• Title/Summary/Keyword: 세계 제작

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Comparison of Performances of Forward Osmosis and Membrane Distillation Processes for Shale Gas Plant Water Treatment (셰일가스 플랜트 용수 처리를 위한 정삼투(FO)와 막증발(MD) 공정의 성능 비교)

  • Koo, Jaewuk;Lee, Sangho;Shin, Yonghyun;Yun, Taekgeun
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.39 no.3
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    • pp.279-284
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    • 2015
  • As non-conventional oil resources such as shale gas have been widely developed, proper treatment of flowback and produced water is becoming important. However, application of conventional water treatment techniques is limited due to high concentration of pollutants such as oil and grease, organics, harmful chemicals, and inorganic ions. In this study, we examined the feasibility of using forward osmosis (FO) and air gap membrane distillation (AGMD) as novel treatment options for shale gas wastewater. Laboratory-scale FO and MD devices were fabricated and used for the experiments. Results showed that FO could be used to treat the synthetic wastewater. Using 5 M NaCl as the draw solution, the flux was approximately $6L/m^2-hr$ during the treatment of low range wastewater (TDS: 66,000 mg/L). Nevertheless, AGMD was more effective to treat high range wastewater (Total Dissolved Solid: 260,000 mg/L) than FO.

Approach to the possibility of Multimedia Art in the Digital Media World (디지털 미디어 환경에서의 멀티미디어 아트의 가능성에 대한 접근)

  • 장용훈
    • Archives of design research
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    • v.16 no.3
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    • pp.309-318
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    • 2003
  • A work of Art is not supposed to be isolated from the world, but it should be influenced by its cultural background and situations of the times. Therefore, Art itself reflects its era. In other words, it is created being based on the thought of its artist and simultaneously interacting with external conditions or circumstances of the era, so it would also affect the cultural code of its society. This is why modern art made by the individual living in this complicated and diversified society is quite avant-garde. Various demands from its society and diversified senses have been influencing diversification of works of Art. Now we can say that a mode of art is also dose to current stream of the times. A lot of artists have been trying to get out of traditional way of presentation techniques and classification of genres. In that point, the emergence of Multimedia Alt is inevitable in this digital era. The terms of Internet or multimedia are now familiar with everybody in the world, and a lot of works like Technology Art, Information Art, Computer Art, Digital Art, New Media Art, and so on have been coming into the world by using multimedia. Unlike other works of Art, these works from multimedia are practically used by being combined with technologies. Hereupon, in this paper I would like to find out a concept of Multimedia Art, its social function, and the future prospect of this brand-new form of art.

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Measuring Visual Fatigue of Glasses-free Interactive 3D System Under Various Viewing Conditions (다양한 시청환경에 따른 무안경식 interactive 3D 시스템의 시각피로도 측정)

  • Kim, Jung-Yul;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.425-434
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    • 2013
  • Observers usually experience visual fatigue when they watch contents displayed on 3D display. There has been various research on visual fatigue incurred in stereoscopic displays that use 3D glasses, but relatively less studies have been done in the area of autostereoscopic displays. i3D system refers to interactive 3D system that makes it possible for users to interact with contents using their hands. Current research measured visual fatigue that users experience from i3D under various visual environments. We examined the effects of viewing distance, disparities and visual orientation on visual fatigue in i3D. The results indicated that visual fatigue decreased with longer distance and smaller disparity. Visual fatigue increased with angle when 3D fusion was unstable. In addition, there was an interaction effect between angle and distance in which visual fatigue increased with distance under stable 3D fusion but there was no difference in visual fatigue as a function of distance when 3D fusion was unstable. These results would be importantly used to develop autostereoscopic displays that minimize visual fatigue.

Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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Brief Review of Silicon Solar Cells (실리콘 태양전지)

  • Yi, Jun-Sin
    • Journal of the Korean Vacuum Society
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    • v.16 no.3
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    • pp.161-166
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    • 2007
  • Photovoltaic (PV) technology permits the transformation of solar light directly into electricity. For the last five years, the photovoltaic sector has experienced one of the highest growth rates worldwide (over 30% in 2006) and for the next 20 years, the average production growth rate is estimated to be between 27% and 34% annually. Currently the cost of electricity produced using photovoltaic technology is above that for traditional energy sources, but this is expected to fall with technological progress and more efficient production processes. A large scale production of solar grade silicon material of high purity could supply the world demand at a reasonably lower cost. A shift from crystalline silicon to thin film is expected in the future. The technical limit for the conversion efficiency is about 30%. It is assumed that in 2030 thin films will have a major market share (90%) and the share of crystalline cells will have decreased to 10%. Our research at Sungkyunkwan University of South Korea is confined to crystalline silicon solar cell technology. We aim to develop a technology for low cost production of high efficiency silicon solar cell. We have successfully fabricated silicon solar cells of efficiency more than 16% starting with multicrystalline wafers and that of efficiency more than 17% on single crystalline wafers with screen printing metallization. The process of transformation from the first generation to second generation solar cell should be geared up with the entry of new approaches but still silicon seems to remain as the major material for solar cells for many years to come. Local barriers to the implementation of this technology may also keep continuing up to year 2010 and by that time the cost of the solar cell generated power is expected to be 60 cent per watt. Photovoltaic source could establish itself as a clean and sustainable energy alternate to the ever depleting and polluting non-renewable energy resource.

The Possibility of Silk Protein to the Chondrogenesis (연골 재생에 대한 실크 단백질의 가능성)

  • Jo, You-Young;Kweon, HaeYong;Lee, Kwang-Gill;Lee, Heui-Sam;Chon, Jeong-Woo
    • Journal of Sericultural and Entomological Science
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    • v.50 no.1
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    • pp.15-19
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    • 2012
  • A number of researcher have studied biomaterials for cartilage regeneration and are now proceeding. Silk protein was attempted for use as biomedical materials by many researchers because it is natural polymer with biocompatibility and excellent mechanical strength. In this study, we want to know a possibility of silk protein on the cartilage regeneration. We isolated chondrocytes from nasal cartilage and confirmed optimal culture condition of the cells. To observe the effects of silk fibroin on chondrogenesis, we added silk fibroin solutions to the culture medium of chondrocyte and detected gene expression levels related chondrogenesis such as col2, col10. The chondrocytes showed optimal growth when they were cultured in DMEM medium supplemented with 10% FBS 100 ${\cdot}{\ddot{I}}$M ascorbic acid. The levels of col2 gene expression were increased in non-autoclaved silk fibroin, but decreased in autoclaved one. Also the gene expression levels of col10 were increased in silk fibroin, particulary at 3D culture. Based on the results of this study, we had seen the possibility of silk fibroin for cartilage regeneration. In future studies, we should know more clearly the relationship between cartilage regeneration and the silk protein.

Real Life Emotions in Koreeda Hirokazu's Still Walking (사실적인 감정의 미학 : 고레에다 히로카즈의 <걸어도 걸어도>를 중심으로)

  • Min, Hwan-Ki;Nam, Yeon-Kyoung
    • Cartoon and Animation Studies
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    • s.27
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    • pp.199-219
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    • 2012
  • An innovative narrative film-making always came out of conflict and negotiation between reality and film form. A lesson we learn from their film-making is a certain reality is no more possible to be dealt with by conventional narrative. A dialectic between a real life and a representation drives a certain film-makers to make films. Kore-eda Hirokazu is internationally known as developing his own method of meshing of so-called real life and the artifice of film. As He began his career as a documentary film-maker, made several documentaries for TV and then turned to his feature film-making, documentary film-making defines the basic stance in all of his film-making. He in particular emphasized that he considered the fundamental ethical standpoint of documentary to be filming from the standpoint that one does not - or cannot - know the person one is filming. And therefore even in his fiction films he avoids subjective cinematic structures that offer easy access to the internal states of his characters. He makes his audience observe the internal states of his characters from the outside with his narrative strategy. This article will analyse two documentary films of Koreeda Hirokazu in such a way that his documentaries meshes a real life and the artifice of film and then explores such a fiction film like that changes its documentary methods into narrative strategy for the same effect on the audience.

