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A Study on the Cyber Museum Organization System for Intangible Cultural Properties III - Focused on the Chungnam Province - (무형문화재를 위한 사이버뮤지엄 구성체계에 관한 연구 III - 충남지역을 중심으로 -)

  • 한영호;장중식;정용섭
    • Korean Institute of Interior Design Journal
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    • v.13 no.3
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    • pp.179-186
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    • 2004
  • The findings of this study indicate that intangible cultural properties are worth preservation and transmission and should be considered as very important as tangible cultural properties. If the studies of intangible cultural properties are continued focusing on their characteristics and formational system, they can be expressed more properly by adding new interactive elements to database and expressive requisites. New techniques introduced in this study are believed to provide people with most reasonable and developmental motives for expression of the existing intangible cultural properties. Concerning Korea's cultural properties centered on intangible cultural properties, information construction should be made with a new idea of information based on database from the previous studies. The result will be able to set an important factor to give wide publicity to our cultural identity, which is currently shown in the process of background communication, and serve as a foothold to deliver exact information to our descendants. The intangible cultural properties are our people's mental cultural heritage resources. If museums or initiator groups, which are organized to spread cultural heritages, can use them as the subjects of exhibition through information construction and visualization, it will function to maximize the educational effect of transmitting our national mental world. The development of digital environment will provide the optimum conditions and tools making it possible to visualize intangible forms and ideas in a virtual cyber space. Given these viewpoints, steady studies and efforts for the improvement of Korea's cultural image should be made in the way of intangible cultural properties as well as tangible ones. They start from the country's accurate appreciation of cultural properties and are embodied in systematic adjustment and relationship between interdependent elements.

Design of A Moving Object Management System for Tracking Vehicle Location (차량 위치 추적을 위한 이동 객체 관리 시스템의 설계)

  • Ahn, Yoon-Ae;Kim, Dong-Ho;Ryu, Keun-Ho
    • The KIPS Transactions:PartD
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    • v.9D no.5
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    • pp.827-836
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    • 2002
  • Moving object management systems manage spatiotemporal data, which change their location over tine such as people, animals, and cars. These moving object management systems can be applied to vehicle location tracking, digital battlefield, location-based service, and so on. The existing moving object management systems only manage past or future location of the moving objects separately. Therefore, they cannot suggest estimation method of uncertain past or future location of the moving objects. In this paper, we propose a moving object management system, which not only manages historical data of the moving objects, but also predicts past and future location of the moving objects using historical data stored in database. We define the moving objects for vehicle location tracking and propose a moving object database structure. Finally, we suggest an execution model of the proposed system and apply the execution model to a virtual scenario for vehicle tracking.

RBAC-based Trust Negotiation Model for Grid Security (그리드 보안을 위한 역할 기반의 신뢰 협상 모델)

  • Cho, Hyun-Sug;Lee, Bong-Hwan
    • The KIPS Transactions:PartC
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    • v.15C no.6
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    • pp.455-468
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    • 2008
  • In this paper, we propose FAS model for establishing trust based on digital certificates in Grid security framework. The existing RBAC(Role Based Access Control) model is extended to provide permissions depending on the users‘ roles. The FAS model is designed for a system independent integrated Grid security by detailing and extending the fundamental architecture of user, role, and permission. FAS decides each user’s role, allocates access right, and publishes attribute certificate. FAS is composed of three modules: RDM, PCM, and CCM. The RDM decides roles of the user during trust negotiation process and improves the existing low level Grid security in which every single user maps a single shared local name. Both PCM and CCM confirm the capability of the user based on various policies that can restrict priority of the different user groups and roles. We have analyzed the FAS strategy with the complexity of the policy graph-based strategy. In particular, we focused on the algorithm for constructing the policy graph. As a result, the total running time was significantly reduced.

A Study on the Characteristics of Space Production for Art Museums Reflex Media Art (영상미디어 아트 공간연출 표현특성에 관한 연구 - 미술 전시장을 중심으로 -)

  • Yoo, Jae-Yeup
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.156-160
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    • 2004
  • Our time is called as the era of information-oriented society and up-to-date scientific technology, but it can be also called as the era of image. It is because the image has much influence upon our everyday life. In the deluge of images, the delivery of image Is a better and faster synergic tool than the delivery of language, and this trend is consistent with the phases of the times in which the analog modality of synergy is converted into the digital one. The image is a picture that is formed by a physical process, and is all the figures reflected by electronic equipments that reproduce the image. After the discovery of photograph in 1893, the image has been appeared first with the form of movie, and then with the form of TV. However, the appearance of such unidirectional synergic tools as movies and TV. has provided artists with some creative motives with which they intercommunicate their messages via some experimental bidirectional synergic tools. Among image-media arts, the performance of installation and participation is an important example that causes many changes through conceptional conversion, such as the conception of the time in space and formative characteristics. What satisfy this trend have been videos, lasers, holographic, and etc. Furthermore, the appearance of computer has provided a synesthesia, that is, a virtual reality, and mixed a real image with a visional one. The image-media art will realize better synergy through combining brand new machines, informational technology, and art, and have much influence upon our everyday life formatively and artistically in the future. with this study, through analyzing the meaning of relationship between image equipments and space.

