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The Distribution Characteristics of Incised Meander River in the Korean Peninsula (한국에 있어서 감입곡류 하천의 분포 특성)

  • 송언근;조화룡
    • The Korean Journal of Quaternary Research
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    • v.3 no.1
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    • pp.17-34
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    • 1989
  • The distribution characteristics of incised meander river are analysed concerning topography, geology, stream order and altitude. Additionally geomorphological development of the Korean peninsular is considered with incised meander. The main findings are as follows: 1. The incised meander is intensively distributed on the west and north slope of T'aebak and Sobaek mountain range, but sparsely distributed on the opposite slopes. 2. Geologically, the occurrence rate of incised meander is high orderly as follows: Joseon supergroup, Pyeongan supergroup, Daedong supergroup metamorphic rock, Gyeongsang supergroup, and granite. The incised meander is developed well on the following conditions: hard rocks against weathering, stratified structure, geologic arrange across the river channel and contacting zone of geological formations. 3. The higher stream orders are, the higher occurrence of incised meander is. 4. Comparing the altitude of present river bed with the summit level of restored map, it is supposed that the incised meander rivers have been dissected about 300-500m down ward. 5. Considering the distribution characteristic of incised meander, it is suggested that not only T'aebak mountain range but Sobaek mountain range is the axis of asymmetrical up-warping in the Korean peninsular. 6. Considering the distribution characteristic of incised meander on the restored map and the stream order, it seems that present incised meander channel was inherited from antecedent meander river that had flowed on High and Middle level erosion surface. But the channel pattern has been modified.

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Influence of Water Depth on Climate Change Impacts on Caisson Sliding of Vertical Breakwater (직립방파제의 케이슨 활동에 미치는 기후변화영향에 대한 수심의 효과)

  • Kim, Seung-Woo;Kim, So-Yeon;Suh, Kyung-Duck
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.24 no.3
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    • pp.179-188
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    • 2012
  • Performance analyses of vertical breakwaters were conducted for fictitiously designed breakwaters for various water depths to analyze the influence of climate change on the structures. The performance-based design method considering sea level rise and wave height increase due to climate change was used for the performance analysis. One of the problems of the performance-based design method is the large calculation time of wave transformation. To overcome this problem, the SWAN model combined with artificial neural network was used. The significant wave height and principal wave direction at the breakwater site are quickly calculated by using a trained neural network with inputs of deepwater significant wave height and principal wave direction, and tidal level. In general, structural stability becomes low due to climate change impacts, but the trend of stability is different depending on water depth. Outside surf zone, the influence of wave height increase becomes more significant, while that of sea level rise becomes negligible, as water depth increases. Inside surf zone, the influence of both wave height increase and sea level rise diminishes as water depth decreases, but the influence of wave height increase is greater than that of sea level rise. Reinforcement and maintenance policies for vertical breakwaters should be established with consideration of these results.

Development of Alignment Information Extraction System on Highway by Terrestrial Laser Scanning Technique (지상 레이저 스캐닝 기법에 의한 도로선형정보 추출 시스템 개발)

  • Kim, Jin-Soo
    • Journal of the Korean Association of Geographic Information Studies
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    • v.10 no.4
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    • pp.97-110
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    • 2007
  • A laser scanning technique has been attracting much attention as a new technology to acquire location information. This technique might be applicable to a wide range of areas, most notably in geomatics, due to its high accuracy of location and automation of high-density data acquisition. A alignment information extraction system on highway has been developed in this study by utilizing the advantages of the laser scanning technique. The system can accurately interpret the alignment information of highway and can be applied to actual works. To develop the alignment information extraction system on highway, an algorithm that can automatically separate a horizontal alignment into a straight line, a transition curve, and a circular curve was developed. It can increase its efficiency compared to the conventional methods. In addition, an algorithm that can automatically extract design elements of horizontal and vertical alignments of highway was developed and applied to an object highway. This yielded higher practicality with more accurate values compared to those from previous studies on the extraction of design elements of highway alignment. Furthermore, the extracted design elements were used to perform a virtual driving simulation on the object highway. Through this, data were provided for a visual judgment for judging visually whether the topography and structures were harmonized in a three-dimensional manner or not. The study also presents data that can serve as a basis to determine highway surface freezing sections and to analyze three-dimensional sight distance models. Through the establishment of a systematic database for diverse data on highway and the development of web-based operating programs, an efficient highway maintenance can be ensured and also they can provide important information to be used when estimating a highway safety in the future.

