• Title/Summary/Keyword: Design space exploration

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Site-Specificity and Environment of Visual Art in the Postmodern Era (포스트모던시대 조형예술의 장소성과 환경)

  • Lee, Bong-Soon
    • Journal of Science of Art and Design
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    • v.13 no.1
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    • pp.39-60
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    • 2008
  • Nature/Landscape is surrounding space in which we make living. It is considerably comprehensive tenn. but on the other hand, the site can be existence, experience, and certain circumstance with boundaries. Based on these places, through contemporary art criticism, this study is to contemplate how art since 1960s, especially, site-specific art in three-dimensional space intervene in the environment. Artists of today put more value on the process and act of art making founded on the external, and they tend to create the characteristic of site or to indicate linguistic documentation. Moreover, a large-scale tendency of contemporary sculpture and 'occupation of specific site' seems to accede spatial conception from architecture. The core that recognizes these artworks is with body, that is to say, the space in which Self becomes the subject by changing the structure of the work while moving around it. In particular, 'Site-specific Art (in situ)' sometimes determines the form inward or outward It also relates directly on viewer's five senses by looking, hearing, and feeling, touching, and interacting. For example, in Richard Serra's , the viewer who moves around the work has the role to manipulate the movement of the work by perception. Works of In situ and works that planned for specific site suggest 'occupation of site' as of the function of the work These sites are ideal and special as well as being independent. Ultimately, it seems that the creative process of contemporary artists is to carry those intended form on the structure of perception. Furthermore, law of nature such as entropy, and acceptance of contingency helped organic structure of artwork become more abundant. For Robert Smithson, entropy suggests of reaching to a state of equilibriumin which everything is the same. This means that any core is justifiable and any rank is possible. Because the world without a core is a labyrinth of boundless exploration.

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AUTO-GUIDING SYSTEM FOR CQUEAN (CAMERA FOR QUASARS IN EARLY UNIVERSE)

  • Kim, Eun-Bin;Park, Won-Kee;Jeong, Hyeon-Ju;Kim, Jin-Young;Kuehne, John;Kim, Dong-Han;Kim, Han-Geun;Odoms, Peter S.;Chang, Seung-Hyuk;Im, Myung-Shin;Pak, Soo-Jong
    • Journal of The Korean Astronomical Society
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    • v.44 no.4
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    • pp.115-123
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    • 2011
  • To perform imaging observations of optically red objects such as high redshift quasars and brown dwarfs, the Center for the Exploration of the Origin of the Universe (CEOU) recently developed an optical CCD camera, Camera for QUasars in EArly uNiverse (CQUEAN), which is sensitive at 0.7-1.1 ${\mu}m$. To enable observations with long exposures, we develop an auto-guiding system for CQUEAN. This system consists of an off-axis mirror, a baffle, a CCD camera, a motor and a differential decelerator. To increase the number of available guiding stars, we design a rotating mechanism for the off-axis guiding camera. The guiding field can be scanned along the 10 arcmin ring offset from the optical axis of the telescope. Combined with the auto-guiding software of the McDonald Observatory, we confirm that a stable image can be obtained with an exposure time as long as 1200 seconds.

An Exploration of the Relationship Between Virtual Museum Exhibitions and Visitors' Responses (미술관, 박물관 가상전시디자인에 대한 관람객의 반응연구)

  • Park, Nam-Jin
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.181-190
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    • 2006
  • This study began with an assumption that virtual museum exhibitions will continue to be created in the future and more knowledge is required about designing effective virtual exhibit designs. This study explored the relationship between virtual exhibitions and visitor's opinions following the viewing of the virtual exhibit in order to determine the components of a well-constructed virtual exhibit design. To address the research problem, this study explored two aspects of virtual exhibit design: 1) what are the components of a well-constructed virtual exhibit, 2) how does viewing the virtual exhibit change visitors' opinions about both physical and virtual museum experiences. The methodology of the study employed surveys, interviews and observations as instruments of data collection. Twenty-five participants were given a survey prior to their viewing of the on-line exhibit, then they were given the opportunity to view the web-site and finally surveyed regarding their opinions. From the 25 participants, six were selected for observation to record behavior exhibited while they viewed the site. In addition, five were interviewed for a better understanding of their responses to various aspects of the virtual exhibit experiences. Data from the surveys was tabulated for descriptive percentages in order to identify numerical patterns of relationship. Observation data was analyzed for simple frequencies in categories of responses and interview data was tape recorded and transcribed into text files. Based on study results, recommendations were made for the future role of interior design in virtual space that stands independent from a physical building and resides only on the Internet.

