• Title/Summary/Keyword: Manipulation Planning

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Development of GIS Application Program through Manipulation of Data-link Method (자료 연결방법의 조작을 통한 GIS응용 프로그램의 개발)

  • 서옥하;계용훈
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.3
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    • pp.70-80
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    • 2001
  • It is necessary to construct an effective regional information system in facing the incoming information intensive society. Many local government in Korea began to recognize a need for constructing a GIS(Geographic Information System) and they are planning to construct GIS´s to improve their administrative efficiency. However, ti requires high-priced hardware, software, and an experienced operator to sue a GIS effectively. The purpose of this study is to develop the GIS program which can be sued with ease by common users. By developing a GIS functioned program using a coordinate recognition module by application of geo-spatial data, and a digital map which is already made, this program can be used efficiently only by only inputting attributes without high-priced hardware and software, and can be utilized easily to every purposes of work with geo-spatial data and attributes. MapObjects, mapping and GIS component, was employed to use geo-spatial data, and Access 97 from Microsoft to manage and attributes database. Visual Basic, objected-oriented language, was used to develop an application program. Results of this study were applied to constructing the Information system of Kanwon National University. This program could be used for various purposed by common users without additional hardware and software.

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Manipulation of the Compressed Video for Multimedia Networking : A Bit rate Shaping of the Compressed Video (멀티미디어 네트워킹을 위한 압축 신호상에서 동영상 처리 : 압축 동영상 비트율 변환)

  • 황대환;조규섭;황수용
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.26 no.11A
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    • pp.1908-1924
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    • 2001
  • Interoperability and inter-working in the various network and media environment with different technology background is very important to enlarge the opportunity of service access and to increase the competitive power of service. The ITU-T and advanced counties are planning ahead for provision of GII enabling user to access advanced global communication services supporting multimedia communication applications, embracing all modes of information. In this paper, we especially forced the heterogeneity of end user applications for multimedia networking. The heterogeneity has several technical aspects, like different medium access methods, heterogeneous coding algorithms for audio-visual data and so on. Among these elements, we have been itemized bit rate shaping algorithm on the compressed moving video. Previous manipulations of video has been done on the uncompressed signal domain. That is, compressed video should be converted to linear PCM signal. To do such a procedures, we should decode, manipulate and then encode the video to compressed signal once again. The traditional approach for processing the video signa1 has several critical weak points, requiring complexity to implement, degradation of image quality and large processing delay. The bit rate shaping algorithm proposed in this paper process the manipulation of moving video on the completely compressed domain to cope with above deficit. With this algorithms. we could realized efficient video bit rate shaping and the result of software simulation shows that this method has significant advantage than that of pixel oriented algorithms.

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A study on the comparison and analysis of school mathematics curriculum in England and Korea, focused on the 'shape, space, and measures' domain (영국과 우리나라의 수학과 교육과정 비교 분석 연구 - 도형과 측정 영역을 중심으로 -)

  • Shin, Hang-Kyun;Hwang, Hye-Jeang
    • The Mathematical Education
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    • v.45 no.4 s.115
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    • pp.407-438
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    • 2006
  • This study investigated school mathematics curriculum of England, newly revised in 1998, focused on the 'shape, space, and measures' domain among three major domains of the English curriculum. On the basis of its understanding, this domain was compared and analyzed with school mathematics curriculum of Korea. In doing so, this study explored its plans and procedures and established a frame of comparison for the curriculums between the two countries. The structure of the National Curriculum in England is composed of programmes of study and attainment targets. The former sets out what should be taught in mathematics at key stages 1, 2, 3, and 4 and provides the basis for planning schemes of work, and the latter sets out the knowledge, skills, and understanding that pupils of different abilities and matures are expected to have by the end of each key stage. Attainment targets are composed of eight levels and an additional level of increasing difficulty. According to the results of the present study, Korea focuses on the formal and systematic mathematical knowledge on the basis of sound understanding of certain mathematical terms or concepts. On the other hand, England curriculum tends to deal with the content which can be understood more intuitively, flexibly, and naturally through the experience and aquisition based on the concrete manipulation. Particularly, it emphasizes that mathematics be realistic and useful in solving a diverse problems confronted in everyday life.

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Impacts of number of O/D zone and Network aggregation level in Transportation Demand Forecast (교통수요예측시 O/D존 및 네트워크 집계수준에 따른 영향 분석)

  • Lim, Yong-Taek;Kang, Min-Gu;Lee, Chang-Hun
    • Journal of Korean Society of Transportation
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    • v.26 no.2
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    • pp.147-156
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    • 2008
  • It has been widely known that there are so many factors making travel demand errors in transportation forecasting steps. One of the reasons may stem from the level of aggregation of zone and network in analysis process. This paper investigates the effect of level of aggregation considering with number of zones in travel demand forecasting by expanding or reducing the zone and network gradually. Numerical results show that the aggregation could not make a significant impact on the travel demand, while disaggregation does. These results imply that a careful manipulation is required to add or to reduce zones and links in transportation planning process.

