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      • 適應極配置에 의한 適應制御系의 構成에 關한 硏究

        趙範峻 조선대학교 동력자원연구소 1986 動力資源硏究所誌 Vol.8 No.2

        This paper deals with adaptive pole placement which allows to arbitrarily position all of the poles of an unstable plant and makes the response speed of the system faster. The controllers consist of Compensators at the input and output terminals, and an adaptive control law is derived to arbitrarily alter the poles of the system. To improve the response speed of the overall control system. Lion's scheme, which uses multi-error signals in introduced. In conclusion it has been shown that a multi-error signal rather than a single error is employed, the better response speed of the system can be obtained.

      • Sampled-Data System의 信號흐름線圖에 관한 解析的 考察

        趙範峻 朝鮮大學校 動力資源硏究所 1982 動力資源硏究所誌 Vol.4 No.1

        In this paper, the signal flow graph technique is expanded so that one can apply it directly to the sampled-data system. A new symbol is introduced to define topological structure and shape. The signal flow graph technique is used for theoretical analysis because of its topological nature which makes it possible to get the input-output relation. Mason's theorem is the easiest and simplest expression of input-output relation, Analytical research using a mathematical model is carried out for unsampled and sampled-data response, very important factors for control system design using a signal flow graph which is equivalently transformed from a block diagram a control system as a result, by inseitiun of the black node which is a new symbol representing a sampler, it is proved to be much easier and simpler than the conventional mathematical method to get the unsampled and sampled-data response.

      • KCI등재

        <어쌔신 크리드 발할라>에서 북유럽 신화로 재생된 아포칼립스와 플레이어 경험

        조범준,길태숙 한국문화융합학회 2024 문화와 융합 Vol.46 No.1

        본 논문에서는 게임 <어쌔신 크리드 발할라>에서 북유럽 신화가 게임에서 어떻게 전개되고 있는지 분석하고, 북유럽 신화의 라그나로크로 나타낸 이수 문명의 아포칼립스가 플레이어에게 어떻게 경험되는지 살펴본다. 이를 위해 게임의 신화 공간에서의 에피소드를 분석하고 북유럽 신화와 비교하여 이수 문명의 종말의 내용을 살피고, 게임 플레이에 따라 경험되는 아포칼립스의 상황을 고찰한다. 게임에서 라그나로크는 이수 문명의 멸망을 설명하는 서사로 기능하였는데, SF서사의 아포칼립스 세계관에서 다뤄왔던 주제인 문명의 창조와 멸망, 인간 본질과 인구 구성, 생명과학의 발달과 윤리의 문제를 나타낸다. 또한, 플레이어는 현대 인간인 레일라, 9세기 에이보르, 신화 속 이수인 오딘의 세 캐릭터를 대리하고, 각각 다른 문명의 관점에서 플레이한다. 이를 통해 플레이어는 이수 문명의 라그나로크 이후의 포스트아포칼립스와 인간세의 프리 아포칼립스의 반복적 상황을 경험하고 있음을 알 수 있다. This paper aims to analyze how Norse mythology is represented in the game Assassin’s Creed: Valhalla and examine how the destruction of the Isu civilization, represented by the Norse myth Ragnarok, is experienced by the player. For this, we analyze the episodes within the game's mythological framework, compare them to Norse mythology, examine the end of the Isu civilization, and consider how the apocalypse is experienced through the player's actions on behalf of the character. In the game, Ragnarok functions as a narrative to explain the destruction of the Isu civilization, representing themes addressed in the apocalyptic worldview of science fiction: the creation and destruction of civilizations, human nature and population composition, the development of life sciences, and ethical issues. Furthermore, players can observe that they are experiencing the repetition of the post-apocalypse of the Isu civilization after Ragnarok and the pre-apocalypse of the human world by playing from the perspective of each character’s civilizations: Layla as a modern human being, Eivor in the 9th century, and Odin as the Isu in myth.

      • KCI등재

        A Study on Hand Gesture Classification for Mobile Game

        조범준,김성기,김석규 (사)한국컴퓨터게임학회 2022 한국컴퓨터게임학회논문지 Vol.35 No.3

        Before standalone mobile VR (Virtual Reality) were actively developed, there was a movement to make smartphones into HMD (Head-Mounted Display). Google's cardboard and Samsung's GearVR are examples. However, smartphone-based VR has shifted to AR (Augmented Reality) due to the release of standalone VR and the limitations of mobile devices. As examples of using the AR, we can wear accessories even without trying them on, and we can be also guided by arrows on the map when finding a place that we have never visited before. Over the past decade, mobile devices' performance has improved with the development of mobile VR and AR. As a result, the combination of hand gesture classification beyond hand tracking can be utilized for interaction with VR and AR content. In this paper, we describe how to use the hand gesture for the user interaction for the mobile VR and AR. When realizing the gesture classification, we used Manomotion to implement the gesture estimation and 2D/ 3D skeleton was tracked in real time. In this paper, we suggest the methods to classify the hand gesture and verify them through successfully recognizing the gesture and using them at a practical game. We also measure the performance, and the suggested algorithm requires only 0.425 msec to recognize the gesture. This interface can be also used to improve the convenience of users other than games for mobile VR and AR.

      • 狀態벡터分割法에 의한 準最適制御系의 設計에 관한 硏究

        趙範峻,李俊 조선대학교 동력자원연구소 1986 動力資源硏究所誌 Vol.8 No.1

        Meditch introduced a set of constant matrices for deriving the lower order subsystems. These matrices play a crucial role in obtaining the suboptimal controller. However, no systematic procedure hos been given for choosing thesec constant matrices. In this paper, a method is presented to derive systematically the constant weighting matrices from the modal matrix of the original system. These constant matrices can be termed as aggregation matrices.

      • KCI등재

        Mass-Spring-Damper Model for Offline Handwritten Character Distortion Analysis

        조범준 한국멀티미디어학회 2011 멀티미디어학회논문지 Vol.14 No.5

        Among the various aspects of offline handwritten character patterns, it is the great variety of writing styles and variations that renders the task of computer recognition very hard. The immense variety of character shape has been recognized but rarely studied during the past decades of numerous research efforts. This paper tries to address the problem of measuring image distortions and handwritten character patterns with respect to reference patterns. This work is based on mass-spring mesh model with the introduction of simulated electric charge as a source of the external force that can aid decoding the shape distortion. Given an input image and a reference image, the charge is defined, and then the relaxation procedure goes to find the optimum configuration of shape or patterns of least potential. The relaxation process is based on the fourth order Runge-Kutta algorithm, well-known for numerical integration. The proposed method of modeling is rigorous mathematically and leads to interesting results. Additional feature of the method is the global affine transformation that helps analyzing distortion and finding a good match by removing a large scale linear disparity between two images.

      • 縮約技法의 近似모델을 이용한 準最適制御系의 設計에 關한 硏究

        趙範峻 조선대학교 동력자원연구소 1985 動力資源硏究所誌 Vol.7 No.1

        When the optimal control of large scale systems is performed, the resulting overall systems are being complicated to analyze. One of the approaches to reduce such complexity is to use lower-order approximation models by Aggregation. This paper intends to present a suboptimal control law by using only state related to dominant eigenvalues. This suboptimal control law is applied to a fifth-order linear time-invariant system and then the deviation in response characteristics between suboptimal system and optimal one is compared. As a result, it was assured that the proposed scheme was acceptable.

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