• Title/Summary/Keyword: 전통성의 구현

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3D Implementation of Wooden Structure System in Korea Traditional Wooden Building (전통목조건축물 내부 구조의 3D 구현)

  • Lee, Kang-Hun;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.332-340
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    • 2010
  • This paper presents the digitally implementable methods to preserve and restore the traditional wooden buildings, which are the typical "Korean Cultural Contents," by using computer and multimedia technologies. We first define the meaning of the digital implementation of Korean traditional wooden buildings and important points to be considered. In addition, we present the steps and methods for implementation. Furthermore, we considered wooden materials, structures and Danchung (patterns of paintings on the wooden pieces) in implementing of Gongpo (wooden structure system) for both Geunjeongjeon of Gyeongbok Palace and Injungjeon of Changduk Palace by using the presented methods. We present the mechanical method to digitally implement wooden buildings by using numerical ratios of Gongpo. The other advantage of this paper over the other studies, which focus on implementation of exterior of wooden buildings, is presenting the methods how to show the complicated relations of inner parts in Korea wooden buildings. Thus, it can be practically used in preserving and restoring Korean traditional wooden buildings.

Traditional Aesthetics of Dunhuang Frescoes Visualized in Chinese Animation - Focusing on - (중국 애니메이션에서 구현된 둔황벽화의 전통 예술성 - <하충국, 2013>를 중심어로 -)

  • Yao, Zong-bin;Hwang, Min-sik;Lee, Hyun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.61-62
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    • 2017
  • 둔황 벽화는 4세기부터 14세기에 거쳐 제작된 중국전통 회화 예술의 한 종류이다. 본 논문은 둔황 벽화의 예술성이 애니메이션에서 어떻게 연출되며 중국의 전통 문화와 어떠한 관련성이 있는지 살펴보고자 한다. 이를 위한 연구 전개는 첫째, 둔황 벽화와 중국 애니메이션에 대한 이론적 고찰, 둘째, 둔황벽화를 소재로 한 애니메이션 <하충국, 2013>을 대상으로 사례 분석하여 둔황 벽화의 예술적 특성이 전통 애니메이션을 통해 어떻게 표현되었는지 분석하고자 한다. 이를 통해, 고대의 예술성과 문화가 애니메이션 형식으로 제작되며, 중국의 문화역사에 대한 효과적인 교육적 기능을 하게 됨을 알 수 있다.

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Realization Method for Landscape Architecture Design Using Virtual Reality Technology - Focused on the Residential Garden Design - (가상현실(VR)기법을 이용한 조경설계 구현방법 - 주택정원 설계 중심으로 -)

  • Deng, Bei-Jia;Kim, Young-Hun;Cao, Lin-Sen;Heo, Sang-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.3
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    • pp.71-80
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    • 2019
  • The Fourth Industrial Revolution, centered on intelligence and information, began to take hold in 2016. This study uses virtual reality technology, which is the most popular technology of the Fourth Industrial Revolution. The purpose of this study is to explore a Virtual Walk-through method, which can be easily applied to landscape architecture. At present, virtual reality technology is widely used in the fields of games, emergency training, and architectural design. However, in the field of landscape architecture, it is still in the development stage. In addition, most of the traditional ways to display virtual reality use 2D images, but such methods have some limitations. Therefore, this research addresses the three stages of "design-exhibition-experience" and puts forward a new simple method called 'Virtual Walk-through' that breaks from traditional landscape design exhibitions. The results show that compared with traditional methods, virtual reality has many advantages, such as the freedom of experience, a diversity of viewing angles, information supply, interaction, etc. It can show high quality images and effects, which are suitable for landscape design. It provides an evaluation method for garden design that can be utilized in the future. It is simple and has value as it can reflect the method and the expected effects. Virtual reality technology can bring an infinite number of prospects to the development of landscape architecture.

A Study on the Realization Method of Locality about Jeju Contemporary Architecture (제주 현대건축의 지역성 구현 방식에 관한 연구)

  • Kim, Hyoung-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.3
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    • pp.46-51
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    • 2018
  • This study is one of a series of studies exploring the locality of Jeju architecture, in which we focused on the works of domestic architects, rather than those of famous foreign architects, as well as on the locality of the phenomenological aspect rather than the conceptual one, so as to reveal the locality in the present situation. It was revealed that the architects had the following viewpoints with regard to the local characteristics of Jeju: first, the hermeneutic aspect of the locality is the architectural application of the traditional Jeju architecture; second, the phenomenal aspect of the locality involves respect for the landscape and natural scenery of Jeju. There are two main ways in which architects can realize the locality that they envisage. The hermeneutic representation of Jeju would be as a locality consisting of traditional houses. The architects mainly wanted to implement the elements of the private houses through the space layout. The phenomenal representation of the locality would require them to respect the landscape and scenery of Jeju and to implement them in its architecture. This was the case if the landscape or landscape elements were directly borrowed from the buildings, or if the buildings respect the scenery or landscape of Jeju.

Implementation Issues in Whiteboards of Distance Learning Systems (원격 교육 시스템의 화이트보드 구현시 고려 사항)

  • Lee, Jae-Ho;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.2 no.2
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    • pp.209-214
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    • 1998
  • The advent of powerful hardware and advances in high speed networks enabled synchronous learning, with teachers and students being geographically distributed but connected via computer networks. Today's synchronous learning systems are mainly based on video conferencing technology which provides audio, video, and joint editing of documents only, but does not take into account the specific requirements of teaching, for instance, controlling the course of instruction, raising hands, or reference pointing. A shared whiteboard is often the core part of these systems. Therefore, in this paper, we look into implementation issues in whiteboards of distance learning systems. Particularly, system architectures and concurrency control mechanisms are considered.

