• Title/Summary/Keyword: graphic design

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A study on the Graphic Contents of Munja-do of the culture sphere of Chinese Characters -centered on Minhwa of Korea, China, Japan, Vietnam- (한자문화권 문자도의 그래픽 콘텐츠 연구 -한, 중, 일, 베트남의 민간화를 중심으로-)

  • 이명구;남인복
    • Archives of design research
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    • v.17 no.3
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    • pp.209-220
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    • 2004
  • Folk painting was prevalent among working classes in the cultural territory of chinese characters including Korea, Japan, and Vietnam. Other than Gilsangmunja-do(lucky and vulgar illustrated Chinese Character), the most popular of its kind, there are various types of different Munja-do(illustrated Chinese Character) which is more shaped/modeled. Chinese Nianhua style was popular in various parts of China from late Ming Dynasty to early Qing Dynasty, and they were conveyed to neighboring countries after the 17th century, where they adopted unique tradition of each country. Acquiring theme from Chinese characters, these Chinese Nianhua or Munja-do are designed by making images into characters or characters into images. They express the invisible 'Cosmological Taoism' as a visible shape and line. This kind of symbol system, using character as a subject matter, can only be witnessed in the cultural territory of chinese characters by the use of ideograms. It is worth of paying attention today because the uniqueness of each country's style reflects diverse life styles of the contemporary civilization. Specifically, values of Munja-do as a traditional culture may not be underestimated in today's society where culture has become the center of concern. Munja-do in Korea should be carefully examined since Korea has had a very unique Munja-do culture that cannot be found from other countries. Therefore, by comparing Munja-do styles of today's the cultural territory of chinese characters countries, we may enlighten ourselves on our tradition and flourish our cultural contents.

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A Previous Study on Customized Visualization Expression of Personal Health Record (개인건강기록의 맞춤형 시각화 표현을 위한 선행연구)

  • Yang, Junggi;Lee, Yong-Jun;Kim, Hae-Na;Lee, YoungHo
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.115-126
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    • 2014
  • In order to improvement of the perceptive of health state and the motivation, this study suggests the ways and design forms which provide PHR information customizing individual attributes as well as guidelines through a decision support system and services which integrate medical information visualization. Expression methods using the color, form, position in order to visualization based on images improved performance of information awareness by changing radar chart from existing information which provide only numerical figure. The methods providing a graphic figure which seems like beads of blood which shows the result of blood tests would also arise patient's attention. They gives the patient's information which is able to compare their health status and normal status and visualizes the records as a human figure in order to perceiving their status as well. The visualization showing the position of human body figures marks in inspection elements located in position of relevant organs. The method also uses icons represent examination results so they improve attention of the results and shorten recognize times.

The knowledge and human resources distribution system for university-industry cooperation (대학에서 창출하는 지적/인적자원에 대한 기업연계 플랫폼: 인문사회계열을 중심으로)

  • Park, Yoon-Joo
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.133-149
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    • 2014
  • One of the main purposes of universities is to create new intellectual resources that will increase social values. These intellectual resources include academic research papers, lecture notes, patents, and creative ideas produced by both professors and students. However, intellectual resources in universities are often not distributed to the actual users or companies; and moreover, they are not even systematically being managed inside of the universities. Therefore, it is almost impossible for companies to access the knowledge created by university students and professors to utilize them. Thus, the current level of knowledge sharing between universities and industries are very low. This causes a great extravagant with high-quality intellectual and human resources, and it leads to quite an amount of social loss in the modern society. In the 21st century, the creative ideas are the key growth powers for many industries. Many of the globally leading companies such as Fedex, Dell, and Facebook have established their business models based on the innovative ideas created by university students in undergraduate courses. This indicates that the unconventional ideas from young generations can create new growth power for companies and immensely increase social values. Therefore, this paper suggests of a new platform for intellectual properties distribution with university-industry cooperation. The suggested platform distributes intellectual resources of universities to industries. This platform has following characteristics. First, it distributes not only the intellectual resources, but also the human resources associated with the knowledge. Second, it diversifies the types of compensation for utilizing the intellectual properties, which are beneficial for both the university students and companies. For example, it extends the conventional monetary rewards to non-monetary rewards such as influencing on the participating internship programs or job interviews. Third, it suggests of a new knowledge map based on the relationships between key words, so that the various types of intellectual properties can be searched efficiently. In order to design the system platform, we surveyed 120 potential users to obtain the system requirements. First, 50 university students and 30 professors in humanities and social sciences departments were surveyed. We sent queries on what types of intellectual resources they produce per year, how many intellectual resources they produce, if they are willing to distribute their intellectual properties to the industries, and what types of compensations they expect in returns. Secondly, 40 entrepreneurs were surveyed, who are potential consumers of the intellectual properties of universities. We sent queries on what types of intellectual resources they want, what types of compensations they are willing to provide in returns, and what are the main factors they considered to be important when searching for the intellectual properties. The implications of this survey are as follows. First, entrepreneurs are willing to utilize intellectual properties created by both professors and students. They are more interested in creative ideas in universities rather than the academic papers or educational class materials. Second, non-monetary rewards, such as participating internship program or job interview, can be the appropriate types of compensations to replace monetary rewards. The results of the survey showed that majority of the university students were willing to provide their intellectual properties without any monetary rewards to earn the industrial networks with companies. Also, the entrepreneurs were willing to provide non-monetary compensation and hoped to have networks with university students for recruiting. Thus, the non-monetary rewards are mutually beneficial for both sides. Thirdly, classifying intellectual resources of universities based on the academic areas are inappropriate for efficient searching. Also, the various types of intellectual resources cannot be categorized into one standard. This paper suggests of a new platform for the distribution of intellectual materials and human resources, with university-industry cooperation based on these survey results. The suggested platform contains the four major components such as knowledge schema, knowledge map, system interface, and GUI (Graphic User Interface), and it presents the overall system architecture.

