1}=\frac{1}{\sqrt{F}}-e_{i+1}$, where '$e_{i+1}{<}\frac{3{\sqrt{F}}{{e_i}^2}}{2}{\mp}\frac{{Fe_i}^3}{2}+2e_r$'. If '$|\frac{\sqrt{3-e_r-{FX_i}^2}}{2}-1|<2^{\frac{\sqrt{-p}{2}}}$' is true, '$e_{i+1}<8e_r$' is less than the smallest number which is representable by floating point number. So, $X_{i+1}$ is approximate to '$\frac{1}{\sqrt{F}}$. Since the number of multiplications performed by the proposed algorithm is dependent on the input values, the average number of multiplications Per an operation is derived from many reciprocal square root tables ($X_0=\frac{1}{\sqrt{F}}{\pm}e_0$) with varying sizes. The superiority of this algorithm is proved by comparing this average number with the fixed number of multiplications of the conventional algorithm. Since the proposed algorithm only performs the multiplications until the error gets smaller than a given value, it can be used to improve the performance of a reciprocal square root unit. Also, it can be used to construct optimized approximate reciprocal square root tables. The results of this paper can be applied to many areas that utilize floating point numbers, such as digital signal processing, computer graphics, multimedia, scientific computing, etc.

Flow Resistance and Modeling Rule of Fishing Nets 4. Flow Resistance of Trawl Nets (그물어구의 유수저항과 모형수칙 4. 트롤그물의 유수저항)

  • KIM Dae-An
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.30 no.5
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    • pp.691-699
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    • 1997
  • In order to find out the properties in flow resistance of trawlR=1.5R=1.5\;S\;v^{1.8}\;S\;v^{1.8} nets and the exact expression for the resistance R (kg) under the water flow of velocity v(m/sec), the experimental data on R obtained by other, investigators were pigeonholed into the form of $R=kSv^2$, where $k(kg{\cdot}sec^2/m^4)$ was the resistance coefficient and $S(m^2)$ the wall area of nets, and then k was analyzed by the resistance formular obtained in the previous paper. The analyzation produced the coefficient k expressed as $$k=4.5(\frac{S_n}{S_m})^{1.2}v^{-0.2}$$ in case of bottom trawl nets and as $$k=5.1\lambda^{-0.1}(\frac{S_n}{S_m})^{1.2}v^{-0.2}$$ in midwater trawl nets, where $S_m(m^2)$ was the cross-sectional area of net mouths, $S_n(m^2)$ the area of nets projected to the plane perpendicular to the water flow and $\lambda$ the representitive size of nettings given by ${\pi}d^2/2/sin2\varphi$ (d : twine diameter, 2l: mesh size, $2\varphi$ : angle between two adjacent bars). The value of $S_n/S_m$ could be calculated from the cone-shaped bag nets equal in S with the trawl nets. In the ordinary trawl nets generalized in the method of design, however, the flow resistance R (kg) could be expressed as $$R=1.5\;S\;v^{1.8}$$ in bottom trawl nets and $$R=0.7\;S\;v^{1.8}$$ in midwater trawl nets.

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Uncanny Valley Effect in the Animation Character Design - focusing on Avoiding or Utilizing the Uncanny Valley Effect (애니메이션 캐릭터 디자인에서의 언캐니 밸리 효과 연구 - 언캐니 밸리(uncanny valley)의 회피와 이용을 중심으로)