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A Study on the Design of Visual-Auditory Haptic Interface - With emphasis on embodying Haptics using Visual and Auditory perception (시/청각적 촉감 인터페이스 디자인에 관한 연구 - 시각과 청각을 이용한 촉감 구현을 중심으로)

  • 백승화;김명석
    • Archives of design research
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    • v.14 no.2
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    • pp.15-25
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    • 2001
  • With the rapid development of current internet, digital age make human beings intangible. Haptic sense was recognized less important than visual sense and auditory sense, but it plays an important role in determining the quality of products. The goals of this study are embodying haptics using Visual and Auditory preception and designing Visual-Auditory Haptic interface, in the case of actual touching is required but impossible. This study was carried out 3 steps. Firstly, developing the concept of Visual-Auditory Haptic Interface(VAHI) was carried out to make it certain the direction of this study. To get common factors of VAHI, this study researched physical-mechanism of visual, auditory, and haptics senses, and psychological-mechanism. Secondly, identifying factors of V/A haptic sense was analysed by web-evaluation test, to be categorized 11 Emotional Haptic Factors(EHF) and some Design Haptic Factors(DHF). The relation of EHF and DHF was analysed and summarized to VAHI design check sheet. Finally, Applying DHF to VAHI by EHF according to VAHI design check sheet was validated by web-evaluation test, to be resulted 13% increase in reliability and the same in usability. Conclusively, the possibility of embodying haptics using Visual and Auditory preception was resulted to be valid. And this concept can be applied to an interface, such a internet shopping mall and virtual reality, which requires actual touching to perceive haptic information, but it is impossible.

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AREL(AR based E-Learning) for PBE(Practice-Based Education) Framework Design in the Field of Art and Design Major (미술·디자인계열 전공 실습교육을 위한 증강현실기반 이러닝(AREL: AR based e-Learning) 프레임워크 디자인)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.43
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    • pp.363-386
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    • 2016
  • This research is to design basic framework for developing teaching and learning method in the field of art and design major in university. Especially taking off from oneway e-learning teaching method, it is focused on increasing reality of student learning situation with applying AR contents process to augment virtual condition on reality condition. The processing of framework design and developing teaching and learning method are about practice education based on AR for model experiment research which was published "The E-Learning for Practice Training Using Augmented Reality in the College Education". This thesis is supposed to be a precedent study of the pre-published, and the purpose of those two studies were for experiment test in earnest in studying effect research. The classification of learning method divided basically as Face-to-Face Learning(FFL), Blended Learning(BL), fully E-Learning(EL), and Augmented Reality based E-Learning(AREL). This research compares and analyzes each frame of FFL, BL, and EL. And then, designed framework lead to the over-all conclusion with the type of AREL. Additionally, AREL for PBE suggests the ways of advanced teaching learning.

Industrialization of Augmented Reality Contents : Focusing on the 21st Century's Films and Augmented Reality Arts (증강현실 콘텐츠의 산업화 : 21세기 영화와 증강현실 예술을 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.347-374
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    • 2014
  • The aim of this article is to consider the future of industrialization of Augmented Reality contents focusing on cinematic imagination of films that used Augmented Reality techniques and artistic imagination of Augmented Reality Arts in the 21st century. The film showing future technology through cinematic imagination plays an role in the presentation of future vision important. Augmented Reality Arts show the big picture of future arts, future aspect of society, and future culture by using technically possible present technology. I classified the researched films according to Augmented Reality technique. It is expected that Gesture Recognition will develop with transparent display device techniques, Hologram techniques will be changed into individualized communication styles, Biometrics will be able to evolve into multi-Biometrics, and Wearable Computer will develop in the aspect of physical body augmentation and then industrialize. In Augmented Reality Arts, it seems that the various utilization of avatar will be related to Hologram, the utilization of the physiological phenomenon of the human body will be related to Biometrics, the mixture of reality and virtual reality will utilize display devices through Gesture Recognition, and a new experiment of HMD(Head-Mounted Display) will industrialize with the diversification of Wearable Computer. Augmented Reality contents created through the imagination and representation in the films and arts take a role in helping human life, and, at the same time, show the future image industrialized in the way of combination between human and environment without a medium.

