• Title/Summary/Keyword: Artifacts

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On-site Conservation Treatment of the Beaker-shaped Pottery from Yori, Hyangnam, Hwaseong (화성 향남 요리 출토 심발형 토기 수습과 보존처리)

  • Kwon, Ohyoung;Ham, Chulhee;Lee, Sunmyoung
    • Journal of Conservation Science
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    • v.36 no.6
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    • pp.494-504
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    • 2020
  • Ten historic sites (denoted as A- J in this study) of a tomb were found during the construction of the east-west expressway in District 2 of Hyangnam, Hwaseong, which is implemented by the Gyeonggi-do headquarters of the Korea Land & Housing Corporation. Thetombswere first detected at siteH, and further investigations revealed various tombs from the Three Kingdoms period; artifacts such as gilt-bronze shoes and caps were excavated from wooden coffins in the tombs. The pottery examined in this study was the only pottery artifact excavated from the site. Its raw clay was soft and loose, reddish brown, and had quartz and feldspar particles of < 1 mm, which appeared to have been added as reinforcing agents. The firing temperature of the pottery was estimated to be under 800-870 ℃ as the mica remains and tridimite, which is the phase transition mineral of quartz, was not produced; a slight endothermic peak was also detected because of the hydration of sericite at 800 ℃. The condition of the artifact was severely weakened because of various factors, such as soil pressure from the stratum formed over the site and repeated freezing and thawing. The artifact could not be collected alone, and thus, surrounding soil that had attached to the artifact was also collected; the artifact was transported to the laboratory and conservation treatment was conducted in a safe and systematic manner.

A Case Study on the Restoration to Designated State Based on the Scientific Analysis of Gold Threads of Gwanghwadang-Wonsam (광화당 원삼의 금사 분석과 원형복원 사례)

  • An, Boyeon;Lee, Ryangmi;Lee, Jangjon
    • Journal of Conservation Science
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    • v.37 no.2
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    • pp.144-153
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    • 2021
  • Gwanghwadang-Wonsam was designated as National Folklore Cultural Heritage No. 52 in 1979, it is in good condition. However, a problem is the attached a phoenix insignia badge that did not exist when it was designated recently. As it became known as the only purple Wonsam artifact with "phoenix insignia", raising the need for its conservation. In this regard, scientific analysis was required to correct misinformation about designated cultural assets and restore the original designated state by analyzing the history of the Gwanghwadang-Wonsam, other relics of the phoenix insignia and its making design patterns. An X-ray fluorescence analysis was used to confirm that the Phoenix insignia's metal threads were titanium-plated silver. Phoenix insignia using titanium-plated gold thread was not identified in Gwanghwadang-Wonsam photographs in 1986, and the TiN-type membrane plating method was used in various industries in the 1990s, which can be estimated to be attached in the early and mid-1990s. Especially, the scientific analysis results from the X-ray fluorescence analysis in this study provide key evidence for conservation processing. This study demonstrates the importance of investigating relics and similar artifacts in the conservation process of inherited relics and as a precedent for restoration that corrects misinformation about designated cultural properties.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

A Code Clustering Technique for Unifying Method Full Path of Reusable Cloned Code Sets of a Product Family (제품군의 재사용 가능한 클론 코드의 메소드 경로 통일을 위한 코드 클러스터링 방법)

  • Kim, Taeyoung;Lee, Jihyun;Kim, Eunmi
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.1
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    • pp.1-18
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    • 2023
  • Similar software is often developed with the Clone-And-Own (CAO) approach that copies and modifies existing artifacts. The CAO approach is considered as a bad practice because it makes maintenance difficult as the number of cloned products increases. Software product line engineering is a methodology that can solve the issue of the CAO approach by developing a product family through systematic reuse. Migrating product families that have been developed with the CAO approach to the product line engineering begins with finding, integrating, and building them as reusable assets. However, cloning occurs at various levels from directories to code lines, and their structures can be changed. This makes it difficult to build product line code base simply by finding clones. Successful migration thus requires unifying the source code's file path, class name, and method signature. This paper proposes a clustering method that identifies a set of similar codes scattered across product variants and some of their method full paths are different, so path unification is necessary. In order to show the effectiveness of the proposed method, we conducted an experiment using the Apo Games product line, which has evolved with the CAO approach. As a result, the average precision of clustering performed without preprocessing was 0.91 and the number of identified common clusters was 0, whereas our method showed 0.98 and 15 respectively.

