• 제목/요약/키워드: Character Industry

검색결과 519건 처리시간 0.025초

PPNC: Privacy Preserving Scheme for Random Linear Network Coding in Smart Grid

  • He, Shiming;Zeng, Weini;Xie, Kun;Yang, Hongming;Lai, Mingyong;Su, Xin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권3호
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    • pp.1510-1532
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    • 2017
  • In smart grid, privacy implications to individuals and their families are an important issue because of the fine-grained usage data collection. Wireless communications are utilized by many utility companies to obtain information. Network coding is exploited in smart grids, to enhance network performance in terms of throughput, delay, robustness, and energy consumption. However, random linear network coding introduces a new challenge for privacy preserving due to the encoding of data and updating of coefficients in forwarder nodes. We propose a distributed privacy preserving scheme for random linear network coding in smart grid that considers the converged flows character of the smart grid and exploits a homomorphic encryption function to decrease the complexities in the forwarder node. It offers a data confidentiality privacy preserving feature, which can efficiently thwart traffic analysis. The data of the packet is encrypted and the tag of the packet is encrypted by a homomorphic encryption function. The forwarder node random linearly codes the encrypted data and directly processes the cryptotext tags based on the homomorphism feature. Extensive security analysis and performance evaluations demonstrate the validity and efficiency of the proposed scheme.

한국 풍속화의 도상을 활용한 게임그래픽의 제안 (The Suggestion of the Korean Folk Picture Image for Game Graphic)

  • 김부자
    • 한국게임학회 논문지
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    • 제2권2호
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    • pp.66-71
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    • 2002
  • 한민족의 공통적인 삶의 풍속은 신분이나 계급의 구분 없이 삶의 감정을 반영하고 있다. 우리 민족만이 가지는 정서와 해학과 유머가 곁들여진 멋들어진 그림으로서의 풍속화는 우리의 역사와 함께 하며, 진실을 담아내는 그릇처럼 사실성과 기록적 성격, 도상적인 전통미를 드러내고 있다. 각각의 시대상황과 문화, 예술, 철학, 종교 등을 화면의 조화로움과 미의 세계를 구축하며 그려진 풍속화야말로 게임그래픽의 도상학적 원류로 보아도 좋을 것이다. 게임이 가상현실의 재현으로, 그 속에서 게임을 즐기는 유저들이 생활하는 또 하나의 공간으로 이해 됐을 때, 창조적인 기획력과 예술성 있는 그래픽의 개발은 반드시 필요하며, 또한 새로운 컨텐츠의 개발로서, 우리의 전통 풍속화에 대한 관심이 필요한 때이다. 풍속화에 대한 현대적인 재해석과 표현기법의 개발로, 게임그래픽 도상의 다변화를 꾀해 다양한 연령층의 유저 확보가 가능해진다면, 게임의 저변화로 게임산업 발달의 초석을 이룰 것은 자명한 일이다.

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조경기본법 제정과 관련 법규의 정비방향 (Enacting Law on Principles of Landscape Architecture and Remedial Directions for Its Related Regulations)

  • 신익순
    • 한국조경학회지
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    • 제29권5호
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    • pp.115-124
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    • 2001
  • The purpose of this study is to examine the rightness of establishing the Essential Act of Landscape Architecture in Korea and to present the legal phase, the legislative system and the construction of a contents at the expected enactment of it. It is necessary to point out the problems of the various fields of landscape architecture and to propose the solutions of them. The contents of the study are as follows, 1 . The number of the regulations related to landscape architecture is a good reason for which the field of landscape architecture is worth being included to the positive law. 2. The problems by items(ordinance, engineer, contract, planning, design and supervision, construction, maintenance, plant and planting, material, aesthetics and sight, environmental conservation and ecology, right and penal regulations) to the domestic related regulations being at issue and the remedies for it shall be considered at the enactment of the Essential Act of Landscape Architecture. 3. The number of the domestic regulations being related to landscape architecture which have a term of\` the Essential Act∼\`is 5. 4. The Essential Act of Landscape Architecture is the separate Essential Act welch defines the scope of landscape architecture as construction works and controls the business essentially. 5. The meaning and character of the Essential Act of Landscape Architecture was examined and the reasons for that essential act were recognized in point of the legal, landscape architectural and educational systems. 6. The creation of new official landscape architectural organization is a reason to justify the enactment of the Essential Act of Landscape Architecture. 7. The legal phase, the legislative system and the construction of a contents of the Essential Act of Landscape Architecture ware presented and this act shall conform to such as the legal system of the Architectural Act, the Essential Act of the Construction Industry and so on. The result of this study will be the basic materials for the creation of the Essential Act of Landscape Architecture.