A Study on Cyber Punk Fashion Expressed in the Movies (영화에 표현된 사이버 펑크패션에 관한 연구)

  • Jung Yeoun-Ja
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.3
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    • pp.181-188
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    • 2005
  • This study attempted to investigate the plastic characteristics of cyber punk fashion with a focus on fashion in the cyber punk movies in order to inquire into how the influence of the cyber punk taking the lead in the spiritual culture and way of life of the humankind in the 21th century would be expressed in fashion. For this purpose, it sought to analyze the beauty of new fashion creating the cyber environment and identify its contemporary meaning. An attempt was made to investigate the image of cyber punk fashion with a focus on fashion expressed in the cyber punk movies. As a result, the following findings were obtained: First, the image of cyber punk fashion expressed in the cyber punk movies was simplicity, which was to express the modest silhouette and details exclusive of decoration. In addition to clean and smooth gloss, it contained the modest image of resistance', not 'revolt' by borrowing the partial motive and image from existing punk fashion. The change of cyber punk fashion into the characteristic of concise, smooth external appearance brought about the restraint of its image and symbolism as well as its plastic characteristic. Second, it was characterized by the Eroticism nature of emphasizing the body line while expressing the future and modest image or exposing the body. Cyber punk fashion expressed the avant-garde image by using materials that gave a mysterious and future feelings, as well as unsymmetrical silhouette, the slit of body-conscious line, coarse cutting, the method of do-constructing and reconstructing the silhouette, the method of applying diverse underwears such as corset, brassiere and the like. Third, cyber punk fashion was marked by the nature of mined sex. It had the masculine image by using the black color containing the image of masculinity and resistance in female clothing and expressing the suit, coat and military looks giving an masculine impression. And it expressed the image of mixed sexes with the masculine image in male clothing by borrowing feminine images such as body-conscious line, widely cut neckline, floral decoration, leggings and the like. Fourth, cyber punk fashion was marked by naturalness. It was expressed as clothing made from silhouette, knit, cotton and the like in the atmosphere expressing love, comfortableness and truth. This contained the image of naturalness, a return to the primitive, that human being wanted to return to their original figure in the future element. The cyber punk movie may contain a dismal, gloomy future image on the whole, which can be overcome, and shows the possibility that it may grow into the alternative culture, not the revolting culture. The movie of 'The Fifth Element' demonstrates the meaning and role that shows the bright future image. It is thought that designers should make efforts for cyber punk fashion to perform its role in changing the gloomy future image into the bright image of society

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Service Design for Using the Drones in the Early Stages Fires of Dense Residential Areas (주택가 밀집지역 화재발생 초기 드론 활용 서비스디자인 연구)

  • Youn, Gyo-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.111-121
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    • 2019
  • Recently, through the services that use drones at fire sites to deliver on-site and road conditions into the situation room and life-saving activities or the deliveries of first aid outfits at the accident scenes that are inaccessible to humans, there are more and more cases of dealing with emergency situations. Therefore, by studying the service design using drones in the initial stage of response to fires in dense residential areas, this study was intended to reify the service design area of the response stage, including the dispatch of fire sites and the fire suppression. To do this, through literature researches, research directions were explored by examining the concept and process review of service design, and by analyzing the application cases using service design. In order examine the validity of this study, a one-on-one interview was conducted to identify the use and problems of drones among incumbent firefighters, and identified the applicability of drones to fire sites by targeting drone experts. Field research was conducted to identify the location and distance of road conditions, site conditions, and 119 safety centers, by making Yongsan-gu, the most vulnerable area to fire in Seoul, as a research sample. And, among the methodologies of service design, Persona and Customer Journey Map were prepared and Insight was derived, by using virtual scenarios for the experience values and behavior analyses of the interested parties. Through these processes, this researcher intended to present the fire-response service design and help establish the direction of service design in the initial stages of fire in Korea.

