• 제목/요약/키워드: graphic language

검색결과 287건 처리시간 0.025초

그래픽 제어 언어를 사용한 공정제어용 다중루프 제어기의 개발 (Development of multiloop programmable controller using graphic control language)

  • 이희규;문봉채;김병국;변증남
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1990년도 한국자동제어학술회의논문집(국내학술편); KOEX, Seoul; 26-27 Oct. 1990
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    • pp.200-203
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    • 1990
  • A multiloop programmable controller using graphic control language and a configuration graphic editor for designing control algorithm in graphic windows are developed. Using the graphic control language, large and complex control algorithm can be designed easily and the modification of control algorithm is simple. The proposed controller using graphic language can be effectively used for complex plants like power plants.

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그래픽노블을 통한 다중문식성의 발달 (The Use of Graphic Novels for Developing Multiliteracies)

  • 윤은자
    • 영어영문학
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    • 제56권4호
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    • pp.575-596
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    • 2010
  • The modes of narratives and communication have expanded due to social and cultural changes and technological development. Thus texts have become multimodal and media hybridities and media crossover have been increasing as well. Multimodality requires new literacy to understand and interpret those multimodal texts other than existing traditional literacy approaches. The New London Group (2000) argues that multiliteracies are needed to serve today's changing multimodal texts. Kress (2003) also argues, visual texts have been prevailing, being mingled with other modes of texts such as linguistic, audio, gestural, and spatial modes. Literary texts are not exception in this trend of multimodality. The recent renaissance of comics, in particular, the new light on graphic novels can be interpreted in this historical vein. In comparison to comics, no consensus has been made in defining graphic novels, however, many studies have been recently conducted in order to look into the potential of graphic novels in building multiliteracies. In this paper, the graphic novel as a literary genre are explored from a histocial perspective and the definition of graphic novels was attempted to be made. In the light of multiliteracies, this paper presented cases that show how graphic novels can be utilized to build multiliteracies. Lastly, the use of graphic novels for English as a foreign language was introduced as well. The author hopes that at the age of multimodality, the potential graphic novels have in language and literacy education can be taken into account by language teachers and students in expanding their territory of literacy.

이미지 손실없는 확대/축소가 가능한 아바타 생성 시스템 (The Avata Construction System for Image Lossless Scaling)

  • 김원중;장미화
    • 한국정보통신학회논문지
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    • 제6권2호
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    • pp.181-189
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    • 2002
  • 본 논문에서는 차세대 마크업 언어로 각광받고 있는 XML(extensible Markup Language)의 그래픽 표준인 SVG(Scalable Vector Graphic)를 이용하여 어떤 단말기에서도 같은 형식으로 디스플레이 되고, 사용자가 원하는 형태로 이미지의 손상없이 수정이 가능하여 각 부분 요소의 재사용성을 크게 높인 아바타(웹 캐릭터) 생성 시스템을 설계 및 구현하였다. SVG는 텍스트로 기술되기 때문에 그래픽에 대한 검색이 편리하고, 어플리케이션들이 SVG문서를 쉽게 사용할 수 있으며, 선, 폴리곤, 텍스트, 이미지 등의 모든 그래픽 요소에 쉽게 접근할 수 있으므로 데이터베이스와 연동하여 웹 그래픽 문서를 동적으로 생성할 수 있다. 또한 연구 결과를 이용하여 웹 상에서 발생할 수 있는 어떠한 컨텐츠에도 사용할 수 있는 기술을 구현할 수 있을 것이다.

지면구성에 있어서 Proportion에 관한 연구

  • 노상철
    • 한국인쇄학회지
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    • 제5권1호
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    • pp.1-10
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    • 1987
  • This paper proposes a design for the software of Graphic system for CAD/CAM, Particularly, 2D Graphic system is studied.The implemention has been tested by GSS PC24 computer and GW-BASIC is used as program language.The system is designed with basic modules of CAD using Top-down method.