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Design of Path Tracking Controller Based on Thrusters for the Lunar Lander Demonstrator (달 착륙선 지상시험모델의 경로 추종을 위한 추력기 기반 제어기 설계)

  • Kim, Kwang-Jin;Lee, Jeong-Sook;Lee, Sang-Chul;Ko, Sang-Ho;Rhyu, Dong-Young;Ju, Gwang-Hyeok
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.19 no.4
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    • pp.37-43
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    • 2011
  • Lunar exploration program has been prepared with the aim of launch in the 2020's. As part of it, a lunar lander demonstrator has been developed which is the model for verifying all the system, such as structure, propulsion and control system before launch to deep space. After verifying all the system, the demonstrator will be evaluated by flight test. This paper deals with path tracking controller based on thrusters for the demonstrator. For this, first we derive equations of motion according to the allocation of thrusters and design the path tracking controller. The signal generated from the controller is continuous so PWPF(Pulse-Width Pulse-Frequency) modulator is adopted for generating on/off signal. Finally MATLAB simulation is performed for evaluating the path tracking ability and the final landing velocity.

A genetic-algorithm-based high-level synthesis for partitioned bus architecture (유전자 알고리즘을 이용한 분할 버스 아키텍처의 상위 수준 합성)

  • 김용주;최기영
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.34C no.3
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    • pp.1-10
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    • 1997
  • We present an approach to high-level synthesis for a specific target architecture-partitioned bus architecture. In this approach, we have specific goals of minimizing data transfer length and number of buses in addition to common synthesis goals such as minimizing number of control steps and satisfying given resource constraint. Minimizing data transfer length and number of buses can be very important design goals in the era of deep submicron technology in which interconnection delay and area dominate total delay and area of the chip to be designed. in partitioned bus architecture, to get optimal solution satisfying all the goals, partitioning of operation nodes among segments and ordering of segments as well as scheduling and allocation/binding must be considered concurrently. Those additional goals may impose much more complexity on the existing high-level synthesis problem. To cope with this increased complexity and get reasonable results, we have employed two ideas in ur synthesis approach-extension of the target architecture to alleviate bus requirement for data transfer and adoption of genetic algorithm as a principal methodology for design space exploration. Experimental results show that our approach is a promising high-level synthesis mehtodology for partitioned bus architecture.

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Design and Implementation of a friendly maze program for early childhood based on a path searching algorithm

  • Yun, Unil;Yu, Eun Mi
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.49-55
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    • 2017
  • Robots, games and life applications have been developed while computer areas are developed. Moreover, various applications have been utilized for various users including the early childhood. Recently, smart phones have been dramatically used by various users including early childhood. Many applications need to find a path from a starting point to destinations. For example, without using real maps, users can find the direct paths for the destinations in realtime. Specifically, path exploration in game programs is so important to have accurate results. Nowadays, with these techniques, diverse applications for educations of early childhood have been developed. To deal with the functions, necessity of efficient path search programs with high accuracy becomes much higher. In this paper, we design and develop a friendly maze program for early childhood based on a path searching algorithm. Basically, the path of lineal distance from a starting location to destination is considered. Moreover, weight values are calculated by considering heuristic weighted h(x). In our approach, A* algorithm searches the path considering weight values. Moreover, we utilize depth first search approach instead of breadth first search in order to reduce the search space. so it is proper to use A* algorithm in finding efficient paths although it is not optimized paths.

