• 제목/요약/키워드: Space Language

검색결과 635건 처리시간 0.026초

DEVELOPMENT OF THE SPACE CODE FOR NUCLEAR POWER PLANTS

  • Ha, Sang-Jun;Park, Chan-Eok;Kim, Kyung-Doo;Ban, Chang-Hwan
    • Nuclear Engineering and Technology
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    • 제43권1호
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    • pp.45-62
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    • 2011
  • The Korean nuclear industry is developing a thermal-hydraulic analysis code for safety analysis of pressurized water reactors (PWRs). The new code is called the Safety and Performance Analysis Code for Nuclear Power Plants (SPACE). The SPACE code adopts advanced physical modeling of two-phase flows, mainly two-fluid three-field models which comprise gas, continuous liquid, and droplet fields and has the capability to simulate 3D effects by the use of structured and/or nonstructured meshes. The programming language for the SPACE code is C++ for object-oriented code architecture. The SPACE code will replace outdated vendor supplied codes and will be used for the safety analysis of operating PWRs and the design of advanced reactors. This paper describes the overall features of the SPACE code and shows the code assessment results for several conceptual and separate effect test problems.

박물관 공간에 나타난 현상학적 특성에 관한 연구 (A Study on the Spatial Characteristics of Phenomenology in Museum Space)

  • 송아람;김문덕
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 추계학술발표대회 논문집
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    • pp.22-25
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    • 2007
  • The purpose is to analyze space through phenomenological features of museum space with the background of studying patterns and characteristics appearing in modern museum space based on Perceptional Phenomenology by Merleau Phonty, and then giving meanings to our daily-life space and offering new museum space. This research studies about recognizing phenomenological cognitive experiences not as conception fixed in modern museum, analyzes phenomenological particularities based on Phenomenological conception by Merleau Phonty, and studies on the features appearing in museum space by phenomenological language focusing on museums since 1990's.

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애니메이션 영웅서사의 공간지도 연구 (The Hero's Journey of Animation from the Spatial Map Model)

  • 신연우
    • 한국멀티미디어학회논문지
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    • 제22권6호
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    • pp.729-737
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    • 2019
  • This study defined the animation space as the concept of map based on the space of Joseph Campbell's heroic narrative. The space in which the animated character exists is an image symbolic language that reflects the inner and outer growth stages of the hero. I focused on the spatiality that plays the role of the power to lead the narrative and examined the meaning as the mediator that leads the heroic narrative. First, 6 spatial variables were derived by observing 'Hero's Journey 'which is used as a basis of US commercial animation scenario. Second, spatial variables are defined as 64 zones and proposed as 'Spatial Map Model of the Hero's Journey' (SMMH). Third, the character space of was applied to 'SMMH', and the change of space utilization rate and spatiality and the narrative meaning were analyzed. This study extended the narrative of animation space which was not actively studied to map concept. It is possible to provide a different viewpoint in animation production and research.

A Street-Child's Board Game: the Endless Quest for Respectability in Ragged Dick

  • Kim, Soyoun
    • 영어영문학
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    • 제64권2호
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    • pp.187-201
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    • 2018
  • Horatio Alger's Ragged Dick (1868) betrays the economic and social system of nineteenth-century America through a self-reformative bootblack's quest for respectability. Being considered a space of constant danger, nineteenth-century New York City serves as a game board, and both visitors and residents of the city are supposed to avoid dangers while moving across its space. Dick Hunter, the juvenile protagonist of the novel, illustrates a street-child who starts his game of life from the backline of the game board. Continuing his quest for respectability, not only must he abandon the bad habits that he acquired as a street-child, but he also must avoid thieves and swindlers just like a tourist or like a player of nineteenth-century American board games. As Dick's social rise goes parallel with his movement in the city space, his entrance to a bank brings him the access to other respectable places, and a series of entrance turns him into a legitimate subject in the official system of the American society. While he continues his game of life successfully with the help of gentlemen patrons, in reality it is almost impossible for a disadvantaged player to escape the backline of the society. Thus, Dick's success story presents Alger's fantasy about the ideal economic system in which materials and persons are endlessly circulated.

실내공간의 주시에 나타난 정보획득률과 주시시간 분석에 관한 연구 (The Study on the Analysis of the Rate of Information Acquisition and the Observation Time shown at the Observation of Interior Space)

  • 최주영;김주현;최계영;이정호;김종하
    • 한국실내디자인학회논문집
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    • 제20권6호
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    • pp.183-191
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    • 2011
  • This study is to set up the appropriate range of observation time through contemplating the characteristics of observation time run for the information acquisition of space. The conclusions reached through this study are as the followings. First, this study could find out that even though the evaluation elements on the three types for image evaluation were the same, the information acquisitions were different as those types varied. On the other hand, the change of the average run-time by type for the information acquisition was found not to be big, in other words, even though the run-time was alike, the information acquisitions varied depending on the type. Second, he evaluation by language media showed the average value by element had the order of [shape>position>number>existence] and the range of their run-time was 94.6~102.9 seconds. The average rate of information acquisition shown at the visual media had the order of [composition>shape>material&color] and the range of run-time was 93.1~99.7 seconds. Third, the evaluation by language media showed that for male subjects the range of information acquisition rate was 39.1~91.4% and that of run-time 85.1~106.0 seconds and for female ones 46.0~94.6% and 96.3~112.3 seconds respectively. In case of the visual media, male subjects showed the range of information acquisition rate was 40.3-66.7% and the range of run-time 82.4~97.9 seconds and the female ones, 42.2~71.0% and 94.0~115.1 seconds respectively, through which we could see that at the evaluation by language media and visual media both the female's range of information acquisition and that of observation time were higher than the male's.

