• Title/Summary/Keyword: Space media

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A Study on Applicability of Equivalent Continuum Flow Model in DFN Media (DFN 매질에 대한 등가연속체 유동모델의 적용 가능성 평가에 관한 연구)

  • Lee, Dahye;Um, Jeong-Gi
    • Tunnel and Underground Space
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    • v.27 no.5
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    • pp.303-311
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    • 2017
  • The correlation analysis between the results obtained from DFN flow model and equivalent continuum flow model were conducted on total of 72 DFN blocks having various fracture geometry and domain size. A strong linear relation seems to exist between the two approaches under condition that normalized relative error for continuum behavior (ER) is less than 0.2, and the results from both methods are found to almost identical. To explore the field applicability of equivalent continuum flow model in DFN media, a total of 48 numerical schemes related to inflow of underground circular openings were implemented under various DFN configurations. The equivalent continuum flow model in DFN media with a constant hydraulic aperture was evaluated as valid. However, as the anisotropy increases due to variation of the hydraulic aperture, the results are likely to be overestimated compare to the DFN flow model.

The Production of Optic Media Barbola Sculpture Using Onion Barbola and Mineral Electronic Radiation Sheet (양파 압화와 무기전계 발광시트를 이용한 광매체 압화 조형물 제작)

  • Sin, Jeong-Ok;Song, Seung-Keun;Lee, Jin-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.175-176
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    • 2013
  • Currently barbola has been considered in Korea. The artistry of it has been studied. Interior design barbola has developed from an art activity to a real life product. Interior design is meant to total design activity to satisfy all condition both function and emotion suited for the goal of interior space human dwells. We study the product technique of optic media barbola sculpture with affection and refinement to use traditional superior onion on optic media and permeability in order to apply the artistry of barbola to interior design. We make real sculpture using it. The mineral electric radiation sheet in this research includes 0.2mm thickness with low power, high brightness, and non-heat. The result of this study contains a new type and narrative beyond the limitation of the traditional barbola. We make power saving lighting sculpture through it.

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Relationships between Digital Media and Exhibition Design Methods Development -Focused on Camera Sensing & Video Input/Output Works- (디지털미디어와 전시디자인기법개발의 상관성 -카메라 센서와 비디오 입출력작업을 중심으로-)

  • Ahn, Ho-Eun
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.162-170
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    • 2008
  • The promotion of new product is one of most important object for exhibition design. The majority of conventional exhibition technique has been implemented through one-way communication. However, using digital technology, development of new exhibition techniques is necessary for promotion of high-tech products and consideration of the phases of the times. This paper propose the various possibilities of exhibition design model which is using camera sensing and video input/output. Interactivity is efficient method to communicate between viewers and displays. Viewers can be participate actively and exhibition goal will be accomplish through this. Using camera as visual senses, video input/output technique is offered not only introducing new product but also entertaining viewers through various ways of representation. Physical experience and learning process can be expected from the exhibition space and the object. The classification of the artist who are using video input/output technique and exhibition examples are described. The collaboration on a work with the new media artist and the exhibition design will be complement each other. It will be solved the problems of realization and corporation of idea and technology.

Action Mechanism of LB10522, a New Catechol-Substituted Cephalosporin (카테콜 치환체를 가진 세파로스포린계 항생제 LB10522의 작용기전)

  • Kim, Mu-Yong;Oh, Jeong-In;Paek, Kyoung-Sook;Kim, In-Chull;Kwak, Jin-Hwan
    • YAKHAK HOEJI
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    • v.40 no.1
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    • pp.102-111
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    • 1996
  • LB10522 is a new parenteral broad spectrum cephalosporin with a catechol moiety at C-7 position of beta-lactam ring. This compound can utilize tonB-dependent iron transp ort system in addition to porin proteins to enter bacterial periplasmic space and access to penicillin-binding proteins (PBPs) which are the lethal targets of ${\beta}$-lactam antibiotics. The chelating activity of LB10522 to metal iron was measured by spectrophotometrically scanning the absorbance from 200 to 900nm. When $FeCl_3$ was added, optical density was increased between 450 and 800nm. LB10522 was more active against gram-negative strains in iron-depleted media than in iron-replete media. This is due to the increased expression of iron transport channels in iron-depleted condition. LB10522 showed a similar activity against E. coli DC2 (permeability mutant) and E. coli DCO (wild type strain) in both iron-depleted and iron-replete media, indicating a minimal permeaility barrier for LB10522 uptake. LB10522 had high affinities to PBP 3 and PBP 1A, 1B of E. coli. By blocking these proteins, LB10522 caused inhibition of cell division and the eventual death of cells. This result was correlated well with the morphological changes in E. coli exposed to LB10522. Although the in vitro MIC of LB10522 against P. aeruginosa 1912E mutant (tonB) was 8-times higher than that of the P. aeruginosa 1912E parent strain, LB10522 showed a similar in vivo protection efficacy against both strains in the mouse systemic infection model. This result suggested that tonB mutant, which requires a high level of iron for normal growth, might have a difficulty in surviving in their host with an iron-limited environment.

