• Title/Summary/Keyword: Graphic Elements

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A Study on the Characteristics of Color for Peter Eisenman Architecture (피터 아이젠만 건축의 색채사용특성에 관한 연구)

  • Lee, Seon-Min;You, Yeon-Sook
    • Korean Institute of Interior Design Journal
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    • v.18 no.2
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    • pp.61-70
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    • 2009
  • Architectural color would be understood as a essential tool to be reflected the architect's value criteria, thinking process and the specific methodology. This study was established the characteristics of color use correlated with Eisenman's architectural features based on his point of view. At first, it could be organized with data and use the color in view points with the becomming process. Especially it would be expressed the color as a trace of unsynchronized formation. Second, it was introduced the color by graphics engaged with form, to be expressed the dividing, folding, reiteration for deliver of escape from graphic thinking process. Third, it was analyzed to be imported the color to have a multi-lateral space experience in center of user's space recognition and behavior by introduction of color. Finally, it could be inducted the consistent color by viewpoint of interfacial between interior and exterior environment, communicated with strong meaning by conversion from interior elements to color from these processes. A characteristics of Eisenman's architecture color is reflected his thinking process in architecture color as it is and can be understand of 'becomming process use of color' as a tool that is corresponded in form creation. Specially, it would be kept continuous viewpoint of interior and exterior space, giving user color as a viewpoint of linking space, enable many-sidedness experiences through space.

Emotional Communication of Minority through Video Typography (Focus on Emotional Communication in Korean Movie) (영상 타이포그라피를 통한 소수자의 감성 커뮤니케이션 연구 (한국영화에서의 감성전달을 중심으로))

  • Kwon, Sang-Oh;Huh, Won-Whoi
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.356-366
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    • 2008
  • In the past, design used to be known as graphic design for printing medium. However, these days, through video media or multimedia, it has expanded to convey information thanks to the innovative development of the computer, which is digital civilization. Now design, through elaborate plans and projects, is acknowledged as creative work for communications appealing to emotion comprehensively and to transmit information effectively. This thesis presented a new methodology of mess communication using various elements such as video typography. Furthermore, reflecting feedback from hearing-unpaired people, theological background well grounded and the way to proceed in the future were also addressed.

Emotion Recognition and Expression System of Robot Based on 2D Facial Image (2D 얼굴 영상을 이용한 로봇의 감정인식 및 표현시스템)

  • Lee, Dong-Hoon;Sim, Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.4
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    • pp.371-376
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    • 2007
  • This paper presents an emotion recognition and its expression system of an intelligent robot like a home robot or a service robot. Emotion recognition method in the robot is used by a facial image. We use a motion and a position of many facial features. apply a tracking algorithm to recognize a moving user in the mobile robot and eliminate a skin color of a hand and a background without a facial region by using the facial region detecting algorithm in objecting user image. After normalizer operations are the image enlarge or reduction by distance of the detecting facial region and the image revolution transformation by an angel of a face, the mobile robot can object the facial image of a fixing size. And materialize a multi feature selection algorithm to enable robot to recognize an emotion of user. In this paper, used a multi layer perceptron of Artificial Neural Network(ANN) as a pattern recognition art, and a Back Propagation(BP) algorithm as a learning algorithm. Emotion of user that robot recognized is expressed as a graphic LCD. At this time, change two coordinates as the number of times of emotion expressed in ANN, and change a parameter of facial elements(eyes, eyebrows, mouth) as the change of two coordinates. By materializing the system, expressed the complex emotion of human as the avatar of LCD.

Design and Implementation of a Web Courseware Based on Simulation for Learning the Computer Network (컴퓨터 네트워크 학습을 위한 시뮬레이션형 웹 코스웨어 설계 및 구현)

  • Jeong, Sang-Wook;Song, Tae-Ok;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.39-46
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    • 2000
  • This courseware includes multimedia elements such as graphic, voice and provides simulation learning and animation learning environment. Therefore, a learner can have various learning opportunities, be encouraged learning motivation, and be improved learning outcome. The content of the implemented program in this thesis provides voice and text basically. In addition to simulation learning and animation learning are provided appropriately by the type of content. Specially by using simulation implemented from simple subjects to more complicate subjects, a learner can select the most appropriate learning course and learn the simulation step by step. Through this courseware, a learner can learn more easily and excitedly.

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A Study on UI Design of Social Networking Service Messenger by Using Case Analysis Model

  • Youn, Jong-Hoon;Seo, Young-Ho;Oh, Moon-Seok
    • Journal of information and communication convergence engineering
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    • v.15 no.2
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    • pp.104-111
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    • 2017
  • The visual presentation is one key feature which gives much consideration in designing mobile applications as it acquires attention from the end user. It takes only a few milliseconds to form an impression on a person and this is not any different to the web and mobile application designs. The first few milliseconds are a crucial time for developers as the impression produced would indicate further engagement of the service. Developers should continuously update the designs based on human needs. A few of these contents have actually paved its way to being continuously used. By synthesizing results of preceding researchers, this paper considers layout, color, and font as UI design elements of SNS messenger, and illustration and animation as the graphic image of it. In this study, the preference for messaging application chat layout was being surveyed and analyzed. As a result, there has been little significance identified since the instant messaging, so chat layout shows very minimal variance in their design.

