• 제목/요약/키워드: button design

검색결과 204건 처리시간 0.026초

가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현 (Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology)

  • 김태이;조형주;서정훈
    • 한국멀티미디어학회논문지
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    • 제21권6호
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

코트의 유형분류와 디자인 특성에 관한 연구 (Study on Type Classification and Design Characteristics of Coats)

  • 이혜숙;김재임
    • 복식문화연구
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    • 제12권3호
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    • pp.339-353
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    • 2004
  • Purposes of this study were to analyzed coat types and characteristics of coat of young persons, and search whether fashion trend is reflected on coat. Data collected pictures that they are wearing dress in street of Daejeon city 3 places that there are much the rising generations at November, 1999. This study target was from teens latter half to 20 opening part, 154 women. Data analyzed content analysis, frequency analysis, crossing and the result is as following. First, classification standard of coat was textile fabric, form of detail and ornament. Second, coat could classify in three types, type 1 was traditional duffle coat style that is distinguished by form of detail and ornament(hood and button). Type 2 was classified property of textile fabric that used leather, padding, fur etc., and type 3 was classified by collar detail of woolen fabric coat. Specially, ornamental fur of woolen coat perceived visually strong. And design detail of coat showed significant difference in coat type. That is, duffle coat type was designed patch pocket and toggle, woolen fabric coat type was hidden button and seam pocket. Third, fashion tendency of coat was proved that is reflecting part of predicted fashion trend.

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단추에 관한 연구 -19, 20세기를 중심으로- (The Study on the Buttons (centering around 19th-20th Centuries))

  • 이영란
    • 복식
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    • 제22권
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    • pp.263-276
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    • 1994
  • The achievement of notable social reoforms attained during the period of 19th and 20th centuries needlessly speaking remodelded the social environmental into several different patterns such as :1) high industrialization 2) propensity to consume 3) up graded overall social stands. Accordingly the industrial world of the but-tons too established the mess production syhstem by breaking from convention of hand-craft work of 17th century. The raw materials used in the production line on buttons during the 20th century are almost all-kind of materials one can possibly named including cheap plastic which enabled production lines to produce cheaper but higher productivities of the buttons being produced, The design (incused design) used in the 19-20h centuries are : men landscape, sports features, birds, livestocks, bugs, or geomatric features, tec, 1, The classification o f the buttons by materials Techniques shapes colors marking (Incused design) used in the productionof buttons in the England United States of America Laska Italy france Denmark Japan and India are categolizzed as : natural raw materials and syntetical resines. 1) Of the natural raw materials used are : Matal Enamel Iodine Agate, Coral, Green jade(Jasper) Granite, Wood, Ivory, Horn and bone etc. 2) The sythetical resin used in the button in-dustries are : Artificial jewell glass Acrylic material Styroform Celluloid and Nylon etc. 2. The thecnique quoted in producing buttons are hand craft work inlay work precision casting press mosic dye etching, processing, engraving and embossed carving etc. 3. The major designs used in the buttons in -dustries are : Round shape however elliptical column angular and edge shape often used. 4. The colors used are : The multi-colors were highly used than mono-colored materials such as : Adjoining Color and Contrast Color. The highest consideration to be considered in choosing the colors for the buttons are harmonization and matching factor with the garment or dresses to be wore. 5. The major design(incused design) on the buttons are embodiment and the design were also used in order of abstractive-combination abstractive with has offers much surprising. The button industries during the 19th and 20th centuries were not only the determination factors those can judge the value of self-pride of Nation and which were far beyond the in-dustrial arts in those days but also highly refelected and influenced by cultural sense ideology and self-pride of the Nation of those period. The followings are details of the role of the buttons categolized in the order of functional ornamental and symbolical aspects : 1. The functional role : The functional role of the buttons were simply designed for dress how-ever the buttons beyond from this role of function now a days. 2. The ornamental role : The ornamental role of he button beyond from this role of the button were effectuated by : 1) shape materials colors 2) technique locations size and design (incused design) 3) The ramaterials used for buttons shall not be over looked because it is highly depends on the taste sense and combination of harmony with the garment to be wore. 4) The color of the buttons are made well contrasted with the color of garments just as in the case of other artistical area such as matchs with the color of garment of contrast with brigtness of colors contrasted as complementary color and so and so. 5) The technique being adoped are: precision casting press handcraft inlay work etching mosic etc,. Since the buttons are no longer a simple catching devise used to fasten together the different part of the dress but now it has formed own and occupied the independent role in the garment or dresses location can be de-termined and varying depending on the ideas of designers. The size of the buttons has no specific limits, However the variation has widely dependined on the entire circumperence rhythm contrast harmonization of the garments. 3. The symbolical role : Since the button is no longer a just a simple devise for catching and fastening device used fastening together the different part of the garments but now were built a independent area as major part of the Garment and well reflected all kinds of occupations political background cultural as-pect etc. on the buttons. The design of buttons in the western circles are more simplified but they are polished looks and their techniques of manufacturing are comination of both machanis and handcraft. The colors used in the buttons are pretty well harmonized with garment(dress). Almost all kind of materials can be used in the but-tons however materials used in the buttons are : Bone of livestocks ivory, turtle shell are no longer used because the prevention of cruely of animal. On the contraly the level of buttons indus-try of Korea is far to reach and catch up with the level of western circles. It is highly suggested therefore the but-tons industrial field of Republic of Korea shall place and encouragement in producing beter industrial environment of the buttons based on the traditional and cultural aspect of republic of Korea to produce both manufacturing of qulified and best designed and colored buttons.

