• Title/Summary/Keyword: 표현원리

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Multioutput Logic Simplication Using an Exclusive-OR Logic Synthesis Principle (배타 논리합 원리를 이용한 다출력 논리회로 간략화)

  • Kwon, Oh-Hyeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5744-5749
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    • 2014
  • An extraction technique for a common logic expression is an extremely important part of multiple-output logic synthesis. This paper presents a new Boolean extraction technique using an exclusive-OR logic synthesis principle. The logic circuits produced only have AND, OR and NOT gates. Heuristic methods can also be applied to reduce the execution time and the number of literals. The experimental results showed improvements in the literal counts over the previous methods.

Rearrangement of Sequences through the Generation Principle (생성원리를 통한 수열의 재배열)

  • Kwon, Min-Jeong;Cho, Sung-Jin;Kim, Jin-Gyoung;Choi, Un-Sook
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.1
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    • pp.133-140
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    • 2018
  • In this paper we discover the generation principle of a sequence when the characteristic polynomial of the sequence is a power of a primitive polynomial. With the generation principle, we can rearrange a sequence. Also we get the linear complexity and the required term of the sequence efficiently.

A study on the remote control and gathering of system information using Embedded processor (임베디드 프로세서를 이용한 원격센서 정보수립 및 제어 연구)

  • 김기백;이양원
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.719-722
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    • 2002
  • 임베디드 시스템을 이용하여 TCP/IP 상의 인터넷 제어시스템을 구현하였다. AT90S8535 마이크로 컨트롤러 구조 및 각종명령 레지스터 동작 원리, avr-gcc 하드웨어 프로그래밍 및 명령 레지스터의 구현원리, JAVA 애플릿 프로그래밍, 전반적인 하드웨어 기초 이론을 바탕으로 Mellow Device 1300 임베디드 시스템과 AVR90S853S 마이크로 컨트롤러 상호간의 시리얼 통신을 이용하여 원격지의 온/습도 검침 및 각종 하드웨어 디바이스의 on/off를 구현하도록 설계하였고 실시간으로 검출된 온/습도 데이터를 JAVA 애플릿을 이용하여 그래픽 챠트로 보기 쉽게 표현하였으며 A/D 변환된 온도 및 습도 데이터와 각종 H/W 디바이스 on/off 상태 데이터를 RS232 인터페이스를 이용하여 Mellow Device 1300로 송/수신하도록 구현하였다.

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Facial Animation Generation by Korean Text Input (한글 문자 입력에 따른 얼굴 에니메이션)

  • Kim, Tae-Eun;Park, You-Shin
    • The Journal of the Korea institute of electronic communication sciences
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    • v.4 no.2
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    • pp.116-122
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    • 2009
  • In this paper, we propose a new method which generates the trajectory of the mouth shape for the characters by the user inputs. It is based on the character at a basis syllable and can be suitable to the mouth shape generation. In this paper, we understand the principle of the Korean language creation and find the similarity for the form of the mouth shape and select it as a basic syllable. We also consider the articulation of this phoneme for it and create a new mouth shape trajectory and apply at face of an 3D avatar.

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Visual Effects of UV Lighting on Bodypainting (UV라이팅에 나타난 바디페인팅 시각적 효과)

  • Kim, Mi-Rim;Choi, Hee-Ja
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.268-275
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    • 2011
  • 21C digital culture is now affecting the life of arts and development through our system, as well as body arts and body painting. Body painting is not has been focused through our lives in 21stcentury as one genre. UV body painting is from short to long wave length that demonstrates to us the dimension by science and lighting showing more than 8 colors that are better off being set. From this research the theory of body painting considerate characteristics and vision for it. From the researchers line, dots, and side shows the UV body painting as a one piece of art and analyzing the 3D theory and once again showing vision through what it's affecting to their result.' UV body painting is usage of floral paints and using so called 'black light' that shows the short and long term wavelength that provides the 3D material, but first, this is different from normal body painting like dots, like, and layers shows more thoroughly and shows focused motive and you can easily tell the difference. As of all UV body painting is showing more 3D vision more than the design itself. From all this research, to all the body painters we await the future practical theory to be used and for the better future.

