• Title/Summary/Keyword: description style

Search Result 96, Processing Time 0.027 seconds

A Study on PostScript-Converter for conversion XSL-FO into PostScript Format (XSL-FO 문서를 PostScript Format으로 변환하기 위한 PostScript-Converter에 관한 연구)

  • 유동석;김차종
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.8 no.3
    • /
    • pp.614-621
    • /
    • 2004
  • At present, the electronic document is being processed in WYSWYG mode. For this, a document is structured by the logical structure and the physical structure, and is presented by the markup language. After XML is announced, an application scope of the electronic document is extended from interchanging to searching. However, in point of output quality, a XML document image on a browser has lower quality than a general document image on desktop publishing. The reason is which output function of a browser has not capability for high quality printing. The W3C developed XSL-FO(XSL-formatting Object) for style sheet formatting and PDL(Page Description Language) as like Postscript is already developed and used widely. In this paper, we designed the Postscript-Converter to get a high quality document image by converting XSL-FO into Postscript format.

A Systematic Review of Randomized Controlled Trials on Acupuncture for Shoulder Pain Based on Jadad Scale and revised STRICTA recommendations (견비통에 대한 침치료 임상연구의 체계적 문헌 고찰 - Jadad Scale 및 개정된 STRICTA 권고안을 중심으로 -)

  • Park, Tae-Hyun;Oh, Chang-Keun;Park, Yu-Lee;Yang, Seung-Bum;Kim, Jae-Hyo
    • Korean Journal of Acupuncture
    • /
    • v.29 no.1
    • /
    • pp.93-108
    • /
    • 2012
  • Objectives : This study aims to review randomized controlled trials on acupuncture for shoulder pain according to Jadad Scale and revised STRICTA. Methods : Seven electronic databases including PUBMED, SCOPUS, RISS were searched for randomized controlled trials (RCT) of acupuncture for shoulder pain. Results : 16 RCTs were included: 14 were published in English and 2 were published in Korean. According to Jadad scale, 15 RCTs had high quality. However, most of the studies could not meet the double blindness criteria. All RCTs meet 12.9 items on average in STRICTA. Conclusions : This systematic review shows four conclusions as follows. Traditional Chinese Medicine is often used in style of acupuncture. Spots of LI15, TE14, GB21 and LI11, stainless steel needle($0.3mm{\times}40mm$), 20 retention time, manual stimulation, $Deqi$, and 2 times a week treatment (total 12) are often used. Double-blinded clinical trials needs to be conducted. It is controversial to use minimal acupunctures on controlled groups of RCTs on acupuncture for shoulder pain. Description about practitioner's background needs clarifying.

A Study of the Relationship between Realistic Expression of Objects and Graphic Novel in Korean Comics - Focused on the work by Kwon, Ga-Ya - (한국만화에 있어 대상의 사실적 표현과 그래픽 노블의 연관관계에 대한 연구 - 권가야의 <남한산성>작품을 중심으로 -)

  • Park, Hee-Bok;Kim, Kwang-Su
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.361-392
    • /
    • 2014
  • Regarding works that express objects realistically in painting, Gustave Courbet advocated realism in the mid-19th century, France, resisting the then academist style of painting, and works in realist style were produced in earnest by painters such as H. Daumier or Jean F. Millet, who went along with him. Later, realism has expanded into the realm of general literature, including fine art, which has had profound impacts on works of art and literary works. In comics, too, in the same historical context as a form of painting, realistic comics began to be produced by painters or cartoonists at the time. These realism comics are those dealing with stories based on facts, and in terms of contents, objective description and representation of the social realities of the times is one of the most important objectives, but it could not be concluded that in their visual aspect, that is, that of expressing the objects, they were realistic. In the meantime, a graphic novel was born, which was the intermediate form between comics and novels around the United States and Europe since the 1980s. Graphic novels appeared in forms and styles with strong literary and artistic values in the comics market in the U.S. which was full of the superhero genre (comics around heroes), and their major characteristics are very realistic expressions in terms of contents and visual aspect. They are complex and delicate and even have artistic, literary values as if readers read a fiction or literary work of which its narrative structures or pictures are produced with graphics. The characteristics of realistic expressions shown in graphic novels are very different from the previous works of comics. It is noteworthy that they began to be acknowledged as works of art like painting or illustration, thanks to their features of strongly individual auteurist painting style, a fairly high degree of completion of the works, and creative and experimental expression techniques or methods, instead of following the fashion of the times. In recent years, in South Korea, Hollywood blockbuster films have been released one after another and become box office hits, there are increasing interest and demand for the original graphic novels. Accordingly, many original graphic novels have been translated and started to be sold, and keeping pace with this global flow of fashion, some writers in Korea began to produce works of graphic novels. However, to look into the domestic works produced claiming to be graphic novels, there are various opinions on their format and authenticity. In this sense, this study focused on Ga-ya Kwon's Namhansanseong, one the representative works of Korean style graphic novels, and in particular, it attempted to analyze their characteristics and commonalities focusing on the visual aspect of realistic expressions of objects. It is expected that there would be an opportunity to seek for ways so that Korean style graphic novel can be further developed as a genre of comics, with competitiveness by looking back on the identity and present state of domestic graphic novels and developing and applying Korea's original subject matters differentiated from those of graphic novels in the U.S., Europe or Japan through this study. In addition, it is desired that they will be a new energizer for the stagnant domestic comics market.

