• 제목/요약/키워드: Story-Field

검색결과 237건 처리시간 0.024초

Development, implementation and verification of a user configurable platform for real-time hybrid simulation

  • Ashasi-Sorkhabi, Ali;Mercan, Oya
    • Smart Structures and Systems
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    • 제14권6호
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    • pp.1151-1172
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    • 2014
  • This paper presents a user programmable computational/control platform developed to conduct real-time hybrid simulation (RTHS). The architecture of this platform is based on the integration of a real-time controller and a field programmable gate array (FPGA).This not only enables the user to apply user-defined control laws to control the experimental substructures, but also provides ample computational resources to run the integration algorithm and analytical substructure state determination in real-time. In this platform the need for SCRAMNet as the communication device between real-time and servo-control workstations has been eliminated which was a critical component in several former RTHS platforms. The accuracy of the servo-hydraulic actuator displacement control, where the control tasks get executed on the FPGA was verified using single-degree-of-freedom (SDOF) and 2 degrees-of-freedom (2DOF) experimental substructures. Finally, the functionality of the proposed system as a robust and reliable RTHS platform for performance evaluation of structural systems was validated by conducting real-time hybrid simulation of a three story nonlinear structure with SDOF and 2DOF experimental substructures. Also, tracking indicators were employed to assess the accuracy of the results.

European Medieval and Renaissance Cosmography: A Story of Multiple Voices

  • CATTANEO, Angelo
    • Asian review of World Histories
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    • 제4권1호
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    • pp.35-81
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    • 2016
  • The objective of this essay is to propose a cultural history of cosmography and cartography from the thirteenth to the sixteenth centuries. It focuses on some of the processes that characterized these fields of knowledge, using mainly western European sources. First, it elucidates the meaning that the term cosmography held during the period under consideration, and the scientific status that this composite field of knowledge enjoyed, pointing to the main processes that structured cosmography between the thirteenth century and the sixteenth century. I then move on to expound the circulation of cosmographic knowledge among Portugal, Venice and Lisbon in the fourteenth and fifteenth centuries. This analysis will show how cartography and cosmography were produced at the interface of articulated commercial, diplomatic and scholarly networks; finally, the last part of the essay focuses on the specific and quite distinctive use of cosmography in fifteenth-century European culture: the representation of "geo-political" projects on the world through the reformulation of the very concepts of sea and maritime networks. This last topic will be developed through the study of Fra Mauro's mid-fifteenth-century visionary project about changing the world connectivity through the linking of several maritime and fluvial networks in the Indian Ocean, Central Asia, and the Mediterranean Sea basin, involving the circumnavigation of Africa. This unprecedented project was based on a variety of sources accumulated in the Mediterranean Sea basin as well as in Asia and in the Indian Ocean over the course of several centuries.

곤충생물공학의 현재와 전망 (Present and Perspective on Insect Biotechnology)

  • 최환석;김선암;신현재
    • KSBB Journal
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    • 제30권6호
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    • pp.257-267
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    • 2015
  • Insects are the most successful organisms on earth in terms of their diversity and adaptability. Insect biotechnology using this insect resource is an emerging area for future biotechnology with various applications. Insect resources have long been used to make food and/or functional food, feed, cosmetics as well as medicine and industrial ingredients. Recently, one of the most well-known industrial material from insect is spider silk that could be commercialize in near future. The insect cell lines have been used to express recombinant proteins that were difficult to be functional expression. For public purpose, while, the insect could be good amenity source and plant farming, so leisure resource. Only the interdisciplinary research will guarantee the successful story for insect biotechnology. And biochemical engineers should used insect as a bioresource for new products with applications in medicine, agriculture, and industrial biotechnology in near future. This review will cover state-of-the art of this field and the research and application areas of insect biotechnology and the possible role of biochemical engineer for the development of the future biotechnology using this bioresource.

효율적인 애니메이션 제작을 위한 스토리보드 시뮬레이터 설계 및 구현 (Development of a storyboard simulation system for an animator)

  • 유길상;조옥희;이원형
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.711-714
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    • 2009
  • 게임, 애니메이션, 비디오 아트 등의 디지털 콘텐츠는 근래에 제작과 유통이 활성화되고 있으며, 관련분야 산업의 발전으로 다양한 장르의 작품이 기획되고 제작되어 지고 있다. 이들의 제작에 널리 사용되는 마야, 소프트 이마지 등의 저작도구는 범용의 기능을 제공하고는 있으나, 작가가 원하는 다양하고 유니크한 기능은 제공하고 있지 못한 실정이다. 따라서 본 연구에서는 애니메이션 제작을 위한 시나리오 작성, 스토리보드 시뮬레이션, 렌더링, 작품제작에 필요한 효과적인 스토리보드 제작을 위한 요소와 프리뷰 기능을 위한 인터페이스 기술들을 분석하고 개발하였다. 제작된 시뮬레이터의 설계와 구현을 통하여 전문 애니메이터가 아니더라도 쉽고 빠르게 제작할 수 있고 애니메이션의 프리뷰의 기능으로 대용할 수 있다.

