• Title/Summary/Keyword: Screen model

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Analysis of water withdrawal and quality of intake pipe with functional screen (기능성 스크린이 부착된 집수관의 취수량 및 수질 분석)

  • Yang, Jeong-Seok;Kim, Il-Hwan;Jeong, Jae-Hoon
    • Journal of Korea Water Resources Association
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    • v.50 no.8
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    • pp.579-586
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    • 2017
  • In order to analyze the quantitative water withdrawal amount of intake pipe with functional screen and to evaluate the improvement effect of the suspended solid and turbidity through the filter media, four-step research methods were suggested. In the first step, laboratory scale experiments were constructed to determine the constitution method of the sample device filter media. In the second step, sample device was constructed and the flow rate was observed through intake pipe with functional screen. In the third step, flow rate was observed at different turbidity conditions for each filter material, and the hydraulic conductivity was estimated using MODFLOW. Finally, numerical model was constructed with the MODFLOW for the sample device and the estimated hydraulic conductivities were applied to the third step and the amount of water withdrawal was analyzed. As a result of applying hydraulic conductivity at 0 NTU, 39.96% more withdrawal was calculated than the observed flow rate. On the other hand, when hydraulic conductivity was applied at 100~120 NTU, the difference in flow rates was 9.41%.

Pattern remaking system using deformable 3D body model

  • Park, Hyejun;Masayuki Takatera;Satoshi Hosoya;Masayoshi Kamijo;Yoshio Shimizu
    • Proceedings of the Korean Fiber Society Conference
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    • 2003.10a
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    • pp.110-110
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    • 2003
  • We attempted to establish the pattern remaking system using the three-dimensional data of the shape of clothes being worn, especially based on the knowledge of pattern construction. Moreover we tried to develop the deformable body model which can represent customers' body shape in the screen.

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A Development of Air Dispersion Modeling Software, AirMaster (대기확산 모델링 Software, AirMaster 개발)

  • Koo, Youn-Seo;Yoon, Hee-Young;Kim, Sung-Tae;Jeon, Kyung-Seok;Park, Sung-Soon;Kweon, Hee-Yong;Hwang, Ju-Hyun;Kim, Jong-Hwa;Choi, Jong-Keun;Lee, Im-Hak
    • Journal of Environmental Impact Assessment
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    • v.9 no.4
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    • pp.323-338
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    • 2000
  • A Korean air dispersion modeling software, AirMaster, was developed on a basis of dispersion theories adopted in U.S. EPA's ISC3 (Industrial Source Complex - version 3) model to assess the air quality impact from the stacks. Key characteristics of AirMaster are as follows: 1) The building downwash effect can be easily simulated; 2) The screen, long term, and short term models can be run independently; 3) The input data to run the model such as meteorological and terrain data are supplied automatically from the databases in AirMaster; and 4) The modeling procedure is easy and simple under the GUI window environment. In order to validate AirMaster, comparisons with ISC3 model and Indianapolis tracer experiment were carried out. It was shown that AirMaster was identical to ISCST3 and ISCLT3 models in predicting the 1 hr to annual concentrations from the stack under various stack emission and meteorological conditions. The 1 hr concentrations predicted by AirMaster also showed a good agreement with the Indianapolis tracer measurements.

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3D Fingertip Estimation based on the TOF Camera for Virtual Touch Screen System (가상 터치스크린 시스템을 위한 TOF 카메라 기반 3차원 손 끝 추정)

  • Kim, Min-Wook;Ahn, Yang-Keun;Jung, Kwang-Mo;Lee, Chil-Woo
    • The KIPS Transactions:PartB
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    • v.17B no.4
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    • pp.287-294
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    • 2010
  • TOF technique is one of the skills that can obtain the object's 3D depth information. But depth image has low resolution and fingertip occupy very small region, so, it is difficult to find the precise fingertip's 3D information by only using depth image from TOF camera. In this paper, we estimate fingertip's 3D location using Arm Model and reliable hand's 3D location information that is modified by hexahedron as hand model. Using proposed method we can obtain more precise fingertip's 3D information than using only depth image.

On the Fantastic Aspect in Electronic Media Art : A Preliminary Approach by Way of Barthes, Freud and Lyotard (전자매체예술에서의 '환상적' 측면에 대하여: 바르트, 프로이트, 리오타르를 경유한 접근)

  • Kim Won-Bang
    • Journal of Science of Art and Design
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    • v.5
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    • pp.159-174
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    • 2003
  • 'Fantasy', the central notion of this essay, is discussed here more as a new paradigm in order to describe the structure of a work of art than as a stylistic characteristic proper to a specific genre of art. It means the whole situation and experience produced by two connected terms 'corporeal subject - screen'. Roland Barthes explained the 'semiographic painting' by Andre Masson as a field in which happens a certain connexion between the impulse of subject and the image, which views the painting not as a physical object but as a 'cinematic screen' ; painting may be redefined as a dream or a fantasy of the corporeal subject. And such an idea of 'art as fantasy' is closely related to the recent theoretical attempts consisting in abolishing the vision-centered conception of art since Renaissance. In this essay, the notion of fantasy as an aesthetic model is sketched by means of the Freud's notes on the fantasy 'A child is being beaten' and Lyotard's more advanced analyse on its attributes and operations. In Lyotard's analysis, fantasy is defined as a 'bloc' or a 'matrix-figure' featuring simultaneous conversion between the active and the passive, sadism and masochism, and coexistence of imcompossible meanings. In this sense, fantasy may be given to us as an analogical model from which we can outline the aesthetic characteristics of electronic media art involving virtual reality and interactivity.

