• Title/Summary/Keyword: Graphic types

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The Ability of Auditory Stimuli to Mask Siren Sounds in a Vehicle Graphic Simulator (자동차 그래픽 시뮬레이터에서 사이렌 소리 자극에 따른 청각 자극의 마스킹 효과)

  • Park, Jung-Sun;Kim, Gyu-Beom;Jo, Hyeong-Seok;Kim, Gyeong-Rae;Kim, Jun-Hyeong;Min, Byeong-Chan
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.47-54
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    • 2019
  • We examined previous studies of the correlation analysis of heart rate variability as a method to reduce the stress caused by outside noise during driving, and we investigated whether there are electrocardiographic changes when drivers play music, which provides a stable sound source amid the noise. Because the number of cars increases every year, drivers and passengers show an increase in stress caused by outside noise. The stress from outside noise while a person is driving can cause several disorders, such as anxiety, immunosuppression, depression, and heart disease. Subjects in this study operated a vehicle simulator to reduce the stress from outside noise and were given different auditory stimuli, and we studied the drivers' responses to the stimuli. Repeated-measures analysis of variance revealed a significant differences between subjects exposed to different auditory stimuli (ρ < 0.05). Through post hoc analyses, we examined these differences. We found significant differences between factor 1 (stability) and factor 2 (simulation driving), between factor 1 (stability) and factor 3 (driving + police siren), and between factor 1 (stability) and factor 4 (driving + police siren + music). In addition, the factor that produced the highest level of sympathetic nervous system activity was factor 4 (driving + police siren + music), followed by factor 3 (driving + police siren), factor 2 (driving), and factor 1 (stability). In conclusion, even when a police siren was heard during driving, there were no significant differences on electrocardiograms (ECGs). In addition, even when the siren was heard over the music, there was no difference on the ECGs (ρ < 0.01). In future studies, investigators should determine which types of music help stabilize the heart rate during driving.

Developing Algorithm of Automated Generating Schematic Diagram for One-dimensional Water Quality Model using Korean Reach File (한국형 Reach File을 이용한 1차원 수질모델 모식도 자동생성 알고리듬 개발)

  • Park, Yong Gil;Kim, Kye Hyun;Lee, Chol Young;Lee, Sung Joo
    • Spatial Information Research
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    • v.21 no.6
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    • pp.91-98
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    • 2013
  • Government introduces a Total Maximum Daily Loads(TMDL) which can be implemented for total pollutant amounts in 2004. Normally, the local governments have been calculated the amounts of pollutant discharge of each watershed using a water quality model. However, among the input data to use the water quality model, creating a schematic diagram of the stream or the modeling usually requires considerable amount of time and efforts due to the manual work. Therefore, this study tried to develop an algorithm which automates the creation of a schematic diagram for water quality modeling using the Korean Reach File capable of river network analysis. Further, this study creates a schematic diagram with the shape of a stream utilizing GIS capabilities. The diagram can be easily analyzed with overlapping various spatial information such as pollution sources and discharge points. This study mainly has automated element segmentation algorithm to divide streamflows into equal distance using line graphic data of Koran Reach File. Also, automated attribute input algorithm has also been developed to enable to insert element order and type into elements using point graphic data of Korean Reach File. For the verification of the developed algorithm, the algorithm was applied to kyungan stream basin to see the acceptable results. To conclude, it was possible to automate generating of schematic diagram of water quality model and it is expected to be able to save time and cost required for the water modeling. In future study, it is necessary to develop an automatic creation system of various types of input data for water quality modeling and this will lead to relatively easier and simple water quality modeling.

Analysis of the Types of News Stories on the Online Broadcast -Focusing upon the Broadcasting Websites of NAVER Newsstand- (온라인 방송의 뉴스기사 유형에 대한 분석 -네이버 뉴스스탠드의 방송사 홈페이지를 중심으로-)

  • Park, Kwang Soon
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.177-185
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    • 2021
  • This paper aimed to grasp what the percentage in the types of news stories on the online broadcast is, which was conducted by analyzing the news stories of 9 broadcasting websites on the Naver newsstand. For the analysis, a total of 270 days' samples were selected, including 30 days per broadcast on 9 broadcasting websites. For a method of analysis, One-way ANOVA was used to examine the difference among broadcasting websites. The analysis was made centering with priorities given to the type of news stories by the composition of language, the type of genre as a standard of stories, and so on. As a result of analysis, all the programs in the off-line broadcast have been produced and transmitted as a video-typed story, but a half of those in on-line broadcast have been made up of the stories composed of photo and text. The online newspaper has been producing a new type of news' story using video-typed story or computer graphic while the online broadcast has actively been utilizing stories composed of photos and text, which are types of newspaper's stories. From above-mentioned results, it can be understood that the boundary among media is getting more and more indistinct on the environment of online media, showing the phenomenon that the type of broadcast's stories is becoming old-fashioned.

