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The Study on San-he-ming-zhu-bao-jian-quan-zhuan (三合明珠寶劍全傳)'s Xylographic Book and Narration (『삼합명주보검전전(三合明珠寶劍全傳)』의 판본과 서사에 대한 고찰)

  • Kim, Myung-sin;Min, Kwan-dong
    • Cross-Cultural Studies
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    • v.31
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    • pp.65-94
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    • 2013
  • San-he-ming-zhu-bao-jian-quan-zhuan(三合明珠寶劍全傳), this work is characterized as follows: First of all, San-he-ming-zhu- bao-jian-quan-zhuan's charaters appear equally, the readers feels familiar. this work is formed a universal consensus. Ordinary people must empathize about xia-yi(俠義) and retribution, this work was well represented. Because the readers would have liked to this story. It was an intimate relationship between China and the Joseon Dynasty(朝鮮) all the way, The Joseon Dynasty imported books and the products of civilization. High official, official interpreter, woman loves the classic Chinese novel. The classic Chinese novel was transcribed, published, translated into a book. San-he-ming-zhu-bao-jian-quan-zhuan were introduced in the Joseon Dynasty, Sungkyunkwan(成均館) University holds one version. This work is being compromised, many missing words. Domestic holdings are rare. San-he-ming-zhu-bao-jian-quan-zhuan is a novel of chivalry, the character are classified into the chivalry, negative hero, person of affection, fantastic figure. This work is centered around Majun(馬俊). Maluanying(馬鸞英) is the heroin, seen as the classic case of overcoming adversity. Quzhongcheng(屈忠成) is the prime minister, negative figure, he fight with the chivalry, was defeated at the end. Liuxu(柳絮) is person of affection, overcoming adversity, marries the two lady, has a heroic side. Fantastic figure is more enriching the contents of the work, is Buddhist and Taoist figure, serves as the positive and the negative role. San-he-ming-zhu-bao-jian-quan-zhuan is a similar assessment on Zheng-chunyuan(爭春園)'s character and plot, But Liuxu's love story is strengthened. Therefore, continued research is needed for this work.

The Change of The Average Discomfort Index from June to September during The Past 10 Years (한반도의 여름철 불쾌지수 특성 분석)

  • Jang, You-Jung;Heo, Hye-Sook;Kim, Baek-Jo;Kim, Seong-Kyoun;Hong, Gi-Man;Lee, Woo-Kyun
    • Journal of Climate Change Research
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    • v.3 no.2
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    • pp.89-100
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    • 2012
  • This study analyzes spatio-temporal variability of discomfort index for summer the during the past ten years(2001~2010) in the Korean Peninsula, and considers the application possibility of discomfort index as a preliminary data for various phenomenon of society based on the analysis. Discomfort index defined as daily representative value was estimated using hourly temperature and humidity data which are observed 60 weather stations managed by Korea Meteorological Administration. The result indicates that the discomfort index in summer keeps the level at which one feels unpleasant, and the level increased steadily as temperature is rising. And discomfort index in 3 pm and on August are the highest during the day and year. Gangwon-do have shown the lowest discomfort index among the provinces. Variability analysis of discomfort index due to climate changes can be used for making policies in various fields such as industry and public health field.

Study on the Localization Concordance of Video and Audio (시선에 따른 영상 음향 정위 일치에 관한 연구)

  • Lee, Kyou-Won;Choi, Hae-Geun;Park, So-Youn;Park, Goo-Man;Kim, Seong-Kweon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.6
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    • pp.1293-1300
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    • 2018
  • The $360^{\circ}$ video has a lot of image information and usefulness; however, the position of the audio source judged by hearing is different from the position on the screen. Therefore, human feels tired, the immersion decrease and user cant watch the video for Moreer time. In this paper, the concordance rate of the video and the audio localization is defined. The rate is expressed in a percentage. It means how much the system makes the sound localization real according to the position of the source on the screen. With this rate, the audio localization performance of immersive audio producing and playing system can be evaluated. It will be helpful for developers to make the higher performance system and expected to contribute to make makinguality system with reality.

