• Title/Summary/Keyword: Virtual System

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"Poor Theatre, Poor Art" - Jerzy Grotowsky's Play and Arte Povera ('가난한 연극, 가난한 미술' - 그로토프스키 연극이론과 아르테 포베라)

  • Kang, Young-Joo
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.109-133
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    • 2007
  • What a concept of theatricality in modern art became more controversial is through a review "art and object-hood" on Michael Fried's minimal art, as having been already known broadly. As he had been concerned, the art following the minimalism is accepting as the very important elements such as the introduction of temporality, the stage in the exhibition space, and the audience's positive participation, enough to be no exaggeration to say that it was involved in almost all the theatricality. Particularly even in the installation art and the environment art, which have substantially positioned since the 1970s, the space is staged, and the audience's participation is greatly highlighted due to the temporal character and the site-specific in works. In such way, the theatricality in art work is today regarded as one of the most important elements. In this context, it is thought to have significance to examine theatricality, which is shown in the works of Arte Povera artists, who had been active energetically between 1967-1971. That is because the name of this group itself is what was borrowed from "Poor Theatre" in Jerzy Grotowski, who is a play director and theorist coming from Poland, and because of having many common points in the aspect of content and form. It reveals that the art called Arte Povera is sharing many critical minds in the face of commanding the field called a play and other media. Grotowski's theatre theory is very close to the theory and substance in Arte Povera in a sense that liberates a play, which was locked in literature, above all, renews the relationship between stage and seat and between actor and audience, and pursues a human being's change in consciousness through this. That is because Arte Povera also emphasizes the communication with the audience through appealing to a human being's perception and through the direct and living method, not the objective art concept of centering on the work. In addition, the poor play or poor art all has tendency that denies a system, which relies upon economic and cultural system, and seeks for what is anti-cultural, elemental, and fundamental. It is very similar even in a sense that focuses on the exploration process itself rather than the result, excludes the transcendental concept, and attaches importance to empiricism. However, Arte Povera accepts contradictoriness and complexity, and suggests eclecticism and tolerance, thereby being basically the nomadic art and the art difficult to be captured constitutively. On the other hand, there is difference in a sense that the poor play is characterized by purity, asceticism, seriousness, and solemnity. If so, which significance does this theatricality, which was introduced to art, ultimately have? As all the arts desire to be revealed with invisible things beyond the visual thing, theatricality comes to play a very important role at this time. If all the artists and audiences today came to acquire actual or virtual freedom much more, that can be said to be a point attributable to that art relied upon diverse conditions in a play.

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A Review on 3D Structure Formation, Analysis and Performance Prediction Technique for All-solid-state Electrode and Battery (3차원 전고체 전극 구조체 형성, 분석 및 성능 예측 기술 동향)

  • Park, Joonam;Jin, Dahee;Kim, Dohwan;Bae, Kyung Taek;Lee, Kang Taek;Lee, Yong Min
    • Journal of the Korean Electrochemical Society
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    • v.22 no.4
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    • pp.139-147
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    • 2019
  • Lithium-ion battery (LiB) with high energy density and efficiency has been utilized for the electric vehicle (EV) and energy storage system (ESS) as well as portable devices. However, as explosion accidents have frequently happened till lately, all-solid-state lithium secondary battery (ALSB) began to get in a spotlight because it can secure a very high safety and energy density by substituting flammable organic liquid electrolyte to nonflammable inorganic solid electrolyte. In spite of ALSB's certain merits, it has shown much poorer performance of cells than one of LiB due to some challenges, which have been small or never dealt with in the LiB system. Hence, although plenty of studies made progress to solve them, an approach about design of all-solid-state electrode (ASSE) has been limited on account of difficulty of ALSB's experiments. That is why the virtual 3D structure of an all-solid-state electrode has to be built and used for the prediction of cell performance. In this study, we elucidate how to form the 3D ASSE structure and what to be needed for the simulation of characteristics on ALSB. Furthermore, the ultimate orientation of 3D modeling and simulation for the study of ALSB are briefly suggested.

Low Power TLB Supporting Multiple Page Sizes without Operation System (운영체제 도움 없이 멀티 페이지를 지원하는 저전력 TLB 구조)

  • Jung, Bo-Sung;Lee, Jung-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.12
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    • pp.1-9
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    • 2013
  • Even though the multiple pages TLB are effective in improving the performance, a conventional method with OS support cannot utilize multiple page sizes in user application. Thus, we propose a new multiple-TLB structure supporting multiple page sizes for high performance and low power consumption without any operating system support. The proposed TLB is organised as two parts of a S-TLB(Small TLB) with a small page size and a L-TLB(Large TLB) with a large page size. Both are designed as fully associative bank structures. The S-TLB stores small pages are evicted from the L-TLB, and the L-TLB stores large pages including a small page generated by the CPU. Each one bank module of S-TLB and L-TLB can be selectively accessed base on particular one and two bits of the virtual address generated from CPU, respectively. Energy savings are achieved by reducing the number of entries accessed at a time. Also, this paper proposed the simple 1-bit LRU policy to improve the performance. The proposed LRU policy can present recently referenced block by using an additional one bit of each entry on TLBs. This method can simply select a least recently used page from the L-TLB. According to the simulation results, the proposed TLB can reduce Energy * Delay by about 76%, 57%, and 6% compared with a fully associative TLB, a ARM TLB, and a Dual TLB, respectively.

