• Title/Summary/Keyword: 이미지 유형

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A Study on Environmental Design Treatments of Subway Stations in Terms of Visual Cues for Place Indication - Focused on the Cases of Seoul, Tokyo and Taipei - (장소지시단서로서의 지하철역 환경디자인 기법에 관한 연구 -서울, 동경, 타이페이 사례를 중심으로-)

  • Park, Hey-Kyung
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.351-362
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    • 2006
  • Currently, finding one's way in the underground spaces associated with subway stations in large cities is becoming a serious problem, and an environment that facilitates wayfinding is becoming more important. This study investigated interior treatments that function as visual cues in the subway stations of Seoul, Tokyo, and Taipei in order to develop design guidelines that would improve the place-cognition environment. A theoretical study has shown that there are three categories of visual cue for place cognition: marked trails, regional differentiation, and landmarks. The case study showed that marked trails involve treatments like vertical markers, confrontational positioning, and subway color codes. Regional differentiation involves patterns on the floors and walls, and accent colors on the walls and columns. Landmarks include treatments such as super graphics, symbolic features, artistic decoration and special lights. In the cases of Seoul, marked trails and regional differentiation were predominant. In addition, the Olympic symbol 'Hodori' and the ancient Korean character "Hunminjungeum" were used as landmarks. In the cases of Tokyo, regional differentiation predominated over marked trails because of the complexity of the spatial structure and subway line connection system. In the cases of Taipei, simple, unified images predominated, and there was minimal dependence on marked trails and landmarks. The need for regional differentiation was weak, because the stations studied have open structures that guarantee an open field of view. The results of this research could be used as design guidelines, after further experimental verification, that would help to improve the public environment in terms of wayfinding.

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Structure of Story and Characteristics of Protagonists in Television Melodramas: Focusing on Three Major Broadcasters (텔레비전 멜로드라마의 이야기구조와 남녀주인공의 특성: 방송 3사를 중심으로)

  • Park, Eunha
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.48-59
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    • 2014
  • This study examines the characteristics in melodramas by comparing three major television broadcasting companies(MBC, SBS, and KBS) since 2000. The findings of the study are as follows: "Romance" melodrama is more common in MBC and SBS, than in KBS, where "family" melodrama is more common. The most cause of conflict shown in MBC is "love between the rich and the poor" that in SBS is "conflict between love and success", and that in KBS is the conflict similar to that between "Ondal the fool and Princess Pyeong-gang". The most common love relationship shown in SBS and KBS is the "single love triangle" and that in MBC is "double love triangle". In the shows of all three TV broadcasting companies, male protagonists most frequently belongs to "jaebeol" (the rich) and female protagonists are "company workers". The most common personality trait of male protagonists' in MBC shows is and "optimism", in SBS shows, it is "supercilious behavior", in KBS, it is "simple-hearted". However, the personality of female protagonists in the shows of all three broadcasting companies can be described as, bright and cheerful. In MBC and SBS, male protagonists were frequently portrayed as capable, and in KBS, as self-conceited. in KBS are the most frequent. Female protagonists in the shows of all three broadcasting companies were most frequently portrayed as hardworking.

Public Art and Urban Reimagineering : An Evaluation of Busan Biennale 2006 (공공예술과 도시 재이미지화 : 2006 부산 비엔날레 평가)

  • Choi, Byung-Doo
    • Journal of the Korean association of regional geographers
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    • v.13 no.5
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    • pp.543-562
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    • 2007
  • Busan Biennale, began from 2000, has been argued that it would improve 'intrinsic introspection related to localism' against 'a lifestyle forced by capitalism in a global dimension', by promoting urban esthetic imagination in the public sphere of the city and reflecting it upon exhibited artworks. But Busan Biennale seems to reflect partly an attempt for new place marketing or urban reimagineering as a part of postmodern culture, even thought it has been planned to be an authentic stage or public-place art for citizens. This paper is to examine Busan Biennale 2006, held from Sep.16 to Nov.25 in Busan main theme of which is 'everywhere', constituted with three major projects: the Contemporary Art Exhibition, Sea Art Festival, and the Busan Sculpture Project. Ths paper considers first some implications of the transformation of modem to postmodern city, focusing on spatial representation of the city and public place art, and then tries to evaluate whether Busan Biennale is really embedded in the local authenticity and esthetic imagination for citizen or not. As concluding remarks, this paper suggests that Busan Biennale would be continuously developed, when it is oriented more towards local public-place art for citizens with their active participations rather than towards urban reimagineering strategy to make and promote an image of Busan as a global city.