A Study On Artifacts Analysis In Portable Software (무 설치 프로그램에서의 사용자 행위 아티팩트 분석)

  • Taeyeong Heo;Taeshik Shon
    • Journal of Platform Technology
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    • v.11 no.2
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    • pp.39-53
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    • 2023
  • Non-installation program (hereinafter referred to as "portable program") is a program that can be used without an installation process, unlike general software. Since there is no separate installation process, portable programs have high mobility and are used in various ways. For example, when initial setup of multiple PCs is required, a portable program can be stored on one USB drive to perform initial setup. Alternatively, when a problem occurs with the PC and it is difficult to boot normally, Windows PE can be configured on the USB drive and portable programs can be stored for PC recovery. And the portable program does not directly affect PC settings, such as changing registry values, and does not leave a trace. This means that the portable program has high security. If a portable program is deleted after using it, it is difficult to analyze behavior in a general way. If a user used a portable program for malicious behavior, analysis in a general way has limitations in collecting evidence. Therefore, portable programs must have a new way of behavioral analysis that is different from ordinary installation software. In this paper, after installing the Windows 10 operating system on a virtual machine, we proceed with the scenario with a portable program of Opera and Notepad++. And we analyze this in various ways such as file analysis of the operating system and memory forensics, collect information such as program execution time and frequency, and conduct specific behavioral analysis of user.

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A Study of the Metal Artifact Reduction using Dual Energy CT : Clinical Applications of Dual Energy and MAR Algorithm (Dual Energy CT를 이용한 금속물질 인공물 감소방법 : Dual Energy와 MAR알고리즘의 임상적 응용)

  • Park, Ki Seok;Choi, Woo Jeon;Kim, Dong Hyun
    • Journal of the Korean Society of Radiology
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    • v.15 no.3
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    • pp.273-279
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    • 2021
  • Metal material inserted into the body have a large difference in density from human tissues or bones around the Metal during CT scans.. Therefore, the Metal material inserted into the body produces Artifact. Metal Artifact, which occurs around Metals, can degrade the quality of CT images, causing confusion when medical team diagnose lesions. Through this experiment, we confirm that the occurrence of Artifacts decrease by using Dual energy CT and MAR algorithm in Single source Dual energy CT. We also want to present basic data on clinical application methods by comparing and analyzing the characteristics of images obtained by each method. Using GE 750HD CT, artificial implants were scanned using general method and Dual energy. Then we apply the MAR algorithm to each image obtained. And all previously acquired images were compared and analyzed the characteristics of the examination, such as image quality evaluation and dose evaluation. Images with MAR algorithm and Dual Energy confirmed a decrease in Metal Artifact. Images with MAR algorithm have reduced Metal Artifact, but have the disadvantage of distorting the details of artificial joint implants. On the other hand images teseted with Dual Energy have the advantage of being able to implement details than those applied with MAR algorithms, it takes longer to reconstruct the image and the exposure dose was about four times higher than those applied with MAR algorithm. In order to locate Metals, such as the post-operative follow-up period, it is useful to apply MAR algorithm to obtain images. And it is more useful to examine with Dual Energy when micro lesion identification, such as cardiac examination, and surgical planning or when tests are performed in diagnostic way.