The Perceived Importance Weight of Product Information Cues in E-Shopping (온라인 쇼핑에서 소지자가 지각하는 제품 정보 중요성의 비중)

  • Lee Kyu-Hye;Park Jihye
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.30 no.3 s.151
    • /
    • pp.470-480
    • /
    • 2006
  • Consumer may perceive needs of certain product information online rather than the number of pieces of information available for decision making. In addition, consumers may seek information that is more relevant to apparel category. Moreover, involved consumers intensify information seeking and seek certain information. The purpose of this study is to identify the perceived importance weight of each information cue when shopping apparel via the Internet, to investigate the differences of the perceived importance weight of product information cues in product category, and to examine the relationship between apparel involvement and the perceived importance weight of product information cues. This study employed a single-factor within-subjects design experiment that simulated online purchase situation for two product types, Jeans and a Shirt. A total of 125 college students participated in this study. Results indicated that selected information such size available, price, style, color description, item measurement, stock available, and item quality (in sequence) can be considered as global cues to judge product quality and influence purchase decision regardless of product category. The significant multivariate effects for product category on the perceived importance weight of product information cues were found. Personalization, fiber content, and fabric structure were product specific information cues. Consumers' product involvement significantly influenced the perception of information weight. Therefore, product information can be personalized based on consumer involvement

The History and Characteristics of Korean Traditional Ondol(Gudle) studied through Document Analysis (문헌에 의해 분석된 한국 전통 온돌(구들)의 역사와 특성)

  • Kim, June Bong;Jeong, Sang Kyu
    • KIEAE Journal
    • /
    • v.8 no.6
    • /
    • pp.3-10
    • /
    • 2008
  • Since fire was founded in the world, human races have invented various heating methods. Ondol is traditional heating method in Korea. It is very the important work to trace the history and characteristics of Ondol which originated and was developed in the Korean peninsula. Especially, the study on Ondol will contribute to improving the present heating methods and predicting future ones. In this paper, we shall study through the analysis of documents such as oriental documents, the document of Choseon dynasty, European documents and American documents. In order to discover the origins of Ondol as one of the excellent heating method all over the world, This study aims at identifying the history and characteristics of Ondol in the Korean peninsula, through document analysis. Results of this study are as follows. 1) The first document about Ondol is Sookyongjoo(水經注), Chinese ancient geography book. Contents recorded in the book include the description related to Ondol at Kwankyesa temple which was located at the border land between Gogooryo(ancient Korea) and the northeast of China. 2) Ondol was popular heating method in Gogooryo(ancient Korea) and it was used in not only Gogooryo but also Silla Kingdom and Beakje Kingdom. Thereafter, it was also used widely in Goryo dynasty and Choseon dynasty. Thereby we know that Ondol has been used as a heating method for a long time in the Korean peninsula. 3) Ondol was covered with a floor paper since the beginning of Choseon dynasty. the paper made room clean and impacted on Korean life style. Because the floor was clean and warm, Koreans thus took off shoes and sat on the floor. 4) Ondol was spreaded to Jeju island in Korea before 16th century but wasn't used widely there. The reason was that Ondol was rare high class heating system and the weather was warm in Jeju island. 5) The overspreading of Ondol caused that poor people built roughly Ondol in the last of Choseon dynasty. So, the quality of Ondol gradually became lower and lower. 6) A westerner was impressed by the novelty of Ondol and Frank Lloyd Wright had played an important role to update and spread Ondol widely all over the world. Hailing Ondol as the ideal heating system, Frank Lloyd Wright began incorporating it in his buildings back in the U.S. and even invented a modified ondol system, using hot water running through pipes instead of the hot exhaust through flues.

