• 제목/요약/키워드: Spatial Sense

검색결과 328건 처리시간 0.025초

고성능 컴퓨터의 고신뢰도 보장을 위한 이중(Duplex) 시스템의 작업 시퀀싱/스케쥴링 기법 연구 (Task Scheduling to Minimize the Effect of Coincident Faults in a Duplex Controller Computer)

  • 임한승;김학배
    • 한국정보처리학회논문지
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    • 제6권11호
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    • pp.3124-3130
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    • 1999
  • A duplex system enhances reliability by tolerating faults through spatial redundancy. Faults can be detected by duplicating identical tasks in pairs of modules. However, this kind of systems cannot even detect the fault if it occurs coincidently due to either malfunctions of common component such as power supply and clock or due to such environmental disruption as EMI. In the paper, we propose a method to reduce those effects of coincident faults in the duplex controller computer. Specifically, a duplex system tolerates coincident faults by using a sophistication sequencing of scheduling technique with certain timing redundancy. In particular when all tasks should be completed in the sense of real-time, the suggested scheduling method works properly to minimize the probability of faulty tasks due to coincident fault without missing the timing constraints.

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디지털아트 특성에 의한 공간소통 표현방법에 관한 연구 (A study on the communication expression of space for characteristics of digital art)

  • 옥창수;신홍경
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2003년도 춘계학술발표대회 논문집
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    • pp.192-195
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    • 2003
  • Digital art brought about first in 19s6s by Laposky Ben and became a area of new art. Also, digital art gives new possibility to systematize concept and actions in whole art and to invent some media which can carry the sense experience with space. However, reason that has often cynical meaning is appearing in preconception which technology falls off humanity. Because of digital technology, space production can become dreary, so it is necessary to sensuous production that connects digital with space which contains meaning of interior space. The purpose of this study is to find out spare which can be communicated from viewpoint of interaction through spatial substitution and characteristics of various expression production which have been involved newly in digital art area.

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힘반향 Hand Controller 설계 (Designing a Force-Reflcting Hand Controller)

  • 김기호;김승호
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 1995년도 추계학술대회 논문집
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    • pp.594-597
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    • 1995
  • A hand controller in teleoperation is a man-machine interface device that provides real-time interaction between a human operator at control site and a slave manipulator at remote site. In this paper, we examine the design issure related to various types of hand controllers in use. Emphasis is placed on bilateral hand controllers and their design parameters. We describe the design of a new 6 degree-of-freedom universal force-reflecting hand controller to control a remote Schilling Titan manipulator. This hand controller allows the operstor to maintain spatial corresponence in remote manipulative operation and fell a sense of contact with the environment. Finally, we demonstrate the graphic simulation of the hand controller to verify its design characteristics.

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Narrative Time and Typographical Space: Towards a Typographical Narratology

  • Kim Chang-Rea;Park Jung-Sik
    • 디자인학연구
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    • 제19권3호
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    • pp.59-70
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    • 2006
  • Narratologists have long raised the question of how narrative theories could be applied to other disciplines that involve stories and storytelling. Focusing on recently revitalized concepts of space, sequence, and story, this article attempts to illustrate narrative constructions in various fields of arts and humanities and examine them particularly in typographical works. Through the concept of narrativity, this article highlights the prevalent uses of narrative in typography and scrutinizes the ways in which a sense of storyness is forming and emerging in some typographical works. Particularly emphasized are the importance of and interplay between the formal and cultural attributes of narrative that transform the spatial world of visual images to the temporal world of stories. Narrative is arguably the most familiar, interesting, and effective medium of communication regardless of age, race, and culture, and can be critically rethought to apply to typography and design.

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수학교실에서 기하판의 활용 의의와 활용 사례 분석 (Significance and Analyzing Episode on Using Geoboards in Mathematics Classroom)

  • 정동권
    • 대한수학교육학회지:학교수학
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    • 제3권2호
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    • pp.447-473
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    • 2001
  • Since the greater part of mathematical concepts have been developed in the direction of “from the concrete and realistic aspects to the abstract level”, children should be secured to learn mathematics genetically with various manipulative materials. The aim of this study is to instigate the active use of geoboards in mathematics classroom. To achieve this arm, we first embodied the several significances on the use of geoboards in mathematics instruction. And we then performed an instruction that children discover and justify the formula related to the area of trapezoid by exploring with geoboards, and analyzed the instructional episode to support our assertion about some secure merit accompanied by using geoboards. From this study, we obtained the conclusion that geoboard activity contains many significances such as children can explore congruence, symmetry, similarity, fundamental properties of figures, and pattern. Futhermore, geoboard activity enable children to transform a figure into other equivalently, develop spatial sense, have basic experiences for coordinate geometry, build a concrete model to explain abstract ideas, and foster the ability of problem solving and mathematical thinking.

