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Image of Eternity in N. Gogol's «Rome» (N. 고골의 단편(단편(斷篇)) 『로마』에 나타난 영원성의 이미지)

  • Kim, Sung IL
    • Cross-Cultural Studies
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    • v.37
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    • pp.51-79
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    • 2014
  • Seriously depressed by the failure in the first performance of his own drama ${\ll}$The Government Inspector${\gg}$, N. Gogol sought out a space, Italy, which is obviously a turning point for the writer. Here in Italy, the writer could be able to explore an essential foundation for the national identity as well as self-identification of Russian traditional culture, all of which have already been epitomized in the Renaissance period in Italy. The city Rome itself provided Gogol with its grandness and harmonious perfectness, influencing something 'spiritual being' upon the writer. The work under discussion, "Rome," is thus created through these literary circumstances. Though it is made under the different title as "Annuntiata" and it delivers a love story between lovers, the story lines gradually turned into a fiction about the city, Rome. In comparison with city Paris, Gogol himself presents a negative view of the French metropolitan, saying that it is nothing but a by-product of the 19th century civilization. Interestingly enough, Rome for Gogol is totally different; it is the place of sublimity, that is a locus of harmonious, holy, and eternal city. Likewise, this pattern can be said of another description on the two contradictory cities: Paris and Rome. Again, Gogol fully pictures the city Paris as centripetal and Rome as centrifugal, in which the main protagonist makes the reader indulge in his own world. Throughout the story the writer tells us a transformation experienced by his character, and the work ends with an open denouement. Like Jerusalem, Rome is the city of resurrection for Gogol. Yet, this kind of possibility of transformation in the story is exposed to the hero, and it arguably depends on the extent to which he explores the readiness for encountering of 'eternity' in this "eternal city."

Voice Communication Performance in 900MHz ISM Band Using Codec2 (Codec 2를 이용한 900MHz ISM대역에서의 음성 통신 성능 검토)

  • Kim, Gyeong-Jin;Kim, Jeong-Uk
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.6
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    • pp.59-66
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    • 2018
  • In this paper, we experimented how long distance voice communication is possible After implemented PTT(Push to talk) Bi-directional radio using open source project Codec 2, which is a low speed voice codec for digital amateur radio and 900MHz FSK transceiver. In case of a general digital radio, the AMBE+2 codec, which is regarded as an industry standard in terms of performance, is expensive and has the monopoly of technology. Using the 400MHz band in terms of frequency, narrow bandwidth of DMR(12.5kHz) and DPMR(6.25kHz) is used, so the data rate is low. In the 900MHz bandwidth can be extended, which is advantageous in terms of data transmission. As a result of the voice quality and distance field test, we could find that the communication takes place within about 500m. In this paper, only voice communication is reviewed. if a review of data transmission such as a simple image is added, this solution can be used in various fields as a low cost IOT radio.

Analysis of oral health-related smartphone applications (구강건강 관련 스마트폰 애플리케이션 분석)

  • Jung, Jae-Yeon;Kim, Soo-Hwa
    • Journal of Korean society of Dental Hygiene
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    • v.19 no.4
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    • pp.493-502
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    • 2019
  • Objectives: This study aimed to investigate the current status of oral health applications developed for smartphones because they can be used as a new educational medium to manage and improve oral health. Methods: This study examined 60 basic oral health applications provided by Google Play Store and Apple App Store as of May 2019 and examined delivery contents, delivery methods, application types, and other information. Results: Apple included 65.4% of oral apps in the game category whereas Android included 64.3% in the education category (p>0.05). All Apple's apps and 71.4% of Android apps were developed overseas (p<0.01). The delivery contents were 61.5% for Brushing + tooth decay in Apple, and 78.6% for others (oral care products and gum diseases) in Android (p>0.05). For the delivery method, game + video was 65.4% in Apple, and game and other methods (text, image, augmented reality) was 42.9% in Android (p>0.05). In the case of application type, play type was the most common with 88.5% in Apple, and 46.4% play type and 39.3% other type (text, appreciation, problem-solving types) in Android (p<0.01). In addition, play type was high in both education (53.8%) and game (90.0%) categories (p>0.05). The average review score was 4.30 in the education category, 4.34 in the case of brushing and care (delivery contents), 4.37 in the case of using game + video (delivery methods), and 4.57 in the case of Play + other types (application type) (p>0.05). Conclusions: The use of healthcare apps is expected to increase owing to improved lifestyles, an increase in the elderly population, cost-effectiveness, and convenience that is not affected by time and place. Effective use of oral health apps will require the participation of dental professionals in the development process to identify the exact status, expand subjects, and provide appropriate information.

