• Title/Summary/Keyword: 형상화

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Performance Improvements of WiBro System Using the 64QAM SOFM Prefiltering (64QAM SOFM 전처리기를 이용한 와이브로 시스템의 성능 개선)

  • Park, Jin-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.5
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    • pp.1125-1132
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    • 2010
  • WiBro(Wireless Broadband Internet) is the standard of high-speed portable internet based on OFDMA/TDD (Orthogonal frequency division multiple access / Time division duplexing) techniques, and the subset of consolidated version of IEEE802.16e Wireless MAN standard. In this paper, we propose performance improvements of WiBro system using the 64QAM SOFM(Self-Organizing Feature Maps)prefiltering. Proposed method used the prefiltering SOFM neural network blind equalization in the Broadband 64 QAM WiBro system receiver. The prefiltering SOFM neural network constellates 64QAM that is transmitter data shape and the blind equalization removes ICI(Inter Carrier Interference). To verificate the proposed method usability, the MSE and the BER are simulated. The simulation results shown that is improved the performances of the proposed WiBro system using the 64QAM SOFM Prefiltering than the existing WiBro system.

A Study on Postproduction Image Synthesis based on Resource Types (리소스 형식 기반의 포스트프로덕션 영상합성에 관한 연구)

  • Jung Eun-Ju;Kim Jae-Joon
    • Journal of Internet Computing and Services
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    • v.7 no.2
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    • pp.1-8
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    • 2006
  • Study of effective synthesis has been amplified in working-level image process corresponding to one of postproduction synthesis ares. However, it is very role to recognize the overall procedure of image composition and unprepared state on a research on variety and complexity for the specific composition method, it is necessary to materialize the overall pattern that can understand stream of image and standardization. In order to embody, it may be desirable that improve working efficiency of database by form called resources. In this paper, by providing the several values such as matte, key, motion, scale, position, or opacity characteristics, we directed th solving problems through the detailed examples while the user has the difficulty on image synthesis.

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A Study on the Methods to Embody Spectacle Realism in the Aerial Battle Scenes of Movie (영화의 공중전 장면에서 스펙타클 리얼리즘의 형상화 방식 연구)

  • Lee, JongHoon
    • Journal of Korea Multimedia Society
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    • v.22 no.6
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    • pp.716-728
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    • 2019
  • This study explores the concept of spectacular realism. and finds out how spectacular realism is made in movies. The Movies's spectacle is a realistic spectacle that does not miss the reality. so audiences can immerse themselves in it. Nowadays the spectrum of visual realism is becoming very diverse. "Perceptual realism" means to feel more like real than to reproduce reality as it is. "Synthetic realism" is a realism that CGI makes. And "Spectacular realism" makes the spectators concentrate to images than narrative or character. It means the dominance of the visual. The films and showed "Spectacular realism" especially in the aerial battle scenes. The films use 'Presentation of a new spatial sensation using unusual angles', 'Editing that constitutes transcendental time' and 'Intense contrast' as methods to embody spectacular realism. And the harmonious arrangement of transcendental images and very realistic screens effectively embodies Spectacular Realism. This discussion, which began in the air battle scene, could contribute to a broader and more diverse exploration of the implementation of spectacular realism images in the future.

Finite Element Analysis of a Customized Eyeglass Frame Fabricated by 3D Printing (3 차원 프린팅으로 제작된 개인맞춤형 안경테의 유한요소해석)

  • Lee, Ji-Eun;Im, Young-Eun;Park, Keun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.40 no.1
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    • pp.65-71
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    • 2016
  • In recent years, 3D printing has received increasing attention due to releases of low-cost 3D printers based on open-source platform. 3D printing is expected to reduce the barrier to entry in the traditional manufacturing processes by increasing flexibility and creating an advantage to manufacture customized products at low costs. In this study, a unique eyeglass frame was designed to have a snake shape, which has an asymmetric geometry unlike traditional frames. The eyeglass frame was designed in a customized manner by reflecting dimensional characteristics of a customer's face. Finite element analysis was performed to investigate the structural safety of the 3D printed frames during the assembly process. The analysis also considered the effect of anisotropic material properties as determined by tensile tests. The eyeglass frame was then printed using the customized sizes and the best building process. The eyeglass frame was successfully assembled with lenses and without structural failure during its assembly procedure.

