• Title/Summary/Keyword: 디자인 매체

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Digital Restoration of Cultural Properties Based on Virtual Reality (가상현실 기술을 이용한 문화재의 디지털 복원)

  • 박소연;양종열
    • Archives of design research
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    • v.16 no.1
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    • pp.219-228
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    • 2003
  • Nowadays, the progress of high technology in modern society provides humankind with the opportunity to obtain diverse information easily and quickly. Among those rapidly progressing fields of high technology, digital media field has the ability to substitute for the multimedia information society by being applied to many related fields and daily life. Specifically, the concern and enthusiasm for the restoration of cultural property has risen. So, effective methods are required to decide on the preservation, restoration and academic value of cultural property. Among these, image processing technology using computers has been introduced. The restoration of cultural property using this technique has been studied vigorously in many advanced countries because this would allow us to restore damaged parts without destroying the original asset. However, in Korea, though we have numerous examples of cultural property with recorded history, research related to the items has scarcely been conducted. Accordingly, this study focuses on the investigation of virtual reality and the techniques applicable to restoring cultural property in addition to suggesting the significance and possibility of digitally restoring cultural property following the introduction of applicable examples both domestically and abroad.

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A Study on Strategies for Corporate Advertisements in Concept Cases (기업광고 전략에 관한 연구 -컨셉사례를 중심으로-)

  • 조용수;용영무
    • Archives of design research
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    • v.15 no.1
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    • pp.37-48
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    • 2002
  • In the face of rapidly changing society and consumer cognition, eyer-increasing importance of strategies for creating good images for a company among critical factors inf1uencing management in terms of its survive is prevalent. Today, many companies strive for getting or improving their images with advertisements for corporate identity as well as public advertisements, which is considered as a requirement of this society and age for good images of companies rather for only good products and services. In this study, we analyzed and compared the largest companies in Korea, mainly in their printed materials for advertisements over the last 10 years from 1990. Corporate advertisements performed by domestic companies could be classified into several types based on their theoretical backgrounds and creative concepts. Basic theoretical backgrounds of corporate advertisements induced in the study are recognitive-psychological model and associative learning model. And, six areas of cases were classified and analysed in terms of their such creative concepts as random difference, competitive advantage and specific creativity. We analyzed and compared cases of strategies for domestic corporate advertisements with reference to these six each area in their effects and problems in terms of theoretical and practical aspects and thereby purpose to provide companies with reference in developing strategies for corporate advertisements of companies.

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A Study on Object Design Based on the Interaction of New Media Art (뉴미디어 아트의 상호작용성을 기반한 오브제 디자인 연구)

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.407-417
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    • 2020
  • Modern art is undergoing drastic changes due to the development of digital media. In a digital media-based environment, writers are producing new works that share artistic values and experiences with audiences. In this study, it is the production of a work on interactivity that combines cutting-edge digital technology with objects. When a viewer touches an object, an LED screen connected to the object is completed. Prior to the production of the work, for theoretical consideration, the research was focused on academic paper materials, professional books at home and abroad, and internet analysis. The production of the work used Arduino and presented production circuits and programming sources for the artists to apply to the production of the work. This study is meaningful in presenting new values and possibilities in the expression of objet works.

A Study on the Ontology-Based Regional User-centric convergence content design information retrieval (온톨로지 기반의 사용자 중심 융합 컨텐츠 디자인 정보 검색에 관한 연구)

  • Park, Ju-Ok;Yeom, Mi-Ryeong;Jung, Doo-Yong
    • Journal of the Korea Convergence Society
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    • v.7 no.2
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    • pp.19-24
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    • 2016
  • On a huge space of information called the Internet, users can use a smart mobile web to get information on various intellectual fields and can access to various Medias such as personal blogs and social networking sites (SNS). This is why a vast amount of information on the web has been effectively managed and researched nowadays through a technology named Semantic Web. However, it still needs for an improvement for studies on searching for intellectual information, though it is enhanced to integrate variously spread information and search for intellectual information user-oriented. Thus, this study aims to research on searching information and knowledge spread around a knowledge-filled information space, which can improve credibility according to user-oriented logic.

A Study on Design of the Curation System of Instructional Materials for Reusing and Sharing (재사용과 공유를 위한 수업 자료 큐레이션 시스템 기능에 대한 연구)

  • Park, Yang-Ha;Moon, Sung-Been
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.2
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    • pp.135-168
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    • 2015
  • This study intends to design a curation system to support elementary and secondary schools for reusing and sharing instructional materials efficiently. It is proved through interviewing teachers at the chalkface that they utilize instructional materials, and there are some differences between elementary schools and secondary schools about the media for creating the instructional materials, and the purpose of using them. The functional requirements of curation system for reusing and sharing instructional materials are derived from questionnaires. The investigation of the existing curation systems was conducted to identify the strategies for policy, design, standard, and tools for effective operation of the digital curation system. The tasks and the functions of the curation system designed by reflecting the results of this study are as following. The tasks related to individual workspace include 'authentication', 'system configuration', 'registration' of created materials, 'material keeping' for the individual, and 'reusing (editing)'. The tasks related to sharing workspace contain 'receiving' for sharing, 'archiving' for accessing, 'peer evaluation', 'accessing' through the retrieval, and 'bulletin board'.

