• Title/Summary/Keyword: Digital Space

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A Fast Time Domain Digital Simulation for the Series Resonant Converter (직렬 공진형 변환기에 관한 시간 영역 디지틀 시뮬레이션)

  • Kim, Marn-Go;Han, Jae-Won;Youn, Myung-Joong
    • Proceedings of the KIEE Conference
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    • 1987.11a
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    • pp.534-538
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    • 1987
  • State-space techniques are employed to derive an equivalent nonlinear recurrent time-domain model that describes the series resonant converter behavior exactly. This model is employed effectively to analyze large signal behavior by propagating the recurrent equation and matching boundary conditions through digital computation. The model is verified with a laboratory converter for a steady-state operation.

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Interior design of Game Development Studio Office (게임개발업체 오피스계획)

  • Kim, Hye-Ja
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.39-41
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    • 2008
  • It is generally acknowledged that with the advent of digital technology we are faced with the revolutionary era in which everyone can enjoy the virtual reality with the simple motion of his or her fingertips. Specifically, this new trend enables domestic game industries to make a big takeoff in their size and capital accumulation. Considering this phenomenon, this project is designed to suggest an ideal space equipment or placement required to various forms of game industries.

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Measurement of Highly Aspherical Surface using Computer Generated Holograms

  • Kim, Tae-hee;Choi, Soon-Cheol
    • Journal of the Optical Society of Korea
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    • v.6 no.2
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    • pp.21-26
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    • 2002
  • Interferometric metrology with a null CGH(computer-generated hologram) is presented for measuring highly aspheric surfaces used in a large screen projection television system with high accuracy. The cubic spline surface model which works in a single-pass configuration with a refractive index of object space 0 is used for designing a null CGH. A hybrid null corrector with plano-concave lens in front of a CGH is presented to make the CGH easier to fabricate. Experimental results are presented to demonstrate the validity of the proposed technique.

Study on the Characteristics of the User Space Perception through the Use Dewey's Theory of Experience (존 듀이의 경험이론을 통한 이용자 공간 지각 특성 연구)

  • Koh, Gwi-Han;Kim, Jung-Gon;Kang, Min-Gi
    • Korean Institute of Interior Design Journal
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    • v.22 no.3
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    • pp.100-107
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    • 2013
  • In smart era, concept of User experience has been an important issue both in academic and practical areas in recent years. Interactive space became one of the major design paradigms. For elevating the interactive effect, we need user?centered design methodology which uses the influential factors on the interactivity. As, well developed information technology made a lot of changes to various fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system. So, a user's movement in the space in more than just a movement itself-user's movement now forms a important spatial structure that leads the narrative of the space. in this research, I will come up with the problems that the interactive space has right now, and analyze what the public space must have, and combine them with interactive space by HCI theory. architecture space is not the old space adapting digital technology. In order to take the role as new space paradigm. environment and technology, it has to develop technology continuously and experimental space at the same time. It must have co-evolution of architecture space field and others through organic network. by that, the evolution of space will be in the way that combines space which is responded to human emotion and user centric human friendly.

A Study on Digital Color Reproduction for Recording Color Appearance of Cultural Heritage (문화유산의 현색(顯色) 기록화를 위한 디지털 색재현 연구)

  • Song, Hyeong Rok;Jo, Young Hoon
    • Journal of Conservation Science
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    • v.38 no.2
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    • pp.154-165
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    • 2022
  • The color appearance of cultural heritage are essential factors for manufacturing technique interpretation, conservation treatment usage, and condition monitoring. Therefore, this study systematically established color reproduction procedures based on the digital color management system for the portrait of Gwon Eungsu. Moreover, various application strategies for recording and conserving the cultural heritage were proposed. Overall color reproduction processes were conducted in the following order: photography condition setting, standard color measurements, digital photography, color correction, and color space creation. Therefore, compared with the color appearance, the digital image applied to a camera maker profile indicated an average color difference of 𝜟10.1. However, the digital reproduction result based on the color management system exhibits an average color difference of 𝜟1.1, which is close to the color appearance. This means that although digital photography conditions are optimized, recording the color appearance is difficult when relying on the correction algorithm developed by the camera maker. Therefore, the digital color reproduction of cultural heritage is required through color correction and color space creation based on the raw digital image, which is a crucial process for documenting the color appearance. Additionally, the recording of color appearance through digital color reproduction is important for condition evaluation, conservation treatment, and restoration of cultural heritage. Furthermore, standard data of imaging analysis are available for discoloration monitoring.

