• Title/Summary/Keyword: 환경연출

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Evaluation of Absorbing Energy for the Rockfall Protection Fence Using High Carbon Steel Wire Rods (경강선 적용 낙석방지울타리의 흡수에너지 평가)

  • Lee, Yongjoo
    • Journal of the Korean GEO-environmental Society
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    • v.10 no.6
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    • pp.49-60
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    • 2009
  • In order to develop a new rockfall protection fence using high carbon steel wire rod (HSWR) material instead of the conventional wire rope material, the author has conducted the laboratory strength tests of both materials and their connections, and carried out evaluation of absorbing rockfall energy through the vertical field rockfall tests. The vertical filed rockfall tests showed that the new rockfall protection fence with 12 rows of the HSWR could absorb more rockfall energy than 50 kJ which stands for the typical design criteria. In addition, when the quantity of HSWR was increased up to the 16 rows, the capacity of absorbing energy was greatly improved. The new rockfall protection fence was successfully applied to the highway rock-cut slope. As a result of the filed application, its constructability was similar to the conventional fence, but its total image was improved as simple and clean. The total construction cost was saved up to 20% in comparison with the conventional one.

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A Case Study on 'Visual Affordance' of Short Form Video in Smart Media (스마트미디어 초단편 영상의 '시각 유도성' 사례 연구)

  • Kim, Hyunsook;Moon, Jaecheol
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.130-137
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    • 2019
  • With the advent of smart media, short and fast-paced video content appeared, and conditions for viewing changed to viewing in environments where the perception is dispersed due to distracting and complicated external situations in a short period of time. Accordingly, smart media videos are quickly delivering meaning while keeping the eyes of viewers who lack patience. Our eyes and brain have a hard time accepting image information that flows through the constraints of a small screen. Our visual perception is limited in terms of acceptable visual information and, in particular, less cognition in moving images, so the production of smart media images should be directed in a way that enhances perceptual understanding. To be able to effectively communicate what you want to talk about while reducing the visual burden, intuitive image comprehension is needed by applying intuitiveness and behavioral induction to the moving images. Close-up shot, stable structure such as frontality and three-division structure, and color have such 'visual affordance' Therefore we need to use that device appropriately.

Analyzing content placement interface requirements in a multi-display environment (멀티 디스플레이 환경에서 콘텐츠의 공간적 인터페이스 요구사항 분석)

  • Kim, Hyo-Yong;Lim, Soon-Bum
    • Cartoon and Animation Studies
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    • s.48
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    • pp.69-84
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    • 2017
  • In order to display various art works such as media art in a multi-display environment, it is necessary to consider contents arrangement. The advantage of having a 1: N or N: N layout instead of a 1: 1 or N: 1 layout between display and content, but a more complex scheme of how to do spatial and temporal layout in multi-display Is required. In order to distribute contents, existing media server solution or programming-based multimedia production software is used. However, it takes much time to rearrange or modify the contents, and it is not easy to modify the contents. Therefore, It is difficult to place content in the environment. In order to solve this problem, various approaches are needed from research on content placement method to development of content placement software that improves the existing method. However, analysis on systematic content placement type supporting it, or interface There is also no access to. In this study, we have summarized the requirements for designing the interface for each type with the aim of making it possible to utilize previously analyzed content layout types in various display activities such as media art in multi - display environment. The requirements of each type of interface were derived based on spatial arrangement and temporal layout type which are most distinguished when content is placed. The contents of the interface requirements are summarized as follows: We expect to be a cornerstone for system development.

