• Title/Summary/Keyword: The Studio

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A Study on the Landscape Design for the Namyangju Gugjip House Complex (남양주 궁집(宮집) 외부공간 기본계획에 관한 연구)

  • Min, Byoung-Wook;Kim, Mi-Yeun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.4
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    • pp.86-100
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    • 2020
  • This study is the result of a design proposal to create a history and culture complex for the "Gungjip," an Important Folklore Cultural Heritage, and its surroundings located in Namyangju, Gyeonggi Province. In particular, the purpose is to introduce a new design approach to a historical and cultural complex consisting of the Gungjip House and Hanok annexes to be opened to the public in the future; and to provide its implications for future study. Although the architectural condition of Gungjip House is well preserved, several problems have been found in the use of the site as a public space due to the lack of a plan for systematic space experience, lack of specific spatial programs, and the too much shade due to uncontrolled green areas, etc. Therefore, the plan presented in this study largely sought to respect the meaning of historical landscape as a public space and to balance with the contemporary needs. The design strategies derived through basic research are to strengthen the sense of place as a cultural heritage; to respect the ecological characteristics of the site and visual harmony with the surrounding environment; and to suggest spatial programs suitable for the contemporary needs. Based on these strategies, the framework for the entire space is conceptually composed of four spaces; Oewon, Ganjeong, Jujeong, and Huwon, and proposes systematical land use and landscape experience. The main feature of this plan is the landscape approach, which aims to preserve the architectural cultural assets in their original form, but to create a reasonable land use and meaningful landscape experience based on the sense of place.

Development of LoRa IoT Automatic Meter Reading and Meter Data Management System for Smart Water Grid (스마트워터그리드를 위한 LoRa IoT 원격검침 및 계량데이터 시스템 개발)

  • Park, Jeong-won;Park, Jae-sam
    • Journal of Advanced Navigation Technology
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    • v.26 no.3
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    • pp.172-178
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    • 2022
  • In this paper, water meter AMR(automatic meter reading), one of the core technologies of smart water grid, using LoRa IoT network is studied. The main content of the research is to develop the network system and show the test results that one PC server receives the readings of water meters from multiple households through LoRa communication and stores them in the database, and at the same time sends the data to the web server database through internet. The system also allows users to monitor the meter readings using their smartphones. The hardware and firmware of the main board of the digital water meter are developed. For a PC server program, MDMS(meter data management system) is developed using Visual C#. The app program running on the user's smartphone is also developed using Android Studio. By connecting each developed parts, the total network system is mounted on a flow test bench in the laboratory and tested. For the fields test, 5 places around the university are selected and the transmission distances are tested. The test result show that the developed system can be applied into the real field. The developed system can be expanded to various social safety nets such as monitoring the living alone or elderly with dementia.

The Research Work of Development of Imaging Media and Expansion of The Animation Expression - Focusing on The Expansion of Space for Frozen (영상미디어 기술의 발달과 애니메이션 표현력의 확장에 대한 연구 -<겨울왕국>에서 나타난 공간의 확장 중심으로)

  • Lim, Jae Min;Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.36
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    • pp.325-347
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    • 2014
  • "The art challenges the technology, and the technology inspires the art." By this word John Lasseter expressed Pixar animations main soul of story. Media technology has a close relation with the animation. As media developed more and more, an animation has been widen a lot and have given new visions to the audiences. We can see such this figure from the history of the Disney animation. They had tried to make all the kind of animations such a silent animation, planetary animation, black and white animation and the multi colored animation. Lately Disney had made animation that has traditional style. But the method of making traditional animation stable side story's holdup the audience. So Disney animation decided to change this method. For the result of Disney animation studio effort Frozen had produced after a computer graphics work following Rapunzel. What was the reason for entertain well of Frozen? Not only changing the method of producing traditional to computer graphic is could not make entertain well. We can see from the Frozen concordance of the original idea and modern scenario, OST the perfection of computer graphics work. In this paper work Disney animation has worked from the silent animation to computer graphic works result of "The Frozen". For the contribution of technology development makes able to analyze animations expression and relation. There is a lot shots that hard to analyze in the Frozen. But I will study it with the method named "Expansion in space" to making main analyzing expressive extension that appears on the scene.

The Determinants of Change in Residential Size of Households in the Seoul Metropolitan Area: According to the Patterns of Residential Mobility (수도권 거주가구의 주거면적 변화 결정요인: 수도권 내 주거이동 방향에 따라서)

  • Jung, Suyoung
    • Journal of the Korean Regional Science Association
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    • v.37 no.3
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    • pp.19-36
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    • 2021
  • This study examined the determinants of change in residential size according to the patterns of residential mobility in the Seoul Metropolitan Area. Particularly, this study examined the upward and downward in residential size, which is emerging as an important factor in the era of increasing non-face-to-face environment. For the empirical analysis, I used 「2018 Korea Housing Survey」 and employed binary logistic regression model. The empirical analysis shows the change of residential size is statistically significant depending on the direction of geographic. In addition, there are differences in the determinants of change in residential size. When people move within Seoul, housing factors, accessibility, age of residents, and the number of household members can be the determinants. When people move from Seoul to Gyeonggi or Incheon, housing factors, safety, gender, and the number of household members work as determinants. On the other hand, when moving from Gyeonggi or Incheon to Seoul, whether it is studio or not, housing type, accessibility, the number of household members, and the disability of homeownership are the determinants. When moving within Gyeonggi or Incheon, housing factors, Accessibility to green areas, safety, age of resident, income, and the number of household members, are the determinants.

