• Title/Summary/Keyword: Book Design

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Research on the Spatial Expression Characteristics of Illustration in Picture Books (그림책 속 일러스트레이션의 공간 표현 특징 연구)

  • Han, YongGang;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.131-142
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    • 2021
  • This research is based on the design of pictures in picture books, and the spatial representation of illustrations in the picture books contains the significantly important objective. Various texts, pictures, spaces, etc. in a picture must have the operator's various editing skills so that spatial arrangement is made smoothly.In this paper, the characteristics of spatial expression of design in picture books are derived by analyzing several examples of paintings and studies on classic picture books. First, the fusion of picture and text, that is, that both picture and text convey spatial information together as elements of the screen. Second, as a characteristic of the coherence of the space design in picture books, the story and content must be smoothly connected when reading the book. Third, when expressing a space, the creator should utilize the strengths and weaknesses of each other between abstract and conceived spatial expressions as needed. Fourth, as a symbolic feature of picture book spatial expression, it can be seen that many symbolic expression techniques are applied to the spatial expression of picture books according to the semiotic principle, which greatly improves the cognitive efficiency of reading picture books. The fifth characteristic is that the spatial expression of an excellent picture book has excellent interesting element, rich design means, and interestingly conveys screen contents and screen format to readers. In this research, it is thought that designers and artists should guide the creation within a spatial framework as designing picture books, thus greatly improving the efficiency of the creation process, while also provide a reader-centered visual Interesting experience.

A Study on the Development of Multimedia CAI in Smoking Prevention for Adolescents (청소년 흡연예방을 위한 멀티미디어 CAI 개발)

  • Lee, Sook-Ja;Park, Tae-Jin;Joung, Young-Il;Cho, Hyun
    • Korean Journal of Health Education and Promotion
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    • v.20 no.2
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    • pp.35-61
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    • 2003
  • Background: The purpose of this study was to develop a structured and individualized smoking prevention program for adolescents by utilizing a multimedia computer-assisted instruction model and to empirically assess its effect. Method: For the purpose of this study, a guide book of smoking prevention program for middle and high school students was developed as the first step. The contents of this book were summarized and developed into an actual multimedia CAI smoking prevention program according to the Gane & Briggs instructional design and Keller's ARCS motivation design models as the second step. At the final step, the short-tenn effects of this program were examined by an experiment. This experiment were made for middle school and high school students and the quasi experimental design was the pretest - intervention - posttest. The measured data was attitude, belief, and knowledge about smoking, interest in the program, and learning motivation. Result: The results of this study were as follows: First, the guide book of a smoking prevention program was developed and the existing literature on adolescent smoking was analyzed to develop the content of the guide book. Then the curriculum was divided into three main domains on tobacco and smoking history, smoking and health, adolescent smoking and each main domain was divided into sub-domains. Second, the contents of the guide book were translated into a multimedia CAI program of smoking prevention througn Powerpoint software according to the instructional design theory. The characteristics of this program were interactive, learner controllable, and structured The program contents consisted of entrance(5.6%), history of tobacco(30%), smoking and health(38.9%), adolescent smoking(22.2%), video(4.7%), and exit(1.6%). Multimedia materials consisted of text(121), sound and music, image(still 84, dynamic 32), and videogram(6). The program took about 40 minutes to complete. Third, the results on analysis of the program effects were as follows: 1) There was significant knowledge increase between the pre-test and post-test with total mean difference 3.44, and the highest increase was in the 1st grade students of high school(p<0.001). 2) There was significant decrease in general belief on smoking between the pre-test and post-test with total mean difference 0.28. In subgroup analysis, the difference was significantly higher in the 1st grade of high school (p<0.001), low income class (p<0.001), and daily smokers (p<0.01). 3) There was no significant difference in attitudes on his personal smoking between the pre-test and post-test. 4) The interest in the program seemed to lower as students got older. The score of motivation toward this prevention program was the highest in the middle school 3rd grade. Among sub-domains of motivation, the confidence score was the highest. Conclusion: To be most effective, the smoking prevention program for adolescents should utilize the most up-to-date and accurate information on smoking, and then instructional material should be developed so that the learners can approach the program with enjoyment. Through this study, a guide book with the most up-to-date information was developed and the multimedia CAI smoking prevention program was also developed based on the guide book. The program showed positive effect on the students' knowledge and belief in smoking.

