• Title/Summary/Keyword: 시각적 측면

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주택 개발의 전시장 '네덜란드 암스테르담'

  • Lee, Geum-Hui
    • 주택과사람들
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    • s.203
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    • pp.50-57
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    • 2007
  • 네달란드 암스테르담의 주택 개발 현장을 방문한 후 발견한 주택 개발의 키워드는 '다양함'이었다. 단지 건축적 측면뿐만 아니라 분양 방식에서 거주자 유형에 이르기까지, 다양한 시각에서 개발을 고민하고 있는 모습이 역력했다. 주택 개발 전시장이라 일컬어지는 네덜란드의 암스테르담을 찾았다.

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정보사회와 공공도서관(4): 커뮤니케이션적 측면

  • O, Dong-Geun
    • KLA journal
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    • v.34 no.2 s.279
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    • pp.30-57
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    • 1993
  • 본고는 B.Usherwood의 The Public Library as Public Knowledge의 일부를 번역한 것이다. 영국의 상황을 배경으로 하면서도, 공공도서관에 대한 독특한 시각을 제시하고 있어 특히 우리의 도서관현실에 시사하는 바가 많다.

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The Development of Image Caption Generating Software for Auditory Disabled (청각장애인을 위한 동영상 이미지캡션 생성 소프트웨어 개발)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.1069-1074
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    • 2007
  • 청각장애인이 PC환경에서 영화, 방송, 애니메이션 등의 동영상 콘텐츠를 이용할 때 장애의 정도에 따라 콘텐츠의 접근성에 있어서 시각적 수용 이외의 부분적 장애가 발생한다. 이러한 장애의 극복을 위해 수화 애니메이션이나 독화 교육과 같은 청각장애인의 정보 접근성 향상을 위한 콘텐츠와 기술이 개발된 사례가 있었으나 다소 한계점을 가지고 있다. 따라서 본 논문에서는 현대 뉴미디어 예술 작품의 예술적 표현 방법을 구성요소로서 추출하여, 기술과 감성의 조화가 어우러진 독창적인 콘텐츠를 생산할 수 있는 기술을 개발함으로써 PC환경에서 청각장애인의 동영상 콘텐츠에 대한 접근성 향상 방법을 추출하고, 실질적으로 청각적 효과의 시각적 변환 인터페이스 개발 및 이미지 캡션 생성 소프트웨어 개발을 통해 청각장애인의 동영상 콘텐츠 사용성을 극대화시킬 수 있는 방법론을 제시하고자 한다. 본 논문에서는 첫째, 청각장애인의 동영상 콘텐츠 접근성 분석, 둘째, 미디어아트 작품의 선별적 분석 및 유동요소 추출, 셋째, 인터페이스 및 콘텐츠 제작의 순서로 단계별 방법론을 제시하고 있다. 이 세번 째 단계에서 이미지 캡션 생성 소프트웨어가 개발되고, 비트맵 아이콘 형태의 이미지 캡션 콘텐츠가 생성된다. 개발한 이미지 캡션 생성 소프트웨어는 사용성에 입각한 일상의 언어적 요소와 예술 작품으로부터 추출한 청각 요소의 시각적요소로의 전환을 위한 인터페이스인 것이다. 이러한 기술의 개발은 기술적 측면으로는 청각장애인의 다양한 웹콘텐츠 접근 장애를 개선하는 독창적인 인터페이스 추출 환경을 확립하여 응용영역을 확대하고, 공학적으로 단언된 기술 영역을 콘텐츠 개발 기술이라는 새로운 영역으로 확장함으로써 간학제적 시도를 통한 기술영역을 유기적으로 확대하며, 문자와 오디오를 이미지와 시각적 효과로 전환하여 다각적인 미디어의 교차 활용 방안을 제시하여 콘텐츠를 형상화시키는 기술을 활성화 시키는 효과를 거둘 수 있다. 또한 청각장애인의 접근성 개선이라는 한정된 영역을 뛰어넘어 국가간 언어적인 장벽을 초월할 수 있는 다각적인 부가 동영상 콘텐츠에 대한 시도, 접근, 생산을 통해 글로벌 시대에 부응하는 새로운 방법론으로 발전 할 수 있다.