A Comparison Study of New Hanbok Brand Skirt Pattern for Developing of Customizing System

  • Cha, Su-Joung;An, Myung-Sook;Heo, Seung-Yeun;Ra, Joung-Hei;Jeon, Woong-Ryul
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.183-191
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    • 2020
  • In this study, in order to obtain basic data on the development of a new hanbok skirt pattern for developing a customizing system, a new hanbok brand skirt pattern was compared and analyzed. After analyzing the patterns of six new hanbok brands, virtual simulation was performed to evaluate the appearance, clothing pressure, and airgap. As a result of analyzing the waist skirt patterns of commercial new hanbok brands A, B, C, D, E, and F, it was found that they were produced in different dimensions despite the free size skirt of the same design. The pattern of new hanbok waist skirt was composed of a flat pattern like the traditional hanbok. As a result of appearance evaluation, it was evaluated that there were significant differences between the patterns of the six brands in all the evaluation items on the front, side, and back. In the appearance evaluation, it was evaluated that the waist skirt of the B brand was excellent. As a result of examining the color distribution and airgap, it was evaluated that the airgap was large in most parts due to the characteristics of the waist skirt worn around the waist, and the garment pressure was low. In this paper, we propose a basic data for standardizing dimensions and patterns according to activation New Hanbok. It is thought that a unified pattern development based on the B brand pattern should be made.

Development of Chemical and Biological Decontamination Technology for Radioactive Liquid Wastes and Feasibility Study for Application to Liquid Waste Management System in APR1400 (액체방사성폐기물에 대한 화학적, 생물학적 제염기술 개발 및 APR1400 액체폐기물관리계통 적용을 위한 타당성 연구)

  • Son, YoungJu;Lee, Seung Yeop;Jung, JaeYeon;Kim, Chang-Lak
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
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    • v.17 no.1
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    • pp.59-73
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    • 2019
  • A decontamination technology for radioactive liquid wastes was newly developed and hypothetically applied to the liquid waste management system (LWMS) of the nuclear power plant (NPP) to evaluate its decontamination efficacy for the purpose of the fundamental reduction of spent resins. The basic principle of the developed technology is to convert major radionuclide ions in the liquid wastes into inorganic crystal minerals via chemical or biological techniques. In a laboratory batch experiment, the biological method selectively removed more than 80% of cesium within 24 hours, and the chemical method removed more than 95% of cesium. Other major nuclides (Co, Ni, Fe, Cr, Mn, Eu), which are commonly present in nuclear radioactive liquid wastes, were effectively scavenged by more than 99%. We have designed a module including the new technology that could be hypothetically installed between the reverse osmosis (R/O) package and the organic ion-exchange resin in the LWMS of the APR1400 reactor. From a technical evaluation for the virtual installation, we found that more than 90% of major radionuclides in the radioactive liquid wastes were selectively removed, resulting in a large volume reduction of spent resins. This means that if the new technology is commercialized in the future, it could possibly provide drastic cost reduction and significant extension of the life of resins in the management of spent resins, consequently leading to delay the saturation time of the Wolsong repository.

Development of Simplified Immersed Boundary Method for Analysis of Movable Structures (가동물체형 구조물 해석을 위한 Simplified Immersed Boundary법의 개발)

  • Lee, Kwang-Ho;Kim, Do-Sam
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.33 no.3
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    • pp.93-100
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    • 2021
  • Since the IB (Immersed Boundary) method, which can perform coupling analysis with objects and fluids having an impermeable boundary of arbitrary shape on a fixed grid system, has been developed, the IB method in various CFD models is increasing. The representative IB methods are the directing-forcing method and the ghost cell method. The directing-forcing type method numerically satisfies the boundary condition from the fluid force calculated at the boundary surface of the structure, and the ghost-cell type method is a computational method that satisfies the boundary condition through interpolation by placing a virtual cell inside the obstacle. These IB methods have a disadvantage in that the computational algorithm is complex. In this study, the simplified immersed boundary (SIB) method enables the analysis of temporary structures on a fixed grid system and is easy to expand to three proposed dimensions. The SIB method proposed in this study is based on a one-field model for immiscible two-phase fluid that assumes that the density function of each phase moves with the center of local mass. In addition, the volume-weighted average method using the density function of the solid was applied to handle moving solid structures, and the CIP method was applied to the advection calculation to prevent numerical diffusion. To examine the analysis performance of the proposed SIB method, a numerical simulation was performed on an object falling to the free water surface. The numerical analysis result reproduced the object falling to the free water surface well.