A Case Study On Digital Education Design In Foreign Countries By Analysis Education Condition (선진학교 교육현황 분석을 통한 디지털 교육매체 디자인 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.201-219
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    • 2013
  • Development of digital media in education field at America, UK, Japan etc bring big progress on digital device if education. Japan bring huge progress on digital education by nationally. UK use huge a national budget at digital education development and Sweden which is advanced country of education and a welfare state. Especially UK and Sweden's digital education markets are full now aspect more high quality design. Korea which is advanced country of IT adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital text book is in a transition period. that needs case study of advanced country of education for setting design guide and educational effect to digital education media and device plan. All researches are based on LG europe design center at London. Analysis by using KJ method, survey of questionnaire, heuristic method at 4 schools in UK and Sweden. Through analytical researches want to more reality simulation at digital education, and high quality contents with digital socialization. co-work with analog, can get any where, anytime user want without any difficulty. Also interactive GUI design of digital education device to easy to access for user. When plan Digital text book content and design needs methodical design guide for target who students and environment an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital educational media in Korea industrial aspect.

The Characteristics of Fashion Designer's Work Shown in Supermodern Environment (슈퍼모던 환경에서 나타나는 패션디자이너의 작품 특성)

  • Kim, Wan-Joo;Lee, Keum-Hee
    • The Research Journal of the Costume Culture
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    • v.16 no.1
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    • pp.100-114
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    • 2008
  • The purpose of this study was to analyze the characteristics of supermodern fashion designer's work, which is shown by responding to supermodern environment where non-spaces such as road, railroad and airport are surplus in modern city environment. For the study, the researcher used existing study and specialized book basically and analyzed photograph materials by selecting them in specialized fashion book, internet site and designer's homepage. The results of this study showed that supermodern fashion design is the functional fashion responding to the change of time and space concept of supermodern society directly. As the common points of supermodern designer's works, first, they try to create private space enabling wearer to cope with risk caused by the environmental change and transitional space by adding architectural factor to fashion. Second, they display the design with protective function and metaphorical expression of concealment and deception in the supermodern environment where nonspace is increasing. Third, designers search the functional design from the aspect of fabric and detail while intending the technology in order to cope with supermodern environment.

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A Study on the Protection Functionality of Supermodern Fashion (슈퍼모던 패션의 보호기능에 관한 연구)

  • Kim, Wan-Joo;Lee, Keum-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.8
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    • pp.1264-1273
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    • 2008
  • The purpose of this study is to analyze protection functionality of supermodern fashion which is shown by responding to supermodern environment, where non-spaces increases in the 21st modern city. The theoretical background is drawn for supermodern environment theory. For the study, he researcher used existing study and specialized book and analyzed photograph materials by selecting them in specialized fashion book, internet site and designer's collection. The works from 1995 S/S collection to 2008 S/S collection are analyzed. The result of this study is as follow. First, supermodern design is adopting the shape of high-functional element, electronic device, protective device to protect wearer in non-space. Second, in order to mentally protect individual anonymous leadership of interaction is granted by adopting hood, veil or mask. Third, supermodern design is creating independent and user-based space by shape transformation in change of urban environment. Fourth, in order to protect wearer through camouflage or concealment, camouflage pattern or neutral color are used.

