• Title/Summary/Keyword: 전시 기술

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A Study of Mid-sized Communication Satellite in Korea (국내 중형 통신위성의 발전 방안)

  • Woo, Hyung Je;Lee, Daeil;Han, Sang Woo
    • Journal of Satellite, Information and Communications
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    • v.11 no.3
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    • pp.104-109
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    • 2016
  • A technology of GEO satellite communications starts from Koreasat program in Korea. Payload equipment of EQM Ku and Ka band transponders had been developed and space-qualified Ka band payload in COMS was successfully launched in June, 2010. For the purpose of military communications, Dehop-Rehop transponder was developed in Koreasat5 as ANASIS system and DAT(Digital Active Transponder) and DCAMP(Digital Channel AMPlifier) transponders are now under development. In this paper, from the study of military satellite communications trend, a direction of military communication satellite is suggested based on the current GEO SATCOM technologies in Korea. Considering the limit of frequency resources, a technology of battlefield adaptive transponder with medium capacity against high moveable jamming tactics would be efficient for the future military SATCOM system. Mid-sized military satellites with frequency hopping and mid-capacity transponders can be a solution of vitalizing the GEO satellite programs.

ubiGuide: Intelligent Guide System Using Nonintrusive Augmented Reality Techniques (ubiGuide: 비간섭 증강현실 기술을 이용한 지능형 가이드 시스템)

  • Jin, Yoon-Jong;Park, Han-Hoon;Noh, Sung-Kyu;Choi, Hee-Jun;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.643-648
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    • 2007
  • 유비쿼터스 컴퓨팅 기술이 문화예술 분야에 접목되면서 수동적이었던 전시 관람 형태가 능동적인 관람 형태로 바뀌고 있다. 특히, 지능형 가이드 시스템의 등장은 기존의 관람 문화를 크게 변화시켰다. 지능형 가이드 시스템이란 사용자에게 전시물에 대한 정보 및 전시장의 위치 정보를 제공해주는 시스템을 말한다. 현재 상용화되고 있는 지능형 가이드 시스템은 크게 휴대폰, PDA, 게임기 등의 휴대형 장치 기반의 가이드 시스템과 HMD와 같은 착용형 장치 기반의 가이드 시스템으로 나뉠 수 있다. 본 논문에서는 이러한 현재 상용화된 시스템들의 한계(예를 들어, 특정 장치를 직접 착용 혹은 소지해야 함)를 서술하고, 이를 보완하는 프로젝터 기반의 가이드 시스템에서 더 나아가 임의의 공간에 원하는 전시물 구성, 설치 등을 신속, 정확하게 수행하는 지능형 가이드 시스템을 제안한다. 프로젝터 기반의 지능형 가이드 시스템은 기반 기술로 지능형 프로젝션 기술을 필요로 하는데, 이는 임의의 환경에서 임의의 위치에 다수의 사용자에게 고화질, 대화면 영상 정보를 제공해 준다. 그러나, 기존의 지능형 프로젝션 기술은 성능 및 안정성을 위해 대부분 가시적인 패턴 및 마커를 사용하는데, 이는 사용자에게 제공되는 정보를 관찰하는 데 방해가 될 수 있다. 본 논문에서는 사용자의 관점에서 유용한 비간섭 지능형 프로젝션 기술을 사용한다. 즉, 본 논문에서는 마커나 패턴을 사용함으로써 정확성이나 안정성은 보장하지만, 마커나 패턴을 은닉하여 사용자의 눈에 띄지 않도록 함으로써, 사용자는 원하는 정보를 아무런 방해 없이 제공받을 수 있다. 제안된 시스템을 미술 작품 감상을 위한 가이드 시스템으로 적용해 본 결과, 사용자는 자유로운 환경에서 자신의 위치나 작품에 대한 설명을 대화면으로 제공받으면서, 편안하게 그림을 감상할 수 있었다.

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A Survey Research on Tourists' Satisfaction with Digital Technology-based Special Exhibitions: Focused on The National Museum of Korea (디지털기술을 적용한 특별기획전 관람객의 체험만족도에 관한 조사연구 : 국립중앙박물관을 중심으로)

  • Chen, Chen;Cho, Joung-Hyung
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.127-137
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    • 2020
  • This study is aimed to point out the direction for more reasonable and effective application of future digital technology in the exhibition. It's also to improve the satisfaction of visitors' overall experience through inspecting the special exhibition using digital technology in the national central museum in 2019. The relationship of visitors' expectations, experience and satisfaction are analyzed through literature investigation. Hence, four dimensions of digital experience were summarized on this basis, the content of the questionnaire was set through this research. The satisfaction of visitors to the digital technology experience was evaluated and the key contents needing to be improved were found through Importance-Performance Analysis (IPA). According to the IPA analysis, the content located in quadrant IV is analyzed emphatically, and improvement suggestions are put forward from macro-level, micro-level and viewer's inner levels. The results can be used as a reference for improving the feasibility of the current problem. In order to ensure the forward-looking and timeliness of this field, continuous research will be conducted according to the changes and developments.

