• Title/Summary/Keyword: Multi-play

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A Study on the Rhetorical Expression of Scene Design in Theatre - Focused on the Analysis of Scene Design of "King Lear" - (연극 무대 공간 디자인의 수사학적 연구 - 세익스피어 작 "리어왕"의 무대 공간 디자인 사례분석을 중심으로 -)

  • Ahn, Ju-Young
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.05a
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    • pp.176-180
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    • 2007
  • The stage space in theatre for the performance of a play requires two aspects of the physical space for a play and the image as the background or the theme of a play. This research focuses on the scene design that creates the background or the theme of a play and communicates it to the audience. The scene design is composed of various design elements of space and objects as the properties of a play. Design elements and the objects are the design languages in various form; plane, three-dimensional, multi-dimensional form. These design language have the significant meaning as a sign like human language. The scene design is completed with rhetorical expression for communication in theatre. This research defines the category of meaning that design elements of scene design can create and the rhetorical expression of the scene design language. King Lear directed by Robert G. Anderson was analyzed with the category of design elements as a sign and the pattern of the rhetorical expression. The scene design for a play is completed effectively by the rhetorical expression of design elements as the design language for communication with the audience in theatre.

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A Study on Sharing Safety Information of Children's Play Facilities based on GIS using Accident Analysis for Accident Prevention (어린이 놀이시설 안전사고분석을 통한 GIS기반 사고예방 안전정보 공유 방안)

  • Yoo, Byungtae;Lee, Sujin;Heo, Boyoung;Yoon, Jiwon;Park, Sosoon
    • Journal of the Korea Safety Management & Science
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    • v.16 no.4
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    • pp.113-121
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    • 2014
  • Children's play facilities have changed over a decade from the traditional play facilities in the front yard to the new type of commercial play facilities which install more exciting and enjoyable facilities, such as Kids Park. The more diversified in the type of facilities, the more difficult in the safety management by the existing system. The 'Safety Management System of Children's Play Facilities' of MOSPA(Ministry of Security and Public Administration) has provided the safety information uni-directly by government sector to the private communities. Recently, multi-directional information sharing methods, such as community mapping are adopted actively in the social activities which have common purpose for making the better community by information sharing with government and private sector. On the purpose of citizen's participation for safe play facilities and preventing accidents, this study investigated the status of child accidents and safety standards, especially focused on the children's play facilities. And the way for sharing safety information among the communities with the GIS mapping skills is suggested in the respect of more easily monitoring and practically inputting the comments on the status of management of play facilities by real users based on their experiences. It is expected that more activities from the private sector would participate to the safety management of children's play facilities by realizing the suggested system.

Multi-agent-based approach for service discovery in smart meeting spaces (지능형 협업환경에서 서비스 발견을 위한 다중 에이전트 시스템 적용 방법)

  • Bae, Chang-Hyeok;Han, Sang-Woo;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.669-673
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    • 2008
  • The service discovery method is an important technology finding and offering users' desirable services in smart meeting spaces. Extensive researches of the service discovery methods are achieved: SSDP(simple service discovery protocol) of UPnP(universal plug & play) and so on. However, there are several limitations to satisfy the requirements of service discovery in smart meeting spaces. In this paper, the requirements of service discovery in smart meeting spaces are investigated and the service discovery method based on multi-agent system is proposed in the practical aspect. Additionally, we explore the possibilities of the proposed approach by implementing a couple of services belonging to the smart meeting spaces.

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A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

Control Network Design for Multi Body Robot Based on IEEE1394 (IEEE1394를 이용한 다관절 로봇의 분산 제어 네트워크 개발)

  • Cho, Jung San;Sung, Young-Whee
    • IEMEK Journal of Embedded Systems and Applications
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    • v.2 no.4
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    • pp.221-226
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    • 2007
  • This paper propose a control network system based on IEEE1394 for a multi body robot control. The IEEE1394 has the characteristic of high speed(400Mbps), real-time, stability and plug&play. And IEEE1394 also supports freeform daisy chaining, branching and hot plugging, which reduce cabling complexity and make a system simple. Especially, multi host and broad casting support network data sharing method which is suitable for control network for multi body robot. Through experiment, we show that the proposed control network can interface 48 joints (BLDC motors, gears, and encoders) and four 6-axis force/torque sensors with 4Khz communication bandwidth, which is adequate for a multi body robot.