A Study on identity of scape for Historical city, Gyeongju II - With a characteristic of landscape elements of Gyeongju in unified Silla period by Computer Graphic - (역사도시 경주의 경관정체성에 관한 연구 II - C.G.를 이용한 통일신라시대 경주의 경관요소 특성 연구를 통한 경관정체성 규명을 중심으로 -)

  • Hong, Sa-Chul
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.2
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    • pp.21-30
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    • 2011
  • Urban scape of Gyeongju is overlapped by periods. So, a study of each Periodical urban scape is required to understanding the present urban scape. All it requires study is on account of different a characteristic and the meaning of the scape. Especially, unified Silla period was most flourished in all time, has Abundant image of urban scape, heavily influences present urban scape. The research was proceeded through the classifying the concept of Urban form and the basic ideology and adopting the representative landscape at that time with the literatures and maps, on Unified Silla Period. And then tried to find out the identity of landscape with the link between the concepts of the representative landscape and that of Urban form in chronological order. The identity of historical landscape in Gyeongju on Unified Silla Period from the result of research has been influenced on by the connection with natural environment, urban form revealed by grid, space organized by vigorously heading up the inside, and Buddhistic ideology and esthetics.

A Computer-Aided Design Program of Man-in-Cab for Heavy Construction Vehicle (인체모델을 이용한 중장비 운전실 설계용 CAD 프로그램)

  • Son, Kwon;Lee, Hee-Tae
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.20 no.11
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    • pp.3525-3537
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    • 1996
  • This paper presents a CAD program develpoed on a microcomputer in order to support graphic and computational assessment of ergonomic problems associated with the design of a man-in-cab system. The program is coded to help workspace designers with ergonomic evaluations needed in the design stage. This paper proposed a biomechanical -ergonomic evaluations needed using man and workplace models. The human model is developed to have dimensions obtained from the Korean anthropometric data reported in 1992. Its graphical representation is based on a wire-frame model but, whenever necessary, body segments can be represented by a solid model with hidden line/faces removed and shaded. Workplace models are presented for cabs of the excavator, one of the most popular construction vehicles. A workplace model consists of an operator seat, a steering wheel. two control levers, two pedals, and a control panel. The workplace elements can be modified in their sizes, positions, and orientations by changing the reference point and design parameters. An algorithm for the view test is suggested and loaded to provide a visual evaluaiton of the overall layout of a workplace model.

Development of a Tool for the Electrical Analysis and Design of TFT/LCD System Package (TFT/LCD 시스템 패키지 전기적 특성 분석 및 설계도구의 구현)

  • Yim, Ho-Nam;Jee, Yong
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.32A no.12
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    • pp.149-158
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    • 1995
  • This paper describes the development of a software tool LCD FRAME that may guide the analyzing process for the electrical characteristics and the design procedure for constructing the thin film transistor liquid crystal display(TFT/LCD) packages. LCD FRAME can analyze its electrical characteristics from the TFT/LCD system package configuration, and provide the design variables to meet the user's requirements. These analysis and design procedure can be done in real time according to the model at simplified package level of TFT/LCD. LCD_FRAME is an object-oriented expert system which considers package elements as objects. With this LCD_FRAME software tool, we analyzed the I-V characteristics of a-Si TFT and its signal distortion which has maximum 1.58 $\mu$s delay along the panel scan line of the package containing 480 ${\times}$ 240 pixels. We designed the package structure of maximum 6.35 $\mu$s signal delays and 3360 ${\times}$ 780 pixels, and as a result we showed that the proper structure of 20 $\mu$m scan line width, 60$\mu$m panel TFT gate width and 8 $\mu$m gate length. This LCD_FRAME software tool provides results of the analysis and the design in the form of input files of the SPICE program, text data files, and graphic charts.

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Architecture Exploration of Optimal Many-Core Processors for a Vector-based Rasterization Algorithm (래스터화 알고리즘을 위한 최적의 매니코어 프로세서 구조 탐색)

  • Son, Dong-Koo;Kim, Cheol-Hong;Kim, Jong-Myon
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.1
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    • pp.17-24
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    • 2014
  • In this paper, we implement and evaluate the performance of a vector-based rasterization algorithm for 3D graphics by using a SIMD (single instruction multiple data) many-core processor architecture. In addition, we evaluate the impact of a data-per-processing elements (DPE) ratio that is defined as the amount of data directly mapped to each processing element (PE) within many-core in terms of performance, energy efficiency, and area efficiency. For the experiment, we utilize seven different PE configurations by varying the DPE ratio (or the number PEs), which are implemented in the same 130 nm CMOS technology with a 500 MHz clock frequency. Experimental results indicate that the optimal PE configuration is achieved as the DPE ratio is in the range from 16,384 to 256 (or the number of PEs is in the range from 16 and 1,024), which meets the requirements of mobile devices in terms of the optimal performance and efficiency.

A Study for properties of Mapping processes to 3D game modeling (3D 게임 MAP을 위한 MAPPING 방법 특성 연구)

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.447-449
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    • 2012
  • There are many essential elements in making the realistic 3D games, of which one of the most important is mapping. Mapping can add the details to 3D objects easily, which are impossible or difficult by modeling alone, and can reduce file data capacities to run the game engine. The theory of the mapping is to throw 2D image on 3D object correctly, but they do not match each other at the rate of 1:1 100 percent completely due to the difference of the fundamental property of them. To solve this problem, various kinds of mapping methods are developed and used. This paper will compare and analyze the characteristics, and merits and demerits of these various kinds of mapping methods and will inquire which method is the most efficient one.

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