A 3d Viewing System for Real-time 3d Display General Monitors (범용 모니터에서 실시간 3d 디스플레이가 가능한 입체 뷰잉 시스템 개발)

  • Lee, Sang-Yong;Chin, Seong-Ah
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.2
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    • pp.13-19
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    • 2012
  • The techniques of 3d image processing have broadly used in the areas including movies, games, performances, exhibitions. In addition, increasing demands for practical uses have gradually extended to the areas of architecture, medicine, nuclear power plant. However, dominant techniques for 3d image processing seem to depend on multi-camera in which two stereo images are merged into one image. Also the pipeline has limitations to provide real-time 3d viewer in ubiquitous computing. It is not able to be applicable onto most general screens as well. In addition, the techniques can be utilized for the real-time 3d game play without a particular monitor or convertor. Hence, the research presented here is to aim at developing an efficient real-time 3d viewer using only mono camera which do not need post processing for editing as well.

A Study on Classification & Description of Art Archives : Focused on "The Art Archives, Seoul Museum of Art" (예술기록에 관한 분류·기술 사례 연구 서울시립 미술아카이브를 중심으로)

  • Kim, Ji Ah
    • The Korean Journal of Archival Studies
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    • no.74
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    • pp.79-117
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    • 2022
  • In recent years, the term "art archives" has become increasingly popular, with the growing use of archives in exhibitions and program planning within domestic cultural and arts institutions. The need for art archives has been raised for reasons such as establishing the identity of art and culture and providing basic resources for academic research; however, they are now being recognized as a direct resource and service for users. Accordingly, research has also been conducted on the values, policies, and management practices of art archives in the archiving field. Nevertheless, there is a lack of research on management methodologies that can be applied to institutions that manage art archives. In particular, for the efficient use of art archives, classification, organization, and systematic management of descriptive areas must be preceded. But, There are different methods of managing art archives depending on the type of collection, the management institution, and the characteristics of the collection resources, which, in turn, makes it difficult to apply a consistent methodology for classification and description. Based on actual cases from The Art Archives, Seoul Museum of Art, this study examined the types and categories of arts, and presented the establishment of a classification system and archival description rules.

The Study of Noise Reduction Method for Vacuum Cleaner Fan Motor (진공청소기용 팬모타의 소음저감대책에 관한 연구)

  • 최인환;채희권
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 1994.10a
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    • pp.67-72
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    • 1994
  • 현재 가전제품의 개발방향은 고효율화, 다기능화와 더불어 환경문제를 고려하는 방향으로 진행되고 있다. 환경문제로는 여러가지가 거론되고 있는데 제품의 소음에 대한 문제도 이제는 성능의 관점에서와 더불어 환경의 문제로도 인식되어야 한다고 생각한다. 특히 고속의 팬종류가 사용되는 가전제품에 있어서 저소음 성능은 판매력에 직접영향을 미치는 중요 판매전략으로 대두되고 있는 상황이다. 진공청소기는 가전제품중에서 매우 시끄러운 제품중에 속한다. 그 이유는 모타가 분당 30,000회 이상의 고속회전을 하면서 축에 연결되어 잇는 임펠러를 회전시켜 공기를 흡입, 배출시키는 일련의 작동을 하면서 여러가지 진동 및 유체소음을 일으키기 때문이다. 팬모타에서 발생한 소음과 진동은 여러가지 복잡한 전달경로를 거쳐서 외부로 전달되어진다. 따라서 청소기의 전체적인 소음을 감소시키기 위한 대책으로는 크게 두가지 방법으로 나누어 생각해 볼 수 있는데, 그 첫번째가 주된 소음원인 팬모타의 소음특성을 개선하는 방법이고 다른 하나는 팬모타로부터 발생된 소음이 밖으로 전달되는 경로를 적절하게 차단하는 방법으로서 청소기 내부에서 여러가지 방법을 사용하여 소음을 저감시키는 방법이다. 본 연구에서는 첫번째 방법인 팬모타의 소음을 감소시키는 대책들에 대하여 중점적으로 기술하려고 한다. 그 이유는 청소기 내부의 구조개선을 통하여 소음을 저감시키는 방법은 그동안 많이 실시되어 실험결과들이 축적되어 있는 반면 그 방법의 실시에는 구조적인 문제점 등 한계가 있기 때문에 더욱 조용한 청소기를 개발하기 위하여는 주된 소음원인 팬모타의 소음을 낮추어야 할 필요가 절실하게 요구되고 있기 때문이다.래그(drag) 토크의 영향과 치타음 저감을 위한 개선된 클러치 특성을 제시하였다. 클러치는 동력을 전달 또는 차단하는 기능 뿐만 아니라 엔진이나 변속기에서 발생하는 소음이나 진동을 저감시키는 기능을 가지고 있다. 따라서 엔진 공회전시에 발생하는 치타음(rattle noise)이나 비틀림 진동을 저감시키는 방법으로는 여러가지가 있으나 클러치 디스크(clutch disc)의 비틀림 기구의 설계 인자들을 적절히 조절함으로써 변속기의 인풋기어에 전달되는 비틀림 진동을 저감시키는 방법이 일반적으로 수행되어지고 있다. 본 연구는 4 실린더 4 싸이클 1.5L 엔진을 장착한 경승용차의 실차실험을 통해 공회전시 엔진 플라이휘일과 인풋기어에서의 회전수 변동을 측정하고, 이 실험 데이타를 기초로 하여 엔진 토크 및 변속기에서의 드래그 토크를 계산하여 엔진-변속기 인풋기어의 반한정계 2자유도 진동모델과 비틀림 특성을 가진 클러치 디스크의 프리댐퍼 영역에 대해 시뮬레이션을 수행하여 클러치 비틀림 기구의 설계인자인 비틀림 강성, 히스테리시스 토크에 따른 비틀림 진동 저감 효과를 연구하고자 한다.성을 확인하였다. 여기서는 실험실 수준의 평 판모델을 제작하고 실제 현장에서 이루어질 수 있는 진동제어 구조물에 대 한 동적실험 및 FRS를 수행하는 과정과 동일하게 따름으로써 실제 발생할 수 있는 오차나 error를 실험실내의 차원에서 파악하여 진동원을 있는 구조 물에 대한 진동제어기술을 보유하고자 한다. 이용한 해마의 부피측정은 해마경화증 환자의 진단에 있어 육안적인 MR 진단이 어려운 제한된 경우에만 실제적 도움을 줄 수 있는 보조적인 방법으로 생각된다.ofile where