A Study on Classification System for Narrative use of Visual Effects in Film (영화 비주얼 이펙트의 내러티브에 의한 분류체계 연구)

  • Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.13
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    • pp.237-253
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    • 2008
  • Visual Effects have been revered as 'Spectacular' film elements for a long time, and once there was a misunderstanding that they destroyed the actual 'Story'. But, now they are becoming a valuable tool for storytellers. A film pursues a perfect narrative structure and visual reality so that the audience can believe the story as a real. Giving a narrative motif to the audience, they use Visual Effects that provide the technical solutions and -at the same time- they create and preserve the diegetic world that Is either believable or not. This research suggests that we analyze precisely and make a classified table of the narrative use of Visual Effects based on the previous research of Shilo T. McClean. First, we can ask if the narrative motif would be there in front of the camera, From there, we then can get two desired answers. One is, if there is nothing to visually stand up, Visual Effects can intervene as an alternative tool for creating the diegetic world. The other is that Visual Effects can be used for preserving the diegetic world as a necessary tool. Then, in the latter, we can consider whether there is a storyteller's purpose to be added, so we can distinguish the details. This classified Visual Effects for the narrative is able to dispense proof that they can be worthy as to provide a 'Spectacuiar' aura as to create and preserve the diegetic world. I would like to argue that this research could be a foundation for the inter-progress of future studies for visual effects as well as for their amazing technological improvements.

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A Study on the Spectatorship through Character of (<심슨가족>의 캐릭터를 통한 관객성 연구)

  • Youm, Dong-Cheol
    • Cartoon and Animation Studies
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    • s.21
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    • pp.1-17
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    • 2010
  • As animation emerged as a high value-added content business, more studies are conducted focusing on the fact that the key to the success of animation is not a story but a character. This study aims to examine the characters of , the globally loved animation, and figure out its interactive way of attracting viewers based on Spectatorship Theory, so that it can help set the nation's TV animation series to be made on the right track. To achieve this goal, it will explore various aspects including the concept of animation character, the relations between ideology and character, and the changes in design according to a social phenomenon, then based on Spectatorship Theory will analyze and suggest how the characters of fulfill the required conditions to attract viewers. In addition, it will examine the wide application of the characters of . In conclusion, unlike theatrical animation, TV animation has a characteristic that it can easily and repeatedly deliver messages to viewers over a long time, however, domestic TV animation turned out to fail to utilize the advantage. In other words, while its character has distinct individuality, it is not supported by creative and solid story line, and the character is not attractive as much as the characters of which successfully evoke sympathy from viewers. In animation, arousing sympathy from its viewers or audiences is very important, so a character that well reflects social discourse is an integral part of it. Therefore, in-depth and specialized study on animation's character is highly required for the sustainable success and growth of domestic animation.

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Explicating Motivations & Attitudes Affecting the Persistent Intention to Adopt Binge-Watching (수용자의 몰아보기 이용동기와 지속적 이용의도에 영향을 미치는 영향 요인에 대한 연구)

  • Han, Sun Sang;Yu, Hongsik;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.521-534
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    • 2017
  • In 2013 the Netflix, an OTT in USA, launched all at once 13 episodes of the House of Cards season. Binge-watching is the word which means watching continuously 2~6 episodes of a TV program with one sitting, the new normal of TV watching behavior, cultural and social currents all over the world. This study has analyzed the factors and motivations which affect to the persistent intention to use binge-watching. It conducted an online survey from 333 Quota sample from Korean age groups between 20th~60th with 81 questionnaires. The 5 groups were induced as motivation factors to binge-watching. The 3 groups which consisted of , , are affecting as positive to intention to use binge-watching. But the other 2 groups which are and doing as negative. The survey has shown that the persistent intention to binge-watching is affected by ages more younger, whom doing binge watching more frequently, whom estimating more higher to the conceived usefulness to use. As a theoretical model, expanded technology acceptance model was adopted and US drama House of Cards. This study could promote the next generation contents planning and S-VOD service industry.