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Performance of hybrid modulation for digital IoT doorlock system with color grid (컬러그리드기반 디지털 IoT 도어락 시스템을 위한 혼합변조의 성능)

  • Lee, Sun-Yui;Sun, Young-Ghyu;Sim, Issac;Hwang, Yu-Min;Yoon, Sung-Hoon;Cha, Jae-Sang;Kim, Jin-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.91-97
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    • 2018
  • This paper presents implementation possibilities of digital IoT doorlock systems via VLC(Visible Light Communication)'s color grid. The color grid-based VLC modulation scheme which are discussed in this paper utilize the straightness of light and abundant frequency resources which are the properties of the light. Performance results in this paper are compared to that of conventional modulations with Bit Error Rate (BER) and Signal to Noise Ratio (SNR) simulations. With respect to a channel model, the proposed modulation schemes select the nearest Line Of Sight (LOS) except Non Line Of Sight (NLOS). Experiments in this paper show error rates of received symbols by changing power dB at a distance of 3m between Tx and Rx in an indoor environment. Through performance results and experiments, this paper demonstrates superiority of the proposed color grid-based modulation schemes.

The Diversification of Alcoholic Drinks in Uymsikdimibang and its Social Meaning (『음식디미방』에 나타난 술의 다양성과 그 사회적 의미)

  • Bae, Young-Dong
    • Korean Journal of Heritage: History & Science
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    • v.34
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    • pp.102-122
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    • 2001
  • Uymsikdimibang(음식디미방) - a book written around 1670 and implying the methods of understanding the taste of food and drink - records many kinds of alcoholic drinks. it is obviously a practical problem to explain the process of brewing alcoholic drinks. However, if we intend to approach the alcoholic drinks on the practical aspect, we can not explain why many kinds of alcoholic drinks were brewed. I acknowledge only that it was true to have brewed rice wine easily on the basis of the increase of the production of rice and the two-crop farming system of rice and barley in a paddy field as well as, for many kinds of alcoholic drinks to have increased as a result of the development of brewage since the middle and second half of Chosun. It is not until we approach the alcoholic drinks of those days on the level of meaning, value, and symbol that we can get a correct answer as to why Uymsikdimibang records many kinds of alcoholic drinks. In the second half of Chosun, confucian ideology was firmly established in country village societies, the idea of clan rules was instituted, and patriarchal system was organized. Such a social atmosphere was to emphasize the practice of confucian moral principle such as performing religious service on one's ancestors and receiving a guest, and in the course of it, the alcoholic drinks were recognized as important materials all the more. It seems that the subdivision and elaborateness of the meaning of the alcoholic drinks were in progress. As a result, I think that the alcoholic drinks would vary in kind and be graded. From ancient times, the alcoholic drinks were men's favorite foods, and the significance of the authority and prestige given to the alcoholic drinks was increasingly promoted by the rise of the social position of men in the second half of Chosun under the influence of confucian ideology. Subsequently, the alcoholic drinks became symbols which represented even the family's tradition and dignity. Therefore, men born of the nobility(Yangban) tried to brew the various and dignified alcoholic drinks relatively. Through the brewage such as this, they endeavored to maintain their privilege. I think that the diversification of alcoholic drinks was developed in the process of a series of social-institutional change.

Investigation report of puppets performance - Mansukjung Nolum·Seosanbakchumji Nolum - (인형극 조사보고 - 만석중놀음·서산박첨지놀음 -)

