• Title/Summary/Keyword: graphic ability

Search Result 84, Processing Time 0.024 seconds

Development of Fatigue Strength Database for Windows 95 (윈도우환경에서의 피로강도 데이터베이스 구축)

  • 강재윤;송지호;박준협
    • Proceedings of the KSR Conference
    • /
    • 1998.05a
    • /
    • pp.323-329
    • /
    • 1998
  • Fatigue strength database system was developed for Windows 95 on personal computer. The relational database management system Visual Foxpro 5.0 was used. The database system developed contains 3,147 S-N curves and 311 $\varepsilon$-N ones for 437 material symbols and has the ability to search data by material symbol that each specification marks differently. Visual Basic 5.0 was used for graphic presentation and statistical treatment of the data searched.

  • PDF

The Assessment Rubric Development of Mathematical Communication Ability (수학적 의사소통 능력의 평가 기준 개발)

  • 이종희;김선희;채미애
    • Journal of Educational Research in Mathematics
    • /
    • v.11 no.1
    • /
    • pp.207-221
    • /
    • 2001
  • The purpose of this study is to develop the assessment rubric of mathematical communication ability by each type: listening, speaking, reading, writing, and graphic. This rubric is qualified in the content-validity and reliability by professional educators' evaluation and correlation coefficient. 16 math educators judged that this involves the results of learning mathematical communication, the results of possible instruction, and the content of scoring mathematical communication by teachers. 170 middle school students were tested by the assessment task according to the types of mathematical communication. After two researchers and two teachers scored the tasks, correlation coefficient was calculated between evaluators. The coefficient is evaluated high in that it is more than 0.70.

  • PDF

Study on Stopping Ability of a Ship Equipped with Azimuth Propeller

  • Park, Jong-Yong;Oh, Pilgun;Kim, Taejin;Lee, Jun-Ho
    • Journal of Ocean Engineering and Technology
    • /
    • v.34 no.1
    • /
    • pp.13-18
    • /
    • 2020
  • An azimuth propeller can generate thrust in all directions by rotating its housing with an electric motor. An azimuth propeller can be operated using several methods to stop a ship. This study aims to derive an efficient method to stop a ship safely using an azimuth propeller through full-scale maneuvering trials with the research vessel "NARA" of Pukyong National University in 4.63 m/s (9 kts). Five methods with different azimuth propeller operations were tested to stop the ship. The test results confirmed that the simultaneous use of the thrust and the hydrodynamic force acting on the strut is the most effective method to stop the ship.

A Basic Study on Development of Web-based Visual Perception Test Program Prototype (웹 기반 시 지각 진단 프로그램의 모형 개발을 위한 기초연구)

  • Ahn, Seong-Hye
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.5-14
    • /
    • 2006
  • Visual perception is ability that analyze visual information about things accepting through eyes in central nervous system. That is, it is ability that recognize and discriminates a visual stimulus, and analyzes by combining such stimulus with previous experience. At today, work which clears visual perception obstacle's cause through visual perception test and grasps all special quality of visual perception obstacle's is used method of treating that improve visual perception obstacle by visual perception training program. Present, visual perception test tools using the paper and pens are used mainly on psychological consultation of welfare facilities and education for the handicapped or occupational therapy, but a lot of problems are discovered in it. Therefore, purpose of this paper is to develop prototype of web-based visual perception test program that can construct to database to solve existing problem, and to design graphic item. As a result, classified measurement pattern that can diagnose visual perception by three, and illustrated development direction of graphic item for examination with this. Also, extracted check list item that should consider for design and construction of visual perception test program and the variable for feasibility study of believability, and presented process for prototype development.

  • PDF

A Study on the Photo-image Appropriation in Fashion Illustration (패션 일러스트레이션에서의 사진 이미지 차용에 관한 연구)

  • Kim, Soon-Ja
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.33 no.7
    • /
    • pp.1061-1073
    • /
    • 2009
  • Present expression methods have close relations with popular culture in the active acceptance of various kinds of genre. Fashion illustration is no longer limited to sketching garments or technically explaining construction, it is accepted as an art that is expressed by the desire and consciousness of the artist. This study examines the expressional characteristics and effects of photo-image appropriation as an expression method in fashion illustration. The word 'appropriation' (to steal something) is used as euphemism and not meant to be derogatory. The methods of appropriation in art indicate that paintings are not inventions but are self-satisfactory creations that show that the idea of originality is false and that paintings should be uninhibited from the greed of the authority of the genius of artists. In postmodern paintings, the photo-image of appropriation are expressed through the methods of re-photography, photo collage, and photo painting. Photo-image appropriation methods in fashion illustration are re-photography, photo collage, image mixing of photography, drawing, and graphic expression of photography. Fashion illustrators are able to develop expression techniques for expanding a field of expression and enhance the ability of communication through the photo-image appropriation methods.