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모바일 원-버튼 게임의 구현 (Implementation of a Mobile One-Button Game)

  • 오선진;최세영;이영대
    • 한국인터넷방송통신학회논문지
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    • 제8권6호
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    • pp.71-75
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    • 2008
  • 최근 무선 인터넷 기술의 발전에 힘입어 가장 큰 이슈는 모바일 컴퓨팅 환경에서의 온라인 게임의 설계이다. 현재 이동 단말용 게임들은 낮은 성능의 프로세서, 작은 메모리 공간과 짧은 배터리 파워의 제한 등으로 온라인 게임 구현에 많은 제약이 따른다. 따라서 최근 모바일 게임은 단순하면서 조작하기 쉬운 원-버튼게임이 큰 인기를 얻고 있다. 본 논문에서는 이러한 경향에 맞춰 무선 모바일 컴퓨팅 환경에서의 휴대전화를 이용한 모바일 온라인 게임으로 우리나라 전통 놀이인 제기차기 원-버튼 게임을 설계하고 구현하였다.

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감성적 접근방법에 의한 공중전화기 디자인에 대한 연구 (Public Telephone Design by Approach Method of Human Sensibility)

  • 홍현주;정석길;이상도
    • 디자인학연구
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    • 제11권3호
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    • pp.35-44
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    • 1998
  • 자급제용 공중전화기가 급속도로 증가하고 있는 추세에서 소비자의 디자인 감성을 파악하는 것은 소비자의 개성추구 경향을 반영한 제품을 만드는 토대가 되며, 이를 통해 제품 경쟁력을 높일 수 있다. 본 연구는 이러한 배경을 바탕으로 자급제용 공중전화기에 대한 소비자 욕구(감성)를 정량적으로 측정하였다. 1차 도출된 168개의 감성어휘를 SD척도로 실시한 결과 35개의 감성어휘가 추출되었으며 이를 대상으로 SD척도 7단 구성을 이용하여 남녀 대학생 30명에게 기존 10개의 제품 이미지에 대한 설문조사를 시행하였다. 감성어휘의 요인들간의 상관성을 파악하기 위해 요인분석을 실시하였고, 분류를 위해 군집분석을 실시하였으며, 디자인요소와 감성어휘와의 상관관계를 예측하기 위해 판별분석을 실시하였다. 그 결과 감성어휘는 심미성, 기능성, 안전성의 3가지 요인으로 구분되었고, 디자인요소인 몸체, 핸드 셋, 다이얼 조립 판, 다이얼 버튼, 제어버튼, 칼라(몸체), 재질에 대해서 소비자가 느끼는 감성어휘와의 상관관계를 규명하다. 본 연구는 기존의 디자이너 개인의 감각에 의존하는 것보다 더 체계적이고 과학적으로 소비자의 욕구를 파악하여 소비자의 감성을 만족시키는 공중전화기 디자인의 개발에 도움이 되리라 본다.