Study on Identification Procedure for Unidentified Underwater Targets Using Small ROV Based on IDEF Method (소형 ROV를 이용한 IDEF0 기반의 수중 미확인 물체 식별절차에 관한 연구)

  • Baek, Hyuk;Jun, Bong-Huan;Yoon, Suk-Min;Noh, Myounggyu
    • Journal of Ocean Engineering and Technology
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    • v.33 no.3
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    • pp.289-299
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    • 2019
  • Various sizes of ROVs are being utilized in offshore industrial, scientific, and military applications all around the world. Because of innovative developments in science and technology, image acquisition devices such as sonar devices and cameras have been reduced in size and their performance has been improved. Thus, we can expect better accuracy and higher resolution even in the case of exploration using a small ROV. The purpose of this paper is to prepare a standard procedure for the identification of unidentified hazardous materials found during the National Oceanographic Survey. In this paper, we propose an IDEF (Integrated DEFinition) method modeling technique to identify unidentified targets using a small ROV. In accordance with the proposed procedure, an ROV survey was carried out on target No.16 with a four-ton-class fishing boat as a support vessel on September 18th of 2018 in the sea near Daebu Island. Unidentified targets, which were not known by the multi-beam data obtained from the ship, could be identified as concrete pipes by analyzing the HD camera and high-resolution sonar images acquired by the ROV. The whole proposed procedure could be verified, and the survey with the small ROV required about 10 days to identify the target in one place.

A Study on Realism of a Digital Signage using 3D Hologram (3D홀로그램을 활용한 디지털 사이니지의 사실감)

  • Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.9
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    • pp.1150-1157
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    • 2020
  • It is expected that if a viewer feels the higher realism, it will increase efficiency at 3D hologram. Therefore, the purpose of this study is to analyze the effects of the evaluation factors on realism for digital signage using 3D holograms. For empirical analysis, the evaluation factors were derived and built up hypothesis(The evaluation factors of digital signage using 3D holograms will affect the realism). As a result of the experiment, Hypothesis 1 (Social presence) and 3 (Harmony with the space) were adopted while Hypothesis 2 (Graphic's elaboration) was rejected. Finally, research has shown that in order to improve the realism of digital signage using 3D holograms, the contents should be produced in consideration of presence so that the viewers could feel as if they were actually inside of contents rather than expressed extremely well made higher image resolution. Hence, the 3D hologram contents should be installed in a place where it would fit well with the space around it.

Liminality & Transformative Drama in Shelley's "Julian & Maddalo"

  • Narrett, Eugene
    • English & American cultural studies
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    • v.10 no.2
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    • pp.149-207
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    • 2010
  • Written simultaneously with Prometheus Unbound, Shelley's "Julian & Maddalo" is a masterwork of dramatic poiesis, of doubling embedded in its couplets, dialogic debate on human nature and contrasted symbolic emblems. The emblems mirror each other and are themselves sites of generative paradox: the "heaven illumined" but "dreary tower" of the Maniac and the glorious sunsets on the "ever-shifting sand" of the Lido, a wasteland that is a place of self discovery but also of "abandonment" and barren mingling figured, inter alia, in its "amphibious weeds," a trope of the poem's personae. This essay also explores the poem's dramatic structure and various rhetorical devices, beginning with the Preface, a threshold of complex identity disguise that Shelley uses for veiled self-presentation, as in "Alastor," mirroring and literary references replete with nuanced ironies. I focus mainly on the complex figures of liminality Shelley uses to develop his own thoughts (as well as his ongoing debates with Byron) about man's potential for growth in thought, insight and empathy, in political reform and interpersonal and individual healing. Advancing Shelley's most optimistic ideas, Julian, escorted by Maddalo observes the Maniac, -- a living ruin whose pained eloquence reveals the link of eros to poiesis and the limits of the latter's ability to 'transform a world.' The Maniac is the core of muse-work (remembering, thinking and song) and Shelley presents him as its emblem. He also is prefigured in and reflects the quintessentially liminal Lido with its "barren embrace" of sea and land. Yet it is less the Maniac's feeling that his grief is "charactered in vain…on this unfeeling leaf" than Julian's rationales for leaving the site of pain that point to Shelley's final comment on poetry's transformative limits. As the primary haploids of the drama's meiosis re-combine and two of them, Maddalo and the maniac fall away, an analogy I briefly develop and embedded in the erotic dynamics of poiesis, Shelley suggests, as he did at the beginning of his poetic lyricism in "Alastor" and at its end in "the Triumph of Life"that images mislead and delude; that "the deep truth is imageless" and redemption is not in but beyond figuration.