A Study on the Meaning Landscape and Environmental Design Techniques of Yoohoedang Garden(Hageowon : 何去園) of Byulup(別業) Type Byulseo(別墅) (별업(別業) '유회당' 원림 하거원(何去園)의 의미경관 해석과 환경설계기법)

  • Shin, Sang-sup;Kim, Hyun-wuk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.46-69
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    • 2013
  • The results of study on the meaning landscape and environmental design techniques of the Byulup, Yoohoedang garden(Hageowon) based on the story in the collection of Kwon Yi-jin (Yoohoedangjip, 有懷堂集), are as below. First, Yoohoedang Kwon Yi-jin (有懷堂 權以鎭 : 1668~1734) constructed a Byulup garden consisting of ancestor grave, Byulup, garden, and a school, through 3 steps for 20 years in the back hill area of Moosoo-dong village, south of Mountain Bomun in Daejeon. In other words, he built the Byulup(別業, Yoohoedang) by placing his father's grave in the back hill of the village, and then constructed Yoegeongam(餘慶菴) and Geoupjae(居業齋) for protection of the pond(Napoji, 納汚池), garden(Banhwanwon, 盤桓園), and ancestor graves, and descendants' studying in the middle stage. He built an extension in Yoohoedang and finally completed the large-size garden (Hageowon) by extending the east area. Second, in terms of geomancy sense, Yoohoedang Byulup located in Moosoo-dong village area is the representative example including all space elements such as main living house (the head family house of Andong Kwon family), Byulup (Yoohoedang), ancestor graves, Hagoewon (garden) and Yoegeongam (cemetery management and school) which byulup type Byulseo should be equipped with. Thirdly, there are various meaning landscape elements combining the value system of Confucianism, Buddhism and Taoism value, including; (1) remembering parents, (2) harmonious family, (3) integrity, (4) virtue, (5) noble personality, (6) good luck, (7) hermit life, (8) family prosperity and learning development, (9) grace from ancestors, (10) fairyland, (11) guarding ancestor graves, and (12) living ever-young. Fourth, after he arranged ancestor graveyard in the back of the village, he used surrounding natural landscapes to construct Hagoewon garden with water garden consisting of 4 mountain streams and 3 ponds for 13 years, and finally completed a beautiful fairyland with 5 platforms, 3 bamboo forests, as well as the Seokgasan(石假山, artificial hill). Fifth, he adopted landscape plantation (28 kinds; pine, maple, royal azalea, azalea, persimmon tree, bamboo, willow, pomegranate tree, rose, chinensis, chaenomeles speciosa, Japanese azalea, peach tree, lotus, chrysanthemum, peony, and Paeonia suffruticosa, etc.) to apply romance from poetic affection, symbol and ideal from personification, as well as plantation plan considering seasonal landscapes. Landscape rocks were used by intact use of natural rocks, connecting with water elements, garden ornament method using Seokyeonji and flower steps, and mountain Seokga method showing the essence of landscape meanings. In addition, waterscape are characterized by active use of water considering natural streams and physio-graphic condition (eastern valley), ecological corridor role that rhythmically connects each space of the garden and waterways following routes, landscape meaning introduction connecting 'gaining knowledge by the study of things' values including Hwalsoodam(活水潭, pond), Mongjeong(蒙井, spring), Hosoo(濠水, stream), and Boksoo(?水, stream), and sensuous experience space construction with auditory and visualization using properties of landscape matters.

A Study on the Paradigm of Communicative Expressions depending on the Information Type of Web Animations (웹 애니메이션의 정보유형에 따른 커뮤니케이션 표현 패러다임에 관한 연구)

  • Na, In-Sun
    • Cartoon and Animation Studies
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    • s.15
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    • pp.1-12
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    • 2009
  • As the technology realizing digital multimedia has been developing remarkably based on Internet environment, today we can gain various information we need quickly and easily without regard to time or place by using world wide web. The recent spread of digital animation as a way of communication on Internet has been forming a new communication paradigm according to the development of age. Besides, digital animations embodied on web are a kind of communication medium which is expressed through interactions using different digital multimedia tools and put the concepts of time and space together. This is a form which can cope with various forms of information, and it occupies a high rate on web and is used often. Web animations offer various forms of communication, such as interface structure design for information transfer, characters, typography, and other graphic elements, which make users feel maximized real dynamics. This paper analyzes and evaluates the categories according to the characteristics, information and usage types of digital animations used on web, examines more efficient communication expressions based on them, and pays attention to the Internet environment that will develop and change in the future. With regard to it, this research aims at suggesting a useful theory so that diverse digital animations on web based on Internet environment would develop into a new communication paradigm responding to the change of time.