A Study on the Fundamental Course of Multimedia Design (멀티미디어 디자인 교육의 기초 과정에 대한 연구)

  • 이지수
    • Archives of design research
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    • v.15 no.4
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    • pp.223-230
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    • 2002
  • As evolution of multimedia technology brings changes to industries concerned with design, new education program is needed to cultivate designers with abilities which are adapted to changed circumstance. This paper is purposed to show guideline to set up a fundamental course for multimedia design in which students know what are new presentation modes and learn how to use them, Multimedia design call for abilities of organizing information, representing, and implementing interactivity. Among them, fundamental course considers representing information as central subject. And it also contains lessons which are relative to proceeding courses. It should have students to experience creative composition and various expressions, and study cognitive or aesthetic effects of them. All activities are based on the understanding about presentation factors and principles. Basic course's lessons are composed by two main subjects, which are essential expression and matters relative to organization and interactivity. Described in detail, lessons are divided into three phases. First phase is combining presentation factors for affective effects, second is delivering message of various knowledges and third is forming simple interaction.

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A study on the camera working of 3D animation based on applied media aesthetic approach - Based on the Herbert Gettl's theory - (영상미학적 접근의 3D 애니메이션 카메라 워킹 연구 - 허버트 제틀의 이론을 중심으로 -)

  • Joo, Kwang-Myung;Oh, Byung-Keun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.209-218
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    • 2005
  • Consciously or not, producers have to make many aesthetic choices in creative process of video production. If there are general acceptable aesthetic principles to make right choice it would be guideline of aesthetic decision to somewhat reduce mistakes and errors in the process. This paper proposes a theoretical approach on establishing the media aesthetic principle of 3D animation camera working, which is the most suitable for animation production context. We describe the Herbert Zettl's applied media aesthetics related directly to the camera, which is about the two-Dimensional field focusing on aspect radio and forces within the screen, three-dimensional field focusing on depth, volume, and four-dimensional field focusing on time and motion. In order to have theoretical approach we made an analysis on comparing a camera working of movie with 3D computer animation's one, and reconstructed these basic principles to be suited for the 3D animation production. When applied media aesthetics of the traditional camera working are applied to the 3D animation production, it could be an efficient guideline for it. Futhermore, if we develop the research for the relationship with various visual languages with the basis of these principles, the theory of creative picture composition method for the 3D animation production will be logically and systematically established.