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Speaker Adapted Real-time Dialogue Speech Recognition Considering Korean Vocal Sound System (한국어 음운체계를 고려한 화자적응 실시간 단모음인식에 관한 연구)

  • Hwang, Seon-Min;Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.6 no.4
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    • pp.201-207
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    • 2013
  • Voice Recognition technique has been developed and it has been actively applied to various information devices such as smart phones and car navigation system. But the basic research technique related the speech recognition is based on research results in English. Since the lip sync producing generally requires tedious hand work of animators and it serious affects the animation producing cost and development period to get a high quality lip animation. In this research, a real time processed automatic lip sync algorithm for virtual characters in digital contents is studied by considering Korean vocal sound system. This suggested algorithm contributes to produce a natural lip animation with the lower producing cost and the shorter development period.

Effects of Form Errors of a Micromirror Surface on the Optical System of the TMATM(Thin-film Micromirror ArrayTM) Projector

  • Jo, Yong-Shik;Kim, Byoung-Chang;Kim, Seung-Woo;Hwang, Kyu-Ho
    • International Journal of Precision Engineering and Manufacturing
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    • v.1 no.1
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    • pp.98-105
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    • 2000
  • The projectors using liquid crystal display(LCD) have faults such as low optical efficiency, low brightness and even heat generation. To solve these problems reflective-type spatial light modulators based on MEMS (Microelectromechanical Systems) technology have emerged. Digital Micromirror DeviceTM(DMDTM), which was already developed by Texas Instruments Inc., and Thin-film Micromirror ArrayTM(TMATM), which has been recently developed by Daewoo Electronics Co., are the representative examples. The display using TMATM has particularly much higher optical efficiency than other projectors. But the micromirrors manufactured by semiconductor processes have inevitable distortion because of the limitations of the manufacturing processes, so that the distortions of their surfaces have great influence on the optical efficiency of the projector. This study investigated the effects of mirror flatness on the optical performance, including the optical efficiency, of the TMATM projector. That is to say, as a part of the efforts to enhance the performance of the TMATM projector, how much influence the form errors of a micromirror surface exert on the optical efficiency and the modulation of gray scale of the projector were analyzed through a pertinent modeling and simulations.

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Development of Gap Searching System for Car Body Assembly by Decomposition Model Representation (분해 모델을 이용한 자동차 차체의 틈새 탐색 시스템 개발)

  • Bae, Won-Jung;Lee, Sung-Hoon;Park, Sung-Bae;Jung, Yoong-Ho
    • Transactions of the Korean Society of Automotive Engineers
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    • v.20 no.4
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    • pp.109-118
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    • 2012
  • Large number of part design for aircraft and automobile is preceded by functional or sectional design groups for efficiency. However, interferences and gaps can be found when the parts and sub-assemblies by those design groups are to be assembled. These interferences and gaps cause design changes and additional repair processes. While interference problem has been resolved by digital mockup and concurrent engineering methodology, gap problem has been covered by temporary treatment of filling gap with sealant. This kind of fast fix causes fatal problem of leakage when the gap is too big for filling or the treatment gets old. With this research, we have developed a program to find the gap automatically among parts of assembly so that users can find them to correct their design before manufacturing stage. By using decomposition model representation method, the developed program can search the gap among complex car body parts to be visualized with volumetric information. It can also define the boundary between the gap and exterior empty space automatically. Though we have proved the efficiency of the developed program by applying to automobile assembly, application of the program is not limited to car body only, but also can be extended to aircraft and ship design of large number of parts.

A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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LAPG-2: A Cost-Efficient Design Verification Platform with Virtual Logic Analyzer and Pattern Generator (LAPG-2: 가상 논리 분석기 및 패턴 생성기를 갖는 저비용 설계 검증 플랫폼)

  • Hwang, Soo-Yun;Kang, Dong-Soo;Jhang, Kyoung-Son;Yi, Kang
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.5
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    • pp.231-236
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    • 2008
  • This paper proposes a cost-efficient and flexible FPGA-based logic circuit emulation platform. By improving the performance and adding more features, this new platform is an enhanced version of our LAPG. It consists of an FPGA-based hardware engine and software element to drive the emulation and monitor the results. It also provides an interactive verification environment which uses an efficient communication protocol through a bi-directional serial link between the host and the FPGA board. The experimental results show that this new approach saves $55%{\sim}99%$ of communication overhead compared with other methods. According to the test results, the new LAPG is more area efficient in complex circuits with many I/O ports.

Formative Properties of 3D Animation based on the Theory of Gestalt -Centering of Korean film - (게슈탈트 시지각 이론에 의한 3D 애니메이션의 조형성 -한국 영화 <웰컴투 동막골>을 중심으로-)

  • Kim, Kyung-Eun;Yun, Young-Du
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.279-284
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    • 2006
  • The field of film art to be wised expression as development of Media has grown. Recently, the concern and effort has built up in digital film by Computer Graphics(CG) one of SFX. In this paper, I certified the formative properties based on Gestalt theory and centering best show in 2005. As a result, I confirmed that to insert 3D animation in film can lead fantasy or virtual world unable to be felt in real world, with the intention of producer, and that it was applied to free space not to be restricted making a film of scenes. And I confirmed that the partial modeling animation as the Gestalt theory that gives totality to objects of perception and needs closure can play role of understanding the meaning of film.

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