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Study on Design Strategy of Complex with Modern Function through Realization of Traditionality (전통성 구현을 통한 현대적 기능의 단지설계 전략 연구 -세계유교선비문화공원 및 한국문화테마파크 현상설계안을 중심으로-)

  • Park, Hoon
    • Journal of the Korean Institute of Rural Architecture
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    • v.17 no.1
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    • pp.83-94
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    • 2015
  • The area of domestic urban design and architecture has established its original characteristics as various programs and functions were created in the drastically changing society. Such features have been presented in a certain type of patterns or unique formations, which demand a gradual development of designs in harmony with the functions and roles of the city and thus designers are forced to continue thinking deeply on this matter in their own perspectives. In particular, such demands are outstandingly high in reality in historical cities such as Andong, which this study works on. As the design contest winner is based on the geographical characteristics and locality, Confucianism and seonbi(Korean classical scholar) spirit, which are regarded as a philosophy of value, how the traditional concepts could be reflected in the plan was the focus of the discussion. The conclusions deduced from such a background include the following. First, it is necessary to make an approach on the basis of the concept in traditional architecture at the complex planning level based on the ideology in the implementation plan that requires traditionality for a complex design with contemporary functions. Second, it is important to approach this as an exploration of a solution to globalize Confucian culture in the future based on the cultural characteristics of the region and the environmental characteristics of the surroundings. Third, beginning from a concept that explains the complex to a concept that explains individual buildings, it is necessary to reflect characteristics in which the realization of a traditional space is planned in three dimensions.

Design and Implementation of Work Process Improvement Framework using Digital Pen and Handwriting Recognition Technology (디지털펜과 필기체인식 기술을 이용한 업무 프로세스 개선 프레임워크의 설계 및 구현)

  • Son, Bong-Ki;Kim, Hak-Joon
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.229-232
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    • 2009
  • 이 논문에서는 디지털펜과 필기체 인식 기술을 이용한 업무 프로세스 개선 프레임워크인 UFS(Ubiquitos Forms Solution)를 제안하고, 차량점검 서비스를 기반으로 구현 결과를 보인다. 제안한 UFS 프레임워크의 설계 및 구현은 새로운 서비스 개발에 있어 재사용성, 확장성, 이동성, 사용 편이성에 중점을 두었다. UFS 기반 서비스는 디지털펜과 종이를 활용하여 현장 업무 정보를 취득함과 동시에 디지털 사본을 생성하고, 미리 정의된 영역에 대해 필기체 인식을 수행하고, 인식 결과에 대해 최소한의 확인 과정만으로 업무 시스템에 데이터를 자동 입력할 수 있다. 제안한 UFS 프레임워크는 전통적인 종이문서 기반 업무가 많은 헬스케어.건설.교육.공공 분야의 서비스 구현에 적용될 수 있다.

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A Study on expression of beauty using Artificial Life (인공생명을 응용한 미적 표현연굴)

  • 성창경;김형수
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.581-584
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    • 2003
  • 본 연구는 인공생명의 알고리즘을 응용해서 기존 영상작품과 엔터테인먼트(컴퓨터 게임)와는 전혀 다른 형태의 작품을 구현 하는데 그 목적이 있다 기존의 영상작품과 엔터테인먼트는 제한된 상호 작용성(기존 영상작품이나 컴퓨터 게임은 장면의 진행과 시나리오가 정해진 틀에서만 표현된다)을 갖는데, 인공생명 알고리즘을 응용한 작품은 무한한 상호 작용성(interactivity)을 표현할 수 있다. 본 연구는 인공생명 알고리즘 L-system을 응용해 우리 전통미술인 사군자와 인공적으로 진화하는 수족관속의 물고기를 인 실리코(컴퓨터 속의 세계)에서 구현 하였다. 사군자는 여백을 클릭할 때마다 성장과 소멸하면서 무한히 변형된 형태의 모습을 창조하고, 수족관속의 포식자 피기는 눈이 커지는 것, 꼬리가 길어지는 것, 지느러미가 커지는 것으로 진화 한다.

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A Non-hierarchical Distributed Simulation of Hierarchical DEVS Models (계층적 DEVS 모델의 비 계층적 분산 시뮬레이션)

  • 강원석
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.10a
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    • pp.308-312
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    • 1999
  • DEVS(Discrete Event System Specification) 형식론은 계층적이고 모듈화된 형태로 이산사건 시스템을 기술한다. 본 논문에서는 DEVS 형식론에 기반한 모델들을 시뮬레이션하기 위한 분산 시뮬레이션 방법을 제시한다. 본 논문에서 제시한 시뮬레이션 방법은 계층적 DEVS 모델들을 비 계층적 모델로 구성하여 시뮬레이션한다. 제시한 시뮬레이션 방법은 전통적인 계층적인 시뮬레이션 시 발생하는 overhead를 제거한다. 또한 시뮬레이션 동기화를 쉽게 구현할 수 있고 더불어 시뮬레이션 엔진의 안정성을 높일 수 있다. 제시한 시뮬레이션 방법의 효용성을 보이기 위해 Windows 시스템에 실행 가능한 시뮬레이션 엔진을 구현하여 대규모 물류 시스템으로 성능을 측정하였다.

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