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Implementation of PersonalJave™ AWT using Light-weight Window Manager (경량 윈도우 관리기를 이용한 퍼스널자바 AWT 구현)

  • Kim, Tae-Hyoun;Kim, Kwang-Young;Kim, Hyung-Soo;Sung, Min-Young;Chang, Nae-Hyuck;Shin, Heon-Shik
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.3
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    • pp.240-247
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    • 2001
  • Java is a promising runtime environment for embedded systems because it has many advantages such as platform independence, high security and support for multi-threading. One of the most famous Java run-time environments, Sun's ($PersonalJave^{TM}$) is based on Truffle architecture, which enables programmers to design various GUIs easily. For this reason, it has been ported to various embedded systems such as set-top boxes and personal digital assistants(PDA's). Basically, Truffle uses heavy-weight window managers such as Microsoft vVin32 API and X-Window. However, those window managers are not adequate for embedded systems because they require a large amount of memory and disk space. To come up with the requirements of embedded systems, we adopt Microwindows as the platform graphic system for Personal] ava A WT onto Embedded Linux. Although Microwindows is a light-weight window manager, it provides as powerful API as traditional window managers. Because Microwindows does not require any support from other graphics systems, it can be easily ported to various platforms. In addition, it is an open source code software. Therefore, we can easily modify and extend it as needed. In this paper, we implement Personal]ava A WT using Microwindows on embedded Linux and prove the efficiency of our approach.

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Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

Maritime Officers' Strategies for Collision Avoidance in Crossing Situations

  • Hong, Seung Kweon
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.525-533
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    • 2017
  • Objective: The aim of this study is to investigate maritime officers' strategies to avoid the ship collision in crossing situations. Background: In a situation where there is a risk of collision between two ships, maritime officers can change the direction and speed of the own-ship to avoid the collision. They have four options to select; adjusting the speed only, the direction only, both the speed and direction at the same time and no action. Research questions were whether the strategy they are using differs according to the shipboard experience of maritime officers and the representation method of ARPA (automatic radar plotting aid) - radar graphic information. Method: Participants were 12. Six of them had more than 3 years of onboard experience, while the others were 4th grade students at Korea Maritime and Ocean University. For each participant, 32 ship encounter situations were provided with ARPA-radar information. 16 situations were presented by the north-up display and 16 situations were presented by the track-up display. Participants were asked to decide how to move the own-ship to avoid the ship collision for each case. Results: Most participants attempted to avoid the collision by adjusting the direction of the ship, representing an average of 22.4 times in 32 judgment trials (about 70%). Participants who did not have experience on board were more likely to control speed and direction at the same time than participants with onboard experience. Participants with onboard experience were more likely to control the direction of the ship only. On the other hand, although the same ARPA Information was provided to the participants, the participants in many cases made different judgments depending on the method of information representation; track-up display and north-up display. It was only 25% that the participants made the same judgment under the same collision situations. Participants with onboard experience did make the same judgment more than participants with no onboard experience. Conclusion: In marine collision situations, maritime officers tend to avoid collisions by adjusting only the direction of their ships, and this tendency is more pronounced among maritime officers with onboard experience. The effect of the method of information representation on their judgment was not significant. Application: The results of this research might help to train maritime officers for safe navigation and to design a collision avoidance support system.

Overlay Rendering of Multiple Geo-Based Images Using WebGL Blending Technique (WebGL 블렌딩 기법을 이용한 다중 공간영상정보 중첩 가시화)

  • Kim, Kwang-Seob;Lee, Ki-Won
    • Journal of the Korean Association of Geographic Information Studies
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    • v.15 no.4
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    • pp.104-113
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    • 2012
  • Followed by that HTML5(Hypertext Markup Language5) was introduced, many kinds of program and services based on this have been developed and released. HTML5 is technical standard specifications for cross platform for personal computers and mobile devices so that it is expected that continuing progress and wide application in the both sides of the academic and the industrial fields increase. This study is to design and implement a mobile application program for overlay rendering with DEM and other geo-based image sets using HTML5 WebGL for 3D graphic processing on web environment. Particularly, the blending technique was used for overlay processing with multiple images. Among available WebGL frameworks, CubicVR.js was adopted, and various blending techniques were provided in the user interface for general users. For the actual application in the study area around the Sejong city, serveral types of geo-based data sets were used and processed: KOMPSAT-2 images, ALOS PALSAR SAR images, and grid data by environment measurements. While, DEM for 3D viewing with these geo-based images was produced using contour information of the digital map sets. This work demonstrates possibilities that new types of contents and service system using geo-based images can be extracted and applied.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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