• Title/Summary/Keyword: Digital fashion

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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A Study on the Viewing Attitude and Intention for Perceived Usefulness and Ease of use of Terrestrial UHD Broadcasting - Center for Extended Technology Acceptance Model(ETAM)- (지상파 UHD 방송에 대한 인지된 유용성과 용이성이 시청태도 및 의향에 미치는 영향에 관한 연구 - 확장된 기술수용모형(ETAM) 중심으로 -)

  • Chun, Byung-Jong;Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.413-424
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    • 2017
  • This research was conducted to find out about the effects of a perceived usefulness and a perceived ease of use on the viewer's attitude and their intention to use of the Terrestrial UHD Broadcasting. The survey was conducted with 191 respondents while innovativeness, relative advantage, active engagement, accessibility and affinity were considered as the external variables for this research. As the result shows, the external variables that affect the perceived usefulness are affinity, relative advantage, and innovativeness. However, it was confirmed that the accessibility has no major effect on the perceived usefulness. Among the external variables, the innovativeness has the highest level of effectiveness on the perceived usefulness of UHD broadcasting. Relative advantage, active engagement, and affinity were followed in orderly fashion. Especially, the perceived ease of use on UHD broadcasting has a major effect on the perceived usefulness. Also, the perceived usefulness affects the viewers' attitude and their intention to use. And the research verified that there is no correlation between the perceived ease of use vs. attitude and between attitude vs. intention to use. Therefore, we can safely say that the perceived usefulness of UHD broadcasting has main effects on viewers' attitude and their intention to use of UHD broadcasting.

A Study of Influential Variables on Adaptation to College life among College Students from Cosmetology-related Departments (미용관련 대학생들의 대학생활적응에 영향을 미치는 변인)

  • Yoo, Eun-Ju;Kim, Soon-Ku;Shim, Sun-Nyu
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.633-642
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    • 2013
  • This study has attempted to investigate correlations among variables against 366 college students from cosmetology-related departments in Busan and figure out the effects of the variables which have an effect on adaptation to college life. First, in terms of 'college life stress', a positive correlation was observed with 'depression' while a negative correlation was found with 'adaptation to college life'. As 'social support' increased, 'self-efficacy' and 'adaptation to college life' were high as well. However, 'depression' was low. On the contrary, 'self-efficacy' revealed a negative correlation with 'depression' but a positive correlation with 'adaptation to college life'. Second, as peer support and professor support increased, and academic performance and value-related problems and depression decreased, 'adaptation to college life' was satisfying. Third, in terms of the effect of 'adaptation to academic achievements', 'academic matters' was the highest. In terms of the effect of social adaptation, 'peer support' was the highest. In terms of the effect of emotional and physical adaptations, 'depression' was the highest. In terms of the effect of attachment to college, 'professor issues' were the highest.

A Study on Stress of College Life and Self-efficacy on Depression among Students from Beauty-related Colleges (미용관련 대학생들의 대학생활스트레스, 자기효능감이 우울에 미치는 영향)

  • Yoo, Eun-Ju;Kim, Soon-Ku;Juong, Suk-Hui
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.279-287
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    • 2013
  • This study has attempted to investigate the effect of the stress of college life and self-efficacy on depression against 366 students from beauty-related colleges. First, according to analysis on the stress of college life, self-efficacy and depression levels, the stress of college life was an intermediate level or lower (M=2.40). Among subordinate factors, 'academic performance' was the highest, followed by 'future career' and 'economic difficulties' in terms of a stress level. The self-efficacy was more than an intermediate level (M=3.21). Among subordinate factors, 'self-regulation' was the highest while 'difficult assignment' was the lowest in terms of a stress level. Second, the stress of college life showed a negative correlation with self-efficacy but positive correlation with depression. In addition, a negative correlation was observed between self-efficacy and depression. Third, in the stress of college life, 'academic performance' and 'values' had a positive effect. In self-efficacy, 'academic performance' and 'values' revealed a positive effect while 'confidence' and 'self-regulation' had a negative effect on depression.

An Analysis of ICT-Retail Convergence(IRC) and Consumer Value Creation (소비자 구매단계별 기술-유통 통합(IRC)과 가치에 대한 연구)

  • Park, Sunny;Cho, Eunsun;Rha, Jong-Youn;Lee, Yuri;Kim, Suyoun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.147-157
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    • 2017
  • Recently, ICT Retail Convergence(IRC) has been rapidly increasing to improve consumer satisfaction and consumer experience. In this paper, we aim to diagnose IRC from consumers' point of view by reviewing the present status and value of IRC according to consumer purchase decision making process. Based on the previous studies in retail industry, we classified IRC into 4 types: Experience-specific tech(Virtual Reality and Augmented Reality); Information-specific tech(Artificial Intelligence and Big Data); Location-based tech(Radio Frequency Identification and Beacon); Payment-related tech(Fin-tech and Biometrics). Next, we found that there is a difference in value provided to consumers according to the type of technology, analysing the value by consumer purchase decision making process. This study can be useful to introduce IRC for improving consumer satisfaction as well as ICT and Retail. Also, it can be basic data for future technology studies with a consumer perspective.