The Grotesque Fashion in modern Fashion (현대 패션에 나타난 그로테스크)

  • 최정화;유영선
    • Journal of the Korean Society of Costume
    • /
    • v.40
    • /
    • pp.151-170
    • /
    • 1998
  • The purpose of this study is to examine the value of grotesque fashion and to predict the future fashion trend. The grotesque originates the formative art. It emerges towards of a century or transitional period in most case. In particular, it was used as the expressive method of an individual's inside and a satire on society through the work of artists in the Middle Age, the renaissance, the sym-bolism, the dadaism, the surrealism, the pop art, the technology art, and the post-modernism, etc. The grotesque in fashion is represented in the work of avant-garde fashion designers who lead the high fashion. The grotesque fashion which was combined with an image of non-formality, non-rationality, an absurdity and reality. It has been begun shape of female dress in the renaissance. Afterwards, it was represented in extremely exaggerated and distorted pop art, hippies' fashion in the 1960's. In the 1970's, it was reflected in genderless rock star and destructive punk fashion. It was also represented in the androgynous fashion which was combined with both sexes, the goth/gothic fashion which was expressed with a realistic and fanciful shape and the tattoo of skin-head in the 1980's. In the 1990's, the grungy look which was dirty and the cyber punk fashion. In general, it was also expressed by the avant-garde fashion designers. To sum up, a grotesque fashion which is expressed by experimental designers is classified into four shapes. 1, Union of some extraneous is expressed as different kinds of fashion theme, such as abnormality of texture, uses of surrealistic elements and chaos of sex. Although it appears that the abnormal union of grotesque has only discord and collision, it also shows a feeling of freedom for the tension. 2. Introduction of real and fanciful image is expressed as a cyborg, realistic description of disgusting animal skin and aggressive shape. Especially, it is worth while to notice Tierre Mugler and Alexander Macqueen's work which expressed the shape of mingling human of Middle Age. 3. distortion or exaggeration is expressed as an unformed shape, the exaggeration of a clothing size, the abnormal exaggeration of human body and the ignorance of clothing form. 4. Introduction of a disgusting image is expressed as an extremity of reality, motifs of death, clothing material of disgusting hair and the ostentation of sex. Motto which leads modern fashion is something new and shocking. The grotesque fashion is an expression of eagerness for something new. It often show something ironic in the form of humor which is embedded in an abnormal and shocking pattern. The grotesque fashion is represented as an extreme beauty. It will stand as an important element of the future fashion and as a particular style with the change and fluidity.

  • PDF

A Dynamic Service Supporting Model for Semantic Web-based Situation Awareness Service (시맨틱 웹 기반 상황인지 서비스를 위한 동적 서비스 제공 모델)

  • Choi, Jung-Hwa;Park, Young-Tack
    • Journal of KIISE:Software and Applications
    • /
    • v.36 no.9
    • /
    • pp.732-748
    • /
    • 2009
  • The technology of Semantic Web realizes the base technology for context-awareness that creates new services by dynamically and flexibly combining various resources (people, concepts, etc). According to the realization of ubiquitous computing technology, many researchers are currently working for the embodiment of web service. However, most studies of them bring about the only predefined results those are limited to the initial description by service designer. In this paper, we propose a new service supporting model to provide an automatic method for plan related tasks which achieve goal state from initial state. The inputs on an planner are intial and goal descriptions which are mapped to the current situation and to the user request respectively. The idea of the method is to infer context from world model by DL-based ontology reasoning using OWL domain ontology. The context guide services to be loaded into planner. Then, the planner searches and plans at least one service to satisfy the goal state from initial state. This is STRIPS-style backward planner, and combine OWL-S services based on AI planning theory that enabling reduced search scope of huge web-service space. Also, when feasible service do not find using pattern matching, we give user alternative services through DL-based semantic searching. The experimental result demonstrates a new possibility for realizing dynamic service modeler, compared to OWLS-XPlan, which has been known as an effective application for service composition.

