• Title/Summary/Keyword: Place Location

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A Pungsu Study on Location and Space Lay out of Traditional House of Jeong, Si-Yoeng in Hwaseong (화성 정시영고택의 입지 및 공간배치의 풍수고찰)

  • Han, Jong-Koo
    • Journal of the Korean Institute of Rural Architecture
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    • v.24 no.4
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    • pp.125-132
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    • 2022
  • It can be seen that Traditional house of Jeong Si-yeong is located in a place where Saenggi(good energy), which is important in Pungsu(Feng Shui), can be gathered and that energy can be properly maintained. According to the theory of feng shui, a place that is not easily exposed by the surrounding mountains and is well protected by the strong wind was selected, and the main room was placed on the south side so that the sunlight was adequate while facing the north, so that you can live a comfortable life for a long time. Located on such a relatively well-hidden site, it is a location that can cope well with the invasion of Japanese invaders through the sea in the past, and even today, it is seen as a reasonable base that can be properly protected from strong sea winds in reality. On the other hand, if we look at the Hyungguk theory, it was a house built in the late Joseon Dynasty, and we could see the hidden hopes of the nobles at the time. The mountain behind the house is a haebok-type with a crab lying on the seashore, and what the crab symbolizes is the past national exam for official. Considering that the name of the place where the house is located is also Oyat(cucumber tree)-ri, where many cucumber trees closely related to the royal family of the Joseon Dynasty were planted, it seems that the family wished for prosperity by producing many Sadaebu(upper class gentry) in the past and forming a good relationship with the royal family.

The Development of Web-Based Robot Simulator (웹 기반 로봇 시뮬레이터 개발)

  • Lee, Sang-Hyun;Jeon, Jae-Wook
    • Proceedings of the KIEE Conference
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    • 2000.07d
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    • pp.2851-2853
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    • 2000
  • In order to simulate a robot by using existing simulation packages, many engineers must work in one place existing simulator. It is clear that engineer can't the simulator in other place. In this paper, a simulator by using a web environment is proposed in order to support location transparency to engineer. The proposed simulator running in the web browser. This simulator can be use the engineer as well as public user through web browser.

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GPS-based real-time location-aware system in outdoor environment

  • Lau, Erin-Ee-Lin;Shin, Kwang-Sig;Chung, Wan-Young
    • Journal of Sensor Science and Technology
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    • v.16 no.4
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    • pp.270-276
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    • 2007
  • A location-aware system, which is capable to detect a user's whereabout in a region and provide real-time location information in outdoor environment is designed and fabricated, specifically using the GPS (global positioning system) as key technology in view of its stability and high precision in outdoor environment. Experiment is conducted to test this application in campus-based environment. Once GPS receiver detects specific location which is tagged with GPS coordinates, the system provides information relevant to that context and user can operate and react accordingly. Besides, this location-aware system is able to provide user with the route in order to get to a desired place by detecting the direction that the user is moving towards from his/her initial location. The mapping data is transferred via wireless LAN to PDA carried by the user as well as to the back-end system on real-time basis. The test result is analyzed and discussed to validate the effectiveness of using GPS in implementing this system and indicates future works that could be made to improve this prototype to be implemented in other applications, such as theme park, tourist attraction spot or recreational park.

A Study on Spatial Implementation of Flash Mob based on Placeness - Focused on Public open Spaces - (장소성을 바탕으로 한 플래시 몹의 공간적 구현에 관한 연구 - 공적 공공공간을 중심으로 -)

  • Lim, Sang-Hyun;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.181-189
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    • 2013
  • Space in the past had characteristics of place which are required for specific behavior to be done as we recognized it easily. However, for space in modern times, the purpose, forms and behavior space has, have changed as tools comprising the space have changed. 'Virtual space' which has been a conversation topic recently is unspecific and changeable space whose forms and geological location are not defined clearly. In addition, behaviors caused by this virtual space in combination with real space are taking place. The nature of Flash Mob which is one of the typical behaviors which take place starting from virtual space to be connected with real space, is that it is intangible game culture whose forms and behaviors are not fixed, and it is not limited to a specific place. Besides, Flash Mob is characteristic of representing game culture in modern society, and its nature can be summarized as temporariness, non-placeness, anonymity, double-sidedness and so forth. Since events generally take place in every place when man is involved in space, it's possible to generally think events derived from interpersonal relationships between man and man. We are to study spatial characteristics of Flash Mob by analyzing features and cases of the Flash Mob by means of them.

A Study on Design Guidelines for the Place Identity of Public Space (공공공간의 장소정체성을 위한 다자인가이드라인 방안 연구)

  • Chun, Mi-Hwa;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.145-154
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    • 2011
  • Identity of the place where the physical location and time and spatial context, and is structured as socially agreed symbols to build a consistent image, while fraught with Differentiation can be achieved through integration. And discrimination and the practical and effective deployment of an integrated image to be useful as a guide for the top design 'Design Guidelines' are, The findings, where the identity used to establish guidelines for the design for the following conclusions can be drawn. First, of public space design guidelines agreed upon by the public and social identity as the basis to establish a new identity as a contemporary and practical plan for this is to provide guidance. Second, the design guidelines in principle, the physical elements and activities of the parent and the temporal and spatial context and meaning were overridden. Third, the horizontal axis with respect to the identity and principles to guide development in the detail, and the vertical axis as a place to build an image in order for the specific design items are listed. Fourth, the guidelines can set a specific motif, and coverage including identity of the place. Fifth, by applying image and schematic the identity can be Implemented effectively and clearly. Without interfering with the designer's creativity and implement new image of the place, Design guidelines should study how a reasonable instructions.