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Analysis on the Multi-technology Capabilities of Korea and Taiwan Using Patent Bibliometrics

  • Hwang Jung-Tae;Kim Byung-Keun
    • Journal of Technology Innovation
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    • v.14 no.2
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    • pp.183-199
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    • 2006
  • This paper explores multi-technology capabilities between Korea and Taiwan by analyzing the pattern of inventive activities concerning technology fusion by using patent bibliometrics. Although two countries exhibit a similar level of invention activities and high degree of specialization in emerging technologies measured by the number and technological fields of their US patents, innovation systems in two countries differ. MTCs (multi-technology corporations) are stronger in Korea national innovation system while small innovative firms play important roles in Taiwan national innovation system. Technology fusion has been an important source of technological innovation and it suggests possible advantage for the Korean innovation system because it is a common belief that global size firms - most of them are multi-technology corporations - can perform better in multi-technology fusion and scientific research. The result of patent bibliometrics suggests rather complex answers to the belief Even though Korea shows slight advantage, it may not be ascribed to the large MTCs.

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A Study on the Multi-functional Clothing Design (복합기능(Multi-functional) 의상의 디자인에 관한 연구)

  • 이정희
    • The Research Journal of the Costume Culture
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    • v.7 no.1
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    • pp.100-116
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    • 1999
  • The specific purpose of this was to investigate if ir was feasible to design and execute garments that were multi-functional in purpose for women living in an expended world of social and occupational interaction which rerequired flexibility and convenience in their clothing appropriate to their multiple roles in society. The study was to carry out based on the selected situations(business situation-social situation and private situation-social situation) and designs deduced from the situations. The garments could permit flexibility in style through adjustable features which could be attached to, or detached from, the garment depending on the occasion and need of the wearer. As the results of the study, the characteristics of multi-functional garments were found as follows : First, the garments could bring about flexibility in garment formation through adjustable details, overlay and patch, in order to increase the multi-functional usage of the garments. Second, the style of garments could be expressed design images to meet the needs of flexibility and convenience for the various occassions. Third, the multi-functional garments could meet the needs for time and economic values for the women who play multple roles.

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The Design and Implementation of Multiple Digital Signage Video Sync Technology for Ultra-high Resolution (초고해상도 멀티 디지털 사이니지 영상 동기화 기술의 설계와 구현)

  • Park, Hyoungyill;Yoo, Sunkyu;Moon, Youngtai;Kim, Miok;Shin, Yongtae
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.651-661
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    • 2016
  • 최근의 디지털 사이니지는 대형 고해상도 디스플레이를 이용해 사용자에게 초고해상도 파노라마형태의 볼거리를 제공하거나 사용자와 인터렉션 등을 통해 맞춤형광고를 제공하는 등 다양한 형태로 발전하고 있다. 또 개방형 디지털 사이니지의 발전과 함께 대형 멀티 사이니지를 이용한 초고화질 영상콘텐츠를 다양한 서비스 단말장치의 연동과 웹기반의 상호운용성을 갖춘 관리시스템이 활발히 연구될 것으로 보인다. 본 논문에서는 수십대에서 백여대 이상의 고해상도 디스플레이를 연동하여 초고해상도 영상표출의 기술의 구현방안과 정형화된 영상 해상도가 아닌 초고화질 영상의 개별 콘텐츠에 대한 동기화 시키는 기술을 이용하여 멀티 콘텐츠 플레이 단말기에서 고해상도 영상을 Play Sync하는 기술을 연구한다.

Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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Topology Optimization of Connection Component System Using Density Distribution Method (밀도분포법을 이용한 부재의 연결구조 최적화)

  • 한석영;유재원
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.12 no.4
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    • pp.50-56
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    • 2003
  • Most engineering products contain more than one component. Failure occurs either at the connection itself or in the component at the point of attachment of the connection in many engineering structures. The allocation and design of connections such as bolts, spot-welds, adhesive etc. usually play an important role in the structure of multi-components. Topology optimization of connection component provides more practical solution in design of multi-component connection system. In this study, a topology optimization based on density distribution approach has been applied to optimal location of fasteners such as T-shape, L-shape and multi-component connection system. From the results, it was verified that the number of iteration was reduced, and the optimal topology was obtained very similarly comparing with ESO method. Therefore, it can be concluded that the density distribution method is very suitable for topology optimization of multi-component structures.