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Real-time Simulation Technique for Visual-Haptic Interaction between SPH-based Fluid Media and Soluble Solids (SPH 기반의 유체 및 용해성 강체에 대한 시각-촉각 융합 상호작용 시뮬레이션)

  • Kim, Seokyeol;Park, Jinah
    • Journal of the Korean Society of Visualization
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    • v.15 no.1
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    • pp.32-40
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    • 2017
  • Interaction between fluid and a rigid object is frequently observed in everyday life. However, it is difficult to simulate their interaction as the medium and the object have different representations. One of the challenging issues arises especially in handling deformation of the object visually as well as rendering haptic feedback. In this paper, we propose a real-time simulation technique for multimodal interaction between particle-based fluids and soluble solids. We have developed the dissolution behavior model of solids, which is discretized based on the idea of smoothed particle hydrodynamics, and the changes in physical properties accompanying dissolution is immediately reflected to the object. The user is allowed to intervene in the simulation environment anytime by manipulating the solid object, where both visual and haptic feedback are delivered to the user on the fly. For immersive visualization, we also adopt the screen space fluid rendering technique which can balance realism and performance.

A View-Frustum Culling Technique Using OpenGL for Large Polygon Models (OpenGL을 이용한 대용량 Polygon Model의 View-Frustum Culling 기법)

  • Cho, Doo-Yeoun;Jung, Sung-Jun;Lee, Kyu-Yeul;Kim, Tae-Wan;Choi, Hang-Soon;Seong, Woo-Jae
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.55-60
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    • 2001
  • With rapid development of graphic hardware, researches on Virtual Reality and 3D Games have received more attention than before. For more realistic 3D graphic scene, objects were to be presented with lots of polygons and the number of objects shown in a scene was remarkably increased. Therefore, for effective visualization of large polygon models like this, view-frustum culling method, that visualizes only objects shown in the screen, has been widely used. In general, the bounding boxes that include objects are generated firstly, and the boxes are intersected with view-frustum to check whether object is in the visible area or not. Recently, an algorithm that can check in-out test of objects using OpenGL's selection mode, which is originally used to select the objects in the screen, is suggested. This algorithm is fast because it can use hardware acceleration. In this study, by implementing and applying this algorithm to large polygon models, we showed the efficiency of OpenGL assisted View-Frustum Culling algorithm. If this algorithm is applied to 3D games that have to process more complicated characters and landscapes, performance improvement can be expected.

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Development of Hazardous Food Notification Application Using CNN Model (CNN 모델을 이용한 위해 식품 알림 애플리케이션의 개발)

  • Yoon, Dong Eon;Lee, Hyo Sang;Oh, Am Suk
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.461-467
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    • 2022
  • This research is to raise awareness of food safety by designing and supporting a hazard food information notification platform for consumers. To this end, the design was carried out by dividing the process into a data extraction process, an application screen design process, and a CNN-based food inference process. Data was collected through public data APIs and crawling, and it was sent to each activity screen designed for Android studios so that it could be output. As a result, when the platform is executed, information on hazardous food names, registration dates, food classification, manufacturing dates, recovery grades, recovery reasons, recovery methods, company names, barcode numbers, and packaging units can be intuitively and conveniently checked. In addition, CNN-based food inference processes allowed mobile cameras to infer harmful food and applied various quantization techniques such as Dynamic Range, Integer, and Float16 to compare the degree of improvement in inference performance. As a result, the group that applied basic quantization and treated device resources with GPU showed the greatest improvement in inference performance. Through this platform, it is expected that the reliability of food safety will be improved by making it more convenient for consumers to recognize food risks.

Development on Cleaning System of Condenser for Nuclear Power Plant by Using Sponge Ball (스펀지 볼을 이용한 원전용 복수기 튜브 세정 시스템 개발)

  • Yi, Chung-Seob;Lee, Chi-Woo
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.14 no.6
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    • pp.21-26
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    • 2015
  • This study presents a development of the cleaning system in a nuclear power plant condenser. The tube cleaning system is very important equipment in a power plant condenser. Specially, removal of the fouling is a key process in the condenser tube. The objective of this study is development of a ball collector system for cleaning a condenser by using a sponge ball. This study uses CFD in order to optimize design of the ball strainer screen. Through the CFD, the implication of the ball strainer screen for static pressure distribution is examined. Results of research, this study have developed a 1/5 scale model for application to the power plant and developed a performance test equipment.

Improved Hashing Method for HEVC Screen Content Coding (향상된 해쉬 기법을 통한 HEVC 스크린 콘텐츠 코딩 성능 개선 기법)

  • Heo, Jeonghwan;Kim, Ilseung;Jeong, Jechang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.06a
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    • pp.246-249
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    • 2016
  • 본 논문에서는 화면 내 블록 카피 (IntraBC: Intra Block Copy) 예측 기술의 압축 성능 분석과 향상된 해쉬 기법을 통한 HEVC (High Efficiency Video Coding) 스크린 콘텐츠 코딩 성능 기법을 제안한다. 현재 SCM (Screen Content Coding Test Model) 에 채택 된 화면 내 블록 카피 기술에서는 $16{\times}16$ 블록에는 1차원 탐색을 수행하고 $8{\times}8$블록에서는 해쉬기반 전역 탐색을 수행하여 해쉬가 일치하는 블록들과 RD-Cost를 수행한다. 현재의 해쉬기반 전역탐색에는 기울기 (Gradient) 위주의 해쉬 구성으로 인해 해쉬가 고르게 분포하지 않아, RD-Cost 수행횟수가 과도하게 많아지는 문제가 있다. 제안하는 방법은 전역적 화면 내 블록 카피의 해쉬 구성 방법을 개선함으로써, 기존 SCM-6.1 대비 0.46%의 BDBR 향상을 확인하였다.

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