  • Ding, LI;Moon, Hyoun-Sun
    • Cartoon and Animation Studies
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    • s.43
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    • pp.321-342
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    • 2016
  • The "uncanny valley" curve describes the measured results of the negative emotion response which depends on the similarity between the artificially created character and the real human shape. The "uncanny valley" effect that usually appears in the animation character design induces negative response such as fear and hatred feeling, and anxiety, which is not expected by designers. Especially, in the case of the commercial animation which mostly reply on public response, this kind of negative response is directly related to the failure of artificially created character. Accordingly, designers adjust the desirability of the character design by avoiding or utilizing the "uncanny valley" effect, inducing certain character effect that leads to the success in animation work. This manuscript confirmed the "uncanny valley" coefficient of the positive emotion character design which was based on the actual character design and animation analysis. The "uncanny valley" concept was firstly introduced by a medical scientist Ernst Jentsch in 1906. After then, a psychologist Freud applied this concept to psychological phenomenon in 1919 and a Japanese robert expert Professor Masahiro Mori presented the "uncanny valley" theory on the view of the recognition effect. This paper interpreted the "uncanny valley" effect based on these research theory outcomes in two aspects including sensation production and emotion expression. The mickey-mouse character design analysis confirmed the existence basis of the "uncanny valley" effect, which presented how mickey-mouse human shape image imposed the "uncanny valley" effect on audience. The animation work analysis investigated the reason why the produced 3D animation character should not be 100% similar to the real human by comparing the animation baby character produced by Pix company as the experimental subject to the data of the real baby with the same age. Therefore, the examples of avoiding or utilizing the "uncanny valley" effect in animation character design was discussed in detail and the four stages of sensation production and emotional change of audience due to this kind of effect was figured out. This research result can be used as an important reference in deciding the desirability of the animation character.

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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Estimating Fine Particulate Matter Concentration using GLDAS Hydrometeorological Data (GLDAS 수문기상인자를 이용한 초미세먼지 농도 추정)

  • Lee, Seulchan;Jeong, Jaehwan;Park, Jongmin;Jeon, Hyunho;Choi, Minha
    • Korean Journal of Remote Sensing
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    • v.35 no.6_1
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    • pp.919-932
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    • 2019
  • Fine particulate matter (PM2.5) is not only affected by anthropogenic emissions, but also intensifies, migrates, decreases by hydrometeorological factors. Therefore, it is essential to understand relationships between the hydrometeorological factors and PM2.5 concentration. In Korea, PM2.5 concentration is measured at the ground observatories and estimated data are given to locations where observatories are not present. In this way, the data is not suitable to represent an area, hence it is impossible to know accurate concentration at such locations. In addition, it is hard to trace migration, intensification, reduction of PM2.5. In this study, we analyzed the relationships between hydrometeorological factors, acquired from Global Land Data Assimilation System (GLDAS), and PM2.5 by means of Bayesian Model Averaging (BMA). By BMA, we also selected factors that have meaningful relationship with the variation of PM2.5 concentration. 4 PM2.5 concentration models for different seasons were developed using those selected factors, with Aerosol Optical Depth (AOD) from MODerate resolution Imaging Spectroradiometer (MODIS). Finally, we mapped the result of the model, to show spatial distribution of PM2.5. The model correlated well with the observed PM2.5 concentration (R ~0.7; IOA ~0.78; RMSE ~7.66 ㎍/㎥). When the models were compared with the observed PM2.5 concentrations at different locations, the correlation coefficients differed (R: 0.32-0.82), although there were similarities in data distribution. The developed concentration map using the models showed its capability in representing temporal, spatial variation of PM2.5 concentration. The result of this study is expected to be able to facilitate researches that aim to analyze sources and movements of PM2.5, if the study area is extended to East Asia.

The PRISM-based Rainfall Mapping at an Enhanced Grid Cell Resolution in Complex Terrain (복잡지형 고해상도 격자망에서의 PRISM 기반 강수추정법)