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인구통계적 변인에 따른 수트디자인 시각효과에 관한 연구 (A Survey on Suit Design by Image Visual Effect Demographic Characteristics)

  • 박순천
    • 복식
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    • 제53권6호
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    • pp.131-143
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    • 2003
  • This treatise deals with the profitable suit image design of middle-aged men by examining visual effects in physical design. The sample of this study is people who lives in Kwangju, the Republic of Korea and 20-50 age's men and women. And it is very variety in each population statistics factors the differences of associate design visual effect which considering the difference of sex and age group, numbers of button, a figure and material pattern. Firstly, look into the associate design visual effect by sex and button number. In men's group, the style with three buttons was the most attractive and that with two buttons was the least attractive. In 50's group, the style with two buttons was the least attractive and those with 1.3 and 4 buttons were a little attractive. Secondly, in the difference of associate design with sex and shape, men's group was considered that standard type was the most attractive shape, women's group was thought that lean and standard types were the most attractive shape. So we can know that the attractive shape is different with sex. In the difference of association design with age and shape, 20's considered that standard type was the most modernistic and fat type was the least modernistic. 30's considered that lean type was the most modernistic and 50's thought that fat type and standard type were the most modernistic. Thirdly, see the sex and material pattern. In familarity, men's group considered that stripe pattern was more familiar than checks and plain patterns. And they considered that striped pattern and plain was more manly than checks. In sex and material pattern, 20's thought that plain was the most attractive, stripe was the next, and checks was not attractive. 40's estimated that plain and stripe were more attractive than checks. 50's judged that stripe was the most attractive material. Thus. the attraction is different with ages and material patterns.

IT제품의 유니버설 디자인을 위한 사용실태조사 (An Investigation of Using Practices for Universal Design of Information Technology Products)

  • 이동훈;정민근;김정룡
    • 대한인간공학회지
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    • 제28권3호
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    • pp.103-114
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    • 2009
  • This study investigated perceived discomfort and reasons related to use three information technology products (personal computer, mobile phone and digital television remote controller), and extracted the universal design factors. 240 people (30 females and 30 males for four age groups) participated in the one-to-one interview type of questionnaire, and replied to degree of discomfort at level of items and the reasons of discomfort at level of detailed elements for each product. As a result, almost all age groups answered that using input buttons of mobile phone and remote controller and watching display of mobile phone caused discomfort. Binary logistic regression of the detailed elements showed that response rate of discomfort mostly increased with age, except for specific elements such as shape of mouse and remote controller, and location of function button of mobile phone. Some of the detailed elements had high response rate of discomfort from all age groups. The age groups also showed similar tendency for the elements to select one alternative for the reason of discomfort, but not for sound volume and size of mobile phone and button sensitivity of remote controller. Finally, the universal design factors were extracted for each product based on the results, and divided into common factors and factors classified by the age group. Through this study, we identified using practices of various age groups and their demands for the products. It is expected that extracted detailed elements can be considered as important design factors to design the products universally.

