• Title/Summary/Keyword: Large Studio

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A Methodological Shift in Building Design through Development of Collaborative Design Platforms

  • Schumacher, Jonatan;Naugle, Matthew
    • International Journal of High-Rise Buildings
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    • v.3 no.4
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    • pp.279-283
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    • 2014
  • This paper introduces two platforms created by the development team at CORE studio, Thornton Tomasetti's global innovation studio. Collaborative platforms change the way that parties communicate and develop projects. Wikipedia is one of many great examples for a platform that supports collaborative development of a product - the world's largest encyclopedia. In the AEC industry, no such platform exists that can be used for collaborative development of a building project, and hence, information exchange between the parties involved, and modeling programs used in a project is slow and opaque. The platforms introduced in this paper allow for much greater transparency at all stages of the building design process, and hence improve the flow of information between parties involved in the process, both firm-internal and external. While traditionally, the use of a large number of different modeling and analysis platforms is hard to manage by a project team; this paper introduces methods that strengthen the design process by using a multitude of programs needed in the different building design phases.

Generation of Video Clips Utilizing Shot Boundary Detection (샷 경계 검출을 이용한 영상 클립 생성)

  • Kim, Hyeok-Man;Cho, Seong-Kil
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.582-592
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    • 2001
  • Video indexing plays an important role in the applications such as digital video libraries or web VOD which archive large volume of digital videos. Video indexing is usually based on video segmentation. In this paper, we propose a software tool called V2Web Studio which can generate video clips utilizing shot boundary detection algorithm. With the V2Web Studio, the process of clip generation consists of the following four steps: 1) Automatic detection of shot boundaries by parsing the video, 2) Elimination of errors by manually verifying the results of the detection, 3) Building a modeling structure of logical hierarchy using the verified shots, and 4) Generating multiple video clips corresponding to each logically modeled segment. The aforementioned steps are performed by shot detector, shot verifier, video modeler and clip generator in the V2Web Studio respectively.

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A Study on the Necessity of the Implementation of "Plastic Arts" in Environmental Design Studio Programs -Focused on the cases of France and Korea- (환경설계교육에 있어 조형예술 프로그램의 필요성에 관한 연구 - 한국과 프랑스의 사례를 중심으로 -)

  • 오웅성
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.4
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    • pp.108-121
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    • 1999
  • Creative spatial production in Environmental design relies, in large part, on the artistic talent of the designer(s) that is applied to the design solutions or schematic plans. This study proposes the importance and necessity of the use of 'Plastic Arts" or the technique of artistic manipulation and definition of space in Environmental Design studio programs. This fundamental design approach is currently lacking in Korean design studio programs. Moreover, the current trend of interdisciplinary design (that is, between landscape architecture, architecture, urban and environmental planning) emphasizes the importance of such techniques. "plastic Arts" techniques can serve as a basic code of communication between design disciplines and can in itself be a common approach. The method of this study is based on the empirical datas, that is, the educational performances which are executed in Landscape studio programs of some Korean Universities. The results are summarized as follows; 1. The program, "Plastic Arts" Should be included in the basic organization of Landscape design studio programs. 2. Unlike France where "Plastic Arts" program is implemented through out Landscape Architecture programs in Korea, "Plastic Arts" should be intensified and continued for longer period of time for students in the initial years. 3. In creation of "Plastic Arts" programs for Korean Landscape Design studios, the traditional and contemporary values of aesthetic of the Nature should be taken in consideration. 4. In order to confirm the necessity of "Plastic arts" program in the organization of landscape curriculum, more studies should be done, with empirical datas.pe curriculum, more studies should be done, with empirical datas.

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Remote practice of AVR system (AVR 시스템의 원격 실습방법)

  • Kim, Byun-Gon;Baek, Jong-Deuk;Kim, Myung-Soo;Jeong, Kyeong-Taek;kwon, Oh-Shin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.751-753
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    • 2017
  • In this paper, we implement remote training kit using camera, Arduino and AVR practice kit so that AVR practice kit can be practiced remotely. Implemented systems can be practiced by a large number of users one at a time from a remote location. The practitioner creates the AVR Studio program using the PC remote control method and downloads it to the AVR training kit. When a computer program is created and a mouse is clicked or dragged, the input signal is transmitted to the Arduino and the Arduino transmits the actual button input signal or the analog voltage to the AVR kit. When the AVR kit is activated by receiving the input signal, you can check the operation through the camera. Therefore, using the implemented system, a plurality of users can perform AVR training using one kit.

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Design and Implementation of a Internal Mobile Antenna for TDMB and KPCS (TDMB와 KPCS 대역을 지원하는 내장형 휴대폰 안테나의 설계 및 구현)

  • Park, Jun-Han;Lee, Chi-Woo;Yang, Myo-Geun;Seong, Won-Mo
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.20 no.2
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    • pp.161-166
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    • 2009
  • In this paper, we propose the internal mobile antenna for TDMB and KPCS. The proposed antenna is made of different dielectric substrate and it has small size ($45{\times}8{\times}8\;mm$, about 2.8 cc) for mobile device. TDMB antenna is designed spiral structure that makes maximum current for each cell and KPCS antenna is PIFA that is usually used for internal antenna. In order to compensate length of resonance TDMB antenna has a large inductor above 100 nH. In this case, the inductor isolate KPCS signal at TDMB by cutting high frequency. Also the antenna has good isolation because TDMB radiator is parasitic element in KPCS band. We simulated the antenna by using CST microwave studio and measured performance of the antenna in anechoic chamber Proposed antenna has $-6{\sim}-14\;dBi$ gain for TDMB and $-3.5{\sim}-5\;dBi$ gain for KPCS.