2D Fluid Modeling of Ar Plasma in a 450 mm CCP Reactor

  • Yang, Won-Gyun;Kim, Dae-Ung;Yu, Sin-Jae;Ju, Jeong-Hun
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.08a
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    • pp.267-267
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    • 2012
  • 최근 국내 반도체 장비 업체들에 의해서 차세대 반도체용 450 mm 웨이퍼 공정용 장비 개발이 진행 중에 있다. 반도체 산업은 계속해서 반도체 칩의 크기를 작게 하고, 웨이퍼 크기를 늘리면서 웨이퍼 당 칩수를 증가시켜 생산성을 향상해오고 있다. 현재 300 mm 웨이퍼에서 450 mm 웨이퍼를 도입하게 되면, 생산성 뿐만 아니라 30%의 비용절감과 50%의 cycle-time 단축이 기대되고 있다. 장비에 대한 이해와 공정에 대한 해석 능력을 위해 비용과 시간이 많이 들기 때문에 최근 컴퓨터를 활용한 수치 모델링이 진행되고 있다. 또한, 수치 모델링은 실험 결과와의 비교가 필수적이다. 본 연구에서는 450 mm 웨이퍼 공정용 장비의 전자밀도를 cut off probe를 통해 100 mTorr에 서 Ar 플라즈마를 파워에 따라 측정했다. 13.56 MHz 200 W, 500 W, 1,000 W로 입력 파워가 증가하면서 웨이퍼 중심에서 $6.0{\times}10^9#/cm^3$, $1.35{\times}10^{10}#/cm^3$, $2.4{\times}10^{10}#/cm^3$로 증가했다. 450 mm 웨이퍼 영역에서 전자 밀도의 불균일도는 각각 10.31%, 3.24%, 4.81% 였다. 또한, 이 450 mm 웨이퍼용 CCP 장비를 축대칭 2차원으로 형상화하고, 전극에 13.56 MHz를 직렬로 연결된 blocking capacitor ($1{\times}10^{-6}$ F/$m^2$)를 통해 인가할 수 있도록 상용 유체 모델 소프트웨어(CFD-ACE+, EXI corp)를 이용하여 계산하였다. 주요 전자-중성 충돌 반응으로 momentum transfer, ionization, excitation, two-step ionization을 고려했고, $Ar^+$$Ar^*$의 표면 재결합 반응은 sticking coefficient를 1로 가정했다. CFD-ACE+의 CCP 모델을 통해 Poisson 방정식을 풀어서 sheath와 wave effect를 고려하였다. Stochastic heating을 고려하지 않았을 때, 플라즈마 흡수 파워가 80 W, 160 W, 240 W에서 실험 투입 전력 200 W, 500 W, 1,000 W일 때와 유사한 반경 방향의 플라즈마 밀도 분포를 보였다. 200 W, 500 W, 1,000 W일 때의 전자밀도 분포는 수치 모델링과 전 범위에서 각각 10%, 3%, 2%의 오차를 보였다. 450 mm의 전극에 13.56 MHz의 전력을 인가할 때, 파워가 증가할수록 전자밀도의 최대값의 위치가 웨이퍼 edge에서 중심으로 이동하고 있음을 실험과 모델링을 통해 확인할 수 있었다.

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Study on Human Motion based Smartphone UX Pattern using User Experience Design (사용자 경험 디자인을 이용한 인간 동작 기반 스마트폰 UX 패턴 연구)

  • Joo, Jeong-Gyu;Lee, Jun-Hwan;Cho, Han-Jin
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.345-350
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    • 2012
  • People established a network much more using smart equipments by means of the development of the mobile industry. They can get useful information easily, make new personal connections and communities, and form various personal connections using the communities. The importance of contact, timing, and utility of time plays an important role in human relations. Many programs related to personal relations are already saturated. In other words, they are very significant and difficult to use. Many programs that didn't be concerned ahead of time about how to deal with a lot of the amount of information effectively and take it out in order to use it could bring about negative results. Human being already makes use of physical-empirical language in all of the conscious and unconscious areas. This study begins at the supposition that how to make it easy to apply humane gestures and languages to applications with portable equipment close to human beings.

A Study on the Visual Literacy for Picture Book Reviews (그림책 서평의 시각적 문식성에 관한 연구)

  • Min, Kyeong-Rok
    • Journal of the Korean Society for Library and Information Science
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    • v.51 no.3
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    • pp.83-108
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    • 2017
  • As a public institution, it is the duty and responsibility of a library to provide readers with information about books. To provide such information to readers, a librarian should have the ability to provide satisfactory consultation and advice. As interest in picture books grows, there is an increasing need for libraries and librarians to produce and release picture book reviews on a regular basis to inform readers of what makes a good picture book, and which among similar books should they choose. Other than summarizing the content of a picture book, a good picture book review should also provide additional information that will help readers understand the reviewed book such as the literary symbolism of a book's visual texts. To this end, a librarian is required to develop visual literacy, which would enable him/her to read into the deeper meaning of the images imbued with the writer's ideas and philosophy. In light of the above discussion, this study compares and analyzes two picture book versions of the story Little Red Riding Hood, with the purpose of helping librarians understand the visual texts that they need to refer to when writing picture book reviews.

