• Title/Summary/Keyword: Sensible Media

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Review on Thermal Storage Media for Cavern Thermal Energy Storage (지하공동 열에너지 저장을 위한 축열 매질의 기술 현황 검토)

  • Park, Jung-Wook;Park, Do-Hyun;Choi, Byung-Hee;Han, Kong-Chang
    • Tunnel and Underground Space
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    • v.22 no.4
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    • pp.243-256
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    • 2012
  • Developing efficient and reliable energy storage system is as important as exploring new energy resources. Energy storage system can balance the periodic and quantitative mismatch between energy supply and energy demand and increase the energy efficiency. Industrial waster heat and renewable energy such as solar energy can be stored by the thermal energy storage (TES) system at high and low temperatures. TES system using underground rock carven is considered as an attractive alternative for large-scale storage, because of low thermal conductivity and chemical safety of surrounding rock mass. In this report, the development of available thermal energy storage methods and the characteristics of storage media were introduced. Based on some successful applications of cavern storage and high-temperature storage reported in the literature, the applicabilities and practicabilities of storage media and technologies for large-scale cavern thermal energy storage (CTES) were reviewed.

Understanding Sensible Design through John Dewey's Transaction (존 듀이의 트랜스액션을 통한 감성디자인 이해)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.156-163
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    • 2013
  • In the past, the enlargement of perception through media was 'information'. From now on, however, the primary objective of media is to consist not in conveying information but in sharing the values of 'emotion' and 'experience' that are perceived through information. Individual emotional becomes an issue due to the limitations of the ideology of modernism and the pervasiveness of the autonomous perception in the human thinking that started in postmodernism. If we once again talk about a function-focused, sensible approach for the sake of marketing in the current era that has impinged on the limits of mammonism, we must keep in mind that 'emotion,' presently retaken as the originary, human value and the value of new communication, may come to an end any time. Therefore, th current thesis is designed to examine John Dewey's 'transaction' as a method for figuring out the concept of emotion, the perceptional function latent in humans. Dewey's 'transaction,' which is a term that refers to the reciprocal relationships between humans and environment and the accompanying totality of perceptive process, interprets human emotion, user experience and environment as the organic, circular relationships. For such understanding, one must break out of the boundary of the past, dichotomous communication between the subject and the object to expand into the perceptional relations in a wider environment, in order to seek design methods that would help dismantle the borderline that has so far separated the developer from the user, share sensibilities, and express experiences.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

Style for a Study on Visual Tactility of Game Animation (게임에니메이션의 시각적 촉각성 연구)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.110-117
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    • 2006
  • With the New media of present age we are living at, strongly entice consumers through various sensible technology and give influences on our life. They are visually formed but make us feel them as if formed tactile. The masses of today are meeting media through all the senses in daily life according to the spread of on-line media and in such course they want momentary and tactile share. Since appearance of mass society and cinema following such current, art has appealed to dispersive and tactile perception, and such public way of perception makes it possible to experience 'visual tactility' in daily life in accordance with the development of on-line game culture among others. The shock effects, given by editing of game animations which are produced for epic experience of on-line game, arouse tactility in addition to visibility. Under this assumption and on the basis of visual tactility theory as well as montage theory of image by Walter Benjamin, the research intends to explain that public tactile shock does not result from simple graphic effect but from montage effect and dispersive acceptance.

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A Study on Sob Nomad's Culture and Fashion Style (잡노마드(Job Nomad)의 문화와 패션스타일에 관한 연구)

  • 최지영;간호섭
    • Journal of the Korean Society of Costume
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    • v.53 no.1
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    • pp.129-141
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    • 2003
  • Much has been said in the 21st century about advanced information society following industrial society, so information appeared obviously. Based on the development of digital network due to such highly developed information, foresee a new phenomenon in anthropology. The new phenomenon is urban nomad such jobnomad who may change the culture of settlement with a long history into the culture of nomad. This study was to analyze the culture and fashion style of job nomad who may be a trend of fashion in the future. The results of this study are as follows Firstly, the features of job nomad are new communication technology and information technology called new media. And key words for job nomad are non-possession and professionalism and their feature in labor is one(1) person project. Secondly, job nomad to be a trend of future fashion is seeking wearable electric machine - wearable computer fashion. Thirdly, Zen style fashion reflecting Zen idea has such features as naturalism. indeterminism, equalitarianism, and moderation. Those features coincide with the tendency of job nomad who may lead the culture of fashion in the 21st century and do with human being's life style in the 21st century. Expect that job nomad appears newly in social and cultural phenomenon through this study can be developed toward a new and sensible fashion.