The Study of Sceneries Shown in Animation Movies -Focusing on & (애니메이션에 나타난 풍경 연구 -<오세암>과 <원령공주>를 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
    • /
    • s.50
    • /
    • pp.1-22
    • /
    • 2018
  • This study investigated realism sceneries shown in animation movies of auteurism. Although animation has properties of mechanical images arranged by short cuts, it essentially starts with the images dealing with space art based on the consciousness of an author. In this aspect, sceneries of animation movies can be the most proper subject for study from the viewpoint of image. Generally, sceneries of animation movies maintain the neutral position as a stage setting for story. However, as for auteurism animation, the sceneries have subjective meaning as major media to express the work or the vision and value of the author on the world. The representative animation movies that reflect the role and meaning of realism sceneries among auteurism animations are and . The former shows Korean sceneries and the latter presents local sceneries of Japan quite well. Reviewing the characteristics of sceneries shown in two movies, the sceneries of are the discovery of internal consciousness of the author that signifies pure innocence of childhood into the voice of nature through the style of the author. Meanwhile, sceneries of adopted nature landscape surrealistically based on the internal consciousness of the author and described the forest as the absolute utopia of the author. As such, the sceneries shown in two movies were utilized as the "framework of thought" of the authors that intensify the viewpoint of the movies on the world through empirical interpretation and detailed description of neutral landscape based on internal consciousness of the authors.

Commercialization of Field for Improving VI Design & Package Design at Rural Tourism Village and Its Effect : Focused on Ok-Gye Village of Youngcheon (농촌관광마을 VI디자인·포장디자인 개선 현장 실용화 및 효과 - 연천옥계마을을 중심으로 -)

  • Jin, Hye-Ryeon;Chae, Hye-Sung;Jo, Lok-Hwan
    • Journal of Korean Society of Rural Planning
    • /
    • v.20 no.3
    • /
    • pp.191-199
    • /
    • 2014
  • The current rural conditions are undergoing the change from the past production-intensive structure to an integral and complex one of producing, processing, selling, touring and lodging owing to the changes of life-style, consumption trend and social environments. The rural area is developing into a community of rural tourism villages to grow into one management system along with the assistance of the government's various supporting projects. Through this, the rural designing has got to play a significant role as one of the factors of the enhancement of competitiveness and the increase of income. Therefore, those previous studies on the variety and possibility of rural development are being employed for the researches which are to develop techniques of branding, marketing and packaging. In particular, the researches for VI (Village Identity), BI (Brand Identity) and designs of landscaping, packaging of agricultural specialties and display stores, which definitely shows that the importance of rural designing, is being paid a lot more attention to. Thus, this study has verified the site commercialization and its effect by developing some practical designing with the focus of package design at rural tourism villages. The Okgye Village in Yoncheon was selected for study subject based on the result of status investigation. This study has analyzed such problems as lack of village identity, non-description of items and their indispensible marks which were seen their designs of village and packaging. The colors of major items and the village image being substituted into the image scale of IRI color were estimated so that the appropriate colors might be selected, along with which the shapes of major items were decided to be motif for the village symbol and design to be created. The designs of such major items as grains, greens and sauces were created with the consideration of the easiness of loading, the continuity of using and the aesthetics. For grains, those outer boxes which are possible for set-packaging and small-sized packaging have been developed. For greens were developed the boxes with the structure of the permeability for the persisten't quality as well as the possibility for packaging small amount. In case of sauces, those outer-boxes equipped with fixing tray were made with the transport-convenience taken into consideration. The sticker-label designs for all those three were also developed which stand for the village identity and are conveniently used in each farm family. When this development was applied at the sites, it was found that the satisfaction and reliability of consumers as well as the satisfaction of farmers were raised along with the increase by more than 30% after the improvement.

Online WOM Communication of Crossmedia Storytelling (크로스미디어 스토리텔링의 온라인 구전 양상)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.1
    • /
    • pp.134-144
    • /
    • 2011
  • Crossmedia Storytelling is receiving attention as a new style of description in the age of limitless competition and infinite fusion among media. Crossmedia Storytelling specifies a form of storytelling carried out through mixed usage of plural media, such as televisions, movies, and web services. It is different from OSMU strategy in that plays one source of contents according to the characteristics of various media while Crossmedia Storytelling demands users' active participation. Moreover, it is also slightly different from Transmedia Storytelling in the point that narratives of each media are not complete themselves and only through effectively combining plural media can the whole story fully enjoyed. This research aims to analyze how users move among media in terms of Crossmedia contents by examining cases of Swedish interactive drama series , from Australia, and from the United States. To do so, first, the paper looks into the principles of Crossmedia communication and examines that it is based on online word-of-mouth communication, such as viral marketing. As a result, the following was found in the cases of Crossmedia Storytelling: negative stories that arouse users' emotional reactions & users' participation are effective, and the set-up of Sneezer, which causes the knowledge gap, is very important. It was also found that users' participation was actively taking place through online WOM communication in Crossmedia Storytelling.