• 제목/요약/키워드: Prototype and Symbol

검색결과 23건 처리시간 0.027초

필터뱅크 쌍을 이용한 MC-CDMA 다중화 전송 기법 (MC-CDMA Transmultiplexing Technique Using Quadrature filter Banks)

  • 오형진;이재철;곽훈성;최재호
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 1999년도 하계종합학술대회 논문집
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    • pp.130-133
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    • 1999
  • In the view point of further reducing the inter-symbol interferences studied in our previous paper 〔1〕, a quadrature pair of wavelet-based filter banks that are composed of a pair of cosine and sine modulated filter banks is applied to MC-CDMA transmultiplexing. For that fact, the symbol duration gets twice longer than the one in , 〔1〕, the interference effects due to channel overlapping and Doppler spread can be effectively alleviated while increasing the channel utilization efficiency. Moreover, the well-known wavelet properties are exploited to design the prototype filter in such a way to maintain the size of sidelobes much smaller than those of the FFT, the interference reduction effect can be further obtained. To verify the behavior of our proposed quadrature filter bank based MC-CDMA system, the reverse-link bit error rates with respect to SNR under Rayleigh fading and additive white Gaussian noise channel environments are computed. The results show an improved system performance over the conventional MC-CDMA.

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프로토타입 해사데이터 모델 개발 (Development of a Prototype S-100 Data Model)

  • 강남선;손금준;정유준;김혜진
    • 해양환경안전학회지
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    • 제24권5호
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    • pp.527-536
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    • 2018
  • 본 논문에서는 한국형 이내비게이션 프로젝트의 사고취약선박 모니터링 지원서비스 중 상황대응 및 상황관리 프로토타입 모델을 개발하였다. 프로토타입 모델 개발을 위해서 해사데이터 교환 표준 현황과 S-100 표준 데이터 모델 개발 절차를 분석하고 개발 절차에 따라 서비스의 요구사항 분석 및 관련 표준을 참고하여 상황대응 및 상황관리 모델에 대한 프로토타입 어플리케이션 스키마를 개발하고, S-100 표준에 맞추어 프로토타입 피쳐 카탈로그와 프로토타입 포트레이얼 카탈로그를 제작하였다. 개발된 프로토타입 데이터 모델의 검증을 위해서 광양항을 기반으로 테스트 데이터셋을 제작하고, S-100 기반 데이터의 유효성 검증을 위한 소프트웨어를 통해 검증한 결과 모든 데이터가 유효함을 확인하였으며, S-100 뷰어에서 정확한 위치에 지정된 심볼이 표출됨을 확인하였다.

한국적 애니메이션과 Motion Prototype 연구 (A Study on Korean-Style Motion Prototype and Animation)

  • 고재성;배수암;조대제
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2005년도 춘계 종합학술대회 논문집
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    • pp.285-288
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    • 2005
  • 움직임이 고대와 현대, 원시와 문명의 차이를 초월하여 모든 인간에 보편적인 것이라면 움직임 motion prototype을 탐구하는 일도 필요하며 다양한 사회 및 문화 현상에 보편적 해석의 모듈_원리를 발견할 수 있을 것이다. 움직임의 연구는 애니메이션과 캐릭터의 보편적 동작연구에 바탕이 되는 아주 중요한 분야로서 지속적인 연구가 필요한 것도 이 때문이다. 고구려 고분벽화는 우리 민족의 유구한 역사에 관한 산증거이며 우리 민족의 역사적 정체성과 자긍심의 상징이다. 고구려는 우리의 역사이다. 이는 그 누구도 부정할 수 없으며 고구려 고분벽화는 철두철미하게 한국적인 것이다. 따라서 본 연구에서 해명(解明)한 고구려 고분벽화는 한국적 영상애니메이션의 역사(歷史)이자 시원(始原)이며 분석 복원한 motion prototype은 황금비를 지닌 한국적 움직임의 모듈인 것이다.

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일본의 신화적 상상계와 전통공간디자인의 상징적 구조 (Japanese Mythic Imaginaries and the Symbolic Structure of Traditional Space Designs)

  • 박경애
    • 한국실내디자인학회논문집
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    • 제24권3호
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    • pp.79-86
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    • 2015
  • Myths and architectural spaces are cultural products symbolizing ideologies and objects respectively. Myth has the structure and the contents of a unique view of the world that reflects thoughts and representations of the nationalities. This study is about 'the spaces of the memory' adapted by the mythic tradition among many aspects of the Japanese tradition. The process of this study is illustrated as follows: At first, it mentions the concept of Gilbert Durand's mythic imaginaries and prototype with the method on how the myth is applied to the architectural spaces in the cultural context. Secondly, It clarifies basic meaning arrangement of the Japanese traditional spaces related to the myth. It shows sourceful 'prototipical system' that lies in the relation between thoughts and representations, regarding the shinto's spaces in terms of mythical imaginaries and Japanness. Thirdly, it ascertains mythical structure represented in the traditional space designs on terms with 'prototype' from symbolic system of the myth. It selects the cases among Japanese contemporary architects's works designed after 1960's, and analyses the meanings. In conclusion, it clarifies that this way can be a suggestion as the space design method combining the human's imaginary property with the time-stratigraphic region, and offering creative ideas for the strategy of the space design brand image that embraces a wide range of culture, ecology, and sensibility.

