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얼마 후,
우리는 참으로 나답고,
참으로 그녀 다운 방법으로 연애를 시작했다.
내 삶에도 몇 번의 기적과 같은 순간이 있었다.
그것은 그야말로 기적이었다. 기적은, 소리 없이
다가왔다. 내가 더 잘해서, 내가 더 좋은
사람이어서 온 것이 아니었다.
그것은 그냥 갑자기
찾아왔다.


- 좋은비의《서른의 연애》중에서 -


* 기억하시나요?
연애가 시작되었던 그날을!
그날의 하늘, 그날의 바람, 그날의 심장 뛰는 소리를!
그리고 거친 사랑의 강을 건너면서 비로소 알게 된
격랑과 상처와 아픔을! 몇 번의 기적과도 같은
순간도 기억하시나요? 사랑하고 부딪치며
전혀 다른 모습으로, 전혀 다른 사람으로
태어나던 그 순간순간들이 나를 쑥쑥
성장시킨 값진 시간들이 아니었나요?
연애가 준 선물입니다.

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https://www.w3schools.com/howto/howto_js_slideshow.asp

 

How To Create a Slideshow

How TO - Slideshow Learn how to create a responsive slideshow with CSS and JavaScript. Slideshow / Carousel A slideshow is used to cycle through elements: ❮ ❯ Create A Slideshow Step 1) Add HTML: Example

www.w3schools.com

 

<!-- Slideshow container -->
<div class="slideshow-container">

  <!-- Full-width images with number and caption text -->
  <div class="mySlides fade">
    <div class="numbertext">1 / 3</div>
    <img src="img1.jpg" style="width:100%">
    <div class="text">Caption Text</div>
  </div>

  <div class="mySlides fade">
    <div class="numbertext">2 / 3</div>
    <img src="img2.jpg" style="width:100%">
    <div class="text">Caption Two</div>
  </div>

  <div class="mySlides fade">
    <div class="numbertext">3 / 3</div>
    <img src="img3.jpg" style="width:100%">
    <div class="text">Caption Three</div>
  </div>

  <!-- Next and previous buttons -->
  <a class="prev" onclick="plusSlides(-1)">&#10094;</a>
  <a class="next" onclick="plusSlides(1)">&#10095;</a>
</div>
<br>

<!-- The dots/circles -->
<div style="text-align:center">
  <span class="dot" onclick="currentSlide(1)"></span>
  <span class="dot" onclick="currentSlide(2)"></span>
  <span class="dot" onclick="currentSlide(3)"></span>
</div>
* {box-sizing:border-box}

/* Slideshow container */
.slideshow-container {
  max-width: 1000px;
  position: relative;
  margin: auto;
}

/* Hide the images by default */
.mySlides {
  display: none;
}

/* Next & previous buttons */
.prev, .next {
  cursor: pointer;
  position: absolute;
  top: 50%;
  width: auto;
  margin-top: -22px;
  padding: 16px;
  color: white;
  font-weight: bold;
  font-size: 18px;
  transition: 0.6s ease;
  border-radius: 0 3px 3px 0;
  user-select: none;
}

/* Position the "next button" to the right */
.next {
  right: 0;
  border-radius: 3px 0 0 3px;
}

/* On hover, add a black background color with a little bit see-through */
.prev:hover, .next:hover {
  background-color: rgba(0,0,0,0.8);
}

/* Caption text */
.text {
  color: #f2f2f2;
  font-size: 15px;
  padding: 8px 12px;
  position: absolute;
  bottom: 8px;
  width: 100%;
  text-align: center;
}

/* Number text (1/3 etc) */
.numbertext {
  color: #f2f2f2;
  font-size: 12px;
  padding: 8px 12px;
  position: absolute;
  top: 0;
}

/* The dots/bullets/indicators */
.dot {
  cursor: pointer;
  height: 15px;
  width: 15px;
  margin: 0 2px;
  background-color: #bbb;
  border-radius: 50%;
  display: inline-block;
  transition: background-color 0.6s ease;
}

.active, .dot:hover {
  background-color: #717171;
}

/* Fading animation */
.fade {
  -webkit-animation-name: fade;
  -webkit-animation-duration: 1.5s;
  animation-name: fade;
  animation-duration: 1.5s;
}

@-webkit-keyframes fade {
  from {opacity: .4}
  to {opacity: 1}
}

@keyframes fade {
  from {opacity: .4}
  to {opacity: 1}
}
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경영자에게는 긍정적 자세와 부정적 자세 양쪽이 다 필요하다.
‘먼 미래’는 긍정적으로 내다보는 게 좋다.
동료들과 함께 만들고 있는 제품과 서비스로 사람들의 삶이 얼마나 더 나아질지,
우리 사회가 얼마나 더 밝아질지 그려보는 데는
‘다 잘 될 거야’ 하는 낙관적 태도가 필요하다.
반면 ‘가까운 미래’는 부정적으로 봐야 한다.
- 김봉진, 우아한 형제들 의장


세상의 모든 이치가 그렇듯이 경영에서도 균형과 중용이 필요합니다.
단기와 장기, 이익과 가치, 기술과 시장, 고객과 직원, 긍정과 부정, 낙관과 불안...
모든 면에서 한쪽에 치우치지 않고 균형을 잡아가는 양손잡이 경영은
누구에게나, 어느 상황에서나 필요한 경영의 기술입니다.