On Studying Utilization From of Children Amusement Facility in the Apartment Housing (아파트 단지내 아동 유희시설의 이용행태에 관한 연구 -전주시 아파트단지를 대상으로 -)

  • 임용민;김홍배
    • Journal of the Korean housing association
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    • v.14 no.6
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    • pp.59-67
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    • 2003
  • The development of science technology and high growth of economy have influenced on the change of living environment and have changed people's way of thinking and behavior. Also, apartments has appeared to solve the shortage of housing in cities. This study has a thorough grasp about problems of juvenile playground in the apartments and comes the following conclusion as a result that all sorts of details for amusement behavior have been analyzed. First, juvenile playground should be harmonized with nature, and needs a construction of amusement place that include fixed amusement facilities. Second, for a constitution of dynamic amusement place, a school playground should be opened in the public and parking lots should be utilized for dynamic amusement place in a different time. Third, juvenile playground should be classified by age, especially infant amusement facilities should be installed where a landscape architecture has placed between buildings. Also a daylight should be shined into the place, under considering the installation of bench for parents and rest space. Fourth, a location of amusement place is needed a careful consideration of the environment and building placement, in addition that suitable distance should be set up for children to come into contact easily. Fifth, insufficient things should be complemented as compared with the standards of foreign amusement facilities and guideline should be suggested for maintenance and management of amusement place.

Implementation of place recommendation site based on user's location (사용자 위치에 기반한 장소 추천 사이트의 구현)

  • Yong, Seunglim;Ji, Changeon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.345-346
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    • 2018
  • 본 논문에서는 사용자의 위치 정보를 입력받아 근처에 위치한 식당이나 어트랙션 장소를 추천하는 사이트를 구현하고 이를 제안한다. 웹 페이지를 통해 사용자의 위치정보를 입력 받고, SNS에서 추천하는 장소를 크롤링하여 데이터베이스를 구축하고 분석하여 식당과 어트랙션 장소를 추천해 준다. 추천 장소는 사용자에게 지도를 이용하여 그 위치를 보여주며 지도 위에 추천 장소의 간략 정보를 표시한다.

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A Location Based Emergency Alert Service

  • Han E. Y.;Choi H. O.
    • Proceedings of the KSRS Conference
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    • 2004.10a
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    • pp.327-330
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    • 2004
  • This research work is concerned with a location-based alert service in wireless communication network environment. The alert service automatically transfers alert message to subscriber in the disaster area. This research work deals with automatic alert services that automatically provide people in emergency area with the state of emergency. The alert service uses the mobile device to inform its urgency to the subscribers in its area. The location tracking service will give the list of people in emergency area. The all processes of this research work are followed as. First, when a disaster or a calamity comes in, an emergency management center receives the emergency to analyze its shape and size and to declare the place to 'the disaster area.' Secondly, then the center finds information of mobile device subscribers in the disaster area. Finally, the center automatically generates a shape of text or audio of alert message of the emergency to send the message to the subscribers in the disaster area. Our mobile automatic alert service proposed above is so efficient that the subscribers in disasters area may meet the emergency more efficiently and may save their own valuable lives and properties more safely.

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Implementation of Embedded Geo-coding System for Image's Geo-Location (영상의 위치 정보를 위한 임베디드 지오코딩 시스템 구현)

  • Lee, Yong-Hwan;Kim, Young-Seop
    • Journal of the Semiconductor & Display Technology
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    • v.7 no.3
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    • pp.59-63
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    • 2008
  • Geo-coding refers to the process of associating data with location information, and the system deals with geographic identifiers expressed as latitude and longitude or street addresses. Although many services have been launched, there still remains a problem for users to create geo-coded photo with manually labeling GPS(Global Positioning System) coordinate or synchronizing with separate devices. In this paper, we design and implement a geo-coding system which utilizes the time and location information embedded in digital photographs in order to automatically categorize a personal photo collection. An included GPS receiver labels a photograph with its corresponding GPS coordinates, and the position of the camera is automatically recorded into the photo image header at the moment of capture. The place and time where the photo was taken allows us to provide context metadata on the management and retrieval of information.

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Neural Network-based place localization for a mobile Robot using eigenspace (Eigenspace를 이용한 신경회로망 기반의 로봇 위치 인식 시스템)

  • Lee, Hui-Seong;Lee, Yun-Hui;Kim, Eun-Tae;Park, Min-Yong
    • Proceedings of the KIEE Conference
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    • 2003.11c
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    • pp.1010-1013
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    • 2003
  • This paper describes an algorithm for determining robot location using appearance-based paradigm. This algorithm compress the image set using PCA(principal component analysis) to obtain a low-dimensional subspace, called the eigenspace, and it makes a manifold that represent a continuous-appearance function. To determine robot location, given an unknown input image, the recognition system first projects the image to eigenspace. Neural network use coefficients of the eigenspace to estimate the location of the mobile robot. The algorithm has been implemented and tested on a mobile robot system. In several trials it computes location accurately.

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