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The Characteristics of Visualizing Hierarchical Information and their Applications in Multimedia Design (멀티미디어디자인에서 정보위계 표출방식과 그 활용에 관한 연구)

  • You, Si-Cheon
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.209-224
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    • 2006
  • Hierarchy which is often named as the tree-structure is used to reduce complexity and show primitive structures of complicated information. This paper aims at explaining information-visualization methods using hierarchies in multimedia domains and prospecting the possible applications by examining how they affect the user's tasks involved in information-seeking activities. As a result, four types of information visualization methods named Treemap, Hyperbolic, Cone Tree and DOI Tree employed in multimedia domain, are presented and pros and cons of each method are explained in this paper. Another important part is defining the core tasks and other related-tasks in information-seeking activities, such as, overview, zoom, filter, details-on-demand, relate, history, and extract. Followings are major findings. Treemap uses 'overview' as the core task, which makes user to gain a overall meaning of the whole information cluster. Hyperbolic and DOI Tree apply 'Boom' task through the function of focus+context or by the function of meaningful scaling to magnify or downsize each node. Cone Tree, also, makes the information organizer to classify the patterns of information acquired in the process of users' information-seeking activities by using 'extract' task. Through this study, it is finally found out that the information-visualization methods using hierarchies in multimedia domains should incorporate the wide variety of functional needs related to users' information-seeking behaviors beyond the visual representation of information.

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A Study on Media Property of Timelapse (타임랩스 영상의 미디어적 특성에 관한 연구)

  • Chung, Kue-Hyung
    • Cartoon and Animation Studies
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    • s.45
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    • pp.215-233
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    • 2016
  • Timelapse which was appeared Georges Mellieoseu in 1897 was not familiar to people and was not popular in film or broadcast industry in spite of long history. But about 5 years ago, timelapse has become distinguished in all around image art, because it show us aesthetic extraction of time and variation of color in Vimeo and Youtube which neve been seen before. So nowadays latest camera has come out with default menu which can shoot timelapse. But popularity of timelapse seem not development of cinematography technique or appearance of new function but production of image which reflects ages of present with fully accept digital media property. This study is approached from two formative characteristics. First it is strengthen of time which is showed timelapse and analog media from a comparison angle. Second, it is how to extend their sense and imitate images through resolution which can be possible high quality image and color especially with Raw data Through these methodology, this study defines correlation of character of digital media and artistic value of images in timelapse. And also it cleary assures the era of penetrating art has not only visual amusement as known but, also representative value of our ages and technology of media.

Method of Motion Graphic Design Approach from Postmodern Point of View (포스트모던적 관점에서 본 모션그래픽 디자인 접근 방안)

  • Kim Gyo-Wan;Hong Su-Jung
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.124-131
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    • 2006
  • Motion graphic is also developing into its own genre in graphic design by establishing individual industrial fields. images and graphics but also recognize even motions and sounds as communication elements delivering a message. Nevertheless, web communication designers have yet to experimentally test the visual motion priniciples or the audio sound expressions in terms of technology. If the dance are used, they may be new communication approaches in the age of multi-media, which allows for communication of visual and audio information or images. With such conceptions in mind, this study was aimed at reviewing the structural relationship between visual motion principles of the kinetic and the sound images to combine the audio and video effects. To this end, the basic structure of dance and music were substituted into the dance to determine their relevancy, and thereupon, examine the effective sound expression methods and techniques depending on movements of the objects in the monitor. Thus, this study, by inquiring into the uniqueness of choreography in motion graphic, presents the possibility of limitless expression of designer creation and inner world, and the ultimate goal lies in assuring the artistic value of motion graphic and its position as a synthetic art.