Manufacture of 3-Dimensional Image and Virtual Dissection Program of the Human Brain (사람 뇌의 3차원 영상과 가상해부 풀그림 만들기)

  • Chung, M.S.;Lee, J.M.;Park, S.K.;Kim, M.K.
    • Proceedings of the KOSOMBE Conference
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    • v.1998 no.11
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    • pp.57-59
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    • 1998
  • For medical students and doctors, knowledge of the three-dimensional (3D) structure of brain is very important in diagnosis and treatment of brain diseases. Two-dimensional (2D) tools (ex: anatomy book) or traditional 3D tools (ex: plastic model) are not sufficient to understand the complex structures of the brain. However, it is not always guaranteed to dissect the brain of cadaver when it is necessary. To overcome this problem, the virtual dissection programs of the brain have been developed. However, most programs include only 2D images that do not permit free dissection and free rotation. Many programs are made of radiographs that are not as realistic as sectioned cadaver because radiographs do not reveal true color and have limited resolution. It is also necessary to make the virtual dissection programs of each race and ethnic group. We attempted to make a virtual dissection program using a 3D image of the brain from a Korean cadaver. The purpose of this study is to present an educational tool for those interested in the anatomy of the brain. The procedures to make this program were as follows. A brain extracted from a 58-years old male Korean cadaver was embedded with gelatin solution, and serially sectioned into 1.4 mm-thickness using a meat slicer. 130 sectioned specimens were inputted to the computer using a scanner ($420\times456$ resolution, true color), and the 2D images were aligned on the alignment program composed using IDL language. Outlines of the brain components (cerebrum, cerebellum, brain stem, lentiform nucleus, caudate nucleus, thalamus, optic nerve, fornix, cerebral artery, and ventricle) were manually drawn from the 2D images on the CorelDRAW program. Multimedia data, including text and voice comments, were inputted to help the user to learn about the brain components. 3D images of the brain were reconstructed through the volume-based rendering of the 2D images. Using the 3D image of the brain as the main feature, virtual dissection program was composed using IDL language. Various dissection functions, such as dissecting 3D image of the brain at free angle to show its plane, presenting multimedia data of brain components, and rotating 3D image of the whole brain or selected brain components at free angle were established. This virtual dissection program is expected to become more advanced, and to be used widely through Internet or CD-title as an educational tool for medical students and doctors.

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Demand Analysis of the Home Ubiquitous Network Services Using Conjoint Method (컨조인트 분석방법을 이용한 홈 유비퀴터스 네트워크 서비스의 수요 분석)

