• Title/Summary/Keyword: Visual Information Design

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A Study on Livestock Symbol Representation Using Visual Information Metadata (시각정보 메타데이터를 이용한 축산 심벌 표현에 대한 연구)

  • Kim, Gok Mi
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.2
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    • pp.191-196
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    • 2018
  • Recently, consumers' taste has been diversified, consumption pattern has changed, and product package design has been gradually developed. The product packaging design should be made to be able to know the contents accurately, and it should have the charm that attracts consumers' attention and makes them want to buy the goods. In addition, product design should motivate consumers to buy according to brand naming, package layout, content expression method, taste color, as well as graphic elements that induce visual effects.The graphic elements that express the image of the contents in a package design of the product at a glance are the most essential elements to enhance the value added of the product and to induce the purchase motivation and rationalization of the consumer. This study is a study on visual image symbol image using visual information metadata in livestock products. It examines cases of various livestock packages and presents graphical elements that can visualize livestock images at a glance as metadata elements. We will pursue the premiumization of livestock products, raise brand value, and offer differentiating design strategies for economic benefits as well as potential for revitalizing the livestock market.

Design and Implementation of Convergence Point Adjustment Method for Zoom-In (줌인을 위한 컨버전스포인트 조정 기법의 설계 및 구현)

  • Ha, Jong-soo;Kim, Dae-woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.456-459
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    • 2013
  • Even though a dual lens stereoscopic camera allows for convenient stereoscopic photography, the necessity for the research comes up, since the dual lens stereoscopic camera can cause visual discomfort during zoom-in due to the fixed convergence point. We propose a method based on which a convergence point can be adjusted to prevent visual discomfort during zoom-in for a dual lens stereoscopic camera. First, the relational model is classified into nine kinds and defined, depending on locations of focus, object, and convergence point. And then, the method to minimize visual discomfort is suggested by adjusting convergence point on the given model. We also implement the suggested methods with anaglyph computer graphic and demonstrate the superiority of them.

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Visual User Defined Schema Integration at Multimedia Database Environment (멀티미디어 데이터베이스 환경에서 시각화된 사용자 정의 스키마 통합)

  • 이현창
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.2
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    • pp.57-62
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    • 2004
  • In these days, application systems for processing information using database is increasing. Enterprises holding a lot of data do not possess needed data but instead include unrelated, independent and individual data. As a result, it only contains disparate data. Disparate data is ambiguous and it does not support current integrated information. In response to the above problems, data warehouse may provide a solution. Building a data warehouse needs a systematic design because of its complexity. This paper describes an efficient design methodology using visual environment for data warehouse to cope with the requirements of end users. Also, the system is able to process existential SQL query.

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A Study on Destructive Trends Presented on Fashion Photographs (패션 사진에 나타난 해체적 경향에 관한 연구)

  • Kim, So-Young;Lee, Byoung-Hwa
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.3
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    • pp.35-47
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    • 2006
  • This study aims to suggest the Deconstruction theory that is changing and developing by being converted into visual from as cultural code which reflects the spirit of the times and art style as well as to analyze the phenomenon of deconstruction expressed in the Fashion photographs. Fashion photographs are historical documents presenting us with the evidence of the ideal body types and culture throughout time. Fashion photographs is direct information about the fashion itself, and at the same time, it transmits various circumstances of the times. Fashion photographs has opened a new aspect called visual communication, when it's seen in new, more profound way, instead of being locked in its visible frame. Photograph is no longer a mere means to preserve documentation or pursue artistic expression. Instead, it's now regarded as a way to pursue visual transmission owing to its cognitive psychology, and this is a remarkable step toward new thing. In this study, the possible visual information function of photograph was explored from diverse aspects, such as the combination of photo and design, its linking to printing technology's mass production function, or the development of its imagery symbolism. This study shows that the nature of deconstruction can be explained as deconstruction of the sexes, deconstruction of the time and space, and deconstruction of the genre.