어린이용 휴대폰 기능 및 설계 요소에 관한 연구 (A Study on the Function and Design Factors of Mobile Phones for Children)

  • 송미진;심정훈;윤훈용
    • 대한인간공학회지
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    • 제28권4호
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    • pp.51-59
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    • 2009
  • These days mobile phone which were used mainly by grown-up persons are now widely used among children as well due to new social demands. Despite this trend, existing mobile phones are still being designed and produced according to the taste of people in their 20s and 30s, even the elderly, not satisfying physical, emotional and cognitive characteristics raised by children. This study aimed to extract the design factors of mobile phones for children by reflecting functional factors requested by children and parents in QFD's customer demands. First, functional and design factors requested in mobile phones for children were extracted from existing products and documentary records and some functional factors were selected through a process of integration and omission. The survey research was conducted on children and parents, based on the selected functional factors. Based on the survey research, functional factors were analyzed using AHP, and key functional factors considered by children and parents in mobile phones for children were investigated. Finally, in order to reflect the results in QFD, the correlation between functional factors and design factors was constructed as HOQ through experts' evaluation. The results showed that both children and parents recognized the basic functions such as telephoning, text messaging and phone directory as high priority functional factors, even though the relative importance was different between children and parents. Therefore, it is likely to satisfy the desires of both children and parents by designing mobile phones for children in consideration of design factors such as menu depth, button independence and button arrangement. It is expected that this study will promote experiments on design factors and propose basic data for and guidelines to mobile phone design for children.

노인여성의 의복행동과 기성복 맞음새 (A Study on the Clothing Behaviors and Wearing Sensation of Women's Ready-to-wear)

  • 이영주;김점해
    • 한국생활과학회지
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    • 제16권1호
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    • pp.123-135
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    • 2007
  • The purpose of this study was to investigate the clothing behaviors and wearing sensation of ready-to-wear of the elderly woman who residing in the Pusan and Kimhae. The subjects were elderly woman who assessed the wearing sensation of slacks, jacket 1(1-2button), jacket 2(over 4button), and jumper. The results were as follows: 1. In the analysis of the clothing behaviors factors, the factor 1 was the concern about the appearance, the factor 2 was mental dependency about the clothes, the factor 3 was the satisfaction about the clothes and the factor 4 was the concern about the fashion. 2. As for the wearing sensation of the slacks, waist and thigh of the slacks was large and slacks length and crotch length was long. As for the wearing sensation of the jacket 1, over the age of 70 years was more satisfied than under the age of 70 for the wearing sensation of bust, waist, hip, and sleeve length. As for the wearing sensation of the jacket 2, under the age of 70 years was more satisfied than over the age of 70 for the wearing sensation of sleeve length and location of the armhole. As for the wearing sensation of the jumper, the area showed significant difference in waist. Jumper was larger than jacket.

The Button effect of CANFLEX Bundle on the Critical Heat Flux and Critical Channel Power

  • Park, Joohwan;Jisu Jun;Hochun Suk;G.R. Dimmick;D.E. Bullock;W. Inch
    • 한국원자력학회:학술대회논문집
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    • 한국원자력학회 1997년도 추계학술발표회논문집(1)
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    • pp.528-533
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    • 1997
  • A CANFLEX(CANdu FLEXible fuelling) 43-element bundle has developed for a CANDU-6 reactor as an alternative of 37-element fuel bundle. The design has two diameter elements (11.5 and 13.5㎜) to reduce maximum element power rating and buttons to enhance the critical heat flux(CHF), compared with the standard 37-element bundle. The freon CHF experiments have performed for two series of CANFLEX bundles with and without buttons with a modelling fluid as refrigerant H-l34a and axial uniform heat flux condition. Evaluating the effects of buttons of CANFLEX bundle on CHF and Critical Channel Power(CCP) with the experimental results, it is shown that the buttons enhance CCP as well as CHF. All the CHF's for both the CANFLEX bundles are occurred at the end of fuel channel with the high dryout quality conditions. The CHF enhancement ratio are increased with increase of dryout quality for all flow conditions and also with increase of mass flux only lot high pressure conditions. It indicates that the button is a useful design lot CANDU operating condition because most CHF flow conditions for CANDU fuel bundle are ranged to high dryout quality conditions.

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