Water Landscape Displaying Techinques of Traditional Gardens between China and Korea - With Soswaewon and ZhuozhengYuan - (한.중 전통원림의 수경관 연출기법 비교 연구 - 소쇄원과 졸정원을 중심으로 -)

  • Lee, Hang Lyoul;Kim, Sun Rye
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.30 no.4
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    • pp.1-13
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    • 2012
  • Landscape Garden tradition of excellent examples of places that are focused on hydroponics management. South Korea and China, this thing was noticeable among them South Korea which emphasizes the natural contours of the natural streams in accordance with the basic idea to use examples that feature will do. Gardens in China by constructing a flat terrain also naturally expect to find examples of conscious ideas depending on the water and the mountains are characterized. These differences and similarities through the Gardens of the tradition of separating the two countries to build their Garden by site Soswaewon and Zolzengwon appear in the target hand is to identify the characteristics between the director. Research methods literature survey, field survey of the natural environment through the plantation, background history, the people who intend to study, to configure the ground water space, Jian, construction and management has been studied in hydroponics. As a result, Damyang-gun, Jeollanam-do, South Korea in the Garden of the Soswaewon(瀟灑園) organization with inner garden and outer garden of a small, but the scale of production to Yang San-Bo's 'eunilgwan' implement security based rock mooring takes the form of a linear channel and the water came down from riding pending to avoid artifacts gathered again took the form of streams flowing into that. Hutton was a rubble pile structure Jian. Building an Gwangpunggak, Jewoldang, as Daebongdae consist, respectively, depending on the purpose of the mooring was deployed by focusing. The other hand, is located at Suzhou, Jiangsu of China Zolzengwon(拙政園) flat terrain is located on. Largely divided eastern gardens, Central Gardens and the Gardens of the West was conducted by five thirds of the total area of Water accounted for. Pavilion the center of the pond, Seokgasan achieve a variety of landscapes and architectural features that are most of the Ming. The two countries, each region's natural environment and human environment, different, unique characteristics to each other in the implementation of a unique hydroponic Garden tube and ideological backgrounds, but especially the 'eunilgwan' and the terrain that is divided according to the conditions of this study, so fulfilling Garden was conducted.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.

A Bible Didactical Approach to Bibliodrama on the Metaverse Platforms (메타버스 플랫폼을 통한 비블리오드라마 구현에 대한 성서 교수학적 접근)

  • Seo, Mikyoung
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.45-75
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    • 2022
  • The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.

Harmony Arrangements using B-Spline Tension Curves (B-스플라인 텐션 곡선을 이용한 음악 편곡)

  • Yoo, Min-Joon;Lee, In-Kwon;Kwon, Dae-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.393-399
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    • 2006
  • 음악을 들을 때 사람이 인지할 수 있는 긴장감을 뜻하는 텐션(tension)은 조성음악의 기본을 이루는 중요한 요소이다. 본 논문에서는 임의의 곡의 텐션의 움직임을 B-스플라인 곡선을 이용하여 표현하고 이 곡선을 수정하여 음악의 긴장도를 조정할 수 있는 방법을 제안한다. 먼저, 우리는 음악에서 사용되는 다양한 코드들의 긴장도를 측정하는 방법세 가지를 제안한다. 첫 번째는 러달이 제시한 5도권 기반의 코드 거리 측정방식을 개량한 것이며, 두 번째는 츄가 제시한 나선형 모델의 거리 측정 방식을 응용한 것이며, 세 번째는 크럼한슬이 제시한 특정한 조성에서 각 구성 음들의 안정도와 구성 음들 사이의 음정의 조화성을 이용한 방법이다. 이 방법들을 이용하여 우리는 음악이 지니고 있는 긴장도를 수치적으로 나타낼 수 있다. 다음으로 B-스플라인 곡선을 이용하여 전체 곡의 텐션의 움직임을 표현한다. B-스플라인 곡선으로 표현된 텐션 곡선은 수정이 가해져 원곡의 긴장도를 변화시키는데 사용될 수 있다. 본 논문에서는 텐션 곡선의 높이를 이용하여 곡 전체의 긴장도를 변화시키는 방법과 스페이스-타임 최적화를 사용하여 특정 부분의 긴장도를 변화시키는 방법을 제안한다. 또한 B-스플라인 곡선을 통하여 새로운 코드 진행을 얻을 수 있는 방법을 소개한다. 게임이나 영화, 애니메이션에서 긴장되는 장면을 연출할 때 긴장감 있는 음악의 사용은 필수적인 요소이다. 본 논문에서 제안하는 방법을 통하여 음악의 긴장도라는 인지적인 요소를 B-스플라인 곡선이라는 수치적인 형태로 표현함으로써, 우리는 실시간으로 음악의 긴장도를 자동적으로 변화시킬 수 있다. 따라서 본 논문에서 제안하는 방법은 게임 같은 인터렉티브한 환경에서 사용자의 몰입성을 증가시키는 방법으로 특히 효과적으로 사용될 수 있다.