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • 최진영
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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The Ethics of the Othering in the Era of Transnationalism

  • Kim, Youngmin
    • 영어영문학
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    • 제55권6호
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    • pp.1013-1034
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    • 2009
  • The space of the Other assumes the space of Barthes's multiplicity and Foucault's transdiscursive position, and, therefore, aims at becoming the locus in which the speaking subject and the hearing subjects are supposed to communicate and constitute as if they were situated in the pscychoanalytic session. However, the wall of untranslatibility across language and cultures still exist there in the space of the Other in the form of trauma and aggressivity, as Lacan demonstrate perceptively through the reading of Kant avec Sade. In short, Lacan regards the moral commandment (to love one's neighbor as oneself) as the obstacle in the Freud's myth of transgression, and interprets this in terms of the emergence of the Other. Freud understands that the aggressivity in the subject's own heart was inherent in all humans, and that one's neighbor would be evil. Lacan goes beyond Freud and articulates that the aggressivity in the imaginary relation with the Other in the mirror stage insures that an evil inheres in the very being of humanity. A global phenomenon of the diasporic identities and hybridity, the phenomenon which has been represented by the complicated intermixture of terms which span from diaspora, postcolonialism, postnationalism. and transnationalism can be clarified, if they are put in the context of the ethics of Othering or becoming the Other. The ethics of Othering presupposes the situation in which the diasporic subjects encounter the lack of the cross-cultural negotiation and communication. The purpose of this paper is to demonstrate how the poetics of Other and the logic of the ethics of Othering can explain the postmodern or transmodern world which has become deterritorialized, diasporic, and transnational as well as how one can encounter the results of diasporic and postcolonial double consciousness, a consciousness which is a discursive category for multicultural or cross-cultural, focusing on the concept of liminality/interstitiality

지능적 정보처리를 위한 퍼지추론기관의 구축 (Development of Fuzzy Inference Mechanism for Intelligent Data and Information Processing)

  • 송영배
    • Spatial Information Research
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    • 제7권2호
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    • pp.191-207
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    • 1999
  • 공간과 관련된 의사결정문제 해결에 필요한 취득가능한 자료나 정보는 불완전하거나 부정확하며, 많은 부분 자연산어(natural language)로 기술되어 있다. 이 같은 정보들을 컴퓨터를 이용하여 처리하기 위해서는 결국 컴퓨터로 하여금 인간이 사용하는 자연어를 이해할 수 있도록 애매한 특성의 언어값(Linguistic value)을 정량적으로 기술할 필요가 있다. 이를 위해 퍼지집합(fuzzy set) 이론을 퍼지논리(fuzzy logic)가 대표적인 방법론으로 이용되고 있다. 본 논문에서는 부정확하거나 불명확한 자료 및 정보를 기반으로 의사결정문제를 지능적으로 처리하기위해 사용자가 가장 이해하기 쉬운 자연어로 『언어모델』을 구축하고, 평가사안이나 의사결정문제가 불명확하게 서술될 경우 컴퓨터를 이용한 구조화 및 추론을 통한 문제해결이 가능하도록 퍼지추론기관구축을 위한 일련의 논리적 개념과 구축과정을 연구하였다.

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A Study on Concept Generation and Development for Street Furniture Design through Extracting Design Factors from the Space Design

  • In, Chi-Ho
    • 한국가구학회지
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    • 제22권3호
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    • pp.183-189
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    • 2011
  • This is a study on methods for designers of furniture and products to generate and develop design concept in consideration of design and existing conditions of the space when they design street furniture. In particular, in case when they participate in a process of designing new space, this study aims to reveal methods generating strategic elements and basic ideas for designing street furniture through cases study of projects by understanding and analyzing concept of overall space design and by extracting artistic elements for deployment of specific designs. First, Design DNA, which decides overall flow of design concept of street furniture, is extracted through analyses of basic concepts of space design. Next, by applying 3V Design Process, alternatives of the concept generation are suggested through methods of storytelling and design language under the two approach methods of verbalization stage and visualization stage. Also its methods were explored through suggestion of designs by developing each idea of the respective concepts into specific design vocabulary.

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Splenic Artery Bleeding into the Extraperitoneal Space Mimicking Mesenteric Injury: A Rare Case of Blunt Trauma

  • Seo, Sang Hyun;Jung, Hyun Seok;Park, Chan Yong
    • Journal of Trauma and Injury
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    • 제34권2호
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    • pp.141-145
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    • 2021
  • Splenic injury is a common result of blunt trauma, and bleeding occurs mainly inside the splenic capsule and may leak into the peritoneal space. Herein, we report a case where active bleeding occurred in the splenic artery and only leaked into the extraperitoneal space. This is the first case of this phenomenon in a trauma patient in the English-language literature. Bleeding passed through the peritoneum, leaked into the anterior pararenal space, and continued along the extraperitoneal space to the prevesical space of the pelvis. Therefore, on the initial computed tomography (CT) scan, the bleeding appeared to be in the left paracolic gutter, so we suspected mesenteric bleeding. However, after the CT series was fully reconstructed, we accurately read the scans and confirmed splenic injury with active bleeding. If there had been a suspicion of bowel or mesenteric injury, surgery would have been required, but fortunately surgery could be avoided in this case. The patient was successfully treated with angioembolization.