A Study of Formativeness in the Western Symbolic Icons of Evil (서양 악의 상징물에 나타난 조형성 연구)

  • Lee, Young hwa
    • Journal of the Korea Convergence Society
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    • v.9 no.4
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    • pp.127-135
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    • 2018
  • Men are ambivalent since they have good and evil at the same time. To concretize this evil further, men created symbolic icons of evil with formative elements by giving shape to it. Thus, this researcher would investigate and analyze the concept of evil and the formativeness appearing when the essence of humans' evil is expressed as symbolic icons. For this purpose, items for the classification of formativeness were constructed, and questionnaires were prepared to draw the results of an analysis as follows. As for the type of composition, symbolic icons of evil were expressed by pictures or signs, rather than letters. The objects of expression were characters and animals in myths. As for the layout, most were expressed in a radial shape. As for the method of description, most were in the forms of simplicity and complexity, and as for the outer form, most were circles. It was noted that the symbolic icons in which items with these types of composition had high scores, were drawn, used and developed in formative relations with each other.

A Study on the Analysis of Fashion Trends in 1990s -Focus on the Themes of Womens'Fashion- (1990년대 패션트렌드 분석연구 -여성패션의 테마를 중심으로-)

  • Nahm, Jae-Kyung;Geum, Key-Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.9
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    • pp.1645-1654
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    • 2001
  • 패션은 지속적으로 변화하며 이는 새로운 패션 트렌드의 출현을 의미한다. 특히 지난 1990년대 패션은 사회, 과학, 경제, 문화 등 사회환경의 급격한 변화로 새롭고 다양한 가치의 추구로 패션분야에서도 새로운 것에 대한 욕구가 급증하였다. 따라서 본 연구는 1990년대 패션 트렌드를 분석하여 패션의 특성을 파악하여 미래의 패션을 예측하고 대응하기 위한 자료를 구축하는 것을 목적으로 하였다. 패션트렌드는 향후 예측되는 유행테마, 스타일, 색채 , 소재 , 디테일 등을 제시하고 있는데 , 본 연구에서는 시대상을 보다 심층적으로 파악하기 위하여 패션테마만을 집중적으로 분석하고 고찰하였다. 일반적으로 패션테마로 제시되는 개념 이 나 용어들은 동시대의 사회현상과 패션 분야에서 요구될 것으로 예상되는 내용이 비교적 자유분방하게 제 시 하고 있으므로, 패션 테마의 분석과 고찰은 패션의 실체를 이해하는데 매우 유용하다 하겠다. 따라서 본 연구에서는 패션테마로 제시된 용어들을 수집하고 분석하여 , 패션경향는 물론 패션의 실체를 파악하고자 하였다. 연구 대상은 1990년대 10년간의 패션트렌드로 설정했으며, 분석자료는 구체적으로 국내패션정보사인 K·F·S와 S· F·I에서 제시한 트렌드지를 사용하였다. 연구결과 1990년대 패션은 종래의 상식적인 디자인 개념을 넘어서서 여러 가지 다채로운 스타일들이 역사적 시간과 여러 문화의 공간을 오가며 교류되는 포스트모더니즘적 인 특성을 강하게 나타냈으며 , 이러한 경향은 매우 깊고 광범위하게 1990년대 의 패션트렌드에 반영되어 나타났다. 최근의 첨단 과학 기술의 발달과 이에 반하는 자연으로의 회귀욕구와 인간의 본질을 추구하는 인식의 전환 또한 패션 트랜드에 영향을 주었다. 이들을 포용하는 패션 주제는 크게 자연주의, 세계주의, 미래주의, 복고주의 등으로 분석되었다. 이 와 같은 패션 테마들은 각각 독립 적 이 기보다는 서로 상호 보완하고 조화를 이루는 가운데 1990년대 패션으로 형상화되었다. 이러한 1990년대 패션 경향의 분석 결과는 동시대의 사회상을 반영하는 동시에 패션의 특징인 주기성과 반복성을 그대로 보여주고 있었다. 이러한 연구 결과는 패션의 특징을 파악하고, 21세기 패션 경향을 보다 정확하게 예측하고 제시할 수 있는 중요한 자료로 사용될 수 있을 것으로 기대한다.

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A Study on 3D Animation as total Art (총체적 예술로서의 3D Animation에 대한 연구)

  • 최성원
    • Archives of design research
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    • v.16 no.3
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    • pp.33-40
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    • 2003
  • With the view of an art history, 3D Animation is one of the media that was anxiously solved the issue of time and space by traditional painters, however it still could not acquire the proper position in the art field due to compromising commercialism. This is the result of devaluating for the possibility of art itself and it is only a matter of the range to apply 3D animation. In order to obtain a proper position for an art genre, previously it can be focused on how to visualize the 3D animation from our perceptions. 3D animation should not ding to the realism, it can be understand in the way of a narrative relation between the description of objects and the objects itself, further more it will be illustrated as whole units. After the aesthetical reflection, 3D animation production can be defined as an art genre and also independent from commercialism. Therefore this paper is the first step for improving 3D animation as an art and trying to discuss the way to observe 3D animation.

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