Use of Digital Educational Resources in the Training of Future Specialists in the EU Countries

  • Plakhotnik, Olga;Zlatnikov, Valentyn;Matviienko, Olena;Bezliudnyi, Oleksandr;Havrylenko, Anna;Yashchuk, Olena;Andrusyk, Pavlo
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.17-24
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    • 2022
  • The article proves that the main goal of informatization of higher education institutions in the EU countries is to improve the quality of education of future specialists by introducing digital educational resources into the education process. The main tasks of informatization of education are defined. Digital educational resources are interpreted as a set of data in digital form that is applicable for use in the learning process; it is an information source containing graphic, text, digital, speech, music, video, photo and other information aimed at implementing the goals and objectives of modern education; educational resources on the Internet, electronic textbooks, educational programs, electronic libraries, etc. The creation of digital educational resources is defined as one of the main directions of informatization of all forms and levels of Education. Types of digital educational resources by educational functions are considered. The factors that determine the effectiveness of using digital educational resources in the educational process are identified. The use of digital educational resources in the training of future specialists in the EU countries is considered in detail. European countries note that digital educational resources in professional use allow you to implement a fundamentally new approach to teaching and education, which is based on broad communication, free exchange of opinions, ideas, information of participants in a joint project, on a completely natural desire to learn new things, expand their horizons; is based on real research methods (scientific or creative laboratories), allowing you to learn the laws of nature, the basics of techniques, technology, social phenomena in their dynamics, in the process of solving vital problems, features of various types of creativity in the process of joint activities of a group of participants; promotes the acquisition by teachers of various related skills that can be very useful in their professional activities, including the skills of using computer equipment and various digital technologies.

Acceleration of computation speed for elastic wave simulation using a Graphic Processing Unit (그래픽 프로세서를 이용한 탄성파 수치모사의 계산속도 향상)

  • Nakata, Norimitsu;Tsuji, Takeshi;Matsuoka, Toshifumi
    • Geophysics and Geophysical Exploration
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    • v.14 no.1
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    • pp.98-104
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    • 2011
  • Numerical simulation in exploration geophysics provides important insights into subsurface wave propagation phenomena. Although elastic wave simulations take longer to compute than acoustic simulations, an elastic simulator can construct more realistic wavefields including shear components. Therefore, it is suitable for exploration of the responses of elastic bodies. To overcome the long duration of the calculations, we use a Graphic Processing Unit (GPU) to accelerate the elastic wave simulation. Because a GPU has many processors and a wide memory bandwidth, we can use it in a parallelised computing architecture. The GPU board used in this study is an NVIDIA Tesla C1060, which has 240 processors and a 102 GB/s memory bandwidth. Despite the availability of a parallel computing architecture (CUDA), developed by NVIDIA, we must optimise the usage of the different types of memory on the GPU device, and the sequence of calculations, to obtain a significant speedup of the computation. In this study, we simulate two- (2D) and threedimensional (3D) elastic wave propagation using the Finite-Difference Time-Domain (FDTD) method on GPUs. In the wave propagation simulation, we adopt the staggered-grid method, which is one of the conventional FD schemes, since this method can achieve sufficient accuracy for use in numerical modelling in geophysics. Our simulator optimises the usage of memory on the GPU device to reduce data access times, and uses faster memory as much as possible. This is a key factor in GPU computing. By using one GPU device and optimising its memory usage, we improved the computation time by more than 14 times in the 2D simulation, and over six times in the 3D simulation, compared with one CPU. Furthermore, by using three GPUs, we succeeded in accelerating the 3D simulation 10 times.

The Design and Implementation of a Network-based Stand-alone Motion System

  • Cho, Myoung-Chol;Jeon, Jae-Wook
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.865-870
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    • 2003
  • A motion controller has been used variously in industry such as semiconductor manufacture equipment, industrial robot, assembly/conveyor line applications and CNC equipment. There are several types of controller in motion control. One of these is a PC-based motion controller such as PCI or ISA, and another is stand-alone motion controller. The PC bus-based motion controller is popular because of improving bus architectures and GUI (Graphic User Interface) that offer convenience of use to user. There are some problems in this. The PC bus-based solution allows for only one of the form factors, so it has a poor flexibility. The overall system package size is bigger than other motion control system. And also, additional axes of control require additional slot, however the number of slots is limited. Furthermore, unwieldy and many wirings come to connect plants or I/O. The stand-alone motion controller has also this limit of axes of control and wiring problems. To resolve these problems, controller must have capability of operating as stand-alone devices that resides outside the computer and it needs network capability to communicate to each motion device. In this paper, a network-based stand-alone motion system is proposed. This system integrates PC and motion controller into one stand-alone motion system, and uses CAN (Controller Area Network) as network protocol. Single board computer that is type of 3.5" FDD form factor is used to reduce the system size and cost. It works with Windows XP Embedded as operating system. This motion system operates by itself or serves as master motion controller that communicates to slave motion controller. The Slave motion controllers can easily connect to master motion system through CAN-network.