A Study on the digital architectural design technical type by non-linear space design (비선형 공간구성의 특징에 기초한 디지털 건축디자인의 기술적 유형 연구)

  • 김석태
    • Archives of design research
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    • v.16 no.2
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    • pp.171-178
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    • 2003
  • The visual, sensible and social situation that the modern digital technologies create became the background for the works of architects in extreme modernism and their space modeling suggested another possibility that was emancipated from the restriction of a property of matter and gravity in the existing space. The architecture design process using the digital technology has been attempted in diverse ways and summarized with several characteristics such as displacement, nonlinear space, flexibility of space and non-Euclidean geometry system. However, the conceptual and very technical design process that is called as digital architecture has been indiscriminately used with mixed meanings and the common features and differences between works and theories are not studied. This study aims to classify and identify the digital architecture by type as analyzing the non-linear composition process that is common in the digital architecture.

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A Study on Space Practice Based on the Discussion about Social Space (사회적 공간 담론에 기초한 공간실천 연구)

  • Song, Young-Min
    • Korean Institute of Interior Design Journal
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    • v.22 no.4
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    • pp.62-69
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    • 2013
  • The purpose of this study is to research the viewpoint of space practice method through the discussion about social space. The study researched how social practice strategy is unfolded through the understanding about daily life, space manufacture and interaction. As a social practice, space design should adopt the interaction approach method on the basis of social relationship latent in the base of space. As a result of study, the viewpoint of space practice can be summarized into 3 viewpoints as below. First, it is the viewpoint of recognition through the experience meeting daily life. Rural space is the one of experience where daily life and social relationship interact each other. As a delicate sensible experience, it is the recognition of special space detected in the space where daily life occurs. Second, it is the viewpoint of form creation as a media product of society and space. Space is a whole creature of the relationship that has been formed socially as a historical process. Depending on the goal of community, new form is created by sharing the characteristic of space and having sense of kinship. Third, it is the viewpoint of tuning as a practice for subject participation. Rural space is the daily space to practice structured society subjectively through interaction. In the place of subjective life, there should a space practice with the tuning and cooperation method between subject and society. The main vein of space practice, which is analyzed with the discussion about social space, shows that out lives are maintained by space practice and directly connected to social relationship and structure. After all, the space, which is searched for through space design, has a clear subjectivity, ensures abundant subject life and is led to realization of community value.

Literary Text and the Cultural Interpretation - A Study of the Model of 「History of Spanish Literature」 (문학텍스트와 문학적 해석 -「스페인 문학사」를 통한 모델 연구)

  • Na, Songjoo
    • Cross-Cultural Studies
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    • v.26
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    • pp.465-485
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    • 2012
  • Instructing "History of Spanish Literature" class faces various types of limits and obstacles, just as other foreign language literature history classes do. Majority of students enter the university without having any previous spanish learning experience, which means, for them, even the interpretation of the text itself can be difficult. Moreover, the fact that "History of Spanish Literature" is traced all the way back to the Middle Age, students encounter even more difficulties and find factors that make them feel the class is not interesting. To list several, such factors include the embarrassment felt by the students, antiquated expressions, literature texts filled with deliberately broken grammars, explanations written in pretentious vocabularies, disorderly introduction of many different literary works that ignores the big picture, in which in return, reduces academic interest in students, and finally general lack of interest in literate itself due to the fact that the following generation is used to visual media. Although recognizing such problem that causes the distortion of the value of our lives and literature is a very imminent problem, there has not even been a primary discussion on such matter. Thus, the problem of what to teach in "History of Spanish Literature" class remains unsolved so far. Such problem includes wether to teach the history of authors and literature works, or the chronology of the text, the correlations, and what style of writing to teach first among many, and how to teach to read with criticism, and how to effectively utilize the limited class time to teach. However, unfortunately, there has not been any sorts of discussion among the insructors. I, as well, am not so proud of myself either when I question myself of how little and insufficiently did I contemplate about such problems. Living in the era so called the visual media era or the crisis of humanity studies, now there is a strong need to bring some change in the education of literature history. To suggest a solution to make such necessary change, I recommended to incorporate the visual media, the culture or custom that students are accustomed to, to the class. This solution is not only an attempt to introduce various fields to students, superseding the mere literature reserch area, but also the result that reflects the voice of students who come from a different cultural background and generation. Thus, what not to forget is that the bottom line of adopting a new teaching method is to increase the class participation of students and broaden the horizon of the Spanish literature. However, the ultimate goal of "History of Spanish Literature" class is the contemplation about humanity, not the progress in linguistic ability. Similarly, the ultimate goal of university education is to train students to become a successful member of the society. To achieve such goal, cultural approach to the literature text helps not only Spanish learning but also pragmatic education. Moreover, it helps to go beyond of what a mere functional person does. However, despite such optimistic expectations, foreign literature class has to face limits of eclecticism. As for the solution, as mentioned above, the method of teaching that mainly incorporates cultural text is a approach that fulfills the students with sensibility who live in the visual era. Second, it is a three-dimensional and sensible approach for the visual era, not an annotation that searches for any ambiguous vocabularies or metaphors. Third, it is the method that reduces the burdensome amount of reading. Fourth, it triggers interest in students including philosophical, sociocultural, and political ones. Such experience is expected to stimulate the intellectual curiosity in students and moreover motivates them to continues their study in graduate school, because it itself can be an interesting area of study.