The Study of the Graph Activity of Gifted Elementary Students Using CBR (CBR을 활용한 초등 영재 학생의 그래프 활동에 관한 연구)

  • Kang, Young Ran;Cho, Cheong Soo
    • School Mathematics
    • /
    • v.17 no.1
    • /
    • pp.65-78
    • /
    • 2015
  • This study has analyzed the effect of graph activity using CBR on the graphic ability through the observation on the 4 math-gifted 5th grade students. The study had designed the graph activity class using CBR based on the theories of graph and progressed it twice for 40 minutes, respectably. The recorded videos of the classes and the interviews of students were collected for analyzing the data, and 2 weeks later, post inspection using the same questionnaire was held for the comparative analysis on the errors that the students had made in the interpretation of the graph. According to the results of this study, the students were able to understand the flow change of the graph, interpret the relationship between variables, and contextualize the dependent variables.

Odyssey: a new GPU-based ray-tracing code for the Kerr Spacetime

  • Pu, Hung-Yi;Yun, Kiyun;Yoon, Suk-Jin
    • The Bulletin of The Korean Astronomical Society
    • /
    • v.39 no.2
    • /
    • pp.86.2-86.2
    • /
    • 2014
  • We present a new ray-tracing code, "Odyssey", for the Kerr spacetime accelerated by the Graphics Processing Unit (GPU). Taking advantage of the ability of nVidia graphic cards to evaluate trajectories of a large amount of photon simultaneously, the code is two orders of magnitude as fast as the previous CPU-based code corresponding to the speed of few nanoseconds per photon per time step. In the light of the Graphic User Interface (GUI) powered by the GPU-enhanced 2D/3D displaying technique, DirectX, it is feasible for users to manipulate diverse results such as rotating and zooming in/out the trajectories of photon instantly near the black hole. Thus the Odyssey can serve as a tool not only for scientific but also for the educational purpose. We discuss possible applications in detail in light of several results such as the shape of the silhouette of a black hole, the shape of a hot spot orbiting a black hole, and 3D photon trajectories.

  • PDF

Development of the VR Simulation System for the Dynamic Characteristics of the Adaptive Cruise Controlled Vehicle (ACC 차량의 동특성 해석을 위한 VR 시뮬레이션 시스템 개발)

  • Kwon, Seong-Jin;Jang, Suk;Yoon, Kyoung-Han;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
    • /
    • v.12 no.4
    • /
    • pp.163-172
    • /
    • 2004
  • Nowadays, to analyze the dynamic characteristics of the automotive driving system, the computer simulation linked up with VR(Virtual Reality) technology is treated as the useful method with the improvement of computing ability. In this paper, the VR simulation system has been developed to investigate the driving characteristics of the ASV(Advanced Safety Vehicle) equipped with an ACC(Adaptive Cruise Control) system. For the purpose, VR environment which generates 3D graphic and sound information of the vehicle, the road, the facilities, and the terrain has been organized for the driving reality. Mathematical models of vehicle dynamic analysis including the ACC model have been constructed for computer simulation. The ACC modulates the throttle and brake functions to regulate the vehicle speed so that vehicles could keep proper spacing. Also, the real-time simulation algorithm synchronizes vehicle dynamic simulation with the graphic rendering. With the developed VR simulation system, simple scenarios are applied to analyze the dynamic characteristics. It is shown that the VR simulation system could be useful to evaluate the adaptive cruise controlled vehicle on various driving conditions.

Improvement of Satellite Image Value-Added Processing System and Performance Evaluation (위성영상 부가처리시스템(VAPS) 개선 및 성능평가)

  • Lee, Kwangjae;Kim, Eunseon;Moon, Jungye;Kim, Younsoo
    • Aerospace Engineering and Technology
    • /
    • v.13 no.1
    • /
    • pp.174-183
    • /
    • 2014
  • The Value-Added Processing System(VAPS) was developed for post-processing the KOMPSAT imagery. Recently software version and hardware specification of VAPS were changed for improving the VAPS performance. The purpose of this study is to describe about the improvement of existing VAPS(ver.1.0) and systematically evaluate the performance of the improved VAPS(ver.2.0). To this end, test-bed areas in South and North Korea were selected and then image processing tests were conducted using KOMPSAT-2 and KOMPSAT-3 imagery in both areas. In conclusion, VAPS(ver.2.0) had an ability to generate the high level products like ortho images and mosaic images. Image processing time using the Graphic Processing Unit(GPU) on ver.2.0 was enhanced up to 10 times than ver.1.0.

Specialized manpower trainning system for Technology-friendly game graphic designer (기술친화형 게임그래픽디자이너 인력양성 특성화 방안)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.11
    • /
    • pp.257-262
    • /
    • 2017
  • The success or failure of the Korean game industry is a key issue for the creation of competent and talented human resources for the production of competent contents. The purpose of this study is to elucidate how to characterize and educate human - friendly game graphic designers with global competitiveness. The success of multi-disciplinary education will be maximized when cooperation with the responsible professors, the active will of the professor, the educational vision of the school, and real-time and active administration are supported In this study, based on the analysis of demand and supply of the human resources in the game industry, we found out that the game industry requires specialized manpower of technology-friendly game graphic designer who has the creativity, practical. application ability, and the international competency. In addition, we suggested ways of linking the curriculum with the local industries and related organizations such that they could be well educated as experts in related fields.