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Projector-based Tangible Menu System in Virtual Environment (가상환경에서의 프로젝터 기반 텐저블 메뉴 시스템)

  • Lee, Young-Bo;Yun, Chang-Ok;Yun, Tae-Soo;Lee, Dong-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.277-280
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    • 2006
  • 본 논문에서는 가상현실(Virtual Reality) 환경에서 사용자의 입력을 처리할 수 있는 프로젝터 기반의 텐저블 메뉴 시스템을 제안한다. 텐저블 메뉴 시스템이란 텐저블 인터페이스(Tangible Interface)의한 형태로서 가상현실을 체험하고 있는 사용자가 프로젝터를 통해 메뉴 스크린에 투영된 영상을 보면서 디지털 정보를 제어하는 직관적인 상호작용을 지원하는 장치이다. 텐저블 인터페이스의 또다른 형태로서, 디지털 데스크(Digital Desk) 시스템의 경우 프로젝터의 영상이 투영되는 대상이 되는 데스크의 위치가 항상 고정되어 있기 때문에 본 논문에서 제안하는 휴대 가능한 메뉴 시스템에 적용하지 못하는 단점을 가지고 있다. 따라서 본 논문에서는 가상 환경에서의 사용자의 입력이 가능한 메뉴의 위치를 실시간으로 추적하여 메뉴 스크린에 투영되는 영상을 자동으로 보정할 수 있는 방법을 제시한다. 제안된 시스템은 가상 환경상에서 높은 몰입감을 유지할 수 있으며, 가상현실 및 증강현실에서 사용자와의 유연한 상호작용이 가능한 인터페이스 시스템으로 사용 될 수 있다.

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The Design and Communication Strategy of Virtual Idols "Luo Tianyi(洛天依)"

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.45-54
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    • 2023
  • The digital age start in earnest with the widespread use of the Internet. As a digital product, virtual idols bring new value to the design and dissemination of commercial brand images. "Luo Tianyi" is the world's first avatar and VOCALOID voice bank of Chinese. It has a large number of fans in China and is widely used in brand promotion. Therefore, "Luo Tianyi" is taken as the research object. Initially, we investigated the virtual idols through books, literature on the internet and other materials. Then we discussed semiotics and theories related to culture code brand design methodology (CCBD). After that, putting the above theories into practice, combined with brand design cases, we analyzed the strategy of virtual idols in brand promotion and dissemination, at last, we have the conclusion as followed. The results show that the virtual idols, visual symbol of "Luo Tianyi" can express the Index and Symbol corresponding to the brand information according to the characteristics of the brand. As an image of cultural code, "Luo Tianyi" can present three visual images at the same time, which are contemporary, traditional and future. In addition, these three visual images are presented in a strong and weak combination, which has a positive impact on the visual communication of the brand.

Head Pointing System based Text Input Method for Person with physical disabilities (지체장애인을 위한 헤드 포인팅 시스템 기반 문자입력 방법)

  • Han, Sang-Heon;Yun, Tae-Soo;Lee, Dong-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.281-284
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    • 2006
  • 본 논문은 지체장애인들의 컴퓨터 접근성을 향상시키기 위해서 Head Pointing System을 기반으로한 키보드 대체 방법을 제안한다. 먼저 컴퓨터의 접근성을 돕기위해 현재 사용되고있는 Head Pointing System에는 어떤 기능을 대체하고 있는지 간략하게 살펴보고, 본 논문에서 제안하는 방법이 이전에 사용되었던 Head Pointing System, On-Screen Keyboard를 함께 사용하여 문자를 입력하는 방식에 비해 어떤 이점이 있는 확인한다. 또한, Quikwriting 방식을 사용하여 사용자에게 단순하고 직관적인 제스쳐를 요구하도록하여 입력에 대한 부담을 낮추고, 사용자 개인의 제스쳐 특성에 따라 문자를 입력할 수 있도록 하기위해 신경망 알고리즘을 사용하였고 이를통해 Head Pointing System기반 문자입력 방법이 유용함을 확인할 수 있었다.

