• Title/Summary/Keyword: 시각적 구성요소

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Automatic Compiler Generator for Visual Languages using Semantic Actions based on Classes (클래스 기반의 의미수행코드 명세를 이용한 시각언어 컴파일러 자동 생성)

  • 김경아
    • Journal of Korea Multimedia Society
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    • v.6 no.6
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    • pp.1088-1099
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    • 2003
  • The syntax-directed translation using semantic actions is frequently used in construction of compiler for text programming languages. it is very useful for the language designers to develop compiler back-end using a syntax structure of a source programming language. Due to the lack of the integrated representation method for a parse tree node and modeling method of syntax structures, it is very hard to construct compiler using syntax-directed translation in visual languages. In this Paper, we propose a visual language compiler generation method for constructing a visual languages compiler automatically, using syntax-directed translation. Our method uses the Picture Layout Grammar as a underlying grammar formalism. This grammar allows our approach to generate parser efficiently u sing And-Or-Waiting Graph and encapsulating syntax definition as one unit. Unlike other systems, we suggest separating the specification and the generation of semantic actions. Because of this, it provides a very efficient method for modification.

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A Study on the Interactive Art Created by Embodiment of 2-D Paintings Into 3-D Imaging (2차원 회화작품이 3차원 영상으로 구현되어 창작된 참여예술에 대한 연구)

  • 김진희
    • Archives of design research
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    • v.14 no.3
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    • pp.127-134
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    • 2001
  • This study suggests a model of experimental visual artworks with interactive art forms in which 2-D paintings are transformed to interactive 3-D animation works. Multimedia programming was employed to evolve objective still paintings to the animation of computer 3-D images with respect to visual ideas derived from visual components in the still painting and to response to the reactions users. The format and technique of the art works are based upon the contents developed by the author and the research materials are selected from the surrealistic paintings of tile world-famous Belgian painter, Rene Magritte. In the present paper, following topics are discussed in detail: a study of various visual cases occurring in transforming still paintings to animation works containing interactive components; a study of 3-D imaging and image processing techniques to transform 2-D paintings to 3-D images; animation techniques for interaction and overall structuring techniques; multimedia programming and user interface.

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Analysing the narrative structure in the contents of Media facade (미디어 파사드 콘텐츠에 나타나는 서사 구조에 대한 연구 - 서울스퀘어의 정규 콘텐츠를 중심으로)

  • Lee, Youna;Jung, ChangYong;Kim, Hyunggi
    • Journal of Digital Contents Society
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    • v.14 no.3
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    • pp.367-379
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    • 2013
  • The Media facade is valuing more than utilizing to the display space and has potential as a new urban culture. The possible role of the contents, which can be a variety of expression can be seen that the more importance. Using narrative structure, which is a component of the story, discourse, temporality, spatiality, to analyze to the contents of media façade and this study suggests that new contents of narrative is an appropriate utilization at the new media environment.

Characteristics of Plastic Concept of Minimalism in Comtemporary Landscape Design (현대조경설계에서 미니멀리즘의 조형개념 특성)

  • Ahn, Seung-Hong
    • Journal of the Korean Institute of Landscape Architecture
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    • v.37 no.5
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    • pp.64-77
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    • 2009
  • In landscape architecture, the pursuit of pluralism requires diverse expression based on cultural and philosophical differences. Landscape architects impart social purposes and spatial relationships to the contemporary generation by providing particular environments that reflect the culture of the day. Particularly, landscape architects reflect contemporary art in their design works and express the characteristics of the arts of the day in real spaces. Historically they have sought motives from all fields of art. The plastic concept in landscape design is based specifically on paintings that directly influence spatial composition. Minimalism in landscape architecture contributes to the formation of artistic characteristics that can be explained to improve artistry in landscapes as aesthetic objects, which were eliminated in the modernist era, and to realize contemporary art. By interpretively studying design works, therefore, this study reveals plastic concepts' influence on landscape design affected by minimalist art. The characteristics of plastic concepts in minimalist landscape design can be summarized as follows. First, the reduction of Minimalist Landscape is meant for viewers to immediately understand a work's identity and to easily perceive its intention by using design language implied by the pure geometric forms such as circles, triangles and squares. Second, the extension intends to seek internal order by connecting design elements mutually and externally to provide visual direction by adopting linear expression. Third, the flatness that defines meaningless space tends to overlay additional elements on a flattened site to induce the perception of a sequence of landscapes and to patternize pavement to improve its visual image. Finally, seriality has two characteristics: to make centrality in space and to compose by repeating formative elements and materials based on the pursuit of a site's totality, rather than an individual space's originality.

A Study on the Expression Propensity of Typography in Korean Advertisement - Focused on Printing Advertisement after 2000year - (한국 광고의 타이포그래피 표현 경향 연구 - 2000년도 이후 인쇄광고를 중심으로 -)

  • Kim, Dong-Bin
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.219-228
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    • 2007
  • Printing advertisement is aggregate of commercial information communication text consisted of image sign and language sign. This means that verbal tabor through visual stimulation and character is mixed and passes information through picture. Typography is process that visualize verbal appeal in printing advertisement. Therefore study about typography is very important for a visual expression element in printing advertisement. Typography expression of Korean printing advertisement accomplished fast qualitative growth after 2000 flowing the 1990s. This study makes that typography expression propensity of Korean printing advertisement after 2000 of changed of expression structure, changed of expression rule, changed of expression method etc. Accordingly, extracted each three analysis bases. And this study presented expansive direction of typography expression of printing advertising in case studies.