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The Effects of Visual Stimulation and Body Gesture on Language Learning Achievement and Course Interest

  • CHOI, Dongyeon;KIM, Minjeong
    • Educational Technology International
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    • 제16권2호
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    • pp.141-166
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    • 2015
  • The purpose of this study was to examine the effects of using visual stimulation and gesture, namely embodied language learning, on learning achievement and learner's course interest in the EFL classroom. To investigate the effectiveness of the proposed purpose, thirty two third-grade elementary school students participated and were assigned into four English learning class conditions (i.e., using animated graphic and gestures condition, using only animated graphic condition, using still pictures and gesture condition, and control condition). The research questions for this study are addressed below: (1) What differences are there in post and delayed learning achievement between imitating gesture group and non-imitating one and between animated graphic group and still picture one? (2) What differences are there in course interest between imitating gesture group and non-imitating one and between animated graphic group and still picture one? The Embodiment-based English learning system for this study was designed by using Microsoft's Kinect sensing devices. The results of this study revealed that students of imitating gesture group memorized and retained better words and sentence structure than those of the other groups. As for learner's course interest measurement, imitating gesture group showed a highly positive response to attention, relevance, and satisfaction for curriculum and using animated graphic influenced satisfaction as well. This finding can be attributed to the embodied cognition, which proposes that the body and the mind are inseparable in the constitution of cognition and thus students using visual simulation and imitating related gesture regard the embodied language learning approach more satisfactory and acceptable than the conventional ones.

조립용 로봇이 3차원 그래픽 시뮬레이터 개발 (Development of a 3D Graphic Simulator for Assembling Robot)

  • 장영희
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 1998년도 춘계학술대회 논문집
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    • pp.227-232
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    • 1998
  • We developed a Off-Line Graphic Simulator which can simulate a robot model in 3D graphics space in Windows 95 version. 4 axes SCARA robot was adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed program. The interface between users and the off-line program system in the Windows 95's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D graphics.

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사용후핵연료봉 인출장치의 원격감시를 위한 실시간 3차원 그래픽 시뮬레이션 (Real-time 3D Graphic Simulation of the Spent Fuel Rod Extracting Machine for Remote Monitoring)

  • 송태길;이종열;김성현;윤지섭
    • 한국CDE학회논문집
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    • 제5권4호
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    • pp.327-335
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    • 2000
  • The spent fuel rod extracting machine is automatically operated in high radioactive environment, so high reliability of operation is required. In this paper, to enhance the reliability of this machine by providing a close monitoring capability. a real time graphic simulation method is suggested. This method utilizes conventional IGRIP (Interactive Graphics Robot Instruction Program) 3D graphic simulation tool to visualize and simulate the 3D graphic model of this machine. Also, the dedicated protocol is defined for transmission of the operational data of the machine. The real time graphic simulation is realized by developing the socket module between a graphic workstation and a machine control computer through the TCP/IP network and by dividing the 3D graphic simulation GSL(Graphic Simulation Language) program as a small sized sub routine. The suggested method is implemented while automatically operating the rod extracting machine. The result of implementation shows that the real time 3D graphic simulation is well synchronized with the actual machine according to the operational data.

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PLI를 이용한 OLED 드라이버 IC의 기능 검증 방법 (Functional verification method of OLED driver IC using PLI)

  • 김정학;김석윤
    • 대한전자공학회논문지SD
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    • 제44권6호
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    • pp.83-88
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    • 2007
  • 본 논문에서는 유기발광다이오드 구동 IC의 기능을 검증하기 위하여 PLI(Programing Language Interface)를 이용한 검증방법을 제안한다. 기능 검증을 하기 위하여 HDL(Hardware Description Language) 시뮬레이터와 PLI, GUI(Graphic User Interface) 환경의 이미지 뷰어를 이용한다. 본 논문에서 제안하는 유기발광다이오드 구동 IC의 기능 검증 방법을 이용 할 경우 종래의 기능 검증 방법을 이용 할 때 보다 40배의 실행 시간 이득을 얻을 수 있다. 제안한 방법을 이용할 경우 디스플레이 구동 IC의 설계 단계에서 기능 검증을 효율적으로 할 수 있을 것이다.

현가장치 설계용 그래픽 사용자 접속 프로그램 개발 (Development of a Graphic User Interface Program for Suspension Design)

  • 김회관;유홍희;최경록;이명식
    • 한국자동차공학회논문집
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    • 제6권6호
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    • pp.7-14
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    • 1998
  • A graphic user interface program for the design of vehicle suspension system is developed in this work. Graphic templates are designed by using a graphic language and a library and given to users for interactive data input. Several suspension types are graphically given, and the information of hard points can be directly provided on the graphic templates by users. The information is saved in a data structure which can be efficiently accessed, and transformed into another data format. The data transformation is for the interface to an analyzer by which suspension design characteristics can be calculated.

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