A Study on the Underwater Channel Model based on a High-Order Finite Difference Method using GPUs (그래픽 프로세서를 이용한 고차 유한 차분식 기반 수중채널모델 연구)

  • Bae, Ho Seuk;Kim, Won-Ki;Son, Su-Uk;Ha, Wansoo
    • Journal of the Korea Society for Simulation
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    • v.30 no.1
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    • pp.11-20
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    • 2021
  • As unmanned underwater systems have recently emerged, a high-speed underwater channel modeling technique, which is one of the most important techniques in the system, has received a lot of attention. In this paper, we proposed a high-speed sound propagation model and verified the applicability through quantitative performance analyses. We used a high-order finite difference method (FDM) for wave propagation modeling in the water, and a domain decomposition method was adopted using multiple general-purpose graphics processing units (GPUs) to increase the calculation efficiency. We compared the results of the model we proposed with the analytic solution in the half-infinite media and results of the Virtual Timeseries Experiment (VirTEX) model, which is based on the ray method. Finally, we analyzed the performance of the model quantitatively using numerical examples. Through quantitative analyses of the improvement in computational performance, we confirmed that the computational speed increases linearly as the number of GPUs increases. The computation times are increased by 2 times and 8 times, respectively, when the domain size of computation and the maximum frequency are doubled. We expect that the proposed high-speed underwater channel modeling technique is able to contribute to the enhancement of national defense as an underwater communication channel model and analysis tool to develop the underwater communication technique for the unmanned underwater system.

Analysis of news bigdata on 'Gather Town' using the Bigkinds system

  • Choi, Sui
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.53-61
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    • 2022
  • Recent years have drawn a great attention to generation MZ and Metaverse, due to 4th industrial revolution and the development of digital environment that blurs the boundary between reality and virtual reality. Generation MZ approaches the information very differently from the existing generations and uses distinguished communication methods. In terms of learning, they have different motivations, types, skills and build relationships differently. Meanwhile, Metaverse is drawing a great attention as a teaching method that fits traits of gen MZ. Thus, the current research aimed to investigate how to increase the use of Metaverse in Educational Technology. Specifically, this research examined the antecedents of popularity of Gather Town, a platform of Metaverse. Big data of news articles have been collected and analyzed using the Bigkinds system provided by Korea Press Foundation. The analysis revealed, first, a rapid increasing trend of media exposure of Gather Town since July 2021. This suggests a greater utilization of Gather Town in the field of education after the COVID-19 pandemic. Second, Word Association Analysis and Word Cloud Analysis showed high weights on education related words such as 'remote', 'university', and 'freshman', while words like 'Metaverse', 'Metaverse platform', 'Covid19', and 'Avatar' were also emphasized. Third, Network Analysis extracted 'COVID19', 'Avatar', 'University student', 'career', 'YouTube' as keywords. The findings also suggest potential value of Gather Town as an educational tool under COVID19 pandemic. Therefore, this research will contribute to the application and utilization of Gather Town in the field of education.

Development and Validation of Digital Twin for Analysis of Plant Factory Airflow (식물공장 기류해석을 위한 디지털트윈 개발 및 실증)

  • Jeong, Jin-Lip;Won, Bo-Young;Yoo, Ho-Dong;Kim, Tag Gon;Kang, Dae-Hyun;Hong, Kyung-Jin
    • Journal of the Korea Society for Simulation
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    • v.31 no.1
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    • pp.29-41
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    • 2022
  • As one of the alternatives to solve the problem of unstable food supply and demand imbalance caused by abnormal climate change, the need for plant factories is increasing. Airflow in plant factory is recognized as one of important factor of plant which influence transpiration and heat transfer. On the other hand, Digital Twin (DT) is getting attention as a means of providing various services that are impossible only with the real system by replicating the real system in the virtual world. This study aimed to develop a digital twin model for airflow prediction that can predict airflow in various situations by applying the concept of digital twin to a plant factory in operation. To this end, first, the mathematical formalism of the digital twin model for airflow analysis in plant factories is presented, and based on this, the information necessary for airflow prediction modeling of a plant factory in operation is specified. Then, the shape of the plant factory is implemented in CAD and the DT model is developed by combining the computational fluid dynamics (CFD) components for airflow behavior analysis. Finally, the DT model for high-accuracy airflow prediction is completed through the validation of the model and the machine learning-based calibration process by comparing the simulation analysis result of the DT model with the actual airflow value collected from the plant factory.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.179-193
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    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.