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Design Development of Fashion Cultural Products based on Convergence of International Exposition Yeosu and Regional Culture (여수세계박람회와 지역문화의 융합을 기반으로 한 패션문화상품 디자인개발)

  • Kim, Sun-Young
    • Journal of the Korean Society of Costume
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    • v.61 no.1
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    • pp.58-68
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    • 2011
  • With Expo 2012 Yeosu to be held in 2012, this study intends to propose designs for fashion cultural products into which the characteristics of local cultures of Yeosu are fused. Using symbols of Expo 2012 Yeosu and cultural symbols of Yeosu City as motifs, this study will develop patterns and then, apply them to neckties, handkerchiefs, and T-shirts. Adobe Illustrator CS2 and Adobe Photoshop CS2 will be used. This study developed basic motifs so that cultural resources using camellia, Odong Island, and the Turtle Ship, which represent Yeosu City, could be well harmonized with the topic of Expo 2012 Yeosu. This paper set three basic motifs of new formative images, using graphic images that were made by omission of forms, simplification, overlap, repetition, and calligraphy of the name of Yeosu holding the event. Each set motif was expanded to three motifs again through change, conversion, and mixture of colors, and three types of repetitive applied patterns were developed through revolution, symmetry, repetition, and reversal of each motif. The modern and refined image for neckties, to which the developed motif was applied, was made by directly applying the repetitive pattern of each motif or by making $45^{\circ}$ revolution. For handkerchiefs, revolution, enlargement, reduction, and gradation were applied to the motif so the pattern could be highlighted to the maximum and finally, a colorful image was developed. For T-shirts, three designs-a half-sleeved box type, a sleeveless round neckline type, and a sleeveless V-neckline tight type-were developed, through which availability of the design was increased. Through enlargement, reduction, revolution, and repetition of each motif, this paper layout the pattern on the whole part of a T-shirt, pursuing a decorative and casual image.

Network based Anomaly Intrusion Detection using Bayesian Network Techniques (네트워크 서비스별 이상 탐지를 위한 베이지안 네트워크 기법의 정상 행위 프로파일링)

  • Cha ByungRae;Park KyoungWoo;Seo JaeHyun
    • Journal of Internet Computing and Services
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    • v.6 no.1
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    • pp.27-38
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    • 2005
  • Recently, the rapidly development of computing environments and the spread of Internet make possible to obtain and use of information easily. Immediately, by opposition function the Hacker's unlawful intrusion and threats rise for network environments as time goes on. Specially, the internet consists of Unix and TCP/IP had many vulnerability. the security techniques of authentication and access controls cannot adequate to solve security problem, thus IDS developed with 2nd defence line. In this paper, intrusion detection method using Bayesian Networks estimated probability values of behavior contexts based on Bayes theory. The contexts of behaviors or events represents Bayesian Networks of graphic types. We profiled concisely normal behaviors using behavior context. And this method be able to detect new intrusions or modificated intrusions. We had simulation using DARPA 2000 Intrusion Data.

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A Study of Fashion Cultural Product Design applying the Form of Traditional Fan (전통 부채의 형태를 응용한 패션문화상품 디자인 연구)

  • Kim, Sun-Young
    • Fashion & Textile Research Journal
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    • v.14 no.2
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    • pp.173-183
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    • 2012
  • This paper intends to find out any possibility that a traditional fan can be continuously used for design development of fashion cultural products which highlight the differentiated uniqueness of Korean traditional cultures. For this purpose, this paper will newly reinterpret design-based formative factors that the shape and the line of a traditional fan shows, and then, make a pattern. This paper studied the existing literatures of a traditional fan, made the shape of a traditional fan into a motif, using computer graphic programs, like Adobe Illustrator CS 2 and Adobe Photoshop CS2, and then, applied it to neckties, T-shirts, and scarves. Among various kinds of traditional fans this paper set 4 basic motifs of new formative images by use of the shapes of Dan-Seon and Jeob-Seon, and then, developed them into two basic motifs each. Pink, blue, purple, green, yellow, orange, and gray were used as the basic colors of the motifs, through which splendid, but calm images were planned. The design of a necktie, which used a developed motif design, was applied in the form of a repeated pattern, through which a calm image was expressed. 45o turn was applied to this design to make a striped pattern image or a refined and cheerful image. The scarf design was developed into a rectangular long scarf so it can be used like a shawl. The design of T-shirt was developed into three types: a round neck-lined half-sleeved box type; a round neck-lined sleeveless type; and a V neck-lined, tight half-sleeved type.

A Study of U.S. Animation University Curriculum Focus on the Required Courses, Liberal Arts at AAU, CalArts, RCAD, RSID, SVA (미국 대학 애니메이션학과 교육과정에 관한 연구 AAU, CalArts, RCAD, RSID, SVA 전공, 교양 교육과정 중심으로)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.614-622
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    • 2016
  • As media become diversified, animation fields are being expanded. Various types of animations which were not seen in the past have appeared and the fields which did not have a suffix of "animation" now use the words of animation like motion graphic-animation or interactive-animation. This thesis is a comparative analysis study of U.S. animation education. This study collected and reviewed respective curricula of total 5 universities such as Academy of Art University, California Art of Institute), Ringling College of Art and Design, Rhode Island School of Design, and School of Visual Arts which have led U.S. animation education since animation education was first introduced in 1961. Based on the result drawn from the analysis on the classification of animation curricula into a required subject, an elective subject, liberal arts, a theory subject and a practical subject, it intends to consider improvements of Korean animation curriculum.