A study on the Digital diorama AR using Natural history Contents (자연사 콘텐츠를 활용한 디지털디오라마 AR연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.293-297
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    • 2021
  • This paper applies the natural history contents of the Science Museum and combines the Gestalt theory to develop the butterfly arrangement structure of the butterfly sample box and the butterfly sample information necessary for the sample box as AR (Augmented Reality). Existing analog sample information is expressed as digital information by combining place, butterfly information, and graph to maximize the effect of digital diorama exhibition. Digital natural history information is increased or decreased, and an environment optimized for real samples and suitability is constructed, and natural history contents are arranged in the principles of collectiveness, closure, simplicity, and continuity using the Gestalt visual perception principle to increase attention and increase the attention of butterfly collection information. Was applied as an application plan of AR.

Seamless Viewing Control by User Movement Between Pyramid Sections in Desktop 3D Hologram Pyramid (데스크톱 3D 홀로그램 피라미드에서 피라미드 단면 사이 사용자 이동에 따른 끊김 없는(seamless viewing control) 뷰 생성)

  • Hwang, Sun-Ju;Nam, Yang-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.1-9
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    • 2021
  • The hologram pyramid is an application of floating holograms, allowing the observer to see three-dimensional holograms from various angles without wearing wearable devices. Due to the low cost and ease of manufacturing, it has been used in a wide variety of fields as diverse as education, prototyping, showcase, and etc. But, when the observer looks at the hologram from the place where each side of the hologram pyramid is connected, the hologram looks cut and distorted. Also, the observer can see the only hologram of angles viewed head-on from each side. In this paper, we propose a method of generating a hologram image corresponding to the observer's gaze angle by tracking the observer's position and conducting reverse distortion. It provide a hologram of the angle viewed by the observer without cutting and distortion. In addition, the existing method and the proposed method were applied and compared in the hologram pyramid.

Study of Fashion Application Usage Pattern and Styling Considerations of Middle-aged Women in thier 40s and 50s (40~50대 중년 여성의 패션 애플리케이션 활용 실태 및 스타일링 고려사항 연구)

  • Lee, Jung Eun;Kim, Dong-Eun
    • Fashion & Textile Research Journal
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    • v.24 no.3
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    • pp.279-288
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    • 2022
  • This study aims to derive the need for middle-aged women to consider using fashion product applications, styling, and personalized styling services. To analyze the fashion styling considerations of middle-aged women, 200 women in their 40s and 50s were surveyed. Middle-aged women usually tend to shop through home shopping, department stores, fashion soho (Small office home office) malls, and open market-type applications, and purchase fashion products more than two or three times a month, spending an average of less than 50,000 won per month. Middle-aged women consider choosing appropriate clothing based on the occasion and place, complementing the flaws of the changed body type as well as taking into account the weather in the styling process, and seek to showcase a sophisticated, luxurious, and youthful image through styling. However, they are confused and face difficulties in fashion styling, with regard to not only overall body shape but also partial body changes, such as increasing waistline, flabby thighs and arms, and decreasing hip volume. In addition, middle-aged women were looking for expert advice on styling to help them look the best. They also wanted to solve the difficulties of making a right choice amid the overflowing information related to fashion. The results of the study contribute to identifying products that meet the needs of middle-aged women and help develop detailed consumer-tailored marketing strategies, thereby improving sales of fashion products.

Design of Robot Arm for Service Using Deep Learning and Sensors (딥러닝과 센서를 이용한 서비스용 로봇 팔의 설계)

  • Pak, Myeong Suk;Kim, Kyu Tae;Koo, Mo Se;Ko, Young Jun;Kim, Sang Hoon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.5
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    • pp.221-228
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    • 2022
  • With the application of artificial intelligence technology, robots can provide efficient services in real life. Unlike industrial manipulators that do simple repetitive work, this study presented design methods of 6 degree of freedom robot arm and intelligent object search and movement methods for use alone or in collaboration with no place restrictions in the service robot field and verified performance. Using a depth camera and deep learning in the ROS environment of the embedded board included in the robot arm, the robot arm detects objects and moves to the object area through inverse kinematics analysis. In addition, when contacting an object, it was possible to accurately hold and move the object through the analysis of the force sensor value. To verify the performance of the manufactured robot arm, experiments were conducted on accurate positioning of objects through deep learning and image processing, motor control, and object separation, and finally robot arm was tested to separate various cups commonly used in cafes to check whether they actually operate.