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Real-time Monitoring of Temperature and Relative Humidity and Visualization of Pest Survey Data for Integrated Pest Management in Collection Storage Area (유물 공간의 종합적 유해생물 관리(Integrated Pest Management)를 위한 실시간(Real-Time) 온습도 모니터링 및 유해 생물 조사 자료의 시각화)

  • Im, Ik-Gyun;Lim, Seong-Duk;Han, Gyu-Seong
    • Journal of Conservation Science
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    • v.37 no.5
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    • pp.440-450
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    • 2021
  • Temperature and humidity data collection using real-time sensors and data loggers was conducted for integrated pest management in the collection storage and exhibition space of the Jeongnimsaji Museum, Buyeo. The real-time temperature and humidity monitoring system collected measurement data every 30 minutes and enabled real-time confirmation of the data through a linked application. If the temperature and humidity data measured in the real-time temperature and humidity monitoring system exceeds the set range, a push notification was sent to the mobile phone of the person in charge to provide status information to establish a continuous management system. Through this, it was possible to immediately recognize and take action when the temperature range exceeded the recommended relic temperature in August. We performed data visualization on the concentration of airborne fungus in the storage area and the inflow path and density of insects. Based on the recommended criteria presented by the National Institute of Cultural Heritage, The data on the spatial and temporal concentration of airborne fungus inside the collection storage were found to be maintained at a value below the standard recommended by the National Institute of Cultural Heritage (80 CFU/m3). Also, as a result of the insect inflow survey, no insects were captured inside the storage area, and in the case of the exhibition space, insects such as Scutigera coleoptrata, Loxoblemmus arietulus, Diestrammena asynamora, Koreoniscus racovitzai were captured. Based on this, as a result of visualization according to the individual density of captured insects by area, it was confirmed that the main inflow paths of insects were the external entrance and the toilet area.

Remote Monitoring Panel and Control System for Chemical, Biological and Radiological Facilities (화생방 방호시설을 위한 원격감시 패널 및 제어시스템)

  • Park, Hyoung-Keun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.1
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    • pp.464-469
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    • 2019
  • A remote monitoring panel and control system was developed to control various valves and access control chambers, including gas shutoff valves used in CBR(Chemical, Biological and Radiological) facilities. The remote monitoring panel consisted of a main panel installed in the NBC (Nuclear, Biological and Chemical) control room and auxiliary panel installed in the clean room, and the size was divided into pure control and control including CCTV. This system can be monitored and controlled remotely according to the situation where an explosion door and gas barrier door can occur during war and during normal times. This system is divided into normal mode and war mode. In particular, it periodically senses the operation status of various valves, sensors, and filters in the CBR facilities to determine if each apparatus and equipment is in normal operation, and remotely alerts situation workers when repair or replacement is necessary. Damage due to the abnormal operation of each device in the situation can be prevented. This enables control of the blower, supply and exhaust damper, emergency generator, and coolant pump according to the state of shutoff valve and positive pressure valve in the occurrence of NBC, and prevents damage caused by abrupt inflow of conventional weapons and nuclear explosions.

A Study on Utilization Method of the Metaverse in Digital Heritage (디지털 문화유산의 메타버스 활용방안 연구)

  • Seol, Yeonsu;Joo, Chungmin;Yoo, Jongwon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.111-120
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    • 2021
  • This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.