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일본 전통문양의 특징에 관한 연구 (A Study on the Characteristics of Japanese Traditional Patterns)

  • 김세나;오경화
    • 한국의류산업학회지
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    • 제5권5호
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    • pp.511-519
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    • 2003
  • The traditional culture has been developed for a long time with an unique property according to folk character, custom and environment within an area. Especially in 1906, when the westerners were interested in oriental cultures more and more, Paul Poiret presented Japanese traditional dress of napping sleeve coats and harem pants, henceforth japanese fashion theme began to rise. The Japanese style rose as an important fashion item of the modern fashion, with various fashion themes such as orientalism, ethnic, folklore, ecology, etc., needless to say of activities of Japanese designers. The revealed patterns on Japanese dress and it's ornament plays a role of expressive decoration as well as stand for the nation, the ideology of the age and aesthetic consciousness. For this reason, it is necessary to study Japanese traditional patterns expressed in modern fashion systematically. Therefore, in this research, the demonstrated Japanese traditional patterns on the modern fashion were divided into natural, artificial and complex design and were looked out the characteristic, furthermore it was studied in regard that Japanese patterns were how to apply in modern fashion. It was concluded that the characteristics of the Japanese traditional patterns presented in the modern fashion were as follows: first, creation of environmental friendly design using plenty of natural materials; second, expression of paint-like impression and beauty of margins by simplifying of patterns; third, expression of amusing design by using bright colors and print; finally, various patterns were spreaded out complicated on dress. The characteristics of Japanese traditional patterns in the above were expressed in the modern fashion.

영화에 나타난 대한제국기 신여성 의상 이미지 - <가비>, , <그림자 살인>을 중심으로 - (Costume Images of New Woman in the Korean Empire Period in Films - Focused on Gabi, YMCA Baseball Team, and Private Eye (Geurimja Sarin) -)

  • 임소아;김순영;남윤자
    • 한국의류산업학회지
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    • 제16권4호
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    • pp.543-553
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    • 2014
  • This study analyzes the visual image and the symbolic image of the 'New Woman' main female characters' costumes in three films: , , and , set in the Korean Empire Period and filmed in the last 10 years. The findings are as follows. First, on the visual image by formative characteristics, Gibson girl style was reflected in Western costume design. Korean costume design is based on a traditional style (or modified in some parts). Second, the three films have the same historical background on the visual image by the fidelity of historical research; however, the fidelity of historical research differs and varies with the personality of characters or situations in the films. Third, all three films share the symbolic image by characteristics of characters and 'New Woman' aspect with the same historical background and 'New Woman' female character in common; however, the personality and 'New Woman' aspect of the characters were somewhat different. There was also a distinct difference in the symbolic image of Western and Korean costumes. Western and Korean costumes signify externality versus internality and denial versus the affirmation of national identity in ; dailiness versus ceremonialness and dynamics versus statics in ; and independence versus conformity and variability versus continuity in .

