• Title/Summary/Keyword: 아트

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A study on the conceptual structure of purchase risks in fashion consumption through online channels (온라인 채널에서의 패션 소비에 관한 구매위험의 구조적 개념 연구)

  • An, Sang-Hee
    • The Research Journal of the Costume Culture
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    • v.27 no.5
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    • pp.496-511
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    • 2019
  • The purpose of this study was to create a theoretical structure for the concept of purchasing risks by identifying the structure of purchasing risks that lead to obstacles in the purchasing decisions of consumers in fashion consumption via online channels. This was a secondary research using books, articles, prior researches, and academic journals on the five topics of "characteristics of fashion consumption," "the concept of purchasing risks," "purchasing risks by product types," "purchasing risks by channel types," and "purchasing risks of fashion consumption on online shopping channels." According to the arguments of prior researches, the study divided the purchasing risks of fashion consumption through online shopping into four categories : (1) fundamental purchasing risks including financial risk and time loss risk pertaining to any product or channel, (2) online channel purchase risks, which include risks in payment, Information leaks, and delivery and return/exchange risk, (3) fashion product risk related to product quality or experience of other people, which includes social risks and risks associated with quality, and (4) the online channel${\times}$fashion product risks, which include the aesthetic and psychological hazards especially amplified in online channels. The four risk factors were then described with a concept map to systemize the multi-dimensional and stereoscopic psychological structure of purchasing risks. Of the four risk factors, consumers placed the most emphasis on the online channel${\times}$fashion product risks, hence, reducing this risk factor is of utmost priority for marketing of online shopping channels.

A Method to Recover 2D barcodes Contaminated with Dust (2D 바코드의 분진 오염 극복 방법)

  • Ha, Eunjae;Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.276-281
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    • 2019
  • Food printers must use food ink cartridges approved by the Ministry of Food and Drug Safety (MFDS). A 2D bar code is used to read whether the ink cartridge is authentic. However, since the dye is diverged by heat pressure and printed, the barcode is contaminated. In this paper, we propose a pre-processing algorithm to solve the problem of barcode contamination by food coloring dust in a latte art printer. The algorithm is based on various morphological operations. We apply this algorithm before reading contaminated barcode images with a general QR code reader. It has been confirmed that, as compared with the existing QR code reader, the contamination rate that can be perceived is increased from 25% to 40% and even at a contamination rate of 45%, the recognition rate reaches 50%.

A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.243-248
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    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

A Study of AR Art Exhibitions in a Post-COVID World (포스트 코로나 시대의 AR(증강현실)전시 유형 연구)

  • Yun, Kusuk
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.264-273
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    • 2021
  • To study how digital content can be effectively developed and transformed in a post-COVID world in which the normal operations of museums have been disrupted, this paper analyzes the rapid development and limitations of VR exhibitions and proposes, as an alternative, the development of AR exhibitions. Studying VR/AR exhibitions that ran before and after COVID-19, this paper finds that VR, on the one hand, translates physical objects into digital video, which lacks aesthetic depth, and encounters operational problems originated by devices. By using mobile devices that are widely distributed and convenient to use, AR exhibitions can, on the other hand, be divided into three types: "museum-specific exhibitions" can present digital content in a specific indoor space, while "place-specific exhibitions" can be used in open outdoor spaces. The "non-place-specific exhibitions", can, as third type, combine digital content with printed material sent by postal mail. Among these three types, the specific/unspecified place type shows the highest "uncontact effect," which can suggest the best direction for effective museum content development in the pandemic era.

Vision-based Food Shape Recognition and Its Positioning for Automated Production of Custom Cakes (주문형 케이크 제작 자동화를 위한 영상 기반 식품 모양 인식 및 측위)

  • Oh, Jang-Sub;Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1280-1287
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    • 2020
  • This paper proposes a vision-based food recognition method for automated production of custom cakes. A small camera module mounted on a food art printer recognizes objects' shape and estimates their center points through image processing. Through the perspective transformation, the top-view image is obtained from the original image taken at an oblique position. The line and circular hough transformations are applied to recognize square and circular shapes respectively. In addition, the center of gravity of each figure are accurately detected in units of pixels. The test results show that the shape recognition rate is more than 98.75% under 180 ~ 250 lux of light and the positioning error rate is less than 0.87% under 50 ~ 120 lux. These values sufficiently meet the needs of the corresponding market. In addition, the processing delay is also less than 0.5 seconds per frame, so the proposed algorithm is suitable for commercial purpose.

A case study of modern urban night-lighting (현대 도시의 야간 라이트 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.365-371
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    • 2021
  • In this paper, the writer studies the lighting technology and types used in urban night lighting performance. With the continuous change and innovation of life style in today's society, the multiple functions of the city continue to develop. At present, urban night lighting is not limited to lighting the landscape in the daytime by lighting tools. It uses new digital lighting technology to deduce innovative and constantly changes digital nightscape. In this way, through the integration of urban nighttime lighting and modern digital art, the city's brand image can be improved and its economic development will also be affected. In this way, through the integration of urban nighttime lighting and modern digital art, the city's brand image can be improved and its economic development will also be affected. With the development of innovative lighting technology, urban night scene will provide more rich experience in media design.