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The Analysis of Mix & Match Visual Image of One-Point Graphic Appeared in T-shirt (티셔츠 원 포인트 그래픽에 나타난 Mix & Match 시각 이미지 분석)

  • Lee, Mi-Yoen
    • The Research Journal of the Costume Culture
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    • v.13 no.5 s.58
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    • pp.777-789
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    • 2005
  • Mix & Match Visual Image, appearing in T-shirt one-point graphics, is a new visual image emerged as a result of several trends: development of cutting-edge machinery and computer programs, various needs of consumers, and an international trend of fusion concept. Thus, a concrete research of Mix & Match Visual Images is demanding. This paper studies one-point graphic, which appeared in the SamsungDesignNet, Interfashion Planning, and firstviewkorea, with a focus on apparel T-shirt of women's wear and casual wear from 2001 to 2004. The study shows that the most preferred independent visual image in Mix & Match Visual Images is a typography, and next is in the order of marks, symbols, geometric diagrams and abstract shapes, animals and plants, characters, materials, and collages. As Mix & Match of independent visual images was mainly combined typography with other independent visual images, we need to develop more Mix & Match Visual Images using various independent visual images's mix and match. Then, T-shirt will be one of the most representative items in Korean fashion trend that enable consumers to express their characters, escaping from the old-fashioned concept that T-shirt is just a T-shirt.

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Effects of Low Visual Acuity Simulations on Eye-Hand Coordination and Brainwaves in Healthy Adults

  • Woo, Hee-Soon;Song, Chiang-Soon
    • Physical Therapy Rehabilitation Science
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    • v.11 no.3
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    • pp.296-303
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    • 2022
  • Objective: In general, macular degeneration, cataracts and glaucoma generally cause visual injury in clinical settings. This study aimed to examine the effects of low visual acuity simulations on hand manual dexterity function and brainwaves in healthy young adults. Design: Cross-sectional study design Methods: This study was an observational, cross-sectional study. Seventy healthy young adults participated in this study. To evaluate the effects of low visual acuity simulations on hand function and brain waves, this study involved four different visual conditions including (1) normal vision, (2) simulated cataracts, (3) simulated glaucoma, and (4) simulated macular degeneration. The hand function was measured to use the Minnesota manual dexterity test (MMDT), and the brainwaves was also measured to use the electroencephalography. Results: In hand function, placing and turning performance on the MMDT in the normal visual condition was significantly different than that in the cataract and macular degeneration conditions (p<0.05), and the placing performance was significantly differred in the normal condition than that in the simulated glaucoma. However, turning was not significantly different in the normal condition than that in the simulated glaucoma. The alpha, beta, and gamma waves did not significantly differ among the four visual conditions (p>0.05). Conclusions: The results suggest that limited visual information negatively affects the ability to perform tasks requiring arm-hand dexterity and eye-hand coordination. However, the effectiveness of low visual acuity on the brainwaves should be further studied for rehabilitative evidence of visual impairment.

A Study on the influence of Visual Mental model in human to percept product form (제품형태 지각에 있어서 시각적 멘탈모델의 영향에 관한 연구)

  • 오해춘
    • Archives of design research
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    • v.15 no.1
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    • pp.407-414
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    • 2002
  • Human does information processing more efficiently using mental model at his understanding process. if We know what mental model is, we will know how to percept that. Similarly is it used visual mental model to percept visual object\ulcorner If it is true, we will analysis how man to understand. In this research, we have one experimentation to timid out that is true. So we did experimentation to know how man to understand new products by visual mental model. So we use 2700cc car's side view as stimuli. To A Subjects, we give them to see re\ulcorner size view before 120% ratio. To B Subject, we give them to see 120% ratio. After a experimentation, It is true that we make hypothesis that A Subjects percept this stimuli too long then B Subjects. Accordingly it proves human to use visual mental model to percept visual object. The result of experimentation, a testee use preliminary stimulus as basis of evaluation. It means that he use mental model as basis of evaluation of main stimulus. Accordingly development of new design can afford more strategic approach. Industrial designer who want to strategic approach can forced on high-weighted form attribute as consumer gives.

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