• Title/Summary/Keyword: Space media

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A Novel High Rate Flocculator/Filter in Water and Wastewater Treatment (상하수처리를 위한 새로운 고효율 응집/여과 장치)

  • Vigneswaran, S.;Ngo, H.H.;Kwon, Dae-young
    • Journal of Korean Society of Water and Wastewater
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    • v.19 no.2
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    • pp.149-154
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    • 2005
  • Conventionally used flocculation tanks require large space and high energy requirement for mixing. Static flocculators using gravel bed filter operate at a lower flow rate ($5-10m^3/m^2{\cdot}h$). Further, the cleaning of this system is difficult. A novel high rate static flocculator/filter developed at UTS packed with buoyant media such as polystyrene, polypropylene has been found to operate at higher filtration rates (30-45 $5-10m^3/m^2{\cdot}h$). They can easily be cleaned with minimal energy. Detailed experiments conducted with an artificial kaolin clay solution show that buoyant media is an excellent static flocculator in producing uniform filterable microflocs (12-15 m) even when it is operated at a high rate of 30-40 m/h. Detailed filtration experiments were conducted in a wastewater treatment plant to treat the biologically treated effluent with a floating media of depth of 120 cm. This filter was able to remove majority of phosphorus and remaining solids. It reduced significantly the fecal coliforms and fecal streptoccoci, thus requiring less amount of chlorine for disinfection. The advantage of this system is the low energy and water requirement for cleaning of filter bed. The periodic backwash adopted 30 seconds air and water and 30 seconds water cleaning every 90 minutes filter operation. Thisis equivalent to 1-2% of filtered water production. Mechanical cleaning system on the other hand, requires very low energy requirement (<1% of filtered water production).

Thoughts on Chinese New Media Dance Triggered by the Use of 'Bullet Time' in the Premiere of "Dance Smash" (댄스 스매시 프로그램에 적용된 불릿타임의 효과와 중국 뉴미디어 무용의 과제)

  • Chen, Jinjing
    • Trans-
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    • v.8
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    • pp.79-93
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    • 2020
  • The main purpose of this article is to discuss the impact of "Dance Smash" TV show on Chinese dance, which uses the combination of dance and new media technology as the core content of the program. "Dance Smash", as a dance communication TV program for the public, first considers the entertainment attributes of variety shows. Spread the dance art on the basis of meeting the public's aesthetic needs, thereby expanding the popular living space of dance art. The use of 'moment of the storm' has let the general audience of non-dance majors feel the technical charm of dances, thus playing a healthy promotion role. However, whether "Bullet Time", a type of dance program that has had a successful case in the West, can also have a positive impact on the mass communication of dance in the localization of China, this is what questions and seeks of this article.

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Block Media Communication System for Implementation of a Communication Network in Welding Workplaces (용접 작업장 통신네트워크 구축을 위한 블록매체통신시스템)

  • Kim, Hyun Sik;Kang, Seog Geun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.556-561
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    • 2022
  • In this paper, we present a block media communication (BMC) system which employs powerline communication to the equipments used in the welding process for ship-assembly and uses metal block as a communication medium. Inductive couplers are installed on digital feeder and pin jig. Information signal is added to the current generated by the welding gun, and applied to the block. When the welding operation starts, information generated in the field is transmitted to the monitoring server in real-time. The field test on the BMC system confirms that the transmitted data are correctly received at the server. Since the proposed system can be built without any changes to the existing welding process, it is helpful to increase competitiveness of the shipbuilding industry through smart factory of shipyards. It is also possible to quickly respond to emergency situations that may occur to workers in an electromagnetic wave shielding environment or a closed space, the effect of preventing industrial accidents will be great.

『The Death of a Salesman』 reinterpreted by Media Transformation: Focusing on (2017) by Asghar Farhadi (매체 변환을 통해 재해석된 『세일즈맨의 죽음』: 아쉬가르 파라디 감독의 영화 <세일즈맨>(2017))

  • Choi, Young-hee;Lee, Hyun-Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.193-198
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    • 2022
  • Arthur Miller's play has been reproduced for a long time, and has been made into a film several times. Director Asghar Farhadi made a film set in Iran in the 21st century, showing the film (2017), which excludes "Death" from the original title. is not just a movie of . In , the play is summoned in the form of performing a play. There are many movies in this form, but is an exquisite fabrication so that the reality outside the play and the content in the play harmonize with each other. The play depicts the tragedy of the head of the family who falls at the end of the American dream. The movie transforms this tragedy into a conflict between a young couple living in Iran in the 21st century. In addition, is completed as an independent work that not only rearranged the space and characters of the original work, but also reinterpreted the meaning of death, creating the effect of media conversion such as theater and film.