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현대 사회가
물질문명에 기초하고 있는 것은
분명하지만, 다른 한편으론 물질문명이 지닌
한계에 대해서도 명확히 인식하고 현명하게 대응해야
합니다. 이러한 기조에서 나온 것이 '탈물질주의'의
흐름입니다. 물질주의가 경제적 성공에 따라
사회적 서열화되는 구조를 갖고 있다면,
탈물질주의는 지속 가능한 삶과
사회적 책임을 중심에 두고
있습니다.


- 김누리 외의《코로나 사피엔스 새로운 도약》중에서 -


* 쉽게 말하면
돈, 매우 필요하고 중요하지만
그러나 돈이 전부가 아니라는 말입니다.
어찌 보면 단순하고 쉬운 말 같지만 사실은
매우 어려운 말이기도 합니다. 자기 삶의 중심 가치로
삼아 실천하기는 더욱 어렵습니다. 하지만 '물질의 바다'에서
노를 젓되 또 다른 영역으로 존재하는 '탈(脫)물질의 바다'를
향해 헤엄칠 수 있어야 자신의 생존력과 사회적 가치도
함께 올라가게 됩니다. 진정한 성공과 행복은
물질과 탈물질의 융합에 있습니다.

 

탈물질주의(post materialism)

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뭐든 불가능한 것은 없다. 세상은 가능성으로 가득 차 있다.
할 수 없는 일이 있을 수는 있다. 하지만 절대 할 수 없다고 단정 지을 수는 없다.
불가능을 증명하는 것은 불가능하다. 그 말인 즉,
‘가능성은 항상 존재한다’라는 이야기가 된다.
이걸 깨달으면 불가능하다고 여겨졌던 것도 망설임 없이 도전할 수 있게 된다.
그런 도전이 불가능을 가능하게 만든다.
- 테라오 겐 발뮤다 회장, ‘상식의 틀을 깨라’에서


제 아무리 불가능해 보이더라도 그것이 불가능하다는 것을
증명할 수 있는 방법은 없습니다.
불가능하다는 것을 증명할 수 없다면 가능성이 남아있다고 봐도 무방합니다.
세상에 어떤 일도 미리 불가능하다고 여기고 포기할 필요는 없습니다.

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https://threejs.org/

 

Three.js – JavaScript 3D Library

 

threejs.org

https://threejsfundamentals.org/

 

Three.js Fundamentals

Learn Three.js

threejsfundamentals.org

This is the first article in a series of articles about three.js. Three.js is a 3D library that tries to make it as easy as possible to get 3D content on a webpage.

Three.js is often confused with WebGL since more often than not, but not always, three.js uses WebGL to draw 3D. WebGL is a very low-level system that only draws points, lines, and triangles. To do anything useful with WebGL generally requires quite a bit of code and that is where three.js comes in. It handles stuff like scenes, lights, shadows, materials, textures, 3d math, all things that you'd have to write yourself if you were to use WebGL directly.

These tutorials assume you already know JavaScript and, for the most part they will use ES6 style. See here for a terse list of things you're expected to already know. Most browsers that support three.js are auto-updated so most users should be able to run this code. If you'd like to make this code run on really old browsers look into a transpiler like Babel. Of course users running really old browsers probably have machines that can't run three.js.

When learning most programming languages the first thing people do is make the computer print "Hello World!". For 3D one of the most common first things to do is to make a 3D cube. So let's start with "Hello Cube!"

Before we get started let's try to give you an idea of the structure of a three.js app. A three.js app requires you to create a bunch of objects and connect them together. Here's a diagram that represents a small three.js app

Things to notice about the diagram above.

  • There is a Renderer. This is arguably the main object of three.js. You pass a Scene and a Camera to a Renderer and it renders (draws) the portion of the 3D scene that is inside the frustum of the camera as a 2D image to a canvas.
  • There is a scenegraph which is a tree like structure, consisting of various objects like a Scene object, multiple Mesh objects, Light objects, Group, Object3D, and Camera objects. A Scene object defines the root of the scenegraph and contains properties like the background color and fog. These objects define a hierarchical parent/child tree like structure and represent where objects appear and how they are oriented. Children are positioned and oriented relative to their parent. For example the wheels on a car might be children of the car so that moving and orienting the car's object automatically moves the wheels. You can read more about this in the article on scenegraphs.
  • Note in the diagram Camera is half in half out of the scenegraph. This is to represent that in three.js, unlike the other objects, a Camera does not have to be in the scenegraph to function. Just like other objects, a Camera, as a child of some other object, will move and orient relative to its parent object. There is an example of putting multiple Camera objects in a scenegraph at the end of the article on scenegraphs.
  • Mesh objects represent drawing a specific Geometry with a specific Material. Both Material objects and Geometry objects can be used by multiple Mesh objects. For example to draw two blue cubes in different locations we could need two Mesh objects to represent the position and orientation of each cube. We would only need one Geometry to hold the vertex data for a cube and we would only need one Material to specify the color blue. Both Mesh objects could reference the same Geometry object and the same Material object.
  • Geometry objects represent the vertex data of some piece of geometry like a sphere, cube, plane, dog, cat, human, tree, building, etc... Three.js provides many kinds of built in geometry primitives. You can also create custom geometry as well as load geometry from files.
  • Material objects represent the surface properties used to draw geometry including things like the color to use and how shiny it is. A Material can also reference one or more Texture objects which can be used, for example, to wrap an image onto the surface of a geometry.
  • Texture objects generally represent images either loaded from image files, generated from a canvas or rendered from another scene.
  • Light objects represent different kinds of lights.
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