A Study on Construction of Digital Museum Archiving Regarding Dance Costume (무용공연작품 의상을 위한 디지털 뮤지엄 아카이빙 구축)

  • Jeong, Yu-Jin;Yoo, Ji-Young;Baek, Hyun-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.81-88
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    • 2019
  • This article aims to identify the characters and theme shown in dance costume and utilize them from an educational perspective by constructing digital museum archiving, which can be systematically collected, classified and stored from dance costume. It deals with definition of digital museum archiving as theoretical background and examples of how to create digital museum archiving as research content. The role that archiving plays in digital museum and effectiveness have been demonstrated. Archive is a term used to indicate extensive material and its storage and referred to as an integrative model of display in the computer-generated space. When it comes to producing dance costume as a form of digital museum, the museum is to be made in the computer-generated area of dance costume. The museum shows each division of major, medium and minor classification. The major classification divides genre of dance performance into Korean dance, modern dance and ballet. The middle involves choreographers, costume designers. The minor categorization includes newspaper, interviews, performance pictures, and programs. Digital museum has the value of space utilization, creation, culture, utilization of multiple educational programs, offering of digital museum content, two-way communication, and program development of the new display form.

A Study on the polyimide film for Printed Circuit Board (인쇄 회로기관에 이용되는 polyimide film에 관한 연구)

  • 박기형
    • Journal of the Korean Graphic Arts Communication Society
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    • v.15 no.2
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    • pp.15-24
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    • 1997
  • In DTP systems, satisfactory matching the appearance of displayed image on CRT and that of a reproduced binary image is very important. Most halftoning techniques assume that the printed color dots are square. However, most printers produce roughly circular dots. Thus, there is overlap between adjacent dots, and dots accupy adjcent space that should be empty space. These results are because the significant image distortion on the reproduced images. In this paper, we proposed a new tone correction digital halftoning method based on equi-visual perception characteristic.

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KOMPSAT-2에 사용되는 GPS Receiver 성능 시험

  • 조승원;권기호;최종연;윤영수
    • Bulletin of the Korean Space Science Society
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    • 2003.10a
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    • pp.107-107
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    • 2003
  • GPS Receiver는 위성에 위치 정보와 시간 정보등을 제공하고 navigation을 관리하며 이에 관련된 signal을 processing하는 역할을 한다. 2005년에 발사 예정인 KOMPSAT-2 위성에는 Alcatel에서 제작된 Topstar 3000이 사용된다. Topstar 3000은 RF 부분과 digital 처리부분으로 구성된 GPS core부분과 MLD-STD_1553, DC-DC converter, 그리고 Ovened-controlled Oscillator(OCXO)부분으로 구성되는 option module 부분으로 구성되어 있다. 본 논문에서는 GPS Signal Simulator로 KOMPSAT-2의 실제 궤도를 구현해서 Sun-Point Mode와 Earth-Point Mode 등 여러가지 Mode 에서 GPS Receiver의 시간, 위치, 속도 정보의 정확성에 대한 성능이 분석된다.

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Design of the Space Vector Modulation of Servo System using VHDL (VHDL을 이용한 서보시스템의 공간벡터 변조부 설계)

  • 황정원;박승엽
    • Proceedings of the IEEK Conference
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    • 2001.06e
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    • pp.5-8
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    • 2001
  • In this paper, we have space vector PWM(Pulse Width Modulation) circuits on the FPGA(Field Programmable Gate Arry) chip designed by VHDL(Very high speed integrated circuit Hardware Description Language). This circuit parts was required at controlling the AC servo motor system and should have been designed with many discrete digital logics. In the result of this study, peripheral circuits are to be simple and the designed logic terms are robust and precise. Because of it's easy verification and implementation, we could deduced that the customize FPGA chip show better performance than that of circuit modules parts constituted of discrete IC.

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A Study on the Characteristics of Digital Graffiti and Expression in Fashion (패션에 활용된 디지털 그라피티의 특성과 표현방법)

  • Kim, Taehee;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.65 no.8
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    • pp.50-63
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    • 2015
  • The purpose of this study is to explore the potential of digital graffiti as a new creative tool in fashion through analysis of its expressive features and methods merged in fashion. The results from the analysis of fashion cases using digital graffiti may be summarized as follows. First, 'Mixing of Materials and Non-materials' matched immaterial lights and images with physical clothing materials and space, effectively expressing imaginary spheres that were not expressible with the existing materials. Second, 'Fantastic Storytelling' expressed theme such as 'Sun', 'UFO', 'Science Fiction Film', 'Fantasy Fairy Tale', and 'Universe' through lasers, lights, augmented reality and LED graffiti. Third, 'Convergence with Human and Digital Media' accentuated the active participation of spectators thereby causing human and digital media to interact with each other. Designer's ideas and unexpected responses of spectators realized various digital graffiti effects, which came across by sheer chance. Fourth, 'Utilizing of Site-Specificity' met with the best results when the digital graffiti was expressed in context of a place or location where fashion performance is taking place. Fifth, ' Playfulness by Consumer Participation' intended to induce voluntary participation from consumers by providing the fashion digital graffiti as play tools, and created new fashion digital graffiti or altered existing stereotypes, thereby invoking new visual and tactile experiences. Likewise, today's digital graffiti are emerging in various fields, and the trend of fashion-digital graffiti integration has already created interesting works.