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여러 사용자 양방향 통신을 위한 MMSE-기반 중계 기법 (MMSE-Based Relaying Method for Multiuser Bidirectional Communications)

  • 정진곤
    • 한국통신학회논문지
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    • 제34권5A호
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    • pp.408-413
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    • 2009
  • 본 논문에서는 평균제곱오차(mean-square-error)를 최소화하며, 여러 사용자 양방향 통신(bidirectional communications)을 지원하는, 증폭-후-전달(amplify-and-forward) 중계기의 송수신 가중치 행렬을 제안한다. 또한, 시스템 전송량을 최대화하는 각 사용자 빔포밍(beamforming) 벡터를 설계한다. 모의실험을 통해 제안한 중계기 가중치로 여러 사용자간 상호채널간섭(co-channel interference)과 양방향 통신에서 발생하는 자기간섭(self-interference)을 효과적으로 줄일 수 있음을 보이고, 또한, 제안한 빔포밍 방식이 공간 다중화(spatial multiplexing) 방식에 비해 증폭-후-전달 중계기 양방향 통신에 적합함을 확인하였다.

공간 및 도형 지각력 향상을 위한 새로운 모바일 퍼즐 게임 구현 (Implementation of New Mobile Puzzle Game for Improve Spatial and Figure Sense)

  • 김석철;한준탁
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2010년도 춘계 종합학술대회 논문집
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    • pp.505-507
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    • 2010
  • 본 논문에서 구현한 게임은 과거 사용자들이 즐겨했던 퍼즐 게임인 헥사 게임에 기본을 두고 있으며 슈팅 및 빠른 조작의 유도로 기존의 퍼즐 게임보다 긴박감 및 몰입성을 배가하였다. 또한 모바일 환경에서 판타지풍의 분위기를 새롭게 적용하여 게임 진행상의 전체적인 흐름은 아기자기 하며 신비스럽게 게임을 구성하였다. 더욱이 판타지 게임의 느낌을 살려 기존의 틀에 박힌 도형 맞추기 퍼즐에서 탈피하였고, 제안한 게임을 통하여 사용자에게 공간 및 도형 지각력을 향상시킬 수 있으며 나아가 실험을 통하여 높은 게임성과 교육적으로도 효과가 있음을 확인할 수 있었다.

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PIV 애니메이션에 의한 가정용 냉장고 냉동실의 냉기 순환 해석 (Analysis on Cold Air Circulation of a Domestic Refrigerator Freezer by PIV Animation)

  • 김진영;양창조;김정환;이영호
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2000년도 춘계학술대회논문집B
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    • pp.686-691
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    • 2000
  • Animation technique from the PIV database is particularly emphasized to give macroscopic and Quantitative description of complex flow fields. As an example, an experimental study was carried out investigate the fundamental (low characteristics of the freezer with the domestic refrigerator. Optimized cross correlation identification to obtain velocity vectors is implemented by direct calculation of correlation coefficients. Image intensifier CCD camera to cope with illumination problem is arranged for the accurate PIV measurement of large flow field. As a results, continuous pictures of the spatial distribution of the instantaneous and time-mean velocity distribution are displayed in real-time sense.

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A New Mavigation Method in Virtual Environment

  • Koo, Eun-Young;Kon, Tae-Wook;Choy, Yoon-Chul
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2000년도 봄 학술발표논문집 Vol.27 No.1 (B)
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    • pp.643-645
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    • 2000
  • This paper puts emphasis on navigation in virtual environment, which is one of the major interfaces for the interactivity between human and virtual environment in virtual reality circumstances and worlds. It proposes a new navigation method: 2d Map-Based navigation, which prevents user's spatial lost in 3D Virtual Environment. The 2D Map-Based Navigation is composed of three major processes, Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The 2D Map-Based Navigation can reduce user's difficulties and improve user's sense of presence and reality in the virtual environments. The experiment study proved that the 2D Map-Based Navigation is a very natural, straightforward and useful navigation interface in the virtual environment.

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초등 영재 교수.학습을 위한 평면에서의 등주문제 내용구성 연구 - 기하적인 방법을 중심으로 - (A Study on the Teaching Design of the Isoperimetric Problem on a Plane for Mathematically gifted students in the Elementary School - focused on the geometric methods -)

  • 최근배
    • 한국수학교육학회지시리즈A:수학교육
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    • 제50권4호
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    • pp.441-466
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    • 2011
  • In this article, we study on the teaching design, focused on the geometric methods, of 2-D isoperimetric problem for the elementary mathematically gifted students. For our teaching design, we discussed the ideals of Zenodorus's polygon proof, Steiner's four-hinge proof, Steiner's mean boundary proof, Steiner's snowball-packing proof, Edler's finite existence proof and Lawlor's dissection proof, and then the ideals achieved were modified with the theoretical backgrounds-the theory of Freudenthal's mathematisation, the method of analysis-synthesis. We expect that this article would contribute to the elementary mathematically gifted students to acquire and to improve spatial sense.