• Title/Summary/Keyword: Play Space

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Optimal Parameter Selection in Edge Strength Hough Transform (경계선 강도 허프 변환에서 최적 파라미터의 결정)

  • Heo, Gyeong-Yong;Woo, Young-Woon;Kim, Kwang-Baek
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.5
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    • pp.575-581
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    • 2007
  • Though the Hough transform is a well-known method for detecting analytical shape represented by a number of free parameters, the basic property of the Hough transform, the one-to-many mapping from an image space to a Hough space, causes the innate problem, the sensitivity to noise. To remedy this problem, Edge Strength Hough Transform (ESHT) was proposed and proved to reduce the noise sensitivity. However the performance of ESHT depends on the size of a Hough space and image and some other parameters which should be decided experimentally. In this paper, we derived formulae to decide 2 parameter values; decreasing parameter and broadening parameter, which play an important role in ESHT. Using the derived formulae, 2 parameter values can be decided only with the pre-determined values, the size of a Hough space and an image, which make it possible to decide them automatically. The experiments with different parameter values also support the result.

Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

Science Objectives and Design of Ionospheric Monitoring Instrument Ionospheric Anomaly Monitoring by Magnetometer And Plasma-probe (IAMMAP) for the CAS500-3 Satellite

  • Ryu, Kwangsun;Lee, Seunguk;Woo, Chang Ho;Lee, Junchan;Jang, Eunjin;Hwang, Jaemin;Kim, Jin-Kyu;Cha, Wonho;Kim, Dong-guk;Koo, BonJu;Park, SeongOg;Choi, Dooyoung;Choi, Cheong Rim
    • Journal of Astronomy and Space Sciences
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    • v.39 no.3
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    • pp.117-126
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    • 2022
  • The Ionospheric Anomaly Monitoring by Magnetometer And Plasma-probe (IAMMAP) is one of the scientific instruments for the Compact Advanced Satellite 500-3 (CAS 500-3) which is planned to be launched by Korean Space Launch Vehicle in 2024. The main scientific objective of IAMMAP is to understand the complicated correlation between the equatorial electro-jet (EEJ) and the equatorial ionization anomaly (EIA) which play important roles in the dynamics of the ionospheric plasma in the dayside equator region. IAMMAP consists of an impedance probe (IP) for precise plasma measurement and magnetometers for EEJ current estimation. The designated sun-synchronous orbit along the quasi-meridional plane makes the instrument suitable for studying the EIA and EEJ. The newly-devised IP is expected to obtain the electron density of the ionosphere with unprecedented precision by measuring the upper-hybrid frequency (fUHR) of the ionospheric plasma, which is not affected by the satellite geometry, the spacecraft potential, or contamination unlike conventional Langmuir probes. A set of temperature-tolerant precision fluxgate magnetometers, called Adaptive In-phase MAGnetometer, is employed also for studying the complicated current system in the ionosphere and magnetosphere, which is particularly related with the EEJ caused by the potential difference along the zonal direction.

The heterotopia in Caryl Churchill's Cloud Nine (캐럴 처칠의 "클라우드 나인" 에서의 혼재향)

  • Jeong, Kwi-Hoon
    • English Language & Literature Teaching
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    • v.13 no.1
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    • pp.211-233
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    • 2007
  • Caryl Churchill achieved spacial politics to resist dominant ideology in Cloud Nine. It is suggested that heterotopia is a counter-site to the places which are controlled by colonialism and sexuality. Churchill juxtaposes African colony of Victorian period in the first act and modern London in the second act. It implies that individuals are similarly oppressed by dominant ideology until now though several conditions for individuals are drastically improved. White heterosexual men in the play try to build their utopia to keep their privileges. If they find anything abnormal to their standard, they systematically classify people and organize them into the different ranks and levels to seclude them from their utopia. Actually, the ideal people in the ideal place are oppressed by patriarchal ideology, compulsory heterosexuality, and colonialism which are covertly associated with gender. Therefore, Churchill uses the cross-casting to challenge the artificiality of gender, sexuality, generation and race in the play. People realize that they need to find their own desires free from gender, compulsory heterosexuality, ethnic, and race and their subjectivity flowing in and out of space. It is the site that all the binary oppositions are deconstructed and creates new multiple nodes to expand the boundary of their communities to heterotopia in real places.

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The Study of Poverty Children's Environmental Perception (빈곤가정 아동의 환경지각 연구)

  • Yi, Soon Hyung;Shin, Yang Jai;Kim, Young Ju
    • Korean Journal of Child Studies
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    • v.12 no.1
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    • pp.113-128
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    • 1991
  • The purpose of this study was to analyze the environment of poverty children as reported by the children on a questionnaire. The conception of the environment was divided into the physical environment and the sociopsychological environment. The dimensions of the physical environment included household, cultural, and play conditions. The sociopsychological environment included structural (family values, family relationships, and the reinforcement system) and process variables(affect, care, and communication). For the purpose of this survey was administered to 122 children living in a poverty area and 102 children living in a middle-high income area. Statistics used for data analysis were frequency, distribution, percentile, mean and one-way ANOVA. Major findings showed that (1) The physical environment as reported by the poverty children was meager compared with that of children in the middle-high income area: the households were more overcrowded, and cultural conditions, play materials, and space was more limited. (2) The Structural conditions of the sociopsychological environment as perceived by poverty children were more material and physical than that of children in the middle-high income area: family values were oriented more toward materialism: family relationships were more negative and distant: and the reinforcement system was based more on material reward and physical punishment. (3) Process variables were perceived by poverty children as more laissez-faire and rigid; the parents neglected their children and communicated unilaterally more than the middle-high income parents. (4) Poverty children's perception of the causes of poverty and wealth were perceived as personal and social factors.