  • Seo, Seung-Woo
    • Korean Journal of Heritage: History & Science
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    • v.35
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    • pp.236-282
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    • 2002
  • Among elements of play, there are puppets performances and shadows performance which are replacing actors by puppets and shadows. Puppet performance is characteristic of expressing various movements and symbols at its conveniences by the reduced models of human form with various materials. Shadow performance is realized in various colors that cannot be discovered in other countries by expressing mysterious cubic effect in reflecting the light against various forms. Mansukjung Nolum is a unique shadow performance that has been inherited in Korea. There are found many shadow performances inherited in the northern Europe and South-eastern Asia. Recently the silhouette animation in application of shadow performance is made. In the northern Europe and South-eastern Asia, they performed in white and black color while Mansukjung Nolum is performed in natural colors. Since they adopted the leather materials for making puppets, their opaque feature cannot reflect the colored light. But in Korea we adopted the specially colored semi-transparent Korean paper, which gives the colored shadows to spectators. Mansukjung Nolum consists of three acts for arousing attention of fallen monks destroying the teaching of Buddha. Seosanbakchumji Nolum is a puppet performance inherited in a village in Seosan, Choongnam instead of wandering artists. The story and form of performance in Namsadangpae's puppet play is mostly similar to it, but it is woven by its villages natural environment and specific dialects, reflecting their consciousness in mind. The villagers made the puppets and manipulate them in communicating their wisdom of life between them. Parkchumji Nolum is a kind of integral art combining puppet manipulation, witticism, songs and dances. The hero of Parkchumji discloses the social and structural conflicts of feudalism, in arousing the spectators' rich attention of self-awareness and lessons.

Collecting and using maul records (마을기록물의 수집과 활용)

  • Kim, Duk-Muk
    • The Korean Journal of Archival Studies
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    • no.49
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    • pp.299-325
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    • 2016
  • This paper examines the importance, types, and locations of maul records, and the methods for collecting, preserving, and using them. Maul records reveal the nature of the residents' ordinary lives, help to closely examine the history and culture of the maul, and serve as cultural resources that supplement oral records. Collecting materials from maul records requires understanding the types, locations, and states of the records. Maul records should include records created by the local organizations, personal records by individuals, and records that evidence the history of the maul. The collection methods of maul records are categorized into regular collection, irregular collection, passive collection, and active collection. These records need to be locally conserved in the maul. They can enhance the residents' lives, and can be used to help produce books, posters, calendars, commercial advertisements, symbols, academic education, exhibitions, digital contents, and historical records. They are also useful in helping to market the history.

A Semiotic Study on the Background Color of Fantasy Game (판타지 게임 배경 색채에 대한 기호학적 연구)

  • Lim, Cholong;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.49-58
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    • 2018
  • This study analyzes semiotic aspects of game concept art which is developed considering individual 's color experience. The six stages of Frank H. Mahnke's color pyramid are roughly classified into three categories, and how the game concept art meets each stage. Using the Roland Barthes's mythological-symbolic model of meaning, The meaning of righteousness and the characteristics of newly derived symbols. The results showed that colors could make the background stage more recognizable or intended to have a particular impression. In this way, game concept art, in which what is intended to be implemented in game development, can identify various functions and possibilities of game concept art, such as presenting game convenience as well as impression through a combination of various colors.

A Study on the Recognition and Characteristics of Mathematical Justification for Gifted Students in Middle School Mathematics (중학교 수학 영재아의 수학적 정당화에 대한 인식과 특성에 관한 연구)

  • Hong, Yong-Suk;Son, Hong-Chan
    • Journal of the Korean School Mathematics Society
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    • v.24 no.3
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    • pp.261-282
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    • 2021
  • This study identified the meaning of mathematical justification and its characteristics for middle school math gifted students. 17 middle school math gifted students participated in questionnaires and written exams. Results show that the gifted students recognized justification in various meanings such as proof, systematization, discovery, intellectual challenge of mathematical justification, and the preference for deductive justification. As a result of justification exams, there was a difference in algebra and geometry. While there were many deductive justifications in both algebra and geometry questionnaires, the difference exists in empirical justifications: there were many empirical justifications in algebra, but there were few in geometry questions. When deductive justification was completed, the students showed satisfaction with their own justification. However, they showed dissatisfaction when they could not deductively justify the generality of the proposition using mathematical symbols. From the results of the study, it was found that justification education that can improve algebraic translation ability is necessary so that gifted students can realize the limitations and usefulness of empirical reasoning and make deductive justification.