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Contents Recommendation Search System using Personalized Profile on Semantic Web (시맨틱 웹에서 개인화 프로파일을 이용한 콘텐츠 추천 검색 시스템)

  • Song, Chang-Woo;Kim, Jong-Hun;Chung, Kyung-Yong;Ryu, Joong-Kyung;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.318-327
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    • 2008
  • With the advance of information technologies and the spread of Internet use, the volume of usable information is increasing explosively. A content recommendation system provides the services of filtering out information that users do not want and recommending useful information. Existing recommendation systems analyze the records and patterns of Web connection and information demanded by users through data mining techniques and provide contents from the service provider's viewpoint. Because it is hard to express information on the users' side such as users' preference and lifestyle, only limited services can be provided. The semantic Web technology can define meaningful relations among data so that information can be collected, processed and applied according to purpose for all objects including images and documents. The present study proposes a content recommendation search system that can update and reflect personalized profiles dynamically in semantic Web environment. A personalized profile is composed of Collector that contains the characteristics of the profile, Aggregator that collects profile data from various collectors, and Resolver that interprets profile collectors specific to profile characteristic. The personalized module helps the content recommendation server make regular synchronization with the personalized profile. Choosing music as a recommended content, we conduct an experience on whether the personalized profile delivers the content to the content recommendation server according to a service scenario and the server provides a recommendation list reflecting the user's preference and lifestyle.

The Study on Aspects of Representing Tradition in the Winners of Landscape Competitions of Land Development Projects through the Comparative Analysis between the Original Designs and the Constructions (택지개발사업 조경설계공모 당선안과 조성 현장 비교를 통해 본 전통 재현의 양상)

  • Kim, Hyun-Hee;So, Hyun-Su
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.6
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    • pp.138-149
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    • 2015
  • In order to search for the reasonable planning directions for representing traditional landscape, this study conducted the comparative analysis of the designs on the panels and their constructions from both winners of "The Landscape Design Competitions for City Infrastructure of Minlak(2) District in Uijeongbu" and "The Design Competition for Dongtan(2) District Land Development Phase 1". The representing targets and views, the composition and placement of representing space, the design of representing facilities and landscape planting were examined based on the text, master plans, elevations and cross sections, diagrams, images, and perspective drawings proposed from the competition panels. Then, the landscape constructions were reviewed. The results are as follows: First, the types of the representing targets and views are the agricultural landscape, as the local landscape of target area, which are divided into the life space of a traditional village, the traditional water space, and the traditional culture. Second, as to the composition and placement of representing space, the traditional theme spaces are formulated considering the surrounding land use and the local cultural heritage. However, some spaces were changed to the exercise space or convenient facility spaces required in a neighborhood park. Third, in the case of the representing facilities, a round island in the square pond, a traditional pavilion and Hwagye(terraced flower bed) were made without the facilities designed creatively. Fourth, the application of traditional planting techniques was focused on planting trees in the village forest on an island in the square pond and on Hwagye. Fifth, the traditional representing work has gradually advanced with the selection of subject and experimental facility designs based on the professional references. Sixth, the choice of the realizable subject, the expertise for information analysis and the creative design of the traditional facility are required in the future.

Animation and Horror - Ghost story, Madness, and Cannibalism (애니메이션과 공포 -괴담(怪談), 광기(狂氣), 식인(食人))

  • Cho, Mi-Ra
    • Cartoon and Animation Studies
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    • s.42
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    • pp.1-24
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    • 2016
  • The 'fear' in animation has a couple of problems to apply the criteria for identical genre as in movie or literature. First, the mutilation and destruction of one's body and the appearance of monsters and ghosts are not a normal way of expression and could not apply to one genre. Second, the cause of fear comes from the subject of fear which is a reality that is something 'unrealistic' and 'special' and is approachable. This is all possible in a three dimensional world, but animation is not founded on realism. According to this logic, the horror genre in animation or the esthetic experience of animation is not possible. However, many of the powerful images you can see from the horror genre are all created from animation. Therefore, many writers are drawn to the horror in animation and tried to express in many different ways. This study will include the general idea of fear which drives the audience to the felling of fear and terror but we will mainly focus on the three types of fear - ghost story, cannibalism, and madness - and discover the meaning of fear used in animation. Through this process, we anticipate that fear in animation is not just for pure amusement, but will be able to investigate the meaning of fear philosophically even if the hidden side of reality is terrifying.