A Study on Library Furniture to support Communication Channel (커뮤니케이션을 지원하는 도서관가구에 관한 연구)

  • Cheon, Hye-Sun;Lee, Jeong-Mi;Lim, Che-Zinn
    • Korean Institute of Interior Design Journal
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    • v.18 no.3
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    • pp.57-65
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    • 2009
  • Library is a communication channel between book and human. Specially public library furniture plays an important role from every aspect in information materials and users, among users and in relationship between library managers and users. This study defined library furniture as a communication channel which connects library materials and users and was based on 35 local libraries and 12 overseas libraries. The author studied major elements and characteristics which constitute communication types among storage furniture, furniture in reading areas and furniture in digital reading area. The followings are the results from the study. First, storage furniture should be designed by reflecting characteristics of library materials and for effective delivering to the users. Therefore utmost communication can be made by searching for various designs in book-shelves and effective manner of display. Secondly, furniture in reading areas should support various users' needs from customized browsing to long hour studying and there should be properly supported for private space and correspondent reading postures. The third, there are needs for design conditions to support privacy and for comfort from long hour reading and mobility out of posture change in digital reading areas. The fourth, there should be ergonomically designed furniture plan and surroundings in public library which can boost various reading postures. Also furniture plan should be done by considering users' bodies and eyes orientations which can result in improved power of concentration.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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Development of DirectX-based Stereoscopic Image Authoring Tool for Immersive e-Book Production (몰입형 e-Book 제작을 위한 DirectX기반 입체 영상 저작도구 개발)

  • Lee, Keunhyung;Park, Jinwoo;Kim, Jinmo
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.23-31
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    • 2016
  • This study aims to develop a stereoscopic image authoring tool to effectively produce e-Book content that enhances user's sense of immersion in 3D environments. The proposed authoring tool consists of three core systems; 3D object editing, stereoscopic image, and image media production systems. First, the object editing system arranges and produces diverse objects that constitute virtual 3D spaces to fit the purpose of the content. In this case, commercial graphic authoring tools are utilized to design efficient data structures that can include produced external models. In addition, the material and textures of objects are made to be revisable and editable into the form wanted by the user. Thereafter, a stereoscopic image system will be implemented to produce the generated virtual scenes into stereoscopic images. This study uses the Anaglyph method so that the user can implement and use stereoscopic image scenes more easily. This method include functions to change the color of stereo cameras and control depth scaling. Finally, an image media production system will be implemented that will enable producing the produced stereoscopic images into single images or videos so that they can be effectively utilized in e-Book content.

Analysis and Adaptation of Strategy for Designing Web Interaction through Analyzing Cases of Interactive Website (웹 인터랙티비티의 사례분석을 통한 인터랙션 디자인 전략 분석 및 개발 사례)

  • Kim, Mi-Young;Kim, Hyun-Jeong
    • Archives of design research
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    • v.17 no.4
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    • pp.37-50
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    • 2004
  • As web-based programming tools(such as flash action script, javascript, java and etc.) has been improved and it has become more aware to take interactivity importantly as users' whole experience, web sites have evolved from the form of webzine to the form of interactive application that displays more interactive interface and gives instant feedbacks for the users' inputs. Web, rather than software, is used to execute relatively easy tasks by users of various levels, so that web sites could give more fun and less cognitive burden by supporting users' tasks in more interactive way. This paper examined design strategies to make more interactive web by figuring out definition of web interaction as users' experience and by analyzing web interaction design trends from cases of interactive web sites. The ultimate objective of this paper is show how design strategies can be adapted in the web interaction design process. Thus, case study of designing interactive bookshell in E-book site was done and is demonstrating one way of adapting strategies to design web interaction.

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Web-based POD system Using Multi-Layer Technique (멀티레이어 기법을 활용한 웹기반 POD 시스템)

  • Wu, Jing;Liu, Hao;Park, Man-Seop;Lee, Seong-Ok;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.498-499
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    • 2012
  • In this paper, we design and implement A4 sized, web-based POP(Print On Demand) system using multi-layer technique. We Propose the framework of POP system, which uses multi-layer technique, uses highly accessible web-service, produces template, enables a user to easily edit, and allows the user to instantly print edited files. This system will be widely used in web-based electronic publication and e-book.

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