A Study on Digital Reinforcements for Efficient Automotive Design - With Emphasis on VR based CAID System - (자동차 디자인 효율화를 위한 디지털 강화요소 연구 - VR 기반 CAID 시스템을 중심으로 -)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.55-64
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    • 2006
  • As digital systems were introduced to automotive design in the mid 1980s, the design process has adopted many digital programs to save time compared to the conventional hand drafting. Digital technology was introduced not only to satisfy the reeds of the global environment, as the number of automobiles exported to many different parts of the world has increased, but also to save time and effort in developing several models of quality automobiles. Therefore, every automotive manufacturer in the world has expanded its virtual reality(VR) studio to establish visualization systems that visualize automobiles in the actual size and a co-operation system that enables simultaneous feedback from all of its design studios around the world. Unlike the existing design reviewing methos, the new improved feedback system is assessed as a reasonable method to evaluates and understand how the automobiles are actually manufactured in simulation. It is especially helpful when advanced products and concept cars require fast results. Other strengths of the new system include shorter development period, cost efficiency, no more manual labor, various designs within a short period of time, and realistic visualization of concepts. Large-scale products, including automobiles, need to be projected in the actual size and high clarity through the Power-wall System and are examined in a virtual space called a Cave. Therefore, it took much time to establish digital infrastructure. An infrastructure would constantly require system improvement and performance enhancement, but it is certain that now is the right time for the take-off to utilizing the strengths of digital design and improve the weaknesses. In this respect, this study provided an understanding of the importance of digital design based on digital reinforcements and examined an effective utilization of digital technology for an efficient development of automobiles in the future.

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A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Study on Television Reality Game Show A Text/Context Analysis of the Set and Characters of (텔레비전 리얼리티 게임쇼의 게임성과 실재성 <더 지니어스>의 공간 배치와 캐릭터에 나타난 게임적 리얼리티를 중심으로)

  • Kang, Bo-ra;Gong, Da-som;Yoon, Tae-Jin
    • Korean journal of communication and information
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    • v.72
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    • pp.92-120
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    • 2015
  • The objective of this study is to find out how reality game shows, the relatively new television genre, produce a sense of reality and what differences we can find from the reality they produce in compared to that of traditional reality television shows. The researchers anaylized , aired in 2013and 2014 by tvN, with focus on the show's studio setting and characters in the show. During this process, the 'game elements' and 'reality factor' were considered to be the key words. Finally, the reality produces was examined from two aspects: the production and reception. As a result, we found that the reality it produces is more than just a imitation of the real world. It shuttles between the game world and real world, and encourages audiences to recognize the plural realities in our postmodern society. We hope this study stimulates further researches on reality game show genre, which had rarely gained academic attention.

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Development and Application of Siphon Breaker Simulation Program (사이펀 차단기 시뮬레이션 프로그램의 개발 및 활용)

  • Lee, Kwon-Yeong;Kim, Wan-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.346-353
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    • 2016
  • In the design conditions of some research reactors, the siphon phenomenon can cause continuous efflux of water during pipe rupture. A siphon breaker is a safety device that can prevent water efflux effectively. However, the analysis of the siphon breaking is complicated because many variables must be included in the calculation process. For this reason, a simulation program was developed with a user-friendly GUI to analyze the siphon breaking easily. The program was developed by MFC programming using Visual Studio 2012 in Windows 8. After saving the input parameters from a user, the program proceeds with three steps of calculation using fluid mechanics formulas. Bernoulli's equation is used to calculate the velocity, quantity, water level, undershooting, pressure, loss coefficient, and factors related to the two-phase flow. The Chisholm model is used to predict the results from a real-scale experiment. The simulation results are shown in a graph, through which a user can examine the total breaking situation. It is also possible to save all of the resulting data. The program allows a user to easily confirm the status of the siphon breaking and would be helpful in the design of siphon breakers.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

Assessment of the Applicability of Vapor Cloud Explosion Prediction Models (증기운 폭발 예측 모델의 적용성 평가)

  • Yoon, Yong-Kyun
    • Explosives and Blasting
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    • v.40 no.3
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    • pp.44-53
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    • 2022
  • This study evaluates the applicability of the TNT Equivalency Method, Multi-Energy Method, and Baker-Strehlow-Tang (BST) Method, which are blast prediction models used to determine the overpressure of blast wave generated from vapor cloud explosion. It is assumed that the propane leaked from a propane storage container with a capacity of 2000 kg installed in an area where studio houses and shopping centers are concentrated causes a vapor cloud explosion. The equivalent mass of TNT calculated by applying the TNT Equivalency Method is found to be 4061 kg. Change of overpressure with the distance obtained by the TNT Equivalency Method, Multi-Energy Method, and BST Method is rapid and the magnitude of overpressure obtained by the TNT Equivalency Method and BST method is generally similar within 100 m from explosion center. As a result of comparing the overpressure observed in the actual vapor cloud explosion case with the overpressure obtained by applying the TNT Equivalent Method, Multi-Energy Method, and BST Method, the BST Method is found to be the best fit. As a result of comparing the overpressure with the distance obtained by each explosion prediction model with the damage criteria for structure, it is estimated that the structure located within 90 m from explosion center would suffer a damage more than partial destruction, and glass panes of the structure separated by 600 m would be fractured.