An Experimental Study on the Effectiveness of Storyboard Surrogates in the Meanings Extraction of Digital Videos (비디오자료의 의미추출을 위한 영상초록의 효용성에 관한 실험적 연구)

  • Kim, Hyun-Hee
    • Journal of the Korean Society for information Management
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    • v.24 no.4
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    • pp.53-72
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    • 2007
  • This study is designed to assess whether storyboard surrogates are useful enough to be utilized for indexing sources as well as for metadata elements using 12 sample videos and 14 participants. Study shows that first, the match rates of index terms and summaries are significantly different according to video types, which means storyboard surrogates are especially useful for the type of videos of conveying their meanings mainly through images. Second, participants could assign subject keywords and summaries to digital video, sacrificing a little loss of full video clips' match rates. Moreover, the match rate of index terms (0.45) is higher than that of summaries (0.40). This means storyboard surrogates could be more useful for indexing videos rather than summarizing them. The study suggests that 1)storyboard surrogates can be used as sources for indexing and abstracting digital videos; 2) using storyboard surrogates along with other metadata elements (e.g., text-based abstracts) can be more useful for users' relevance judgement; and 3)storyboard surrogates can be utilized as match sources of image-based queries. Finally, in order to improve storyboard surrogates quality, this study proposes future studies: constructing key frame extraction algorithms and designing key frame arrangement models.

Application of RAIDOM for Rainfall-Runoff Simulation (레이더영상 디지털변환(RAIDOM)의 강우-유출모의 적용성 연구)

  • Oh, Kyoung-Doo;Lee, Soon-Cheol;Ahn, Won-Sik;Choi, Byong-Gyu;Kang, Tae-Ho
    • Proceedings of the Korea Water Resources Association Conference
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    • 2008.05a
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    • pp.684-688
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    • 2008
  • 레이더 강우와 관련한 대부분의 연구나 실무적용이 제한을 받는 이유는 레이더 반사도 등의 원시자료를 획득하기가 어려울 뿐만 아니라 이를 처리하여 수문해석에 적용하는 과정이 간단하지 않기 때문이다. 이를 해결하기 위하여 다음과 같은 내용을 연구하였다. (1) 레이더 영상자료를 실용적으로 활용하기 위한 '레이더 영상 디지털 변환법(RAIDOM)'을 연구 개발하였다. 또한 오프라인상에서도 기상청 레이더 합성 CAPPI 이미지 자료를 디지털 강우자료로 직접 변환할 수 있는 방법을 제시하였다. 이러한 기술은 앞으로 레이더 강우 연구와 레이더 강우의 활용성을 넓히는데 크게 기여할 것으로 기대된다. (2) RAIDOM 레이더 강우와 연계한 분포형 강우유출모형을 구축하였다. 본 연구에서는 DEM, 토지피복도, 토양도로부터 분포형 강우-유출모형의 매개변수를 산정하는 방법을 상세히 연구하여 제시하였다. 이러한 연구결과는 앞으로 분포형 강우유출모형에 대한 연구와 활용성을 넓히는데 기여할 것으로 기대된다. (3) 주요 관측 레이더 호우사상을 이용하여 RAIDOM 강우와 구축된 분포형 모형의 적용성을 검증하였다. 이를 위하여 먼저 강우유출자료가 체계적으로 관리되고 있는 평창강 국제수문개발계획(IHP) 시범유역의 자료를 이용하여 모형의 매개변수 보정을 수행하였다. 강우 전 하천의 기저유량과 유역의 초기함수조건을 제외한 나머지 매개변수는 유역특성을 나타내는 인자들이므로 모든 강우사상에 대하여 일정한 것으로 가정하여 매개변수 보정을 수행하였다. 6개 주요 호우사상에 대하여 보정한 결과 4개의 호우사상에 대하여 강우-유출과정을 거의 완벽하게 재현하였으며, 2개의 호우사상에 대해서는 수문곡선의 상승과 하강은 비교적 일치하나 첨두부에서 다소차이가 발생하였다. (4) 보정된 분포형 모형을 2006년 7월에 발생한 국지성 집중호우와 한강유역 중상류지역에 걸쳐 큰 홍수량을 발생시킨 2개의 호우사상에 대하여 레이더 강우자료를 적용하여 검토하였다. 검토결과 임진강유역 3개 수위관측소와 우이천수위관측소 및 중랑교수위관측소에서 모의된 홍수수문곡선은 실측치와 잘 일치하는 것으로 나타나 본 연구에서 제시한 RAIDOM과 이를 적용한 분포형 모형이 강우유출 모의를 위하여 활용될 수 있음을 보여주었다. 앞으로 태풍에 수반된 강우와 장마전선 등을 포함한 다양한 유형의 여러 가지 강우에 대한 적용을 통하여 모형의 검증과 보완을 수행하여 RAIDOM 레이더 강우와 분포형 강우유출모형을 연계한 홍수 예보 시스템으로 발전시켜 나갈 예정이다.