  • Chung, U-Ran;Yun, Kyung-Dahm;Cho, Kyung-Sook;Yi, Jae-Hyun;Yun, Jin-I.
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.11 no.2
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    • pp.72-78
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    • 2009
  • The demand for rainfall data in gridded digital formats has increased in recent years due to the close linkage between hydrological models and decision support systems using the geographic information system. One of the most widely used tools for digital rainfall mapping is the PRISM (parameter-elevation regressions on independent slopes model) which uses point data (rain gauge stations), a digital elevation model (DEM), and other spatial datasets to generate repeatable estimates of monthly and annual precipitation. In the PRISM, rain gauge stations are assigned with weights that account for other climatically important factors besides elevation, and aspects and the topographic exposure are simulated by dividing the terrain into topographic facets. The size of facet or grid cell resolution is determined by the density of rain gauge stations and a $5{\times}5km$ grid cell is considered as the lowest limit under the situation in Korea. The PRISM algorithms using a 270m DEM for South Korea were implemented in a script language environment (Python) and relevant weights for each 270m grid cell were derived from the monthly data from 432 official rain gauge stations. Weighted monthly precipitation data from at least 5 nearby stations for each grid cell were regressed to the elevation and the selected linear regression equations with the 270m DEM were used to generate a digital precipitation map of South Korea at 270m resolution. Among 1.25 million grid cells, precipitation estimates at 166 cells, where the measurements were made by the Korea Water Corporation rain gauge network, were extracted and the monthly estimation errors were evaluated. An average of 10% reduction in the root mean square error (RMSE) was found for any months with more than 100mm monthly precipitation compared to the RMSE associated with the original 5km PRISM estimates. This modified PRISM may be used for rainfall mapping in rainy season (May to September) at much higher spatial resolution than the original PRISM without losing the data accuracy.

A Local Governments' Preferences in Selecting Modern Eight Scenic Landscapes (지자체가 선정한 현대팔경에 나타난 경관 선호 양상)

  • So, Hyun-Su
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.1
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    • pp.92-102
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    • 2020
  • The followings are the landscape preference aspects from the 816 landscapes(景, Kyung), which comprise the 78 modern Palkyungs, presented by the 78 local governments in Korea. First, the natural environment elements selected as Kyung(景), which are topographical landscapes, mostly consist of mountain elements such as mountains, terrace(臺), rocks and stones and water elements classified as rivers, oceans, and lakes. Natural elements also include old-growth and giant trees such as pines, ginkgos, Japanese cornels and fringe trees, tree-lined streets and forests, and plant elements such as azaleas, rhododendrons, lotuses, reeds, and silver grasses which provide seasonal landscapes. Second, more than half of Kyung, selected as human environment elements, are historical and cultural heritages such as graveyards, mountain fortresses, town fortresses, traditional villages, pavilion in villas, and temples. And it is followed by leisure tourism facilities such as traditional markets, exhibition halls, theme parks, beaches, and food streets, green-based structures such as trails, plazas, parks, and botanical gardens, and industrial heritages such as ranches, abandoned coal mines, stations, ports and bridges. Third, modern Palkyungs include objects not related to the views such as local representative facilities, regional products, and festivals. Fourth, although most of the modern Palkyungs consist of eight, some include 20, 38, or 100 in order to increase the number of objects of public relations. Fifth, a certain local government makes two modern Palkyungs with different subjects by introducing traditional Palkyung and modern Palkyung altogether. In this case, it presents several modern Palkyungs like by selecting Palkyungs in a limited area. Furthermore, one Palkyung includes numerous place names at a time in some cases. Sixth, Sosangjeonhyeong(瀟湘典型)-style modern Palkyung uses 'NakAn(落雁)' as the name of Kyung. Sosangyusahyeong(瀟湘類似型)-style modern Palkyung expresses 'Hyojong(曉鐘)' and landscape of glow of the setting sun, sunset, night view, dawn, sunrise and depicts cloud, sunset, moon, and snow. There are many Myeongsocheheomhyeong(名所體驗型)-style Palkyungs exhibiting the behavior of tourism and Myeongseunghyeong(名勝型)-style Palkyungs raising the awareness only by the names of the places. Seventh, modern Palkyung's naming styles are diverse, such as using only four letters instead of specifying Kyungmul(景物) or Kyungsaek(景色) in combination with Chinese characters or adding modifiers specializing in places.