• Title/Summary/Keyword: Image-making

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Estimating Attributes Value of Alternatives Applied for Rehabilitation of Hydrologic Cycle of the Anyangcheon Watershed (물순환 건전화 대안 적용을 위한 안양천의 속성별 가치추정)

  • Kong, Ki-Seo;Chung, Eun-Sung;Lee, Kil-Seong;Yoo, Jin-Chae
    • Journal of Korea Water Resources Association
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    • v.39 no.12 s.173
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    • pp.1031-1042
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    • 2006
  • In recent years, a growing concern exists in watershed and stream improvement projects. Under these circumstances, this paper estimates monetary value of the attributes of alternatives for rehabilitation of hydrologic cycle using choice experiments. Choice experiments shows vivid image and estimates a willingness to pay based on their preference for environmental goods. A preliminary survey shows that the attributes of the Anyangcheon watershed are flood-damage possibilities, Instreamflow, water quality, river characteristic and estimates the tax for the Anyangcheon watershed improvements. We surveyed 200 citizens were selected as samples of watershed beneficing in Seoul and Gyeonggi Province and used conditional logit model to analyze the implicit values of the attributive per household. The benefit of the attributes by province based on the implicit price obtained from estimated parameters were calculated. This study is expected to contribute to the decision-making process for policy-makers by providing useful methodological framework and quantitative information related to watershed improvement projects.

Visual Images by Variation of the Shoulder Length and Puff Volume of the Puff Sleeve Blouse (퍼프슬리브 블라우스의 어깨길이와 퍼프량의 변화에 따른 시각적 이미지)

  • Koo, Mi-Ran;Lee, Jung-Soon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.2
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    • pp.79-89
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    • 2008
  • The purpose of this study is to evaluate the differences among visual images under variations in shoulder length and puff volume of the puff sleeve blouse. The stimuli are 21 samples: three variations of shoulder length and seven variations of puff volume. The data has been obtained from 40 fashion design majors, where they had been analyzed through frequency, factor analysis, ANOVA, Scheffe's test and MCA method. The results of the study are as the following: As a result, through factor analysis of the visual images according to the variation of shoulder point and puff volume, the following four factors had been identified. Factor 1 is the brightness from evaluation terms such as childish-precocious, cute-mature, bright-genteel, soft-hard, enlarged-reduced, particular-ordinary, interesting- uninteresting, etc. Factor 2 is the attractiveness from evaluation terms such as refine-rustic, stylish-dull, attractive-unattractive, modern-classic, urban-rural, cool-gloomy, spacious-tight. etc. Factor 3 is the comfortness from evaluation terms such as comfort-discomfort, intense-indistinct, etc. Factor 4 is the elegance from evaluation terms such as elegance-shallowness, womanish-manly, etc. These four factors were 66.7% of the total variables. Of the total variables, the first factor had been evaluated as brightness in 26.2%, attractive in 21.0%, comfortness in 11.1%, and elegance in 8.4%. From this study, the more puff volume and shorter shoulder length, the puff volume wrapped the shoulder naturally, thus making the shoulder look narrow, and giving a cute and bright image. However, by having less puff volume and excessively short shoulder length, the puff volume did not naturally wrap the shoulder, which gave an unnatural and unattractive feel.

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A Study on Characteristics of Modern Planned City's Form and Space in the 1950s -Focused on two planned cities realized: Chandigarh and Brasilia- (1950년대 근대계획도시의 도시형태 및 공간적 특성에 관한 연구 - 찬디가르와 브라질리아 계획도시를 중심으로 -)

  • Kim, Jin-Mo;Park, Yeol
    • KIEAE Journal
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    • v.16 no.4
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    • pp.55-62
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    • 2016
  • Purpose: Since the 19th century many concrete models and theories for the ideal city had been proposed and in some way had affected on the ideal urban plans in the 20th century. Modern cities in the 20th century faced a total chaos, due to the world war and new social paradigm came from the development of technology. These social context leads us to be interested in ideal city. And two planned cities; Chandigarh, India and Brasilia, Brasil, are meaningful as the result of the modern ideal city in the early 20th century even though they completed just in part. Method: This study is focused on the characteristics of the modern ideal city in the early 20th century based on comparison with two realized cities. There are similarities and differences in their background, concept, and the characteristics of form and space. Result: First, both cities are required to make monumental and symbolic images by political issues. For this, Le Corbusier proposed the grid system for a metaphorical city and L. Costa defined the urban form with abstract axis for a mythological city. Second, the administrative districts in both cities are planned as symbolic places by formative buildings and their hierarchical arrangement. For neighbourhood unit 'Sector' in Chandigarh and 'Superquadras' in Brasilia are used for the neighbourhood unit respectively. Third, the car-oriented road system and urban environment by population overcrowding in tow cities are criticized in common. Consequently, as we can see, the modern ideal city in the early 20th century succeeds in making symbolic urban image, but exposes the limitation of sustainability.