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A Plan to Improve Storytelling through the Intermediary Potentials between Media in Game Designs (게임디자인의 미디어 간 매개 잠재력을 통한 스토리텔링 개선 방안)

  • Noh, In-Shik
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.35-42
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    • 2009
  • Analyzing the aspects of pattern in MMORPG that has been leading our domestic game industry to the climax, our game industry might be thought to orient the space narrative storytelling method containing the leading life in the virtual sociality to the nature of society. It is essential to have the convergence and linkage between media in describing the lifestyle in the virtual society, which should be operated in a very flexible manner. It is, however, true that we are lacking of the quantification of designing process until now, although the designing process should have the vivid academic functions between media in advance. In addition, the designing crossing over the MMORPG genre along with the game patterns in the MMORPG genre has close correlations with the spectrum of crises emerging recently in our domestic online game industry. In other words, this essay aims at raising an issue that the selective method to the lifestyle in the virtual society being settled down as characteristics inherent to the methods of our domestic online games might deliver the improving effects through the establishment of game designing jobs and compliant plans.

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An Effective Cloth Rendering using Internal Scatter Function (내부 산란함수를 이용한 효과적인 옷감 렌더링)

  • Park, Sun-Yong;Chun, Young-Jae;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.97-105
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    • 2009
  • In this paper, we propose a new rendering scheme of cloth by measuring light-scattering pattern inside the cloth and reproducing using the pattern. To date, the BTF(Bidirectional Texture Function) has been one of the most appropriate method to realistically reconstruct cloth surface. However, the BTF has a couple of defects that it ultimately requires an infinite amount of data and all light effects should be used all together. We noted that internal scattering has a decisive contribution to the reality of cloth. Following this observation, we take an image of a ray of light scattering inside cloth for every position of the cloth sample and determine each pixel value by adding up all light influences arriving from its vicinity. Our method we propose in this paper provides a clue to more realistically represent cloth-like materials, which is one of the most challenging materials to express, by enabling each ray to be controlled individually.

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Analysis of Gender Identity of On-line Game Character - focused on - (온라인 게임 캐릭터에 나타난 젠더 정체성 분석 - <리그 오브 레전드>를 중심으로)

  • Han, Hye-Won;Kim, Seo-Yeon;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.147-160
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    • 2014
  • The purpose of this study is to analyze figurations of genders in on-line game character in order to find out the ways of building gender identity of on-line game characters. This study selects characters in on-line game to analyze figurations of genders in game systems, images, discourses of game characters by using gender identity theory and examine the reproducing process of players. As the result, the gender identity of on-line game characters which was pre-given by game developers follows the same conventions and stereotypes in real world and also the players follow it in the same manner. On-line game has the potential of text involvement and modification of the game players, and it has immanent possibilities of becoming alternative space of endless improvement and evolvement.

Fast Distributed Network File System using State Transition Model in the Media Streaming System (미디어 스트리밍 시스템에서의 상태 천이 모델을 활용한 고속 분산 네트워크 파일 시스템)

  • Woo, Soon;Lee, Jun-Pyo
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.6
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    • pp.145-152
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    • 2012
  • Due to the large sizes of streaming media, previous delivery techniques are not providing optimal performance. For this purpose, video proxy server is employed for reducing the bandwidth consumption, network congestion, and network traffic. This paper proposes a fast distributed network file system using state transition model in the media streaming system for efficient utilization of video proxy server. The proposed method is composed of three steps: step 1. Training process using state transition model, step 2. base and decision probability generation, and step 3. storing and deletion based on probability. In addition, storage space of video proxy server is divided into each segment area in order to store the segments efficiently and to avoid the fragmentation. The simulation results show that the proposed method performs better than other methods in terms of hit rate and number of deletion. Therefore, the proposed method provides the lowest user start-up latency and the highest bandwidth saving significantly.

A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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A Proposal of Systematic Hydro-Environmental Impact Assessment of Tunnel Construction in Fractured Rock Masses (균열 암반 내 터널 설계 시 체계적인 지하수 환경 영향 평가 시스템 제안)

  • Kim Hyoung-Soo;Yoon Woon-Sang
    • Tunnel and Underground Space
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    • v.16 no.3 s.62
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    • pp.195-202
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    • 2006
  • Hydro-environmental impact assessments (HEIA) in tunnel constructions have been performed through various methods including preliminary investigations, field tests, numerical simulations, and monitoring. Specially, it is very important to evaluate quantitatively groundwater inflows into tunnels as well as drawdowns caused by tunnelling. Obvious definitions between porous and fractured rock media in hvdrogeologic properties of study regions must be needed to execute HEIA for rational tunnel construction in fractured bedrocks. In this paper, we propose a HEIA on tunnel constructions in fractured rocks media resulted from various hydrogeologic field tests and numerical models on given regions and determination of systematic order, i.e. the technical road map (TRM) of HEIA. These systematic HEIAs are expected to be usefully applied to base data in tunnel construction in fractured rock media.