A Study for analysis of Inverse Kinematics system to Character Animations & Motion Graphics education

  • Cho, Hyung-ik;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.149-156
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    • 2021
  • Today, 3D softwares have become an essential tool in all areas of Video, including Movies, Animations, CFs, Motion Graphics and Games. One of the most commonly used fields is the 3D character video part. However, these 3D character animations and motion graphics softwares are difficult to learn and too much to learn, making it difficult to learn them all in a university education with a limited time of four years. In this paper, many Inverse kinematics tools, which are essential in the 3D character animations and motion graphics field, compare and analyze the strengths and weaknesses of each tool, focusing on Bone, Character Studio, and Character Animation Toolkit, which are most commonly used in work fields. And use Delphi techniques for 3D experts to secure objectivity. Therefore, for universities that require large amounts of teaching in a limited time, I propose an analysis of which of the above three Inverse Kinetics tools is advantageous for students to select and focus on for efficient education.

Structure Determination of Syndecan-4 Transmembrane Domain using PISA Wheel Pattern and Molecular Dynamics simulation

  • Choi, Sung-Sub;Jeong, Ji-Ho;Kim, Ji-Sun;Kim, Yongae
    • Journal of the Korean Magnetic Resonance Society
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    • v.18 no.2
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    • pp.58-62
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    • 2014
  • Human transmembrane proteins (hTMPs) are closely related to transport, channel formation, signaling, cell to cell interaction, so they are the crucial target of modern medicinal drugs. In order to study the structure and function of these hTMPs, it is important to prepare reasonable amounts of proteins. However, their preparation is seriously difficult and time-consuming due to insufficient yields and low solubility of hTMPs. We tried to produce large amounts of Syndecan-4 transmembrane domain (Syd4-TM) that is related to the healing wounds and tumor for a long time. In this study, we performed the structure determination of Syd4-TM combining the Polarity Index at Slanted Angle (PISA) wheel pattern analysis based on $^{15}N-^1H$ 2D SAMPI-4 solid-state NMR of expressed Syd4-TM and Molecular Dynamics (MD) simulation using Discovery Studio 3.1.

Structural Change in Transmembrane Region of Syndecan-4 by Mutation

  • Choi, Sung-Sub;Kim, Ji-Sun;Jeong, Ji-Ho;Kim, Yongae
    • Journal of the Korean Magnetic Resonance Society
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    • v.20 no.4
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    • pp.129-137
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    • 2016
  • Transmembrane(TM) proteins are closely related to transport, channel formation, signaling, cell to cell interaction, so they are the crucial target of modern medicinal drugs. In order to study the structure and function of these TM proteins, it is important to prepare reasonable amounts of proteins. However, their preparation is seriously difficult and time-consuming due to insufficient yields and low solubility of TM proteins. We tried to produce large amounts of Syndecan-4 containing TM domain(SDC4-TM) that is related to the wound healing and tumor. Also, mutated SDC4-TM was studied to investigate structural change by modification of dimerization motif. We performed the structure determination by the Polarity Index at Slanted Angle (PISA) wheel pattern analysis based on $^{15}N-^1H$ 2D SAMPI-4 solid-state NMR of SDC4-TM and computational modeling using Discovery Studio 2016.

Implementation and test results of on-channel repeater for ATSC 3.0 systems

  • Ahn, Sungjun;Kwon, Sunhyoung;Kwon, Hae-Chan;Kim, Youngsu;Lee, Jaekwon;Shin, Yoo-Sang;Park, Sung-Ik
    • ETRI Journal
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    • v.44 no.5
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    • pp.715-732
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    • 2022
  • Despite the successful launch of Advanced Television Systems Committee (ATSC) 3.0 broadcasting worldwide, broadcasters are facing obstacles in constructing void-less large-scale single-frequency networks (SFNs). The bottleneck is the absence of decent on-channel repeater (OCR) solutions necessary for SFNs. In the real world, OCRs suffer from the maleficent feedback interference (FI) problem, which overwhelms the desired input signal. Moreover, the undesired multipaths between studio-linked transmitters and the OCR deteriorate the forward signals' quality as well. These problems crucially restrict the feasibility of conventional OCR systems, arousing the strong need for cost-worthy advanced OCR solutions. This paper presents an ATSC 3.0-specific solution of advanced OCR that solves the FI problem and refines the input signal. To this end, the FI canceler and channel equalizer functionalities are carefully implemented into the OCR system. The presented OCR system is designed to be fully compliant with the ATSC 3.0 specifications and performs a fast and efficient signal processing by exploiting the specific frame structure. The real product of ATSC 3.0 OCR is fabricated as well, and its feasibility is verified via field and laboratory experiments. The implemented solution is installed at a commercial on-air site and shown to provide substantial coverage gain in practice.

Shader Space Navigator: A Similar Shader Retrieval System (Shader Space Navigator: 유사 쉐이더 검색 시스템)

  • Lee, Jae-Ho;Jang, Min-Hee;Kim, Du-Yeol;Kim, Sang-Wook;Kim, Min-Ho;Choi, Jin-Sung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.3
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    • pp.58-67
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    • 2008
  • In this paper, we first point out difficulties faced by CG artists in the shading process: (1) a lot of technical details on shaders required, (2) long rendering time, and (3) repeated trials-and-errors. To make them overcome such difficulties, we propose Shader Space Navigator, a system that efficiently searches for shaders similar to a given query shader from a shader database containing a large number of quality shaders. With Shader Space Navigator, CG artists find appropriate shaders from the database that are very close to the final result shader, and thus complete the shading process easily by slightly tuning some attributes of those shaders. Thus, the CG artists can create their final shaders in an intuitive and efficient way without a large number of time-consuming rendering processes. Also, we deal with implementation issues related to Shader Space Navigator and constructing an abundant shader database in detail.