The Case Study on Application of 3 Dimensional Modeling Method with Geophysical Data (물리탐사 자료에 대한 3차원 지반 모델링 적용 사례 연구)

  • Heo, Seung;Park, Joon-Young;Do, Jung-Lok;Yoo, In-Kol
    • Geophysics and Geophysical Exploration
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    • v.11 no.3
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    • pp.221-229
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    • 2008
  • The three dimensional model method is widely applied in resource development for feasibility study, mine design, excavation planning and process management by constructing the database of various data in 3 dimensional space. Most of geophysical surveys for the purpose of engineering and resource development are performed in 2 dimensional line survey due to the restriction of the field situation, technical or economical situation and so on. The acquired geophysical data are used as the input for the 2 dimensional inversion under the 2 dimensional assumption. But the geophysical data are affected by 3 dimensional space. Therefore in order to reduce the error caused by 2 dimensional assumption, the 2 dimensional inversion result must be interpreted considering the additional information such as 3 dimensional topography, geological structure, borehole survey etc. The applicability and usability of 3 dimensional modeling method are studied by reviewing the case study to the geophysical data acquired in field of engineering and resource development.

Collision Avoidance Maneuver Design for the Multiple Indoor UAV by using AR. Drone (AR. Drone을 이용한 실내 군집비행용 충돌회피 기동 설계)

  • Cho, Dong-Hyun;Moon, Sung Tae;Jang, Jong Tai;Rew, Dong-Young
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.42 no.9
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    • pp.752-761
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    • 2014
  • With increasing of interest in quad-rotor which has excellent maneuverability recently, a various types of multi-rotor aircraft was developed and commercialized, and there are many kinds of leisure products to be easily operated. In these products, the AR.Drone manufactured by Parrot has an advantage that it is easily operated by user due to the its internal stabilization loop in the on-board computer. Thus it is possible to design the unmanned UAV system easily by using this AR.Drone and its inner loop for the stabilization. For this advantage, KARI(Korea Aerospace Research Institute) has been developing the indoor swarming flight system by using multiple AR.Drones. For this indoor swarming flight, it is necessary that not only the position controller for each AR.Drone, but also the collision avoidance algorithm. Therefore, in this paper, the collision avoidance controller is provided for the swarm flight by using these AR.Drones.

Analysis on Downtime element of Gripper TBM based on field data (현장 데이터 분석을 통한 Gripper TBM의 Downtime 요소 분석)

  • Park, Jinsoo;Song, Ki-Il
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.23 no.6
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    • pp.393-402
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    • 2021
  • The first TBM introduced in Korea was the gripper TBM, which was applied to the Gudeok Waterway Tunnel in 1985. In the initial stage of the introduction of the gripper TBM, many applications were mainly focused on waterway tunnels (Tunnel Mechanized Construction Design, 2008). Currently, the construction range of gripper TBM in Korea is widely applied to not only waterway tunnels, but also subways, railway tunnels, and TBM+NATM expansion. Overseas, gripper TBM is generally applied, and even when NATM tunnel is applied, it is applied as an exploration tunnel because of the excellent advance rate of gripper TBM and used as an evacuation tunnel after completion. Due to the fast excavation speed, the application of the gripper TBM in the rock section of weathered rock or higher can minimize the environmental and civil complaints caused by creating a large number of work areas when planning long tunnels or mountain tunnels. In this study, the work process of the general gripper TBM was analyzed by analyzing the construction cycle and the gripper TBM with a diameter of 2.6~5.0 m, which was applied the most in Korea. Downtime was investigated and analyzed.

Exploration of an Optimal Two-Dimensional Multi-Core System for Singular Value Decomposition (특이치 분해를 위한 최적의 2차원 멀티코어 시스템 탐색)

  • Park, Yong-Hun;Kim, Cheol-Hong;Kim, Jong-Myon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.9
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    • pp.21-31
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    • 2014
  • Singular value decomposition (SVD) has been widely used to identify unique features from a data set in various fields. However, a complex matrix calculation of SVD requires tremendous computation time. This paper improves the performance of a representative one-sided block Jacoby algorithm using a two-dimensional (2D) multi-core system. In addition, this paper explores an optimal multi-core system by varying the number of processing elements in the 2D multi-core system with the same 400MHz clock frequency and TSMC 28nm technology for each matrix-based one-sided block Jacoby algorithm ($128{\times}128$, $64{\times}64$, $32{\times}32$, $16{\times}16$). Moreover, this paper demonstrates the potential of the 2D multi-core system for the one-sided block Jacoby algorithm by comparing the performance of the multi-core system with a commercial high-performance graphics processing unit (GPU).