A Study on the configuration of Hangul Concrete Poetry in the typographic point of view (타이포그래피적 관점에서 본 한글구체시의 조형성에 관한 연구 -고원의 한글구체시를 중심으로-)

  • 이민영
    • Archives of design research
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    • v.15 no.3
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    • pp.259-270
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    • 2002
  • In 1995, When people read a poem, the image that a poet intends to convey to readers shows in various colors according to the status of their emotion. Poetry is a bridge as well as a text, which connects this world and the poet's world. In such relationship, the communication through Types occurs. The realm of application of modern typography is widening due to the development of the Internet and mass media, and the ways of expression of which are changing with the help of lots of softwares. So, the modern typography is re-born as an organic language which is alive, breathing. Therefore, Types has the structural character similar to that of Typography, which is a language of image, creating today's movement, time, and space. The already existing poetry contains meanings but has a descriptive structures. On contrary, compared with the former, the type appeared in Hangul Concrete Poetry., itself is a poem in another realm due to the formality native to Hangul, and which appears in non-linear structure. So, in this thesis, I will analyze the formality and non-linear structure of Hangul Typography in order to widen the realm of research on typography, which is a very meaningful trial to visualize the literature.

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A case study of digital intermediate space designed - The focus on the consumer community - (디지털 매개공간 유형에 관한 사례 연구 - 수용자 커뮤니티를 중심으로 -)

  • 서동진;임종훈
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.281-288
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    • 2001
  • It shows 21st century as a networking society that is moving up the concept of global town and being industrialized with regional and personal connections. Individual's original idea and variety of 21th century may be respected by such environmental change, and age (Literary, human axis, technology axis, nature axis, kaining farming axis are central keyword) of culture that cultural capacity of individual becomes important fetters that create added value is forecasted to become. The moaning for space that is unemployment enemy by change of conceptional environment about cultural life and agreeable quality of life by development of Information-Communication technology may be required newly. As it does interaction along with development of science technique and Information-Communication technology, the future environment of various that complex! Is predicted to form network environment (existence space, cyberspace) newly. Human central interest is risen in technology balance hereupon, and these characteristic escaped in physical system that do with functional special quality and require human central and sensitive interaction. First, if examine about phenomenon by Digitize and chance aspect that is risen in 21th century, Digitize is time that action occurs fusion Tuesday that is various and Blur phenomenon of city·space, and the period to collapse the border between several individual. Second, importance more than man-centered and sensitive aspect of functional physical system is risen by digital age with development of technology medium, and as the five digital senses showed up, it suggests a sensual of the times and therefore the interest and direction get set up for the sensual sides of consumers. Third, special quality is, medium enemy by that digital space connotes meaning disk floret, variability, transparency, space red of extensity etc.. to burn and is digitalised, can be risen by symbolic, original individualities and emotional communication's the importance is required sensitivity enemy who is sympathy horn by fusion anger of individual. Technology of new media may open direction of new communication through interface that did not enjoy so far is going to supply new means that can express own to human

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A Study on the Characteristic of Interaction Model for Implementation of Richmedia Contents (리치미디어 컨텐츠 구현에 있어 상호작용 모델)

  • 김민수
    • Archives of design research
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    • v.17 no.1
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    • pp.201-210
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    • 2004
  • The web as a sign synthesis text has become a kernel for incorporeal knowledge as well as a communication model through the ubiquitous environment all over the world. The evaluation of the communication model, which is essential for the information structure, acts as an important basis on determining the quality of the web contents. In this study, the development of the progress of the communication of semantic meaning in the construction of the information structure was analyzed in views of the form, the function, and the emotional effect of the rich media contents of the web. The transformation process from the initial access elements through the final selection elements was suggested as the communication model and the effects of the function of the information in the web on the process was assessed by the engineering and linguistic models of Shannon, Weaver, and Roman Jakobson. The results of this study showed that the environments such as the speed, the memory space, data compression technique, and data filtering have influences on the web contents expression and the evaluation of the communication model in connection with the environments is the basis in the information structure.

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A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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Framework for the Quantitative Evaluation of Media Arts (미디어아트의 정량적 평가체계에 대한 연구)

  • Chung, Shin-Young;Eune, Ju-Hyun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.139-150
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    • 2006
  • The evaluation of art has been historically based on the thorough reliance on the subjectivity of beholders due to the fact that the production and appreciation of works of art is founded on the similar(subjective) value. There had been little attempt to reverse such tendency by creating an objective and quantitative checklist for evaluating a work of art. Centering on the evaluation of the Media Art, which increased dramatically in numbers since the late 1960s, this is an attempt in systematizing the quantitative evaluation of Media Art by reflecting the idea of subjective criticism as well as its medium specificity. As such, the criteria for the evaluation consist of media evaluation, work evaluation, appreciation evaluation, product evaluation and exhibition evaluation. The evaluators can be divided into the general public, the Media Art specialist and the curatorial staff, according to their experiences in dealing with the Media Art. Based on the result of the FGD, the weight has been added to the evaluation system according to each evaluation criteria to ensure the balance between the objective and subjective criticism.

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