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헤이안쿄[平安京]의 변용과 중세 초기 정권도시

  • 오노 마사토시
    • Korean Journal of Heritage: History & Science
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    • v.46 no.1
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    • pp.4-31
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    • 2013
  • 본고는 중세도시연구의 관점에서 도성 헤이안쿄(平安京)가 중세 교토(京都)로 변화하는 계기와 그 의미, 그것이 새로운 무가(武家) 정권도시(政權都市)에 어떤 영향을 미쳤는지에 대하여 논하였다. 율령제 마지막 도성인 헤이안쿄는 천황을 절대적 정점으로 한 중앙집권이 동심원구조로 구현된 '왕성(王城)의 땅'이었으나, 10세기 후반 이후 도성의 구심점이었던 내리(內裏)가 헤이안큐(平安宮) 밖으로 나오는 등의 변화가 시작되었고, 도성의 이념과 틀이 급속하게 해체 변용되었다. 또 고대왕권을 대신하여 새로운 형태로 왕권과 여러 권력을 담당한 원(院)과 롱관가(瀧關家), 대두하는 무가권력 등이 그 본거지에 권력의 개성과 시대성을 반영한 새로운 경관과 공간원리를 생성하였다. 그것은 다음과 같은 공통점을 갖는다. (1) 큰 정토정원을 갖는 御堂(사찰)과 세트를 이룬 御所(천황의 거소). (2)황통(천황가 내의 계통)과 가족의 상징으로서 조상을 모신 분묘를 중심으로 한 도시형성. (3) 내리를 기점으로 남북으로 주축을 갖는 고대도성과 달리, 어당과 어소가 동서로 배열된 동서가로를 주축으로 한 도시계획. (4) 수도와 외부를 잇는 교통의 결절점에 입지하였고, 특히 하천변을 향해 적극적으로 확장된 도시. 일본 중세는 무가정권의 시대를 맞이하여 도고쿠(東國) 초기 무가정권의 본거지 히라이즈미(平泉)와 최초의 막부가 열린 가마쿠라(鎌倉)가 모델로 한 것은 '도성 헤이안큐'가 아니라 헤이안큐 수도 밖 신도시의 경관과 공간원리였다. 특히 히라이즈미와 가마쿠라 등이 가정기관(家政機關)과 조상의 묘를 중심으로 한 '가족 원리'에 따른 정권도시를 적극적으로 수용한 것은 단순한 도시의 모방이 아니라 주종관계를 축으로 의제적인 '집(家) 원리'로 권력이 형성된 무가에는 더욱 어울리는 논리이며, 또 고대와는 다른 새로운 시대의 논리였기 때문이다. 그 한편으로 무가의 대들보로서 무사들에 의해 추대된 초기 무가정권은 도시의 논리와 경관을 도입하였을 뿐 아니라 그들과 공통의 가치관을 표현하는 것도 중요한 요소였다. 그것이 최신의 도시를 모방한 어당과, 그것과는 대조적인 도고쿠 무가의 전통적인 어소의 병립이라는 종교공간과 정치 일상공간에서의 권위표상의 의식적인 분리에 의해 표현되었다. 히라이즈미와 가마쿠라에서는 유통, 상공업 등의 도시기능과 도시적인 경관이 정비되기까지 약 50년의 시간이 경과할 필요가 있었다. 12세기 일본의 무가정권은 스스로의 거점으로서 도시를 기획, 형성하는 의식과 실현하는 능력을 얼마나 가지고 있었는가 검토가 필요하다. 명확한 동아시아모델의 도성을 실현함으로써 왕권의 존재를 드러낸 고대 율령정권과의 차이점은 매우 크다. 이후 무가가 권력의 의도를 도시구조로서 명확하게 드러낸 것은 15세기 후반의 전국시대 다이묘(大名)의 죠카마치(城下町)로부터이다. 특히 16세기 후반부터 천하통일을 실현한 오다 노부나가, 도요토미 히데요시의 연합정권에서는 구체적인 성(城)과, 그 성을 중심으로 한 계층성을 명시한 죠카마치의 공간설계가 있었다. 여기서는 다시금 '도시의 경관'이 명확한 권력의 상징으로서 기능하게 된 것이다.

Learning Method for Algorithmic Principles Using Numerical Expressions (사칙연산을 이용한 알고리즘 원리 학습 방안)

  • Bae, Young-Kwon;Moon, Gyo-Sik
    • Journal of The Korean Association of Information Education
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    • v.12 no.3
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    • pp.303-312
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    • 2008
  • In correspondence to the educational demand on study of computer principles that is recently being focused, this study promotes basic understanding on data structure and algorithm at the elementary student level through the process of simple numerical expressions and proposes effective education contents and methods. For this, an unplugged type computer education material was produced to understand the method of the computers for receiving data through activities. Also, we proposed students to create animation data to learn numerical expressions and algorithm through arrangements and linked lists. To examine educational effectiveness of this study, an experiment study was conducted through the education content and method to the subject of one class in the fifth-grade of elementary school located in OO metropolitan city. As a result, the student learned that there is a difference in calculation method between computers and people; and this enabled basic understanding on algorithm and data structure and presented positive responses to algorithm and data structure. In conclusion, it is confirmed that it is possible to provide effective education for students if the principle study of algorithm is proposed to proper levels.

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Analysis of Social Studies Textbooks Application for Universal Design for Learning for Students with Disabilities (장애학생 통합교육 사회과 교수·학습자료의 보편적 학습설계 적용 분석)

  • Lee, Okin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.1-8
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    • 2022
  • This study examined whether the integrated education social studies textbooks developed for students with disabilities were properly implemented in terms of universal design for learning. For analysis, "Teaching and learning materials for inclusive education of students with disabilities: grade 3~6 social studies textbooks", which were instructional adaptation, were selected for students with disabilities who are unable to learn the contents of general textbooks for the 3rd to 6th grade of the elementary school social course in the 2015 revised curriculum. The social curriculum grades are composed of 20 units, including general public, geography and history. The content analysis standard was based on detailed items of 9 definitions according to the 3 principles of UDL presented in CAST (2018). Overall, the aspect of providing multiple means of action and expression was the most frequently observed, followed by providing multiple means of representation and providing multiple means of engagement. Special education teachers and textbook developers can use these results as a resource for designing curricula and lessons for students with disabilities in the inclusive classroom.