A Study on the Measurement Method of Spatial Position Compensation for Virtual Reality and Real Space Synchronization (가상현실과 실공간 동기화를 위한 공간 위치보정 측정 방법론에 대한 연구)

  • Park, Kee-Jin;Lee, Byoung-Hwak;Kim, Nam-Hyuk;Yoon, Sung-Ho
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.17 no.6
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    • pp.136-143
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    • 2018
  • Recently, with the rapid development of virtual reality technology, there have been more and more applications of virtual reality technology in various fields. In order to realize a virtual reality, a method of implementing a visualization environment through an HMD (Head Mounted Display) is widely used. However, in the current visualization environment through the HMD, the user feels dizziness when worn, It has the disadvantage of imposing restrictions on. In this study, it is aimed to realize virtual reality visualization environment through multi-screen environment which improves the experience effect of virtual environment by using existing screen instead of visualization through HMD, and compensates for shortcomings of HMD method. In order to realize a multi-screen environment as a highly visualized environment, a technique for matching the spatial position of the multi-screen with the spatial position of the virtual environment is required. To do this, we need an efficient method to precisely measure the position of the space, and we propose a spatial position compensation methodology that can efficiently and precisely measure the position of the real space and reflect it in the virtual environment.

The standardization and R&D directions on contents protection technology in UHD broadcasting (UHD방송 콘텐츠 보호기술 개발 및 표준화 추진 방향)

  • Min, J.H.;Koo, H.S.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.638-641
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    • 2016
  • UHD(Ultra High Definition) broadcasting is an attractive next-generation service of realistic broadcasting that enables you to feels like listening on the spot in ultra-high definition resolution. In addition, the test broadcasting run by UHD broadcasting agencies and UHDTV terminal launch could herald the full-scale UHD broadcasting era. However, in order that UHD broadcasting will be activated, the function of conditional access control and information protection through which we can on pay per view watch the programs of subscriber preference from the channels of various and subdivided genres is essential. To provide a technical foundation for these features and to achieve the UHD TV transition early, determining technology development & standardization strategy through the analysis of the key protection technologies is required In this paper, we propose standardization technologies which our country can lead and present a long-term driving directions by analyzing UHD broadcasting technology & test broadcasting trends and content protection technology & standardization trends.

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A Study on Big Data Information System based on Artificial Intelligence -Filmmaker and Focusing on Movie case analysis of 10 million Viewers- (인공지능 기반형 빅데이터 정보시스템에 관한 연구 -영화제작자와 천만 영화 사례분석 중심으로-)

  • Lee, Sang-Yun;Yoon, Hong-Joo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.2
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    • pp.377-388
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    • 2019
  • The system proposed in this paper was suggested as a big data system that works in the age of artificial intelligence of the 4th Industrial Revolution. The proposed system can be a good example in terms of government 's development of new intelligent big data information system. For example, the proposed system may be introduced into the system of a department as a function of the integration of existing cinema ticket integration network or its networking. For this purpose, the proposed system transmits the user's profile to the film producer or other company, where it is provided as comparison data. Soon, the information is sent to the user-specific characteristic data and then the film-maker will be able to gauge the success of the three elements of the movie's performance, cinematic quality, and break-even point in real time, which are revealed through the movie review that the actual user feels, including the so-called 'new reinterpretation.

A Review on Smart Two Wheeler Helmet with Safety System Using Internet of Things

  • Ilanchezhian, P;Shanmugaraja, P;Thangaraj, K;Aldo Stalin, JL;Vasanthi, S
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.11-16
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    • 2021
  • At the present time, the number of accidents has enlarged speedily and in country like India per day there are about 204 accidents occurred. Accidents of two-wheeler compose a foremost segment of every accident and it can be true for the reason that two-wheelers like bikes not able to produce as many as security measurements normally incorporated in cars, truks and bus etc. General main rootcost of the two-wheeler accidents happen only when people community not remember to wearing a device helmet and during the driving time feels like sleep condition, alcohol disbursement, many of the drivers doesn't know heavy vehicles like Loory and buses approaching into very closer to their two wheelers, contravention of two wheelers in traffic rules and regulations. Let's overcome the above situations; our important objective is to develop an intelligent system device that can successfully facilitate in avoidance of every kind of problems. Suppose any of the above stated situations occurs, at that moment how system device identify and represents the commanders and community, and finally the stated situation be able to taken care of straight away without any further delay. A smart intelligent helmet system is a defending head covering used by rider for making bike riding safer than earlier. This is finished by incorporating sophisticated features like detecting the usage of helmet by the rider, connected Bluetooth module in helmet. In order to maintain the temperature inside the helmet device we need to include CPU fan module inside the device. RF based helmet prevents road accidents and identify whether people community is not using a component helmet or used. Main responsibility of the system is to detect accidents by vibration sensors, accelerometers and also with the help of modules global positioning system and global system for mobile commnicaiton module. A wireless communication device used to discover the accident area site location and likewise notifying the two-wheeler drived people's relatives and short message text information passed to the positioned hospitals.