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A study of the Impact of Fourism Attractions and Images on the Destination Development Patterns (관광 매력성과 이미지가 관광지 개발유형에 미치는 영향 연구)

  • 김계섭;김선영
    • Journal of Applied Tourism Food and Beverage Management and Research
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    • v.12 no.1
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    • pp.79-110
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    • 2001
  • Tourist Destination is based on tourism attractions. Components of Tourism attraction are included tourism resources, entertainment facilities, transportation, accommodation, infrastructure, assistance facilities & service, hospitality, information facilities & service, and retailing & service. Tourism resources of them is the key to determine destination development pattern, because tourism attraction that attract tourists is based on tourism resources. Therefore, there are need to study what is tourism attraction of destination at the view of tourists and what is destination development pattern based on it to develop tourism attraction that is able appeal tourists. The purpose of this study is to examine what effect of tourism attraction affects destination development pattern. This study defined Haeundae, Kwanganri, Songjung, Taejongdae in Pusan, Korea as research areas. Research data were collected from 300 respondents by a simple random sampling method. A final 284 usable questionaries were used for empirical analysis after data purification process. Reliability and validity of the scale on the tourism attraction, destination image, and facility needs have been evaluated using Cronbach $\alpha$, item-total correlations. This study analyzed the factors of the tourism attraction and destination images. The result obtained that tourism attraction is divided relaxation attraction, local activity attraction, culture . nature attraction and touring circuit attraction, and destination image is divided culture . urban attractiveness, touring attractiveness, local . stay attractiveness, convenience of travel and relativeness for destination investigated. ANOVA and regression (stepwise) were used to test hypotheses. Based on the results of hypotheses testing, major findings of the empirical research are as follow : 1. The tourism attraction and destination image are significantly different, but facility needs are not significantly by destinations (e. g. Haeundae, Kwanganri, Songjung, Taejongdae) . 2. Destination development pattern is a(fact by the tourism attraction in partial. In case of Haeundea, relaxation attraction take effect partially spa, history and marine/spa tourism. 3. The destination development pattern is influenced by the destination image in partial. In case of Kwanganri, the natural . activity attractiveness and urban tourism images have been found as influential factors that affect marine tourism. 4. The destination images are influenced the physical attributes in literature review, but the destination image are taken effect partially the tourism attraction in this study. 5. Destination development pattern are influenced by the tourism attraction and the destination image partially. This research has provided a variety of practical suggestions. Especially, it was suggested that the destination have appeal to tourists by strengthening attraction and improving weakness. Also, we need to specialize destination in same destination development pattern.

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A Study on a Digital Mirror System Offering Different Information by Distance (사용자와의 거리에 따라 다른 형태의 정보를 제공하는 디지털 거울 연구 - 사용자 니즈 분석을 중심으로 -)

  • Park, Ji-Eun;Lee, Moo-Heon;Hahm, Won-Sik;Soh, Yeon-Jung;Choi, Hea-Ju;Jung, Ji-Hong;Hahn, Min-Soo
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.43-50
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    • 2006
  • A mirror is a familiar tool for human beings who have been seeing themselves through it for a long time since it was created. As evolving Digital Technology, many approaches about digital mirrors which reflect not only the light, but also the information have been studied. Traditional mirrors on the wall do not need any special control to perform their automatic visual feedbacks, reflecting lights. On the contrary, digital mirrors can actively provide more information to the user than the traditional ones. In this paper, we propose an active digital mirror system of which functions are changed according to the user-mirror distance. First of all, we investigated users' behaviors on mirrors and categorized the interactions by user-mirror distance. Based on the previous result, we designed the user interface of the mirror, and developed a prototype which has three recognition modules: a distance measuring module using infrared sensor arrays, a user recognition module by computer vision technique, and a control perception module using infrared sensor grid. In addition, the next steps for improving the user-centered digital mirror system, and the possibility for developing a mirror-shaped computer system were suggested.

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