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Pastiche in the late Capitalism Fashion (후기자본주의 사회의 패션에 나타난 혼성모방)

  • 김민자
    • Journal of the Korean Society of Costume
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    • v.50
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    • pp.69-84
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    • 2000
  • Th purpose of this study is three folds: to analyze postmodern fashion through the notion of pastiche to enhance an understanding of uncertain and confused situation in the late 1990s and to suggest a way of approach to creativity and originality in recent fashion design. The results can be summarized as follows: 1. Pastiche is an art work that borrows some parts of other artists authentic works and recombines them thus imitating their style technique or motifs selfconciously. 2. Pastiche is based onthe Deconstruction theory: the end of art as a result of deconstruction of the subject the collapse of the meaning the loss of history: the late Capitalism in which reality becomes chage into images or simulacre. 3. Pastiche represented by the death of author which means the exhaustion of creativity is shown in the fashion borrowing subculture styles and art works or religious images. Pastiche fashion which is equal to the play of signifiers floated as image is shown as graffiti and objects Time and space pastiche fashion can be explained by historical eclectism and ethnic looks, Finally pastiche means not the fixed aspect but the open concept of indeterminate condition which includes " anything goes" through the coesistence of various style in pastiche fashion.

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A Study of Non-Disruptive Update Scheme for Online Game (온라인게임을 위한 무 정지 업데이트 기법의 연구)

  • Kang, Sang-Yong;Han, Jung-Hyun
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1307-1312
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    • 2014
  • Online games are virtual space where it connects individual users through network connection to offer enjoyment of play games and game developer who service online games have to develop new contents and provide them to users to extend life of their service. Typically, in order to update new contents, all service companies have maintenance schedule to stop the game service for a while to update both server and client applications. Usually this process takes quite amount of time and users do not have any other choice but disconnected from server and wait until it is over. The purpose of this thesis is to describe the advantages of new design system which will allows users to continue to play the game even during the update. The main focus of this design is to make users feel more convenience in online gaming experience by move client from previous server to new server while users are still playing. If they can to connect current client with new server without any certificate validation process while users information from the client can automatically pass through to the new server, users may not need to experience maintenance for new contents update.

English Zone Education Methodology Utilizing the Wireless Internet (무선인터넷을 활용한 English Zone 영어 학습 방법 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.407-415
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    • 2015
  • Offline English Zone refers to a physical environment in which the learners can check the results while they practice speaking and listening in English, and look up the vocabulary and information on their own. However, offline English zone is inevitably dependent on limited and artificial environment and its operation is greatly limited in having to provide an environment in which the students can spontaneously experience role play in an artificial space set in a small-scale English village consisting of shopping, restaurant, and hospital zones. The purpose of this study is to analyze the problems of the environmental restrictions in educational methodology utilizing offline English zone programs. Moreover, based on the ubiquitous concept. It is to provide a strategy for utilizing online English zone programs which utilize multimedia tools, wireless internet, and SNS.

Exploring the Relationship Between Daily Routines and Physical Care Environments of Daycare Centers (어린이집 유아반 하루일과 유형과 물리적 보육환경과의 관계 탐색)

  • Hwang, Hyuk;Rha, Jong Hay
    • Korean Journal of Child Studies
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    • v.37 no.1
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    • pp.49-60
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    • 2016
  • Objective: The purpose of the study was to explore the relationship between the daily routines and physical environments of daycare centers. Methods: A total of 20 classes at 8 different daycare centers from the metropolitan city of Daejeon were investigated. Trained observers visited each daycare center more than 3 times and collected data about daily routines using the Observational Log for Daily Routines in Daycare Centers. Also, the physical environments of each class were investigated in terms of actual size, layout of activity center, etc. Results and Conclusion: Results of the study were: first, daily routines of daycare centers could be divided into 2 distinguishable types by cluster analysis- 'free play oriented' and 'group activity oriented' Second, the amount of space each child has in a classroom differed according to the total size of the classroom. An average of 7 activity centers existed in each classroom. Third, there was a difference between free play oriented and group activity oriented groups in terms of the classroom size allocated for each child and the organization of the activity centers.

A Study on the Spatio-temporal Coordinate Array for the Efficient Editing of Game Story (게임스토리의 효율적 작성을 위한 시공간 좌표 배치 연구)

  • Shim, Yu-Jin;Sohn, Kee-Hoon
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.39-48
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    • 2018
  • The composition of the 'The Game Story' should reflect the game play and development environment. To do that, I borrowed a coordinate format called 'Spatio-temporal Coordinate Array' that was not based on text-based storytelling. I wanted to create a way for the story to describe relationship between 'action' based on time and 'object' based on space. One way to do this was to analyze the concepts using a mystery game in which Spatio-temporal Array is a large role in user's decision-making. As a result, I found that the method -Spatio-temporal coordinates- was an editor containing game play, and a setting tool capable of being used as a conceptual diagram.