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Point Symbols on Tourist Maps: Cognitive Characteristics with Levels of Symbolization and Preference (관광지도 점기호의 상징수준과 선호도에 나타난 인지특성 연구)

  • Shim, Hye-Kyoung;Jung, In-Chul
    • Journal of the Korean Geographical Society
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    • v.43 no.6
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    • pp.981-1001
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    • 2008
  • This research deals with cognitive characteristics of point symbols on the current tourist maps in terms of the communication theory in considering levels of symbolization and those of preference. The levels of symbolization are examined on the basis of the meaning of point symbols between map-makers and map-users. Preferences of point symbols are investigated by the tourist objects. As a result, when point symbols are expressed in conciseness, the meaning and interpretation about those symbols are highly accorded. And the point symbols that have familiarity by visual experience are preferred. Also, the higher symbolical levels symbols have, the more likely they are preferred. Through that fact, familiarity from the visual experience, conciseness in expression, concreteness of figures expressed in maps, and representativeness of visualized properties were deduced as factors that affect preferences. Those factors work to affect preference complicatedly, but familiarity is prior to simplicity in preferences. Likewise, ways that visualize information, contents that are expressed as images and familiarity in terms of cognitive characteristics make a relative difference in preferences and the levels of symbolization. On the basis of those cognitive characteristics, visual complexity and ambiguity should be removed and the higher symbolical level of point symbols for efficiency of map-reading should be developed.

A study on the possibilites of Journalism as a cartoon (만화의 시사저널리즘으로서의 가능성 연구(Yellow Journalism으로서의 MAD를 중심으로))

  • 오유미;정성환
    • Archives of design research
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    • v.16 no.3
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    • pp.41-50
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    • 2003
  • Cartoons as one of visual art forms seek the essence of an, which is creation. They also have great ripple effects as popular art and culture. Cartoons as a communication tool by means of visual image give a better understanding thanks to its function of combining messages and animation. That is why cartoons have a unique place in journalism as the function of delivering facts through messages and pictures. MAD, a cartoon magazine for current issues, reveals and harshly criticize social contradictions, thereby eliciting readers'positive response. To effectively utilize cartoons, an approach in phases should be taken. First, different genres should be compared and embraced. And then, when the genre of cartoons enters the stage of expansion or growth, cartoons will become a new visual information medium from the perspective of communication in society and from the perspective of journalism, and literature, design and art in academia.

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A Comparison of Legibility Based on Illumination Intensity and Contrast Ratio in Displays (디스플레이에서 조도와 대비비에 따른 가독성 비교 연구)

  • Hong, Ji-Young;Min, Jang-Geun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.4
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    • pp.71-76
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    • 2017
  • Visual perception is part of a field of study that examines the analysis and recognition of objects. There have been numerous studies on this topic, including research on the physiological and cognitive aspects of the visual system. Visual perception theory was established through such research efforts and the potential for its application in each field is being investigated. Mobile displays are a representative example of media in the new age. Therefore, this study is based on the understanding that research on visual perception must stress the importance of useful visual cognition. This study used displays to conduct legibility tests based on illumination intensity and contrast ratio. Two conditions relevant to legibility were tested 1) illumination intensity environment and 2) two luminance conditions proposed as measures to improve readability in existing mobile displays. The results of this study were analysed to determine the degree of legibility based on illumination intensity and contrast ratio, and measures for improving legibility were proposed.

A Study on the Consumption of Nordic Design as Japonisme (자포니즘으로서의 북유럽 소비에 대한 연구)

  • Hwang, Sung-Hee
    • Cross-Cultural Studies
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    • v.45
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    • pp.433-478
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    • 2016
  • This article investigates the role of Japan in Korean consumption of Nordic design. In spite of the development of greater access to wide information and global markets, the popular trends in Korea have been mediated by Japan. The cultural power of Japan comes from otaku subculture. Japanese influence can be discussed by two sides. One is the images or symbols composing the Nordic style in Korea. The other is the way how to consume the Nordic design. Japanese neopop images combined with the Nordic design. Japanese 'slow movie' has combined American Kinfolk style with Nordic style. 'Database consumption' from otaku subcultre conceptualized by Azma Hiroki can be applied to Korean consumption of Nordic design.