초등학생 학교체육복 디자인 프로토타입 개발에 관한 연구 (A Study on the Development of Design Prototype for Physical Education(PE) Uniforms of Elementary School)

  • 문명옥;김은정;이진숙
    • 한국의류산업학회지
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    • 제18권5호
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    • pp.677-684
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    • 2016
  • This study was done for the proposal for improvement for junior sportswear which is substitutable as uniforms in the form of elementary school and physical education uniforms by analyzing detailed features through investigation. Accordingly, we developed a prototype design for physical education uniforms as a symbol of the school to enhance the aesthetic and functional satisfaction. The results are as follows. When we developed physical education uniforms, we put activity on our first priority while taking the improvement in both aesthetic and functional aspects into consideration. In addition, we tried to make sure the uniforms reflect the refined and trendy elements to meet students needs to satisfy their aesthetic sense in dress. Reflecting the improvement proposals and preferences of the students, six different prototype designs were developed and evaluated on the basis of two concepts of "new basic" and "trendy". The highest ranking, the physical education uniforms design 1 is based on new basic concept and characterized with slim fit considering activity which will be worn as fall/winter physical education uniforms. Design 1 uses ottoman functional knit as a fabric material which is not only students favorite but also good in both flexibility and warmth. Top with style of high-neckline collar and full open zip-up is simplified with the incision lines and detail. It is a set-in sleeve design in which blue and yellow collars signifying school color are properly placed along with the incision lines in harmony.

가족치료 대화의 구조와 기능에 대한 대화분석적 연구 (A Study on Functional Structure in Conversation of Family Therapy)

  • 조용길;유명이;박태영
    • 한국사회복지학
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    • 제60권4호
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    • pp.253-276
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    • 2008
  • 본 연구는 가족치료 상담자의 의사소통 능력향상을 위해 훈츠누어셔의 대화문법론을 기반으로 가족치료 전체 회기에 나타나는 상담자와 내담자 간 의사소통의 전형적인 구조인 '대화연속체 원형'을 기술하고 설명하는 것을 목적으로 한다. 먼저 선행연구를 통하여 가족상담의 과정단계를 초기, 중기와 종결단계로 분류하고, 각 과정단계의 부분적 기능단계를 분위기 조성단계, 가족사정단계, 인식변화 유도단계, 변화체험 확인단계, 종결단계로 나누어 대화연속체 원형을 구축하였다. 그리고 2명의 상담자와 30명의 내담자가 참여한 실제 가족치료 대화를 분석하여 각 기능단계에서 나타나는 대화연속체 원형을 설명하였다. 본 연구를 통해 구축된 대화원형은 일반적인 가족치료의 대화구조를 분석하는 틀로써 상담의 목적에 맞게 가족치료를 구조화시키고 상담자들의 효과적인 의사소통 능력을 평가하는데 사용될 수 있다.

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엔지니어링 문서의 문장 자동 계층정의 방법론 (A Methodology for Automatic Hierarchy Definition of Sentences in Engineering Documents)

  • 박상일;김봉근;김경환;이상호
    • 한국전산구조공학회논문집
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    • 제22권4호
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    • pp.323-330
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    • 2009
  • 본 논문은 엔지니어링 문서에서 각 제목의 머리기호가 그 문서의 논리적 계층 구조를 표현한다는 점을 이용하여 문서 내 각 제목의 계층을 자동으로 분류하는 방법론을 제시하였다. 제시한 방법론은 일반 텍스트 문서에서 세부 제목을 추출하는 방법과 추출된 제목의 계층을 정의하는 방법으로 구성된다. 문서의 세부 제목은 문장의 맨 앞에 위치한 머리기호의 형태를 미리 정의된 머리기호 그룹과 비교하여 추출하며, 추출된 제목의 계층은 머리기호 형태의 변화에 따라 각 제목간의 상대적 위치를 파악함으로써 정한다. 제시된 방법론을 이용하여 일반 텍스트 문서를 세부 제목에 따라 구조화된 XML 문서로 변환하는 시범 모듈을 개발하였으며, 20개의 엔지니어링 문서를 대상으로 그 성능을 분석하였다.

효율적인 방공 지휘통제경보체계를 위한 설계 및 구현 (The Design and Implementation for Efficient C2A)

  • 권철희;홍동호;이동언;이종순;김영빈
    • 한국군사과학기술학회지
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    • 제12권6호
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    • pp.733-738
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    • 2009
  • In this paper, we have proposed the design and implementation for efficient Command Control and Alert(C2A). Information fusion must be done for knowing the state and identification of targets using multi-sensor. The threat priority of targets which are processed and identified by information fusion is calculated by air-defence operation logic. The threat targets are assigned to the valid and effective weapons by nearest neighborhood algorithm. Furthermore, the assignment result allows operators to effectively operate C2A by providing the operators with visualizing symbol color and the assignment pairing color line. We introduce the prototype which is implemented by the proposed design and algorithm.

자동차 항법장치의 화면표시형태에 대한 인간공학적 비교 (Comparison of Map Display Styles of Vehicle Navigation System on Human Factors)

  • 정범진;백승렬;김기범;박범
    • 산업경영시스템학회지
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    • 제18권36호
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    • pp.49-59
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    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and fastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other information service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating - must be considered. The display style must be designed simply and easily, not to be obstacle of human -machine interface. In this study, outside-in view display style and inside-out view display style are compared each other. Two factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds - Cross, T-cross, Y-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. Vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically, The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

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차량 항법장치의 화면표시형태에 대한 인간공학적 비교 (Comparison of map display styles of vehicle navigation system on human factors)

  • 정범진;백승렬;김기범;박범
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1995년도 추계학술대회논문집
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    • pp.208-213
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    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and lastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other infor- mation service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating -must be considered. The display style must be designed simply and easily, not to be obstacle of human - machine interface. In this study, outside- in view display style and inside-out view display style are compared each other. Tow factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds -Cross, T-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically. The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

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