Automatic Extraction of Roof Components from LiDAR Data Based on Octree Segmentation (LiDAR 데이터를 이용한 옥트리 분할 기반의 지붕요소 자동추출)

  • Song, Nak-Hyeon;Cho, Hong-Beom;Cho, Woo-Sug;Shin, Sung-Woong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.4
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    • pp.327-336
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    • 2007
  • The 3D building modeling is one of crucial components in building 3D geospatial information. The existing methods for 3D building modeling depend mainly on manual photogrammetric processes by stereoplotter compiler, which indeed take great amount of time and efforts. In addition, some automatic methods that were proposed in research papers and experimental trials have limitations of describing the details of buildings with lack of geometric accuracy. It is essential in automatic fashion that the boundary and shape of buildings should be drawn effortlessly by a sophisticated algorithm. In recent years, airborne LiDAR data representing earth surface in 3D has been utilized in many different fields. However, it is still in technical difficulties for clean and correct boundary extraction without human intervention. The usage of airborne LiDAR data will be much feasible to reconstruct the roof tops of buildings whose boundary lines could be taken out from existing digital maps. The paper proposed a method to reconstruct the roof tops of buildings using airborne LiDAR data with building boundary lines from digital map. The primary process is to perform octree-based segmentation to airborne LiDAR data recursively in 3D space till there are no more airborne LiDAR points to be segmented. Once the octree-based segmentation has been completed, each segmented patch is thereafter merged based on geometric spatial characteristics. The experimental results showed that the proposed method were capable of extracting various building roof components such as plane, gable, polyhedric and curved surface.

A Study on the Nail Discoloration of the Polish (폴리쉬 사용으로 인한 네일 변색에 관한 연구)

  • Lee, Young-Suk;Park, Young-Seon
    • The Research Journal of the Costume Culture
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    • v.19 no.2
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    • pp.309-315
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    • 2011
  • Due to rapid growth of nail art industry, various materials and expression tools are have been developed. Increasing number of consumers favor diverse nail art techniques including painting and artificial tips in addition to basic care such as cuticle trimming or coloring. Accordingly, the diversity of polish colors has been settled as a concept of total fashion in addition to the clothes and accessories. As the result, nails may be damaged or discolored. A study the nail discoloration by using polish was purposed that contribute to the development of nail protective products. The tests were conducted with 20 college students for six months from March 3 to Aug. 28, 2009, using digital camera as the measurement apparatus. The students were classified into two groups which applied bright polish (white, beige, pink series) and dark polish (purple, blue, black series), and then divided into the groups applied and not applied the base coat which is known to be effective in preventing nail discoloration, and the groups applied and not applied tonic. The students applied polish for one week, and removed the polish with remover and photographed to examine the degree of nail discoloration. Dark colored polished resulted in earlier coloration and discoloration than the bright colored ones. Base coat could prevent coloration and the color changes of hyponychium and eponychium were lighter than the cases not applied with base coat. Tonic could delay coloration and reduced the color changes of hyponychium showing that tonic was effective for preventing coloration and discoloration of nail in addition to nutrition.

A Development of the Uniform Pattern for Obese Junior-High School Girls from Virtual Garment Simulation (가상 착의 시스템에 의한 비만 여중생의 교복 원형 개발)

  • Lim, Ji-Young
    • The Research Journal of the Costume Culture
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    • v.19 no.2
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    • pp.245-254
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    • 2011
  • The purpose of this study was to develop uniform pattern of obese junior-high school girls by using the virtual twin and 3D virtual garment simulation system. The results were as follows; first, by using 3D virtual garment simulation, new uniform pattern considered obese junior-high school girls was development. The basic numerical formula were as follows; bust girth=B/2+2.5, armhole depth=B/4, front waist girth=W/4+1.8, back waist girth=W/4+1, front hip girth=H/4+1, back hip girth=H/4+1, chest width=chest width+1.5, back width=back width+1 and back neck width 8cm. Second, according to the results of the new uniform pattern's appearance evaluation, it estimated more highly than existing pattern in silhouette and ease amount, confirming that new uniform pattern is appropriate for the obese junior-high school girls. Also, new uniform pattern was evaluated to allow proper space length of bust, waist, abdomen and hip. Virtual models production through 3D body scan data, pattern draft and virtual garment digital program were applied to prototypic design method so as to enhance the fitness of ready-made garments. This study is expected to serve as one of important basic data for ensuing studies that may utilize 3D virtual garment simulation system with 2D patterns, and also for future 3D pattern production program development.

Digital Home Network Product Design Process & the Design Proposition (디지털 홈 네트워크 제품디자인 프로세스와 디자인 제안)

  • Lee, Dae-Woo
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.118-127
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    • 2009
  • The current global spread of communal residential culture and the trend of continuing increase of newly built apartment environment are increasing the demand of home network products for each residential space and among households. The continuing advancement of ubiquitous and the introduction and development of home network system are promoting the demand for the product design. The residential culture change and the apartment interior design change are having mutual effects on the lifestyle of residents and the product design and demand new product design. Coordination with interior products, interior style and products, product and fashion design and reconstruction and fusion between the products and their element factors are the core element of this design study. Based on this, integrated design strategy and concept research and analysis were studied for the design process, and have been expressed in three dimension design through which the design functionality and the external aesthetical design can correspond to each other. It's because the aspect of the future development prospect can be predicted in detail by presenting practical design plan.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.