The Issue of Treating Information by Digital Media in Contemporary Design (현대디자인에 있어서 디지털 미디어에 의한 정보처리의 문제)

  • 박기웅
    • Archives of design research
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    • v.15 no.3
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    • pp.201-212
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    • 2002
  • This thesis is to study about The Issue of Treating Information, according to the circumstance of Digital Media in Contemporary Design. The Digital Design is being able to be organized by developed Science and Technology. Ultra fashionable mode of digital design is leading human life more comfortable and serviceable: and proceeded by technology aheaded by science Developed Computer will help the Space science and virtual reality. and They will lead more developed industrial culture. The design is influencing international society and economic circumstance, and it's making the changedness of product and commercial route. virtual reality and simulation made by developed science is resulting in new design revolution in our society. Especially, it is able to make more bigger result in image breaking and reassimilation. The technology of developed information treating infra is able to transmit & receive a message, which are beyond our sensual boundary and is the meaning of the human-being's progressive development of science culture. Developed information treating methodology made by technology and science of restoration will be Neo-reality for artists and are the cause of great changedness in 21st century's art & design.

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Character modeling using ZSphere (ZSphere를 활용한 캐릭터모델링)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.524-526
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    • 2011
  • ZSphere of ZBrush can be added to the screen, and most of all, added to the existing ZSphere as mobile geometrical objects. For example, legs can be produced out of the globoid in the progress of an intermediate step. characters with multiple limbs can be produced easily in this way. With Zsphere, several Child Spheres can be produced out of single Sphere, then these can be parents spheres, and can connect other Child Spheres. In this paper, by making each form through these processes, 3D characters were modeled to shape easily and rapidly. Since 3D objects can be added, rotated, and moved, they can interact smoothly with Z-depth of campus. To place these objects on the screen, paint, build fixed perspective image, smerge pixols and transform 3D objects, diverse transforming tools and sculpturing tools were used. The characters were designed in the way that first, the finished 3D characters were transformed into poly, then each side was restructured rapidly with Topology.

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A Study on the Resident Attitudes of Tourism Region in Kwang-Ju and Chonnam Area (광주.전남 지역의 관광지 주민의 태도에 관한 연구)

  • Mun, Young-Cheol
    • Journal of the Korean association of regional geographers
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    • v.4 no.2
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    • pp.95-117
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    • 1998
  • The purpose of this research lies in possible effects of a tourist development, that is, studying inhabitants' attitude who live in sight-seeing place toward economic, social, cultural and ecological influences. The research was performed by questionaires through a spot survey from 1997, 7. 1 to 7. 1. The analysis about the result is as follows: First, the Inhabitants gave the positive responses on the economic effect of sightseeing but didn't answer affirmatively to its social consequences-education, criminal rate of teenagers live the place, on the matters of cultural influence they showed both positive attitude and future orientated and they took great interest in that the tourist development could pollute their environment. Second, the Inhabitants put the income increase on the first place among every aspect and the need of holding exhibitions about history and culture of that region giving a positive image to visitor, making severer restrictions on people dump refuse at the region, tourist development and investment for the local area following position in order.

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A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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Timeline Synchronization of Multiple Videos Based on Waveform (소리 파형을 이용한 다수 동영상간 시간축 동기화 기법)

  • Kim, Shin;Yoon, Kyoungro
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.197-205
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    • 2018
  • Panoramic image is one of the technologies that are commonly used today. However, technical difficulties still exist in panoramic video production. Without a special camera such as a 360-degree camera, making panoramic video becomes more difficult. In order to make a panoramic video, it is necessary to synchronize the timeline of multiple videos shot at multiple locations. However, the timeline synchronization method using the internal clock of the camera may cause an error due to the difference of the internal hardware. In order to solve this problem, timeline synchronization between multiple videos using visual information or auditory information has been studied. However, there is a problem in accuracy and processing time when using video information, and there is a problem in that, when using audio information, there is no synchronization when there is sensitivity to noise or there is no melody. Therefore, in this paper, we propose a timeline synchronization method between multiple video using audio waveform. It shows higher synchronization accuracy and temporal efficiency than the video information based time synchronization method.

A Study on Data Recording and Play Method between Tactical Situations to Ensure Data Integrity with Data Link Processor Based on Multiple Data Links (다중데이터링크 기반에서 데이터링크 처리기와의 데이터 무결성 보장을 위한 전술상황전시기 간 데이터 기록 및 재생 방법 연구)

  • Lee, Hyunju;Jung, Eunmi;Lee, Sungwoo;Yeom, Jaegeol;Kim, Sangjun;Park, Jihyeon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.13-25
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    • 2017
  • Recently, the high performance of tactical situation display console and tactical data links are used to integrate the operational situations in accordance with information age and NCW (Network Centric Warfare). The tendency to maximize the efficiency of task execution has been developed by sharing information and the state of the battle quickly through complex and diverse information exchange. Tactical data link is a communication system that shares the platform with core components of weapons systems and battlefield situation between the command and control systems to perform a Network Centric Warfare and provides a wide range of tactical data required for decision-making and implementation.It provides the tactical information such as tactical information such as operational information, the identification of the peer, and the target location in real time or near real time in the battlefield situation, and it is operated for the exchange of mass tactical information between the intellectuals by providing common situation recognition and cooperation with joint operations. In this study, still image management, audio file management, tactical screen recording and playback using the storage and playback, NITF (National Imagery Transmission Format) message received from the displayer integrates the tactical situation in three dimensions according to multiple data link operation to suggest ways to ensure data integrity between the data link processor during the entire operation time.

A Study on the Type of Playable Furniture for Emotional Development of Preschool Children (미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.