  • 이종수;안지운;이정동;신혜영
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2003.11a
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    • pp.101-114
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    • 2003
  • 홈 유비퀴터스 네트워크란 PC, 휴대 전화, 디지털TV, 냉장고, 에어컨, 개인 휴대 정보 단말기(PDA), 게임기 등 가정 내의 정보기기들 사이에 통합된 네트워크를 형성해 데이터를 공유할 수 있는 환경을 구성한 것이다. 홈 네트워크 서비스를 가능케 한 요인은 기술적 측면에서 가전기기의 디지털화 및 초고속망의 보급, 수요측면에서 가전기기를 통한 다양한 서비스를 이용하고자 하는 소비자의 요구, 공급측면으로 포화된 정보통신기기 시장에서 새로운 수요창출이 필요한 환경 등으로 요약될 수 있다. 이와 같이 현재 정보통신산업은 지금까지 구축된 정보통신 인프라를 바탕으로 새롭게 등장한 홈 네트워크 서비스 분야에 주목하고 있다. 홈 네트워크는 정보통신기술을 가전기기에 융합시킴으로써 새로운 서비스를 창출한다는 점에서 정보통신산업은 물론, 기존의 백색가전 산업까지 포괄하여 관련 산업의 전후방 효과가 매우 크다. 본 연구에서는 홈 네트워크 서비스에 관련한 핵심 속성을 분석하고, 핵심 속성에 대한 소비자의 선호를 분석하는 실증연구를 수행하였다. 현재 홈 네트워크 시장이 본격적으로 형성되지 않아 현시선호(revealed preference) 자료의 구득이 불가능하므로, 소비자에게 향후 제공될 수 있는 서비스 특성을 지닌 가상적인 제품 조합을 제시하고, 이에 대해 소비자가 실제 시장에서와 같은 구매행위를 가정하도록 한 후, 각 제품 조합에 대한 선호 순위를 매기게 함으로써 소비자의 진술선호(stated preference)를 측정하는 컨조인트(conjoint) 방법론을 사용하였다. 이러한 분석을 통해서 홈 네트워크 서비스의 각 속성에 대한 소비자의 선호구조를 파악하고 지불의 사액(Willingness To Pay, WTP)을 분석하도록 한다. 본 연구의 결과를 이용하여 향후 전개될 홈 네트워크 서비스 및 관련시장의 발전 방향을 전망해 보고 이에 따른 기업이나 정부차원의 대응전략을 파악하고자 한다.육구에서는 큰 변화를 나타내고 있지 않았다(p<0.05). 운동과 비운동시킨 참돔의 지질 함량의 변화는 운동시킨 참돔은 운동으로 인한 에너지 소비로 인하여 함량이 유의적으로 감소했으며(r=-0.35), 비운동사육구에서는 절식으로 인하여 지질함량이 감소하였다(r=-0.38). 파괴강도와 가장 밀접한 영향을 가지는 콜라겐은 운동과 비운동 모두 사육기간동안 큰 변화는 보이지 않았다. 초기의 파괴강도값은 1.45±0.02kg(운동사육구), 1.36±0.18kg(비운동사육구)이였으며 사육기간동안 운동사육구는 파괴강도값이 증가한 반면, 비운동수조에서는 참돔의 파괴강도는 사육기간동안 큰 유의차가 없었다. 각 성분간의 상관도를 살펴보면, 수분함량과 파괴강도는 상관성을 가졌으며, 지질함량과 파괴강도도 같은 경향은 나타내었다. 운동기간동안의 파괴강도와 콜라겐 사이에는 상관성의 거의 없었다. 이는 운동기간에 따른 파괴강도의 증가가 콜라겐의 함량의 증가보다는 지질함량의 감소와 수분함량의 증가와 같은 성분과의 상관성이 크다고 판단된다. 다음으로는, 운동횟수에 의한 영향으로써 운동시간을 1일 6시간으로 설정하여, 운동횟수를 결정하기 위하여 오전, 오후에 각 3시간씩 운동시키는 방법과 오전부터 6시간동안 운동시키는 두 방법을 이용하여 품질을 비교하였다. 각 조건에 따라 운동시킨 참돔의 수분함량을 나타낸 것으로, 2회(오전 3시간, 오후 3시간)에 나누어서 운동시키기 위한 육의 수분함량은 73.37±2.02%를 나타냈으며, 1회(6시간 운동)운동시키기 위한 육은 71.74±1.66%을 나타내었다. 각각의 운동조건에서 양식된 참돔은 사육초기에는 큰 변화가 없었으나, 사육 5일 이후에는 수분함량이 증가하여 15일에는 76.40±0.14, 75.62±0.98%의 수분함량을 2회와 1회 운동시킨 참돔의 육에서 각각 나타났다. 운동횟수에 따른 지질함량은 2회 운동시킨 참돔은 5.83±2.08, 1회 운동시킨 참돔은 6.72

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