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중서부지역 청동기시대 전기 이중구연토기의 공간적 분포양상
양혜민(Yang, Hyemin) 중부고고학회 2015 고고학 Vol.14 No.2
본고는 청동기시대 전기 중서부지역을 범위로 하여 주로 가락동식토기와 흔암리식토기의 중요한 구연 부속성으로 인식되는 이중구연토기의 공간적 분포 및 타 문양과의 결합양상을 확인하고자 하였다. 유사한 문화권역 및 수계, 현재의 연구방향에 따라 임의적으로 4개의 지역군을 구분하고, 이중구연토기는 이 중구연과 돌대문, 공렬문 및 구순각목 등의 결합된 구연부 속성을 토대로 다섯 가지로 구분하였다. 방사성탄소연대를 활용하여 살펴본 결과 이중구연토기는 지역별로 증감양상이 비슷하고, 각각의 문양이 비슷한 시기에 공존하고 있음이 확인되었다. 그러나 각 지역별로 이중구연문과 결합되는 문양뿐만 아 니라 각각의 문양이 공반되는 양상이 차이를 보였다. 특히 중서부지역의 내륙에는 이중구연토기가 단독으로 출토되는 경우가 많은 반면, 서해안이나 금강하류와 같은 중서부의 외곽지역으로 갈수록 다른 문양의 결합이 많았다. 또한 각 문양별로 공반되는 토기의 양상도 다르며, 공반토기의 다양성도 지역과 관련 있었다. 결론적으로 각 문양의 분포 및 결합양상은 시간이 아닌 지역에 따라 차이를 보이며, 중서부지역 전체를 대상으로 문양을 기준으로 한 편년을 적용하는 것은 재검토할 필요성이 있음을 지적하였다. The present study represents a critical review of current chronology of Early Bronze Age based on reanalysis of double-rimed pottery from central-western Korea. In so doing, it shows dynamic spatial distribution of diverse cultures coexisting in the region. Current studies have mainly focused on chronological construction based on formal variability of established pottery types, and variabilities in the assemblage composition which are well exposed by recent excavations are significantly underrepresented. While many previous studies placed too much emphasis on typological differences of so-called Garakdong-style pottery and Heunamri-style pottery, this study focuses on double-rimed pottery remains from central-western Korea. Pottery remains are then divided into five groups based on combination of double-rimed pottery and other elements such as Doldaemun, Rim-perforation, and Notched strip on plain rim. Variabilities and their association with other pottery types suggest patterned distribution in the region. Consequently, distribution and combination aspect of each pattern are different by area and applying chronology based on pattern to Central-Western korea needs to be reexamined. This paper emphasize that various cultural aspect coexists in this region and examine spatial aspect of Double-rimed pottery.
3D 공간캡처 기술 기반의 메타버스 제작 파이프라인 연구
양혜민(Hye-Min Yang),유태경(Tae-Kyung Yoo) 한국디지털콘텐츠학회 2023 한국디지털콘텐츠학회논문지 Vol.24 No.5
In this study, we proposed a production pipeline to effectively create virtual spaces for use in a highly immersive metaverse using 3D space capture technology. Previous research on virtual space production has focused primarily on the development of core technologies and the use of hardware. We aimed to combine and optimize the latest engineering technologies to make the production process commercially viable, and not merely focused on advancing them. We introduced automation using 3D reconstruction and cross-polarization photography technology based on existing asset creation and scene rendering techniques. The proposed method considers cost-effectiveness, that is, reducing the production time and costs, as well as productivity and software availability resulting from the automation of some of the work processes. In the future, the proposed pipeline will contribute to the infrastructure and technological development of the next-generation metaverse by enhancing the stability of virtual space production and supplementing technological capabilities.
양혜민(Hye-Min Yang),유태경(Tae-Kyung Yoo) 한국디지털콘텐츠학회 2023 한국디지털콘텐츠학회논문지 Vol.24 No.12
This paper proposes a real-time character rig system for efficiently utilizing quadruped animal characters in various immersive content types, including film, animation, games, virtual reality (VR), and augmented reality (AR). The proposed system effectively integrates the film production and real-time content creation pipelines. This approach mirrors the concept of “MetaHuman,” combining the production process of quadruped animal characters into a unified workflow and facilitating data sharing. We developed a program executable in Maya, which automatically generates a character rig system when a user inputs a model. This study provides a quadruped animal production guide aligned with industry trends and is expected to make a substantial contribution to various aspects of content creation, including planning, direction, and technical development of immersive content featuring animal characters.