• Title/Summary/Keyword: through and through

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Structural Design of Interactive Storytelling (인터렉티브 스토리텔링의 구조적 디자인)

  • 이준희
    • Archives of design research
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    • v.16 no.4
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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Retardation Behavior and Crack-Through-Thickness of a Surface-cracked Specimen under Cyclic Load (피로하중을 받는 표면균열재의 관통거동 및 지연거동)

  • 남기우
    • Journal of Ocean Engineering and Technology
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    • v.5 no.1
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    • pp.88-96
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    • 1991
  • Fatigue life and retardtion behavior after through-thickness were examined experimentally by using a CT specimen and surface-cracked specimen. The material used was 3% Ni-Cr-Mo steel. The fatigue crack shape before through-thickness is almost semicircular, and the measured aspect ratio is larger than the value obtained by calculation using the K value proposed by Newman-Raju. It is found that the crack growth behavior on the back side after through-ghickness is unique and can be divided into three stages a, b and c. A retardation parameter has been used successfully to predict the growth of cracks in specimen, and in this time, retardation factor is 4.3. By using the crack propagation rule considering on retardation state and the K value proposed by the authors, the remarkable crack growth behavior and the change in crack shape can be evaluated quantitatively.

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A design of ANFIS controller through ES algorithm for disturbances rejection in Hot Rolling

  • Jaekyung Jung;Ohmin Kwon;Lee, Sangmoon;Sangchul Won
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.374-374
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    • 2000
  • In this paper, we developed an ANFIS controller through ES algorithm for disturbances rejection in Hot Rolling. The looper of a Hot Rolling is installed between each pair of stands and plays key roles to enhance the product quality of the strip by controlling the tension and the width of the strip. At the same time, the AGC on top of the Mill produces a strip with the desired thickness through pressing its Mill. Between both, however, interactions are caused by coupling effects among strip tension, looper angle and strip thickness. In addition, in case disturbances, it is more difficult to keep strip quantities desirable. So we present an ANFIS controller through ES algorithm which is able to identify fuzzy rule with input/output data and update itself through output errors.

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Four Novel PWM Shoot-Through Control Methods for Impedance Source DC-DC Converters

  • Vinnikov, Dmitri;Roasto, Indrek;Liivik, Liisa;Blinov, Andrei
    • Journal of Power Electronics
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    • v.15 no.2
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    • pp.299-308
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    • 2015
  • This study proposes four novel pulse width modulation (PWM) shoot-through control methods for impedance source (IS) galvanically isolated DC-DC converters. These methods are derived from a PWM control method with shifted shoot-through introduced by the authors in 2012. In contrast to the baseline solution, where the shoot-through states are generated by the simultaneous conduction of all transistors in the inverter bridge, our new approach is based on the shoot-through generation by one inverter leg. The idea is to increase the number of soft-switched transients and, therefore, decrease the dynamic losses of the front-end inverter. All the proposed approaches are experimentally verified through an insulated-gate bipolar transistor-based IS DC-DC converter. Conclusions are drawn in accordance with the results of the switching loss analysis.

Development of Methods for Evaluation of Indoor Thermal Environment of Apartment Housing (공동주택의 실내 열환경에 대한 평가방법개발)

  • 윤정숙
    • Journal of the Korean Home Economics Association
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    • v.35 no.6
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    • pp.101-110
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    • 1997
  • The intent of this study is to propose a method for appraisal of the indoor thermal environment of apartment housing by measuring physical factors and residents' response to questionnaire survey. The experiments were performed on eight houses each in summer (August 18 through 31,1995) and winer (february 16 through 20,1996). It included measurements of indoor air temperature, globe temperature, relative humidity, and CO2 concentration. The questionnaire surveys were performed each in summer (July 16 through 20, 1996) and winer (February 13 through 16, 1996). And 248 cases in summer and 297 cases in winter were used in analysis. These questionnaire surveys asked residents' response about thermal sensation, humidity sensation, sense of air freshness regarding the indoor thermal environment. data acquired through the experiments and questionnaire surveys were then transferred to scales that allowed relative comparison, and measured to an appraisal standard chart. Appraisal tools included appraisal charts and radar charts. Indoor thermal environment was judged to be positive according to experiments, but residents appraised the thermal environment to be average. This difference between the two can be found in the strict standards by which residents judge the thermal environment of their apartments.