Design of Interactive Operations using Prefetching in VoD System (VoD 시스템에서 선반입 기법을 이용한 대화식 동작의 설계)

  • Kim, Soon-Cheol
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.2
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    • pp.31-39
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    • 2010
  • VoD(Video-on-Demand) servers have to provide timely processing guarantees for continuous media and reduce the storage and bandwidth requirements for continuous media. The compression techniques make the bit rates of compressed video data significantly variable from frame to frame. A VoD system should be able to provide the client with interactive operations such as fast forward and fast rewind in addition to normal playback of movie. However, interactive operations require additional resources such as storage space, disk bandwidth, memory and network bandwidth. In a stored video application such as VoD system, it is possible that a priori disk access patterns can be used to reserve the system resources in advance. In addition, clients of VoD server spend most of their time in playback mode and the period of time spent in interactive mode is relatively small. In this paper, I present the new buffer management scheme that provides efficient support for interactive operations in a VoD server using variable bit rate continuous media. Simulation results show that our strategy achieves 34% increase of the number of accepted clients over the LRU strategy.

An Analysis of Fishing Village Tourism Issues Reported in Korea Media (국내 언론에 보도된 어촌관광 이슈의 변동 분석)

  • Ji-Yeong Ko;Chae-wan Lee
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.30 no.4
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    • pp.299-307
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    • 2024
  • Fishing villages, which are the focus of this study, are interested in fishing tourism for creating a new income base and sustaining fishing communities. This is because the extraordinary nature of the fishing village space creates new values in line with the function of tourism, however, the related policies are less than adequate compared to the importance of fishing village tourism. Therefore, this study aims to analyze the interest of Korean society in fishing village tourism the manner in which this issue has changed over time. Using the news analysis system, BigKinds, we systematically collected and analyzed articles related to fishing village tourism reported in the domestic media. The results showed that social interest in fishing village tourism and government policy support had increased over time, suggesting that fishing village tourism was an important strategy that could revitalize local economies and prevent the disappearance of fishing villages.

Study on Storytelling of VR Cartoons (VR 카툰의 스토리텔링 연구)

  • Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.45-52
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    • 2018
  • The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.

From Broken Visions to Expanded Abstractions (망가진 시선으로부터 확장된 추상까지)

  • Hattler, Max
    • Cartoon and Animation Studies
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    • s.49
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    • pp.697-712
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    • 2017
  • In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.

A Wireless Video Streaming System for TV White Space Applications (TV 유휴대역 응용을 위한 무선 영상전송 시스템)

  • Park, Hyeongyeol;Ko, Inchang;Park, Hyungchul;Shin, Hyunchol
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.26 no.4
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    • pp.381-388
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    • 2015
  • In this paper, a wireless video streaming system is designed and implemented for TV white space applications. It consists of a RF transceiver module, a digital modem, a camera, and a LCD screen. A VGA resolution video is captured by a camera, modulated by modem, and transmitted by RF transceiver module, and finally displayed at a destination 2.6-inch LCD screen. The RF transceiver is based on direct-conversion architecture. Image leakage is improved by low pass filtering LO, which successfully covers the TVWS. Also, DC offset problem is solved by current steering techniques which control common mode level at DAC output node. The output power of the transmitter and the minimum sensitivity of the receiver is +10 dBm and -82 dBm, respectively. The channel bandwidth is tunable among 6, 7 and 8 MHz according to regulations and standards. Digital modem is realized in Kintex-7 FPGA. Data rate is 9 Mbps based on QPSK and 512ch OFDM. A VGA video is successfully streamed through the air by using the developed TV white-space RF communication module.

Photo-induced Isomerization and Polymerization of (Z,Z)-Muconate Anion in the Gallery Space of [LiAl2(OH)6]+ Layers

  • Rhee, Seog-Woo;Jung, Duk-Young
    • Bulletin of the Korean Chemical Society
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    • v.23 no.1
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    • pp.35-40
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    • 2002
  • Photoreaction of guest organic anions in layered organic-inorganic hybrid materials was investigated. The layered hybrids were synthesized by an anion-exchange reaction of $[LiAl_2(OH)_6]Cl{\cdot}yH_2O$ layered double hydroxide with aqueous (Z,Z)- and (E,E)-muconates under inert atmospheric condition, to give new organicinorganic hybrids of $[LiAl_2(OH)_6]_2[(Z,Z)-C_6H_4O_4]{\cdot}zH_2O$ and $[LiAl_2(OH)_6]_2[(E,E)-C_6H_4O_4]{\cdot}H_2O$, respectively. The basal spacings calculated by XRPD of intercalates indicate that muconate anions have almost vertical arrangements against the host $[LiAl_2(OH)_6]^+$ lattices in the interlayer of organic-inorganic hybrid materials. When UV light was irradiated on the suspension of $[LiAl_2(OH)_6]_2[(Z,Z)-C_6H_4O_4]{\cdot}zH_2O$, the (Z,Z)-muconate anions of the gallery space of hybrids were polymerized in the aqueous media while it was isomerized into more stable (E,E)-muconate in the methanollic suspension in the presence of catalytic amount of molecular iodine. All the products were characterized using elemental analysis, TGA, XRPD, FT-IR, $^1H$ NMR and $^{13}C$ CP-MAS NMR.