해외 유명 브랜드의 의상 디자인 특성 (Design Properties of Clothing of Famous Overseas Brands)

  • 이원정;이경희
    • 한국의류산업학회지
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    • 제9권2호
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    • pp.157-166
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    • 2007
  • The purpose of this study is to provide guidance to plan clothing design with an analysis of design property of famous overseas brands. For this purpose, the prt-a-porter fashion collection from 2001 S/S to 2005 F/W is divided into the following sectors: brands, years, and seasons, focusing on the design elements, with regards to the design property of clothing. The reference for the actual study was 1055 pictures of clothing that were collected of collections of famous overseas brand. The results of this study are as follows. With regard to the character of the clothing design classified by brand, the design property was embossed with all design elements. Therefore, we can use design elements to express design property, like clothing design of famous overseas brands. With regard to the changes of clothing design year by year, it was changed with almost all of the design elements. Therefore, it is noted that clothing design do well to reflect the fashion trends of the year with almost all design elements. With regard to design properties of seasonal clothing, clothing design properties which are popular in the S/S season are slim silhouette, see-thru material, brilliant material, abstraction pattern, and so on. On the other hand, clothing design properties which are popular in the F/W season are wide silhouette, hard material, complex material, complex pattern, inorganic decoration and so on. Therefore, it is noted that clothing design do well to reflect the seasonal trends.

21세기 영상 패션 커뮤니케이션 - 프라다 패션 애니메이션을 중심으로 - (21 Century Video Image Fashion Communication - Focusing on Prada Fashion Animation -)

  • 장라윤;양숙희
    • 복식문화연구
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    • 제18권6호
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    • pp.1318-1330
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    • 2010
  • The 21st century is the age when a sensational image has more explanatory power and can deliver a more powerful message than a message consisting of logical thinking. Powerful visual images create a big impact on many people throughout the world, overcoming linguistic barriers and even replacing language as a means of communication. In the fashion field, the concept and power of visual images within the new multimedia of the 21st century are becoming increasingly important. In recent years, other than the above methods, videos, movies and animation features have been produced directly to enhance visual effects and attempts are increasing to use these new tools as communication methods. This study focuses on animation contents that have been used in the fashion industry to overcome prejudice of luxury international brands that feature images that emphasize value, quality and heritage. The purpose of this study is to focus on the specific character of fashion animation in order to overview the concept of 21st video fashion communication and to show how the collection concept that includes color and detail places an emphasis on visual images. Analysis of previous research, theoretical research through literature and case study on Prada fashion animation led to the following conclusion. The common features of two different Prada fashion animation show that both animation have the following features in common : realism, dramatic impact and convergence for expression methods, and creativeness, hybrid and a happy ending for contents. Beginning with this study, I believe that various angles of interest and concern about communication in the fashion world, which is a social and cultural phenomenon that changes rapidly, can be will be looked at and learned from.

DEA모형을 활용한 나노기술 분야 국가 R&D 과제의 효율성 분석 (Measuring Efficiency of National R&D Programs within Nanotechnology Field Using DEA Model)

  • 배성훈;김준현;윤진선;강상규;신광민;조수지;이기광
    • 산업경영시스템학회지
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    • 제39권2호
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    • pp.64-71
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    • 2016
  • Recently, nanotechnology has grown as one of the leading science technology along with other converging technologies such as biology, information, medicine etc., bringing the continuous investment of the government in nano-related field. However, it is difficult to measure and evaluate the performance of the national research and development programs because of the multidimensional character of the expected outcomes. This study aims to measuring efficiency of the national nanotechnology research and development programs using DEA model. The decision making units are nine nano-related ministries including the Ministry of Science, ICT and Future Planning. The input variables are total expenditure, number of the programs and average expenditure per program. The output variables are science, technology and economic indicator, and the combination of these outputs are respectively measured as seven different DEA cases. The Ministry of Science, ICT and Future was the first efficient ministry in total technical efficiency. Ministry of Agriculture, Food and Rural Affairs and the Ministry of Food and Drug Safety were efficient in pure technical efficiency, when the Ministry of Commerce Industry and Energy took the first in the scale efficiency. The program efficiency was affected by organizational characteristics such as the institution's scale, the concentration of the research paper or the patent, technology transfer or the commercialization. The result of this study could be utilized in development of the policy in the nanotechnology and the related field. Furthermore, it could be applied for the modification of expenditure management or the adjustment of the research and development programs' input and output scale for each ministry.