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초등과학 '작은 생물의 세계' 단원에 대한 STEAM 프로그램 개발 및 적용 효과 (The Development and Application Effects of STEAM Program about 'World of Small Organisms' Unit in Elementary Science)

  • 최영미;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제32권3호
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    • pp.361-377
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    • 2013
  • The purposes of this study were to develop STEAM teaching materials about 'world of small organisms' unit on elementary science education and to apply lesson using them for the 5th and 6th graders. Compared to other STEAM programs studied previously, the STEAM teaching materials of this study includes students' STEAM, teachers' guide, story-telling books and multimedia teaching aids consisted of practical resources to manage STEAM lessons. The whole program was designed from multidisciplinary integration to extradisciplinary integration through activities making creative products, meanwhile each period had discretionary S, T, E, A, M factors specifically. To examine the effects of integrated lesson on scientific knowledge, process skills, and affective domain, the study subjects were divided into two groups. The experimental group was composed of 69 individuals participated in STEAM lesson, while students of the control group were 67 individuals learned through general learning methods. The developed STEAM teaching materials affected significantly on scientific knowledge and affective domain of elementary school students, but process skills were not increased significantly. In the present study, therefore, the approach applying STEAM education could be suggested as alternative learning materials or supplementary teaching materials at the field of small organisms in elementary science sufficiently.

건축물 계단에서의 연돌효과 저감방안에 대한 3차원 수치해석 연구 (Study on 3D Numerical Analysis of Stack Effect Reduction in Stairwell of Building)

  • 김정엽;김지석
    • 설비공학논문집
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    • 제27권3호
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    • pp.152-157
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    • 2015
  • Stack effect on high-rise building have negative effect on living environment, energy and life-safety aspect. Thus, it's necessary to find the measure to reduce the stack effect. As a result of field test on a 31-story building, a circulating type stack effect reduction technology was developed, which supplies air in the low stairs and discharges air in the high stairs. To evaluate the performance of this circulating type stack effect reduction technology on building stairs, a 3D numerical analysis was carried out by using Momentum Loss Model for analyzing leakage flow between compartments in a building. Consequently, numerical analysis proved that the stack effect on building stairs was reduced by a circulating type stack effect reduction technology.

순차하중을 재하한 3차원 강뼈대 구조물의 극한강도 실험 (Ultimate Strength Testing of 3-D Steel Frame Subjected to Non-Proportional Loads)

  • 김승억;강경원
    • 한국강구조학회 논문집
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    • 제14권1호
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    • pp.59-67
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    • 2002
  • 2층, 1경간 그리고 횡지지되지 않은 3차원 강뼈대 구조물의 극한강도 실험을 수행하였다. 과거의 강뼈대 구조물 실험은 2차원 구조물들의 실험이 대부분이었으므로 이 분야의 지식을 확대하기 위하여 3차원 실험에 대한 연구가 필요하다. 실험체에 수직과 수평 비비례하중을 재하하여 하중-변위곡선을 얻었다. 실험결과들은 3차원 비선형 해석의 검증을 위하여 유용하게 사용될 수 있다. ABAQUS를 이용한 3차원 비선형해석으로 얻은 결과를 실험 데이타와 비교하였다.

창작뮤지컬 '이것의 나의 운명인 것을…'의 무대의상 디자인 연구 (A Study on the Production of Stage Costume of Creative Musical 'This is my destiny…')

  • 임정미;이종훈;범서희
    • 한국의류산업학회지
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    • 제11권2호
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    • pp.193-199
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    • 2009
  • Now, the proportion of musical was strength in the stage art part to the past considerably as called musical boom. After 1990's, as if it was rise as rise of musical exclusive theater, it was development seriously in Korean musical. But presently, the examined musical product state as the ratio of import musical and creative musical is about 6 to 4 or 7 to 3, it was a inferiority of creative musical in a flood of import musical. So, this study researched for example Kim Kyun Hyoung' writing and Yu Min Suck' production, creative musical 'This is my destiny...' - played by Dept. of multimedia and film, Honam University in september 2007 - this researcher should give much theoretical and substantial assistance to stage costume producer by studying about producing costume of a aria story, a mental state. As I have studied sofar, in designing a stage costume for musical, the overall comprehension of the musical actor's bodies have to be considered. Though performing the manufacture of the really performance work. It is a field that needs various professional knowledge, and only when a musical is produced based on such theories, it will be possible to deliver the theme of the me of the play more effectively, becomes help in the efficiently theatrical costume manufacture realistically and express the various symbolical meanings.

3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구 (A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery)

  • 김지언
    • 복식문화연구
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    • 제15권3호
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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집단미술치료가 결손가정아동의 정서에 미치는 영향 -우울, 불안, 충동성 중심으로- (Group Art Therapy Program of Low-income Broken; Effects, on Depression, Anxiety and Impulsivity)

  • 김귀복
    • 한국생활과학회지
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    • 제17권6호
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    • pp.1237-1248
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    • 2008
  • This is to study the effects of the program of group art therapeuties for the low-income bracket children's melancholy and uneasiness. The experimental group is 19 children at their option of all 38 children in P child center at J city, Jeonbuk. The program has been going on after-school hours program at the facilities at 16times from May. 4 to August. 17, 2007. I have made the before-medium-after examination the COD, RCMAS and K-MFF through Repeated Measures ANOVA. The result is as follows, The melancholy of experimental group in comparison with that of control group is reduced by control group 0.42 and experimental group 2.67. And in lower rank group, the melancholy of experimental group for control group is dropped in the same way. In uneasiness, by the decrease of control group 0.10, experimental group 0.33, the uneasiness of experimental group for that of control group is decreased. In all drive, the drive of experimental group for that of control group is decreased by control group 0.12 and experimental group 0.33. And similarly, in all lower field, the drive of experimental group is reduced for that of control group. It is through our help to learn the proper way that they express their experience before the group members, listen to another person's story with attention, recognize their own and other's emotion, and are aware of feeling and action.