A Study on the Analysis of the Present Conditions of Robot-typed Mechanic Games and Development Methods (로봇형 메카닉 게임 현황 분석 및 발전 방안에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.1-7
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    • 2006
  • While numerous On off-line and mobile games have been released in our domestic game market annually, the release of mechanic games in our domestic game market is merely a minority. The marketability of robot-typed mechanic game among our domestic game markets has net been widened. What are the reasons that the robot-typed mechanic game in our domestic games has not been expanded in terms of its users? The purpose of this study is to figure out the reasons why there have been few demands and manufactures of robot-typed mechanic games in domestic market. This study investigate the present conditions of robot-typed mechanic games released domestically and internationally and the reasons for game users' avoiding them through the ranking of sale and popularity. In addition, it analyze three biggest causes such as the absence of planning capability, cultural exclusivism against robots and difficulties in manipulation. Lastly, the study investigate the necessity and importance of robot-typed mechanic games in domestic markets.

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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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A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.

An Analysis on the Relationship Between Exhibition Arrangement Types and Viewing Behaviors - Focusing on the Permanent Exhibition Halls at the National Science Museum - (전시배치방식 유형과 관람행동 상관성 분석 - 국립중앙과학관 상설전시관을 중심으로 -)

  • Lim, Che-Zinn;Hong, Su-Mi
    • Korean Institute of Interior Design Journal
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    • v.15 no.2 s.55
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    • pp.150-157
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    • 2006
  • Founded on a close relationship between exhibition scenarios and media, this study was conducted 1) to establish exhibition arrangement types by using three analytical indicators, such as arrangement types of exhibition, groupings of similar exhibition media, and exhibition density; and 2) to demonstrate the importance of considering the characteristics of exhibition arrangement types by using viewing behavior codes as a major analytical indicator. The following three types were investigated in this research: First, the Independent type (Type C) was found to be strongly influenced by architectural and spatial forms, especially by low exhibition density and high visual information. Also, compared with the Wall Dominant type, low number of viewing behavior codes and distribution was found even though there were high correlations among viewing behavior codes. This is assumed to be due to low exhibition density. Second, the Wall Dominant type (Type A) was found to be not influenced by architectural and spatial forms. This is because space is planned and restructured centering on the wall type showcases. At the planning stage of exhibition, it is easy to divide or combine space according to the contents and structure of exhibition scenarios. Compared with the Independent type, low correlations were found among viewing behavior codes. This is due to low participation or manipulation exhibitions. However, this implies that more active viewing behaviors can be induced if appropriate exhibition techniques and arrangement methods are used for each exhibition content. Third, the Independent Dominant type (Type B) was found to confuse visitors in selecting routes by displaying too many exhibits at a limited space in a disorderly fashion. It failed to attract visitors to the main exhibition area, where a big space is formed in the center. Visitors were found to view exhibits that are arranged near the major traffic line.

Regional-Scale Evaluation of Groundwater Susceptibility to Nitrate Contamination Based on Soil Survey Information (토양정보를 이용한 광역 지하수의 질산태 질소 오염 민감도 분포 분석)

  • Han, Gwang-Hyun
    • Korean Journal of Soil Science and Fertilizer
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    • v.42 no.1
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    • pp.37-45
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    • 2009
  • Susceptibility assessment of groundwater contamination is a useful tool for many aspects of regional and local groundwater resources planning and management. It can be used to direct regulatory, monitoring, educational, and policy-making efforts to highly vulnerable areas. In this study, a semi process-based was proposed to evaluate relative susceptibilities to groundwater contamination by nitrate on a regional scale. Numerical simulation based on data from each soil series was done to model water flow within soil profiles that were related to groundwater contamination by nitrate. Relative vulnerability indices for each soil series were produced by manipulation of amount of leaching flux, amount of average water storage in a soil profile, and amount of average water storage change. These indices were designed to convey the trend of leaching flux and to maximize spatial resolution. The resulting vulnerability distribution map was used to locate highly vulnerable sites easily with an appropriate grouping the indices, and was then compared with those from groundwater nitrate concentrations monitored. An excellent agreement was obtained across nitrate concentrations from the highly vulnerable regions and those from the low to stable regions.

A Study of Augmented Reality based Visualization using Shape Information of Building Information Modeling (BIM 형상정보를 이용한 증강현실기반 가시화 사례)

  • Heo, Kyung-Jin;Lee, Seok-Jun;Jung, Soon-Ki
    • Spatial Information Research
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    • v.20 no.2
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    • pp.1-11
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    • 2012
  • In the current construction planning and designing process, an architectural miniature model was designed to verify the interior or exterior spatial sense of a building structure, but building of the miniature model is demand much more effort and time; in addition to this it has limitation to identify interior information of the building. For a complement of it, CAD would be used in the existing planning and designing process to visualize the building information, but its visualization is not satisfactory for the 3D volume which could be easily verified with the miniature model. CAD is the specific software for designing building structures and the 3D results are usually rendered on 2D monitor screen. Therefore, there is a shortage of cognitive immersion for the 3D space. In this paper, we introduce the conversion process of BIM shape data into the Augmented Reality contents by using a series of softwares. As a result of modification on construction plan or design we reduced the cost and time to reconstruct the final visualization. We have shown that the interior or exterior information of the building structures are easily visualized with BIM shape data on augmented reality environment. Several proposed interaction methods, such as rem oval of building components, and slice-cut operation, provide the user for the effective manipulation of models on the augmented reality environment.