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A Classification of Korean Traditional Materials Focused on Visual Texture (시각적 질감을 중심으로 한 한국 전통소재의 체계적 분류)

  • 박영순;김영인;이현주;신인호;최선미;최희승
    • Archives of design research
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    • v.14 no.2
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    • pp.197-207
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    • 2001
  • A designed object reveals its meaning and image through form, color and material. Among these three elements, material has more powerful influence with its tactile and visual characteristics. In Korea, traditionally materials itself were mainly used to design artifacts rather than various color or formal decoration. The purpose of this study is to investigate the Korean traditional materials, and to classify them by the characteristics of their texture. For this study, the pictures of Korean traditional artifacts were collected from the national museums and literature. Those are architectural and interior elements, furniture, cloths and textiles, arts and crafts. Total of 533 collected artifacts were classified into seven categories, metal, day, stone, paper, wood, straw, fabric things. : 59 metal things, 115 clay things, 62 stone things, 73 paper things, 80 wood things, 47 straw things, 97 fabric things. Each materials were classified into its forming methods and surface treatment focused on the he characteristics of their surface texture. Throughout this study, the uniqueness of forming method and surface treatment of each materials in Korea has been clarified. And furthermore the classification by this various traditional methods of materials will provide plentiful information and ideas to today's designers of the world.

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Compatibility of MODIS Vegetation Indices and Their Sensitivity to Sensor Geometry (MODIS 식생지수에 미치는 센서 geometry의 영향과 센서 간 자료 호환성 검토)

  • Park, Sunyurp
    • Journal of the Korean Geographical Society
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    • v.49 no.1
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    • pp.45-56
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    • 2014
  • Data composite methods have been typically applied to satellite-based vegetation index(VI) data to continuously acquire vegetation greenness over the land surface. Data composites are useful for construction of long-term archives of vegetation indices by minimizing missing data or contamination from noise. In addition, if multi-sensor vegetation indices that are acquired during the same composite periods are used interchangeably, data stability and continuity may be significantly enhanced. This study evaluated the influences of sensor geometry on MODIS vegetation indices and investigated data compatibility of two difference vegetation indices, the Normalized Difference Vegetation Index(NDVI) and the Enhanced Vegetation Index(EVI), for potential improvement of long-term data construction. Relationships between NDVI and EVI turned out statistically significant with variations among vegetation covers. Due to their curvilinear relationships, NDVI became saturated and leveled off as EVI reached high ranges. Correlation coefficients between Terra- and Aqua-based vegetation indices ranged from 0.747 to 0.963 for EVI, and from 0.641 to 0.880 for NDVI, showing better compatibility for EVI compared to NDVI. In-depth analyses of VI outliers that deviated from regression equations constructed from the two different sensors remain as a future study to improve their compatibility.

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A Survey on the Cheolwon Castle of Taebong-guk During the Japanese Colonial Period (일제강점기 태봉국 철원성 조사와 봉선사지)

  • Sim, Jaeyoaun
    • Korean Journal of Heritage: History & Science
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    • v.52 no.1
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    • pp.258-271
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    • 2019
  • Recent changes in inter-Korean relations have encouraged South Korean archaeologists' interest in northern cultural heritage and their desire to conduct research. However, it is doubtful how much the South Korea really knows about the cultural ruins in North Korea and the cultural ruins to be found in the DMZ. In Korea, research data on the Japanese colonial period is scattered amongst national institutions and it is not possible to to collect, identify and document the data available in each institution. Typically, the data of Keiichi Ogawa(小川敬吉) is difficult to understand in its printed from. In addition, Ogawa has collected data from several national government agencies, and work is underway to collect architectural data and construct digital archives. This situation will not occur if we publish the data collected so far in digital form. Therefore, there is an urgent need to fully disclose the data related to Cheolwon which is owned by national institutions. If this data is analyzed, sufficient archaeological information can be obtained without excavation. On the other hand, one must wonder if the whole landscape of Cheolwon castle of Taebongguk cand be understood by investigating the interior of Cheolwon castle. This effort should be preceded by a survey on the ruins and the remains of the southern part of the southern boundary line. Rapid development and large-scale arrangement of cultivated land are likely to make it difficult to restore the external landscape related to the tillage demand that is required by the current situation. In the process of restoration of the actual Gyeongwon Line, it has been confirmed that serious irregularity has caused damage and the landscape has been transformed. In order to minimize these risks, it is urgent that we investigate the relics scattered in the southern part of the country, and not devote ourselves to the investigation of Cheolwon. In this regard, how much military, roads, excavation and archaeologists are prepared, centered on Cheolwon and scenery is an important question. I am curious as to how much preparation is provided to the Chulwon-gun and Gangwon-do in terms of administrative assistance, and how much archaeologists and excavation agencies are aware of the archaeological information of the inside and the southern part of the DMZ. Furthermore, how long have people been aware of the archaeological remains on the North Korean side? In order for da iscussion on Cheolwon and scenery to progress, it is necessary to carry out a precise investigation and accumulation of data on the remains in South Korea.