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A Design and Implementation of Personal Vessel Monitoring System Based on Context Aware (상황인식 기반 개인 선박 상태감시시스템 설계 및 구현)

  • Shin, Do-Sung;Lee, Seong-Ro
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.3
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    • pp.112-118
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    • 2011
  • Ship can be faced with more dangerous situations than ground vehicles due to the opened surroundings, sea. Therefore, it is very important to prevent the ship emergency by finding risk factor. In this paper, We propose context-aware monitoring system which that frequently check the condition of ship using the data that get through the installed sensor in the ship as gyro-sensor, strain-gage sensor. We analyzed sensor data through backpropagation algorithm and the Condition and Safety Information of sailing ship is transmitted to the crew's personal mobile device in the ship. Thus, moving crew can check the ship's condition in real time. As a result, we obtained about 95% accuracy for fire risk context and about 89% accuracy for body of Ship risk context in the simulated experiments.

Characteristics Analysis of the Design Factors Followed by Present Techniques of Waterscape Facilities in the Apartment Complex (공동주택단지 내 수경시설 연출기법에 따른 설계요소별 특성분석)

  • Lee, Gyeong-Jin;Choi, Ah-Young;Song, Byeong-Hwa
    • KIEAE Journal
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    • v.8 no.4
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    • pp.11-18
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    • 2008
  • This research case-study places are chosen Seoul Metropolitan City and Yong-In City where the distinction characteristics of outdoor spaces are introduced in Apartment Complex. In this study, the standard of waterscape facilities will be set through preliminary researches and detail design factors are prepared for each characteristics. Analyze and research the characteristics of design factors through the field research of places. The Group data from Cluster Analysis, which is about waterscape facilities, is analyzed and classified by types of waterscape facilities in common residence. and then each type of characteristics and representatives of waterscape facilities founded. Waterscape facilities are charactered in 4 main types. I Type is appeared to the natural artificially mountain stream, slope and a rest space type, and feelings type. This type has twenty sites. II Type is appeared to the fewest sites(11 sites). This type is appeared to the Eco-pond, Border planting next to the waterscape facilities. III Type is appeared to the largest sites(28 sites), that is, play style water facilities of no-plantation patterns. IV Type is appeared to the retaining wall type, the rest space of bench type. Research result led, detailed plan element 64 are selected with design elements Seoul Metropolitan City and the Yong-In City at the time of the fact that well is only reflected commonly from external spaces, the type by quality which leads a statistical analysis the type quality was well reflected relatively was judged.

A Heuristic Search Based Optimal Transcoding Path Generation Algorithm for the Play of Multimedia Data (멀티미디어 자료 재생을 위한 경험적 탐색 기반 최적 트랜스코딩 경로 생성 알고리즘)

  • 전성미;이보영;허기중
    • Journal of the Korea Society of Computer and Information
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    • v.8 no.4
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    • pp.47-56
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    • 2003
  • According to rapidly developed mobile terminals and network in the play environment for multimedia presentation, different end-to-end QoS situations appear. Then the generation of transcoding path algorithm was reviewed to transcode a source'data satisfying the needed QoS from a destination and play it considering given transcoders and network. This method used only workload as a parameter although two parameters, workload and throughput, were needed to process multimedia stream in a transcoder, Therefore generated transcoding path with this method had additional calculation to check playability whether it was safisfed the QoS of a destination or not. To solve the problem this paper suggests T algorithm with evaluation function using isochronous property that is needed for multimedia stream to arrive a destination. That means, most playable path is selected with heuristic search based isochronous property between many transcoding paths. Using the suggested algorithm, a transcoding path can be generated faster to play the multimedia data with different end-to-end QoS in real-time transmission.

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