• Title/Summary/Keyword: Engineering Imagination

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A Study on humanistic Imagination of Games using Oral Literature (구비문학을 활용한 게임의 인문학적 상상력에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.279-286
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    • 2012
  • Game contents are the driving force of the digital media era. As the gaming industry grows bigger, contents technologies are also rapidly developing in both their quality and quantity, while the story sources of the contents are depleting. Accordingly, digging out new stories that can support development of the cultural contents industry is emerging as an urgent issue. Since games took roots as a form of contents in our society, negative images have outweighed positive aspects. This study aims at finding cures for the side effects from storytelling. Important factors here are how to converge the technical nature of engineering imagination and the epic nature of humanities imagination. Recently, The excavations of the story is very important. This article demonstrates cases where the oral literature, an archetypical cultural genre, provides the sources of game storytelling.

Indoor Environment Control System based EEG Signal and Internet of Things (EEG 신호 및 사물인터넷 기반 실내 환경 제어 시스템)

  • Jeong, Haesung;Lee, Sangmin;Kwon, Jangwoo
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.1
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    • pp.45-52
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    • 2017
  • EEG signals that are the same as those that have the same disabled people. So, the EEG signals are becoming the next generation. In this paper, we propose an internet of things system that controls the indoor environment using EEG signal. The proposed system consists EEG measurement device, EEG simulation software and indoor environment control device. We use data as EEG signal data on emotional imagination condition in a comfortable state and logical imagination condition in concentrated state. The noise of measured signal is removed by the ICA algorithm and beta waves are extracted from it. then, it goes through learning and test process using SVM. The subjects were trained to improve the EEG signal accuracy through the EEG simulation software and the average accuracy were 87.69%. The EEG signal from the EEG measurement device is transmitted to the EEG simulation software through the serial communication. then the control command is generated by classifying emotional imagination condition and logical imagination condition. The generated control command is transmitted to the indoor environment control device through the Zigbee communication. In case of the emotional imagination condition, the soft lighting and classical music are outputted. In the logical imagination condition, the learning white noise and bright lighting are outputted. The proposed system can be applied to software and device control based BCI.

A Study on The Possibility of The Convergence Education In Engineering (공학 분야의 학문융합교육 가능성 분석)

  • Park, Sung Mi
    • Journal of Engineering Education Research
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    • v.17 no.6
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    • pp.53-61
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    • 2014
  • This study aims to identify on the possibility of the convergence education in engineering. Delphi survey on a panel of experts was chosen to be the main methodology for this study, drawing the main factors of convergence education in engineering. From Oct. 10 to Nov. 25, 2013, a three-round Delphi survey was implemented to collect data. A panel of eighteen experts were involved in this survey. For statistical processing, descriptive statistics including frequency, percentage, mean and standard deviation were carried out along with internal reliability test on the survey instrument. First, the possible convergence of disciplines in engineering were found to Design, Industrial design, ICT, Health care services, Video media, Business and Administration, Organizational psychology, Sociology, Humanities and Aesthetics. Second, the convergence education factors to be most important demanded creativity, idea generation techniques such as the expression of thought communication skills, technical expertise in the field per line, understanding of basic knowledge, verification of common elements among different disciplines, understanding of other disciplines fusion in engineering, artistry and imagination, etc. Third, requirements for the talented person of convergence were the open mind and enthusiasm, creative imagination, accept the opinions of others, skills capacity as a creative expression, and challenges. Above-mentioned requirements are found to be the necessary elements for convergence education.

Two Culture and Bioethics, Professionalism and Ethics of Bio Technology (두 문화와 생명윤리, 그리고 생명공학자 윤리)

  • Lee, Kyung-Hee
    • Development and Reproduction
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    • v.14 no.4
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    • pp.307-316
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    • 2010
  • This thesis attempts to describe the basis and value system respectively selected by opinions pro and against bio engineering technology and to induce discussions on the basis of the concept called 'two culture' issue by C. P. Snow - science culture, human culture, a teleological ethical theory and a deontological ethical theory, traditional eugenics, and liberalism eugenics. In addition, it will discuss about inconvenient truth about science and bio engineering which we have wrongly understood up to now - a myth on objectivity of science, autonomy of science and a scientist, a hunger of world, science expected to be responsible for all men. Lastly, it will describe study ethics and social responsibility, openness, moral imagination, self-examination, character of a bio engineer as professionalism.

Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

PCA-based Linear Dynamical Systems for Multichannel EEG Classification (다채널 뇌파 분류를 위한 주성분 분석 기반 선형동적시스템)

  • Lee, Hyekyoung;Park, Seungjin
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.232-234
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    • 2002
  • EEG-based brain computer interface (BCI) provides a new communication channel between human brain and computer. The classification of EEG data is an important task in EEG-based BCI. In this paper we present methods which jointly employ principal component analysis (PCA) and linear dynamical system (LDS) modeling for the task of EEG classification. Experimental study for the classification of EEG data during imagination of a left or right hand movement confirms the validity of our proposed methods.

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Application of Water/Ultrasonic System for Interlacing Pattern of Fibrous Assemblies (섬유집합체의 교차구조를 위한 물/초음파 시스템의 응용)

  • Kang, Jeon-Young;Joo, Chang-Whan
    • Proceedings of the Korean Fiber Society Conference
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    • 2003.10b
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    • pp.122-125
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    • 2003
  • Ultrasonic wave has three classes of applications such as communication, inspection, imagination and processing. In processing, ultrasonic is used web bonding for nonwovens with applications including floppy disks, medical devices and many automotive Part. The important components of ultrasonic system are power supply, converter, booster, hem, anvil roller, pressure system and hold time controller. (omitted)

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Literary Significance and Cultural Character of 'Personal Narrative' ('체험이야기'의 문학적 의의와 문화적 성격)

  • Kyung-Seop Kim;Jeong-Lae Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.133-140
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    • 2023
  • The origin of texts we refer to as literary or artistic may be imagination, but many are based on experiences. In fact, experiences can be the source of artistic imagination since imagination often builds upon experiences. Therefore, the act of verbalizing human experiences using them as raw material can become a great form of art. Transforming past experiences into stories and infusing them with vitality inevitably requires a creative process of reconstruction, which is essentially a literary process. As such, 'Personal Narrative' holds significance as a literary process that weaves facts into stories and shapes them into forms. Individual experiences are stored as personal memories, and these 'personal memories' continuously generate stories. Collections of individual stories are stored as multiple memories, which gradually form 'collective memories' with distinct social and cultural inclinations through the passage of time and invisible yet potent societal and cultural censorship. The problem lies in the fact that individuals may tend to align their own memories with the inclinations of collective memory rather than simply recalling what they personally experienced. In the context of actual history, personal memories and collective memories communicate with each other, producing non-fictional content close to reality and sometimes manifesting as fiction content enriched with imagination. 'Personal Narrative' holds a significant genre as one genre of non-fiction content within our culture.

A Study on the Human Sensibility Measurement Technology of Texture Coordination (Texture Coordination의 감성공학적 연구)

  • 김미지자
    • Journal of the Korea Fashion and Costume Design Association
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    • v.3 no.1
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    • pp.47-55
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    • 2001
  • The Human Sensibility Measurement Technology, the engineering discipline that translate the imagination and good impression of human being into a physical factor for relevant product, is important to improve the quality of industrial products. This dissertation is aimed at measuring and evaluating the human sensibility for texture I presented the image scale in expectation of applying it to the production and choice of goods fitting into one's sensibility and to the coordination of goods which have similar images.

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