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The Developement of Real-time Information Support Cart System based on IoT

  • Seo, Dong-Sung;Kang, Min-Soo;Jung, Yong Gyu
    • International journal of advanced smart convergence
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    • v.6 no.1
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    • pp.44-49
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    • 2017
  • In the modern technology era, it is possible to connect objects and the internet anytime and anywhere through IoT of hyper-connected society. Accordingly, a smart shopping cart was designed and realized by applying IoT. Therefore, this paper builds the IoT shopping cart system according to the trend of IoT environment.. When RFID is installed in the Arduino and the tagged item is inserted into the IoT shopping cart, the product information and price are displayed on the Arduino linked Raspberry Pi. We built a web server on the Raspberry Pi to handle this data, and built an App on the smartphone to implement the IoT shopping cart environment. Consumers can receive pricing and product information through smartphone apps through raspberry pie, can make quick calculations through smartphone, and provide various information to consumers through apps.

A Study on Concept Generation and Development for Street Furniture Design through Extracting Design Factors from the Space Design

  • In, Chi-Ho
    • Journal of the Korea Furniture Society
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    • v.22 no.3
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    • pp.183-189
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    • 2011
  • This is a study on methods for designers of furniture and products to generate and develop design concept in consideration of design and existing conditions of the space when they design street furniture. In particular, in case when they participate in a process of designing new space, this study aims to reveal methods generating strategic elements and basic ideas for designing street furniture through cases study of projects by understanding and analyzing concept of overall space design and by extracting artistic elements for deployment of specific designs. First, Design DNA, which decides overall flow of design concept of street furniture, is extracted through analyses of basic concepts of space design. Next, by applying 3V Design Process, alternatives of the concept generation are suggested through methods of storytelling and design language under the two approach methods of verbalization stage and visualization stage. Also its methods were explored through suggestion of designs by developing each idea of the respective concepts into specific design vocabulary.

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A Study on the Aesthetic Conciousness through the Costumes of Ancient Egypt (고대 이집트 복식에 표현된 미의식의 고찰)

  • 최해주
    • Journal of the Korean Home Economics Association
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    • v.20 no.1
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    • pp.11-22
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    • 1982
  • The creation of clothing is a form of aesthetic expression through which feelings and ideas are conveyed. This study tried to find out the mental world and aesthetic consciousness of Ancient Egypt through the costume of the period. The beauty of human body was esteemed and expressed in body exposure, tight costumes and transparent fabrics. Through the silhouette of costume, wig and accessories, the beauty of simplicity was expressed. And the beauty of harmony was sought through the beauty of balance and emphasis. The aesthetic consciousness of Ancient Egypt is the refined elegance and it was composed on the basis of the ideas of nature worship and had been preserved by the spirit of traditionism for about 3, 000 years.

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A Study on the Psychological Healing for Japanese Korean Learners through Korean Food

  • Nang Ye Kim
    • CELLMED
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    • v.14 no.2
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    • pp.1.1-1.4
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    • 2024
  • Food is a fundamental aspect of human life, encompassing the cultural essentials of clothing, shelter, and sustenance. Experiencing the culture of individuals who speak the language one is learning through food has proven to be an effective means of enhancing learners' motivation. It can be presumed that direct exposure to Korean cuisine, either through consumption or preparation, will exert a profoundly positive psychological impact on Korean learners, contributing to psychological healing, indirectly evidenced by stress reduction. Therefore, this study conducted a survey among Korean learners in Japan to investigate the potential for psychological healing through engagement with Korean food.

Fashion Design Expression of Wassily Kandinsky's Paintings -Focus on Music Visualization -

  • Kim, Sung-Soo;Kim, Young-Sam
    • Journal of the Korean Society of Costume
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    • v.66 no.5
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    • pp.16-32
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    • 2016
  • This study examines music visualization characteristics appearing in Giorgio Armani's S/S 2000 Collection and Genny's F/W 2000 Collection, which elicited and reinterpreted the characteristics through an analysis of Kandinsky's paintings. Study results are as follows. First, music visualization characteristics were extracted through an analysis of Kandinsky's works to examine music visualization that appears in contemporary fashion. Further analysis of Kandinsky's works were done in regards to music visualization (Impression, Improvisation, and Composition), and music visualization characteristics were categorized into 'spatial element', 'mobility', and 'overlap'. Second, the analysis of contemporary fashion with a spatial component showed that space was often clothed through color contrasts that highlighted concise and playful effects. Emphasis on line and three-dimensional effects were shown by overlapping lines and costume pleats with exposure expressed by semiotic forms and fabric character4istics. Third, the analysis of clothes that express mobility shows that they commonly express mobility through free color arrangements and a shading of colors with playfulness. The effects of emphasis, uniformity, and exposure were shown through the gloss and transformation of fabric that emphasized fabric characteristics; in addition, the effect of simplicity, three-dimensionality, and uniformity were expressed by adopting the forms of geometric shapes. Fourth, the analysis of clothes that manifest the overlap showed a predominant overlapping of colors and fabric. The esthetic effects of playfulness and exposure were emphasized through colors, shapes, and lines.