Comparison of the 2D/3D Acoustic Full-waveform Inversions of 3D Ocean-bottom Seismic Data (3차원 해저면 탄성파 탐사 자료에 대한 2차원/3차원 음향 전파형역산 비교)

  • Hee-Chan, Noh;Sea-Eun, Park;Hyeong-Geun, Ji;Seok-Han, Kim;Xiangyue, Li;Ju-Won, Oh
    • Geophysics and Geophysical Exploration
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    • v.25 no.4
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    • pp.203-213
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    • 2022
  • To understand an underlying geological structure via seismic imaging, the velocity information of the subsurface medium is crucial. Although the full-waveform inversion (FWI) method is considered useful for estimating subsurface velocity models, 3D FWI needs a lot-of computing power and time. Herein, we compare the calculation efficiency and accuracy of frequency-domain 2D and 3D acoustic FWIs. Thereafter, we demonstrate that the artifacts from 2D approximation can be partially suppressed via frequency-domain 2D FWI by employing diffraction angle filtering (DAF). By applying DAF, which employs only big reflection angle components, the impact of noise and out-of-plane reflections can be reduced. Additionally, it is anticipated that the DAF can create long-wavelength velocity structures for 3D FWI and migration.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

How do people verify identity in the Metaverse: Through exploring the user's avatar (메타버스 내 아바타 정체성 확인에 영향을 미치는 요인에 관한 연구)

  • Kihyun Kim;Seongwon Lee;Kil-Soo Suh
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.189-217
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    • 2023
  • The metaverse is a virtual world where individuals engage in social, economic, and cultural activities using avatars, which represent an alternate version of oneself within the virtual realm. While the metaverse has garnered global attention recently, research exploring the identity manifested through avatars within the metaverse remains limited. This study investigates the influence of four IT artifact characteristics related to avatar usage in the metaverse-avatar representation, avatar copresence, avatar profiling, and avatar-space interaction-on perceived avatar identity verification. A survey was conducted with 196 experienced users of the Zepeto platform, and hypotheses were tested using structural equation modeling. The analysis results indicate that the use of IT artifacts enabling avatar representation, avatar copresence, and avatar-space interaction has a positive impact on perceived avatar identity verification. This achieved self-verification indirectly influences the satisfaction and subsequent intention to continue using the metaverse. This study contributes to the academic field by empirically verifying the metaverse technological factors that influence the projected identity onto avatars within the metaverse. Furthermore, it is expected to provide effective guidelines for metaverse platform companies in designing and implementing the metaverse.

Interpretation of Making Techniques through Surface Characteristic Analysis and Non-destructive Diagnosis for the Gilt-bronze Seated Buddha in Dangjin Sinamsa Temple, Korea (당진 신암사 금동여래좌상의 표면특성 분석과 비파괴 정밀진단을 통한 제작기술 해석)

  • CHOI Ilkyu ;YANG Hyeri ;HAN Duru;LEE Chan Hee
    • Korean Journal of Heritage: History & Science
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    • v.56 no.1
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    • pp.100-116
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    • 2023
  • The Sinamsa Temple was built in the late Goryeo Dynasty and a gilt-bronze seated Buddha is enshrined in Geungnakjeon hall in the precinct. Various damages occurred in the gilt layer of the Buddha, such as peeling of the gilt layer and deteriorating gloss. In the study, the conservation conditions of the inside and outside on the statue were accurately investigated, and the making technique was interpreted through the material characteristics and non-destructive diagnosis of the statue. As a result, it is estimated that gold-gilding layer is pure gold, coloration pigment of black is carbon, green is malachite, atacamite and verdigris, red is red lead and cinnabar, respectively. In the deterioration evaluation, peeling, cracking, break out and exfoliation of the gilt layer are confirmed as damages, but the conservation condition is relatively wholesome. However, the gloss of the gilt layer is calculated to be wider in the poorer part than the maintenance part. The ultrasonic velocity of the statue was calculated to be 1,230 to 3,987 (mean 2,608) m/s and showed a relatively wide range. In infrared thermography, peeling was not confirmed, and no special bonding marks were found. In endoscope, some biological damage and corrosion were observed on the surface of the internal metal, and sealed artifacts were identified. Manufacturing technique based on the study, it is considered that the gilt-bronze seated Buddha was cast at once, and the mold was inverted to inject molten metal.