Development of patterns for comfortable wrap-one-piece style dance sport practice wear in daily life for middle-aged women with abdominal obesity (중년기 복부 비만 여성의 생활형 랩 원피스 스타일 댄스 스포츠 연습복 패턴 개발)

  • Kim, Jeong Ha
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.771-786
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    • 2020
  • This study aims to develop a life-friendly, wrap-one-piece style dance sports practice wear considering the physical characteristics of middle-aged, abdominally obese women. These types of practice wear allow people to enjoy exercise easily and to wear these garments as daily wear while meeting the requirements for dance sports wear. The three participants selected for this study were all women with five or more years of dance sports experience and were all average sized on Korea's abdominal obesity scale. In the first phase of the study, practice wear was created in a total of nine styles with three different styles of neckline depths for three different styles of dress skirt lengths. In the second phase of the study, the practice wear was created in 15 styles with five different styles of sleeve lengths for three different styles of waistline heights. After analyzing the design preferences of the participants, the fit preferences of the designs were evaluated and the final appearance was analyzed in order to suggest a pattern. The results of the subjects' first and second preference evaluations showed a preference for a 10 centimeter neckline depth, for high waistlines, and for elbow to wrist-length sleeves. The implementation of this research is expected to be extensive, as its results can be used as basic data for making lifestyle dance sports practice wear that covers the physical insecurities of middle-aged, abdominally obese women and enables them to enjoy their leisure time.

Selection and research of physical computing game elements through case analysis (사례 분석을 통한 피지컬 컴퓨팅 게임 요소 선별 및 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.5
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    • pp.659-666
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    • 2021
  • This research will apply the environmental characteristics of physical computing to game development, which has the concept of giving substantial materiality to digital media that do not exist in reality. The processing process of physical computing is digital input and digital output, and analog input and analog output, which mainly uses Malik controllers. Therefore, we select development elements by analyzing research cases in the field of digital art and information education where physical computing is studied a lot, and by analyzing games that borrowed some physical computing elements. The derived elements are verified by the Delphi's research methodology through agreement with experts. 12 elements are selected in this study, and the importance is shown in order of the physical properties in the virtual world, the suitability of the implementation technology, and the conformity between real and virtual players.

Assessment and Methods of Nutritional Support during Atropinization in Organophosphate and Carbamate Poisoning Cases (아트로핀으로 치료하는 유기인계와 카바메이트 중독 환자의 영양지원 평가와 방법)

  • Park, Jong-uk;Min, Young-gi;Choi, Sangcheon;Ko, Dong-wan;Park, Eun Jung
    • Journal of The Korean Society of Clinical Toxicology
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    • v.18 no.2
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    • pp.123-129
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    • 2020
  • Purpose: Atropine is an antidote used to relieve muscarinic symptoms in patients with organophosphate and carbamate poisoning. Nutritional support via the enteral nutrition (EN) route might be associated with improved clinical outcomes in critically ill patients. This study examined the administration of nutritional support in patients undergoing atropinization, including methods of supply, outcomes, and complications. Methods: A retrospective observational study was conducted in a tertiary care teaching hospital from 2010 to 2018. Forty-five patients, who were administered with atropine and on mechanical ventilation (MV) due to organophosphate or carbamate poisoning, were enrolled. Results: Nutritional support was initiated on the third day of hospitalization. Thirty-three patients (73.3%) were initially supported using parenteral nutrition (PN). During atropinization, 32 patients (71.1%) received nutritional support via EN (9) or PN (23). There was no obvious reason for not starting EN during atropinization (61.1%). Pneumonia was observed in both patient groups on EN and PN (p=0.049). Patients without nutritional support had a shorter MV duration (p=0.034) than patients with nutritional support. The methods of nutritional support during atropinization did not show differences in the number of hospital days (p=0.711), MV duration (p=0.933), duration of ICU stay (p=0.850), or recovery at discharge (p=0.197). Conclusion: Most patients undergoing atropinization were administered PN without obvious reasons to preclude EN. Nutritional support was not correlated with the treatment outcomes or pneumonia. From these results, it might be possible to choose EN in patients undergoing atropinization, but further studies will be necessary.

Expression types and aesthetic characteristics of modern fashion applying the formativeness of symmography (시모그래피의 조형성을 응용한 현대 패션 디자인의 표현유형과 미적 특성 연구)

  • Kwon, Giyoung
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.361-373
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    • 2021
  • The purpose of this study is to contribute to the role of lines in creative design development by analyzing the expression types and aesthetic characteristics of modern fashion using geometric formativeness of symmography. A literature study was conducted of works since 2009 to examine the general consideration of lines together with analysis of the concept and characteristics of symmography in the formative arts field, and to analyze the expression types and aesthetic characteristics of modern fashion design using the formativeness of symmography. The infinite sense of formativeness and original expression of symmography are used in formative arts such as space design, installation art, and industrial design. Expression types of modern fashion design using geometric formativeness of symmography can be classified into the following three types: two-dimensional graphic pattern, relief surface, and three-dimensional spatial. First, the two-dimensional graphic pattern type forms an optical pattern, providing individuality and visual interest to the textile design. Second, the relief surface type expresses the plane in various ways, so that the thickness changes according to how lines overlap. Third, the three-dimensional spatial type expands the boundaries of clothing and creates a fantastic spatial beauty. Next, the aesthetic formativeness of fashion design using symmography can be classified into repetitive rhythmicity, geometric self-similarity, and optical spatiality. Symmography enables a myriad of geometric patterns to be developed depending on material, color, and the designer's imagination, and helps inspire a variety of designs in fashion that sculpt a three-dimensional human body.