A Location-Based Campus Tour Augmented Reality Game for Enriching User Experience (사용자 경험 강화를 위한 위치 기반 캠퍼스 투어 증강현실 게임)

  • Choi, Jaewook;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.6
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    • pp.729-735
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    • 2020
  • A college campus tour is a great opportunity to promote the school environment, facilities and history to visitors or prospective students. Along with the population of smart phones and the advancement of information and communication technologies, many universities have recently provided mobile applications for campus tour, and some are starting to utilize augmented reality technology. However, most of the existing campus tour augmented reality systems tended to present a description-oriented campus tour guide. Their main focus is simply to provide information about the campus's main buildings or symbols. This study focuses on self-guided tours of the campus through games making new students and visitors to get familiar with the campus in a more natural and intuitive way. In this paper we present the design and development of a location-based mobile augmented reality treasure hunt game to enhance the user experience.

A study of developing the bag design based on the hybrid of folk paintings and Pieter Brueghel's works (민화와 피터 브뤼겔(Pieter Brueghel) 작품을 융합한 가방디자인 개발 연구)

  • Seo, Eun-Ah;Kwak, Tai-Gi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.2
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    • pp.29-42
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    • 2021
  • This study is about the development of hybrid bag designs using folk paintings and the paintings of Pieter Brueghel. For the development of design, the study examined the periodical, ideological background, aesthetic characteristics, composition and themes of folk paintings, and Brueghel's paintings. Through a literature review, many similarities were found between folk paintings and Brueghel's paintings, such as symbolism and humor, which are aesthetic characteristics of folk paintings, and the use of stories, myths, folktales, or satire with a background of nature. In addition, hybrid fashions made by mixing conflicting elements, such as East and West, men and women, and rich and poor are attracting attention. However, the development of hybrid fashion designs of Korean folk paintings and Western paintings are rare. So, folktale characters were produced on Korean folktales. The deer expressed in the Bible Agatha, the tiger in from a Korean folktale, magpies are symbols of longevity. The folk painting characters described above, and the folk paintings of Peter Bruegel were fused and reconstructed. The bag designs were developed based on this fused and reconstructed work. The significance of this study is to expand folk paintings that reflect Korea's representative thoughts and lifestyles through the fusion of various motifs and Western paintings, and to present folk paintings as a medium that can inherit Korean beauty and inform the world.

Comparative Study of Corporate Brand Image in Korea and China (기업 브랜드 이미지 한국과 중국의 비교 연구)

  • Zhao, Yu-Long;Kim, Byung-Dae
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.364-374
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    • 2021
  • In a fiercely competitive market, brands have become an important foundation for people to choose their products, and brands are also symbols of people's status and strength. Therefore, the importance of brand image design is growing. And color is an expression of emotion and can improve the communication and marketing environment of brand image as an important element of brand image. In this study, Interbrand selected Korea-China TOP 50 brand as a survey target in 2019 and downloaded brand CI from each brand's homepage to data images through Adobe Photoshop program and HSB system, and analyzed the color of the brand. There is no big difference in analyzing the color characteristics of Korean and Chinese brands, and the I.R.I color image scale analysis shows that the overall design of Korean brands is vibrant, elegant and warm to consumers. On the other hand, the overall design of the Chinese brand offers consumers a solemn, modern and sophisticated emotional adjective. Based on the results, this study can provide practical implications for companies to select colors and forms when launching their own brands and developing products.

Developing Textbook of Producing Easy-to-read Materials for Individuals with Developmental Disabilities (발달장애인을 위한 읽기쉬운자료 제작 교재 개발 연구)

  • Kim, Kyungyang;Nam, Boram
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.477-487
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    • 2021
  • The purpose of this study is to develop textbooks that can be used in education for developing easy-to-read materials for people with developmental disabilities. The textbook was developed through the steps of analysis of guidelines for making easy-to-read materials, confirmation of the course, development of textbook contents, and verification of validity. The final developed materials were developed as textbooks, including reader classification, vocabulary, symbols, layout, and production practice for the development of easy-to-read materials with a total of 7 sessions. The important characteristics of the textbook developed in this study are: First, it classified readers who read easy-to-read materials for the first time in Korea and introduced them as Plain Language readers and Easy to Read readers. Second, the guideline that can be referenced while developing easy-to-read materials was developed as a checklist, so that it can be checked by itself. Third, thematic activity sheets and workbooks were developed so that they can be used as activity-oriented textbooks.