The implementation of sign design simulation software (사인디자인 제작 체험 시뮬레이션 소프트웨어 개발)

  • Paik, Jin-Kyung;Lee, Kyung-Mi;Yeoun, Myeong-Heum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.163-172
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    • 2006
  • Sign is one of the important factors in city and national image formation, thus requires high level of quality. However, domestic sign emphasize only the sense of attention that leads to big sized signs, thus often results in a poor coordination with the surrounding space. This situation requires employees in sign business want to learn specialized knowledge about design field. Based on these circumstances, we propose sign design software to employees in sign business field as an aid tool that can help to develop good signs in terms of functionality as well as harmony of design. Thus, in this investigation, sign simulation software application case that can design sign and apply this sign to the actual application site is presented. In order to develop this software, literature survey and preliminary studies were performed to analyze the preparation process and environment, and designed sign design element and software elements, user interrace, and finally Java software were utilized. This developed software can be used as a textbook in sign design related departments in schools, and hopefully to enhance the social recognition of sign as well as academic interest.

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A Study on Design Education Re-engineering by Multi-disciplinary Approach (다학제적 접근을 통한 대학디자인 교육혁신 프로그램 연구)

  • Lee, Soon-Jong;Kim, Jong-Won;Chu, Wu-Jin;Chae, Sung-Zin;Yoon, Su-Hyun
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.299-314
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    • 2007
  • For the past 20 years, the growth and development of university-design-educational institutes contributed to the industrial development of our country. Due to the technological fluctuation and changes in the industrial structure in the latter half of the 20th century, the enterprise is demanding professionally-oriented design manpower. The principle which appears from instances of the advanced nations is to accommodate the demands in social changes and apply them to educational design programs. In order to respond promptly to the industrial demand especially, the advanced nations adopted "multidisciplinary design education programs" to lead innovation in the area of design globally. The objective of the research consequently is to suggest an educational system and a program through which the designer can be educated to obtain complex knowledge and the technique demanded by the industry and enterprise. Nowadays in order to adapt to a new business environment, designers specially should have both the knowledge and techniques in engineering and business administration. We suggest that the IPDI, a multidisciplinary design educational system and program is made up of the coordinated operation of major classes, on-the-job training connection, educational system for research base creation, renovation design development program for the application and the synthesis of alternative proposals about the training facility joint ownership by connecting with the education of design, business administration and engineering.

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An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

Is Diabetes a Contraindication to Lower Extremity Flap Reconstruction? An Analysis of Threatened Lower Extremities in the NSQIP Database (2010-2020)

  • Amy Chen;Shannon R. Garvey;Nimish Saxena;Valeria P. Bustos;Emmeline Jia;Monica Morgenstern;Asha D. Nanda;Arriyan S. Dowlatshahi;Ryan P. Cauley
    • Archives of Plastic Surgery
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    • v.51 no.2
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    • pp.234-250
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    • 2024
  • Background The impact of diabetes on complication rates following free flap (FF), pedicled flap (PF), and amputation (AMP) procedures on the lower extremity (LE) is examined. Methods Patients who underwent LE PF, FF, and AMP procedures were identified from the 2010 to 2020 American College of Surgeons National Surgical Quality Improvement Program (ACS-NSQIP®) database using Current Procedural Terminology and International Classification of Diseases-9/10 codes, excluding cases for non-LE pathologies. The cohort was divided into diabetics and nondiabetics. Univariate and adjusted multivariable logistic regression analyses were performed. Results Among 38,998 patients undergoing LE procedures, 58% were diabetic. Among diabetics, 95% underwent AMP, 5% underwent PF, and <1% underwent FF. Across all procedure types, noninsulin-dependent (NIDDM) and insulin-dependent diabetes mellitus (IDDM) were associated with significantly greater all-cause complication rates compared with absence of diabetes, and IDDM was generally higher risk than NIDDM. Among diabetics, complication rates were not significantly different across procedure types (IDDM: p = 0.5969; NIDDM: p = 0.1902). On adjusted subgroup analysis by diabetic status, flap procedures were not associated with higher odds of complications compared with amputation for IDDM and NIDDM patients. Length of stay > 30 days was statistically associated with IDDM, particularly those undergoing FF (AMP: 5%, PF: 7%, FF: 14%, p = 0.0004). Conclusion Our study highlights the importance of preoperative diabetic optimization prior to LE procedures. For diabetic patients, there were few significant differences in complication rates across procedure type, suggesting that diabetic patients are not at higher risk of complications when attempting limb salvage instead of amputation.