Prospect of new variety breeding of Italian ryegrass in South Korea

  • Ji, Hee Chung;Hwang, Tae Young;Lee, Ki Won
    • 한국작물학회:학술대회논문집
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    • 한국작물학회 2017년도 9th Asian Crop Science Association conference
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    • pp.108-108
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    • 2017
  • The objective of this study was to know prospect and present state of new variety breeding of Forage and Grassland in South Korea. The industry of forage in Korea is going up to expend through utilization of good quality forage, Italian ryegrass, forage corn and oat rather than rice straw. Especially, since 2007, Italian ryegrass(IRG) had been very important major winter forage crop in South Korea and developed 13 varieties including very early maturity variety (three varieties), early maturity variety (three varieties), medium maturity variety (one variety) and late maturity variety (six varieties). But the disadvantage of Italian ryegrass was weak winter hardness and drought but has good advantage of forage nutritive value, high-yielding and high sugar content, and like livestock as like hanwoo, dairy cattle, goat so on. The Ko-variety (Korea developed variety) of Italian ryegrass has high cold-tolerant and adaptability more than any other country developed variety, and expend to cultivation area from southern area (below Daejeon) to middle-northern area (upper Han river). Although the cultivation area of Italian ryegrass of South Korea was 21,700 ha in 2007, right now, that of Italian ryegrass is about 123,600ha due to expend cultivation area and know famer to good forage crop and have a various maturity varieties (very early, early, medium, late) according to local situation (before-crop harvesting stage or double cropping system). The seed market of Italian ryegrass in South Korea becoming extended to around 100 million Korean won and seed export get nearer to foreign country. We are going to develop of new variety for stress tolerant and high yield and quality forage variety, good adaptability to the Korean environmental conditions including reclaimed area, make self-sufficiency system for forage seed (Italian ryegrass), export our seed to foreign countries.

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흑백TV 시대에 영향을 미친 환경 및 스타일 변화에 관한 연구 (Research about environment and change of style influenced upon the black and white TV)

  • 신명철
    • 디자인학연구
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    • 제17권4호
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    • pp.5-14
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    • 2004
  • 전자산업 초기 흑백TV디자인의 흐름이, 앞으로의 제품개발이나 생산과 판매 등의 전략에 크게 도움을 줄 수 있다고 본다. 왜냐하면 현존하는 모든 제품에 대해 지나온 과정에는 역사가 있었고, 과거와 지금까지의 정보를 갖고 미래를 바라볼 수 있는 예측 수단으로 활용될 수 있기 때문이다. 제품의 성격에 따라서는 단순한 광고나 영업 전략에 의해서도 어느 정도 연장 또는 유지가 가능하지만, 그러나 장기적으로 그 제품이 가지는 생명력, 나아가 그 기업이 갖고 있는 경쟁력을 위해서는 보다 정확한 분석과 축적된 데이터가 필요하고 그런 정보를 잘 응용하는 과정이 필수적이다. 연구 대상의 흑백TV제품에 대한 정보는 제품 안내책자와 인쇄매체 의한 광고자료를 정리하였다. 스타일 변화에 대해서는 제품 판매시점을 기준으로 1960년대부터 1980년대까지 콘솔형 TV, 포터블형 TV 디자인 변화와관계가 있는 여러 가지 환경과 제품변화 흐름을 중점으로 연구하였다. 이런 제품들의 탄생과 소멸까지의 과정이 앞으로 다른 가전제품에도 반복 될 수 있다. 이제 우리의 가전제품의 국제적인 위치나 영향력으로 볼 때 과거의 제품변화과정은 나름대로 역사성 갖고 있다. 이러한 과거의 흐름이 앞으로 탄생될 제품디자인의 기초로서 중요한 역할을 할 수 있다고 보기 때문이다.

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