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The use of game media as the therapeutic sentimentalism and the therapeutic expressionism (감상주의적 치료와 표현주의적 치료로서의 게임 미디어의 활용)

  • Yi, Yun-Ho;Lee, Myoun-Jae;Kim, Young-Eun
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.784-787
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    • 2010
  • 상담심리학적으로 미디어 치료에는 매체를 보고 듣고 느끼며 자아를 성장시켜 가는 감상주의적 치료와 매체를 직접 만들어가면서 자신의 감정과 생각을 매체에 투사하는 표현주의적 치료가 있다. 감상주의적 치료 예로는 사진보기, 영화, 미술관람, 책읽기 등이 있는데 내담자 스스로의 해석력이나 해석방법에 따라 심리학적 영향력의 유무가 결정되어서 이해력과 집중력이 부족한 내담자에게는 상담결과의 정확성이라는 한계가 있다. 표현주의적 치료 예로는 춤, 노래, 미술창작활동, 모래놀이, 연기활동, 영상제작 등이 있으며 이는 무의식의 발산을 가능케 하고 적극적 자기의사 표현하는 등의 장점이 있지만 창작활동의 특성상 개별 작업의 형태가 많고 제작기반 획득 등의 한계가 있다. 본 논문에서는 이 두 한계를 극복하기 위하여 표현주의적인 치료와 감상주의적 치료가 동시에 가능한 게임 미디어를 이용한 치료 가능성을 제안한다. 이를 위하여 이 치료에 적합한 게임의 구성요소와 게임의 시각 요소를 기술한다.

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Development of Neuropsychological Model for Spatial Ability and Application to Light & Shadow Problem Solving Process (공간능력에 대한 신경과학적 모델 개발 및 빛과 그림자 문제 해결 과정에의 적용)

  • Shin, Jung-Yun;Yang, Il-Ho;Park, Sang-woo
    • Journal of The Korean Association For Science Education
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    • v.41 no.5
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    • pp.371-390
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    • 2021
  • The purpose of this study is to develop a neuropsychological model for the spatial ability factor and to divide the brain active area involved in the light & shadow problem solving process into the domain-general ability and the domain-specific ability based on the neuropsychological model. Twenty-four male college students participated in the study to measure the synchronized eye movement and electroencephalograms (EEG) while they performed the spatial ability test and the light & shadow tasks. Neuropsychological model for the spatial ability factor and light & shadow problem solving process was developed by integrating the measurements of the participants' eye movements, brain activity areas, and the interview findings regarding their thoughts and strategies. The results of this study are as follows; first, the spatial visualization and mental rotation factors mainly required activation of the parietal lobe, and the spatial orientation factor required activation of the frontal lobe. Second, in the light & shadow problem solving process, participants use both their spatial ability as a domain-general thought, and the application of scientific principles as a domain-specific thought. The brain activity patterns resulting from a participants' inferring the shadow by parallel light source and inferring the shadow when the direction of the light changed were similar to the neuropsychological model for the spatial visualization factor. The brain activity pattern from inferring an object from its shadow by light from multiple directions was similar to the neuropsychological model for the spatial orientation factor. The brain activity pattern from inferring a shadow with a point source of light was similar to the neuropsychological model for the spatial visualization factor. In addition, when solving the light & shadow tasks, the brain's middle temporal gyrus, precentral gyrus, inferior frontal gyrus, middle frontal gyrus were additionally activated, which are responsible for deductive reasoning, working memory, and planning for action.

The research of new Multimedia design developmenton Internet(Focus on the layout) (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 -레이아웃을 중심으로-)

  • 류성현;신계옥;이은주;이현주;배경선
    • Archives of design research
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    • v.20
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    • pp.111-120
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    • 1997
  • Recently, rapidly increasing internet Websites are providing us with the new kinds of multimedia informations without borders acting as the center for exchanging informations. Such new media informations through the internet passes informations via light on the monitor and provides the various informations, with the differentiation from the traditional printing media, it can be searched with electronic commands in limited space. In the process of adapting the new technologies, new media has successfully responded to the fast change and the development of its needs by experiencing the trials and errors, steadily establishing the stable position with its new information transferring and exchanging methods. The representative hompage of websites of information transformations means the first page containing no lower directories and consist of titles, icons, symbols and addresses and can design them in consideration of graphical process, planning, contents and others. Such hompages are very important since the graphical images shows its visual expressions deciding the total meanings of the hompages. In this research, we have analyzed the visual factors of frequencies, ratio of areas, distributions, alignment methodologies on layouts of hompages consisting titles, icons, contents and symbols, etc. from randomly picked samples of 161 hompages of websites in the internets of various areas. Generally, the homepages are designed with graphical expressions in personal way and the feedbacks and responses of such may differs, but we think, this can be used as reference materials for the analysis of new media in objective way. Also, it can be used as the base informations for arrangement and planning of designs with the characteristics of graphics and Graphic User Interfaces in the background which are implemented over internet.

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The implementation of sign design simulation software (사인디자인 제작 체험 시뮬레이션 소프트웨어 개발)

  • Paik, Jin-Kyung;Lee, Kyung-Mi;Yeoun, Myeong-Heum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.163-172
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    • 2006
  • Sign is one of the important factors in city and national image formation, thus requires high level of quality. However, domestic sign emphasize only the sense of attention that leads to big sized signs, thus often results in a poor coordination with the surrounding space. This situation requires employees in sign business want to learn specialized knowledge about design field. Based on these circumstances, we propose sign design software to employees in sign business field as an aid tool that can help to develop good signs in terms of functionality as well as harmony of design. Thus, in this investigation, sign simulation software application case that can design sign and apply this sign to the actual application site is presented. In order to develop this software, literature survey and preliminary studies were performed to analyze the preparation process and environment, and designed sign design element and software elements, user interrace, and finally Java software were utilized. This developed software can be used as a textbook in sign design related departments in schools, and hopefully to enhance the social recognition of sign as well as academic interest.

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A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.