A Study on Realism of a Digital Signage using 3D Hologram (3D홀로그램을 활용한 디지털 사이니지의 사실감)

  • Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.9
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    • pp.1150-1157
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    • 2020
  • It is expected that if a viewer feels the higher realism, it will increase efficiency at 3D hologram. Therefore, the purpose of this study is to analyze the effects of the evaluation factors on realism for digital signage using 3D holograms. For empirical analysis, the evaluation factors were derived and built up hypothesis(The evaluation factors of digital signage using 3D holograms will affect the realism). As a result of the experiment, Hypothesis 1 (Social presence) and 3 (Harmony with the space) were adopted while Hypothesis 2 (Graphic's elaboration) was rejected. Finally, research has shown that in order to improve the realism of digital signage using 3D holograms, the contents should be produced in consideration of presence so that the viewers could feel as if they were actually inside of contents rather than expressed extremely well made higher image resolution. Hence, the 3D hologram contents should be installed in a place where it would fit well with the space around it.

A Japanese American Female Writer's Tearing Down the Barriers: Lydia Minatoya's Talking to High Monks in the Snow and The Strangeness of Beauty. (재미 일본인 여류작가의 경계 허물기 : 리디아 미나토야의 『설중 고승여담』과 『미의 기묘함』)

  • Kim, Ilgu
    • English & American cultural studies
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    • v.10 no.2
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    • pp.1-27
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    • 2010
  • By taking the form of a fictional autobiography, a Japanese American woman writer Lydia Minatoya tries to solve the inexpressible confliction which Japanese Americans experience in their living in America. In her first published fiction, Talking to High Monks in the Snow, the writer faithfully tries to follow the Japanese I-story tradition where meandering of personal petit histories and frequent self-pities are constructed without solid action, characters and plot. Here appear many accidental others whom function as significant yet fleeting subalterns. In contrast, in the second fiction, The Strangeness of Beauty published seven years later, the I-narratives undergoes some drastic transformations by authorial intrusion, dramatic and haiku styles, and appearances of actorial agents. Just working as an invisible yet important stagehand (kuroko in Japanese) behind the stage of life, the author now handles her own self-inquiry through more controllable distance and maturity as directors or photographers often do. However, despite achieving dramatic actions and artistic elegance mainly thanks to her adoption of western masterpieces's grand narratives, Minatoya seems to stop in the midway in her tallying work of fiction with fact by delaying the larger imaginable conflict through which the temporarily gained autonomy can be turned into a disaster anytime. Nonetheless, the reader feels relieved and encouraged after recognizing the fragile Asian female self's transformation as a new, flexible and autonomous self by her unwavering contact with two contrasting cultures and providing silent minority female characters with gradually stronger and uncannier voices.

Failing the Game Quests in James Joyce's "Araby"

  • Jang, Sungjin
    • Journal of English Language & Literature
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    • v.64 no.3
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    • pp.403-414
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    • 2018
  • This paper suggests a different reading of James Joyce's "Araby" by offering the video game as a lens through which we can reimagine the story. Understanding the unnamed boy's journey to the Araby bazaar as a fetch quest, this paper focuses on the boy's failure to complete this quest. As soon as the boy promises Mangan's sister something from Araby, his fetch quest begins. In order to complete the quest, the boy must successfully perform three sub-quests: get money from his uncle as early as he can, get on the train for the Araby bazaar on time, and pass through the sixpenny entrance at the bazaar. However, because his uncle comes home late, the boy fails to get the money early, and that sets off the subsequent failures. The boy then takes the train late and arrives at the bazaar so late that he feels he must go through any entrance. So he walks through the adult entrance by mistake. As a result, he does not have enough money to buy a gift, failing the larger quest. But, regardless of this failure, the boy can try these quests as many as he wants until he finally succeeds in completing them. But no matter how the boy tries to accomplish these subquests, he is doomed to fail them because he cannot make his uncle come home early. The more he tries his quest, the more bitterly he realizes that he will ultimately fail. In this respect, the boy's "anguish and anger" should be understood as his epiphany: the re-playability of the game is possible, but all the replays lead to the same failure: losing the game. In this regard, reading Joyce's "Araby" is much like playing a video game.