• Title/Summary/Keyword: Book Design

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Color Analysis Of African Picture Book Covers : Focused On Selected Book Covers From 'Children's Africana Book Awards' (아프리카 북 어워드 선정 책표지에 대한 컬러 경향 연구)

  • John, Adjah;Noh, hwang-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.409-410
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    • 2015
  • In the design of any picture book, graphic artists employ the use of color, typeface and illustration to produce attractive book covers. This study is an analysis of selected book covers in the 'Africana Children's Book Awards' (Young Readers category) between 2009 and 2014. The book covers are mainly illustrations originally done in media such as acrylics and oil paintings on canvas. In the article, the author analyses the front covers in terms of hue, Saturation and brightness using a colour map. This work also discusses why certain colours have been used in the design of the covers thus; providing information on color scheme trends for picture books in the Children's Africana Awards Category.

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Development of an E-book Design Model for Reinforcing Interaction among Learners (학습자간 상호작용을 강화한 전자책 설계 모형 개발)

  • Kim, Hoon-Yeung;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.9 no.1
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    • pp.15-26
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    • 2005
  • Recently, interests on e-book (electronic-book) have been increasing since e-book can provide many benefits than traditional books can do. Especially, e-book can be attractive for elementary school students due to its interaction provided by various multimedia tools. However, despite the fact that the numbers of elementary school students using e-book have been increasing, researches on e-book have not made a significant progress. Also since most researches on e-book have been concentrating on fairy tale books without considering interaction, the true virtue of e-book has not been maximized. Taking this into account, this study is intended to suggest an e-book design model for elementary school students with interaction among learners reinforced. In this study, first, existing e-book design models are analyzed in terms of interaction. Based on this analysis, an e-book design model is designed and developed. The proposed model can help learners interact within their learning levels, support with many functions such as interchangeable help function, various search instruments, previews, messenger functions, and provide a book-like environment where learners themselves can take initiative in learning.

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Requirements Analysis and Design of an HTML5 Based e-book Viewer System Supporting User Interaction (사용자 인터랙션을 지원하는 HTML5 기반 e-book 뷰어 시스템의 요구사항 분석 및 설계)

  • Choi, Jong Myung;Park, Kyung Woo;Oh, Soo Lyul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.2
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    • pp.33-40
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    • 2013
  • E-books have been popular and common in everyday life during past a decade, and the market is expected to grow much more because of the popularity of tablet computing devices such as iPad. With the helps from the devices, people want to read or experience more interactive, fun, and informative e-book contents. In order to meet those needs, we introduce requirements of an e-book viewer system that supports user interaction, 3D modeling view, and augmented reality. We also introduce some design issues of the system and its concept proof prototype system. We determine to adopt HTML5 for e-book content format because it already supports content rendering, multimedia, and user interaction. Furthermore, it is easy to implement e-book viewer because there is already Webkit component for HTML5. We also discuss design issues for integrating an Augmented Reality viewer with Webkit-based e-book viewer. This paper will give e-book viewer developers and contents developers some guidelines for new e-book systems.

Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.953-965
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    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.

A Study on the Value of U-Book Design in the Immediate and Ultimate Viewpoints (즉시와 항상적인 관점에서의 U-북디자인 가치 연구)

  • Kim, Nam-Hyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.853-855
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    • 2006
  • Today, the Publishing world goes to meet 'U-Publishing' which means the time of 'Ubiquitous Publishing 'in the Latin language. The concept of book evolves into the concept of U-Book beyond the concept of e-book from the concept of paper media book of the past Although the concept of book changes according to the times and media, there are design values which is changing and which isn't changing. We can regard these points of views as the immediate and the ultimate value. The immediate value means the values of the present time which explains the sprit of the time, and the ultimate value means what will not change beyond the time in spite of the difference of media which delivers design. This paper deals with the design of U-book concept which has been appear since 2n5 from the standpoint of the immediate and the ultimate value.

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Quantitative Comparison of the E-book and Paper-book by using Eye-tracker

  • Kim, Jung-Yong;Lee, Min-Ho;Min, Seung-Nam;Cho, Young-Jin;Choi, Jun-Hyeok
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.5
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    • pp.609-616
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    • 2012
  • Objective: The aim of the study is to evaluate the difference of legibility between e-book and paper-book by using eye-tracker. Background: Despite of many researches on the e-book and paper-book, there are few researches on the difference between e-book and paper-book. In addition, the researches on the e-book were only dependent on the e-book reader. This study focused on the comparison of e-book and paper-book controlled with the same environments. Method: This study was conducted with $2{\times}3$ within-subject design. Independent variables include the types of book (e-book, paper-book) and font sizes (8pt, 10pt, 12pt). Dependent variables are four measures of fixation duration, saccade length, blink rate and subjective discomfort. Analysis of Variance (ANOVA) with repeated measured design was used to investigate the main and interaction effects of independent variables on each of the dependent variables. The multiple comparisons were performed by post hoc analysis and Bonferroni correction was applied. Results: Fixation duration at e-book was longer than paper-book (p<0.01). Saccade length at e-book was shorter than paper-book (p<0.05). Blink rate at e-book was higher than paper-book (p<0.1). Subjective discomfort at e-book was higher than paper-book (p<0.1). Legibility at 8pt was better than 10pt, 12pt (p<0.01) in fixation duration, saccade length and subjective discomfort. Conclusion: It was found that the legibility at e-book are worse than paper-book from this study. These results indicated that the legibility of e-book was needed to be validated and improved to replace the paper-book. Application: This study suggests improving something related to fixation duration, saccade length, blink rate and subjective discomfort for betterment of e-book.