A Design Direction for Mobile phones between Comparison of Users from Korea, China and Japan (한중일 사용자 비교분석을 통한 모바일폰 디자인 방향)

  • Eune, Ju-Hyun;Jung, Hee-Yun;Kim, Yun-Jun
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.29-38
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    • 2007
  • The competition to capture a larger slice of the market in Mobile Communication business is increasing among companies. In order to achieve and maintain a competitive advantage in the Asian market, it is critical to continue to develop new technology. Understanding the underlying distinctive characteristics and needs of each market and the cultural backgrounds that drive those needs is a necessary focus. Companies with marketing strategies based on a correct understanding of market needs will capture dominant positions in the market. The purpose of this study is to identify those differences in user behavior and cultural tendencies among different people in different countries in the mobile telecommunication market. This research is based on an on-line survey in three countries (Korea, China, and Japan). Below are the contents of the survey on the mobile phone based on: 1) User behavior 2) Design preference 3) Purchasing behavior 4) User awareness on manufacturer brand. Through the analysis of this questionnaire it is possible to identify the differences and similarities among countries dearly. 1) Cultural trends and perceptions related to mobile phone usage were largely caused by differences in the state of technology, policies and business strategies of mobile sonics carriers and manufacturers, and national tendencies, of each country. 2) Korean and Japanese users produced similar responses to the questions related to advanced technology, whereas Korean and Chinese users responded similarly to national tendency-related questions. 3) To the questions related to business strategies of mobile service carriers and manufacturers, users in all three countries displayed markedly different responses. Once again, accurate analysis of the differences and similarities related to mobile phone usage in each country will help the companies in this industry to gain a competitive edge in the market. This study should not stop at simple comparison but be a framework for giving companies a dear future direction for technological development.

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Observation of brand Characters of 'Blessing Pattern' used in ancestral household utensils in Korea (한국 전통 생활 용품에 나타난 '구복문양'의 브랜드 특성에 관한 고찰)

  • Han, Ji-Ae;Shin, Seung-Taek
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.293-302
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    • 2005
  • The emotion and culture of an age are reflected through several mediums. The special quality and generality are discovered through household utensils used in everyday life specially. This paper was intended as proceeding study for brand development with national empathic relationship. In this article, we were here concerned with symbolism and features for stories of traditional pattern on ancestral common household utensils, and considered about development possibility by brand of tradition pattern. As analysis for symbolism of traditional pattern, re-sorting and classifying pattern, meaning, symbol and stories of pattern based on 'Blessing notion' were set. It was found from the analysis that meaning and symbol of traditional pattern were set up and stories for them were excerpted. This study defines tradition pattern classified based on 'Blessing notion' as '8 Blessing pattern', and investigated development possibility and derivative value of it. We discovered through this study that 'Blessing patterns' function as communicator, have 4 abilities in sympathy with brand paradigm, and have 6 elements of brand identity. Furthermore, 'Blessing Patierns' have some derivative functions; cognitive intension, expression, loyalty, differentiation and symbol. This research will become basis of study for brand development having 'Empathic relationship' and foundation of 'Blessing brand' that is available to be umbrella and super brand. A further direction of this study will be to make 'Blessing brand series' and to create culture of it. We hope Korean brand market goes a step further through our studies

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A study on U.K.:s design education program of the Primary school (Centered on analysing program of study in the National curicurrum) (영국의 초등학교 디자인교육 프로그램에 관한 연구 -국가교육과정 학습프로그램 분석을 중심으로-)

  • Son, Yeoun-Suck
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.243-254
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    • 2005
  • Great Britain and the United States and Finland are having an interest in long policy subject about child design education through early design education. And they approaches and practices it systematically. The research about the design learning program instance of advanced nation of primary school's design education for various objective is necessary for use with the fundamental reference data for an elementary design education. And so, This research presented the program instance investigation and analysis result of British primary school's design education. U.K is teaching an primary design education from two subjects of Art & Design and Design and Technology which is a legal subject with national curriculum. The analysis result of design relation unit learning program of two subjects is: Design relation unit learning programs of 'Design and Technology' subject's 20 unit which except 4 food relation unit is largely scientific engineering contents that include utility function contents in part. The reason is as behavior styles based on Design process solve problems scientifically & rationally. Design relation 6 units in subject of Art & Design which except the units which relates with the pure fine arts and architecture in 19 units is aesthetic-symbolic and utility-functional contents largely. And so, the result was analyzed about relation of scientific-engineering content of 'Arts & Design' subject is insufficient comparing with 'Design and Technology' subject Specially, I think that the design relation's unit learning program instances of 'Design and Technology' subject of the British primary school which have been presented by this research paper is a possibility becoming one reference model for a program development. And so I expects that this research could be applied in the program development for the primary design education of primary teacher & education agency.

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