• Title/Summary/Keyword: graphic form

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A study on the characteristics of color application indicated from urban housing complex - A Forcuse on the Kirchsteigfeld Housing Complex in Potsdam City - (도시주거단지에 나타난 색채사용특성에 관한 연구 - 독일 포츠담시 Kirchsteigfeld 주거단지를 중심으로 -)

  • Lee, Seon-Min;Lee, Min-Seok
    • Korean Institute of Interior Design Journal
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    • v.16 no.6
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    • pp.250-257
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    • 2007
  • Characteristics of color application indicated from Kirchsteigfeld is presented the various points of view to be preserved urban housing color. It had been handled as environmental color by view point of community and connectivity rather than color scheme of single housing. First, color to be consisted of basis for urban entirely as background color in urban housing complex has been indicated the bright and cheerful feelings and expressed to be introduced mostly from the single color system. Second, characteristics to be inhibited strongly from housing complex had been indicated by restricted four types of color, formulated the overall context and change through accent and the change from disposition of principal and the accessary of color scheme. In this case, it was not regular formulation, but as a whole category view, it could be provided by orderly regularity system strictly Particularly it had been applied as a whole for lightness change by single color, introduced the different color of building to be centered or remained by a visual point. This had been formed to introduction of color by stand points of housing group not introduction to color by sole concept of building. Third, emphasizing of morphologic feeling by using of difference of lightness, it could be indicated the mild and comfortable stereo-type sensibility from the overall types of housing, we could understand for formation of color code by lightness of slightly differences. Fourth, it had been taken the convenient adaptation method for maintenance of simple graphic system as a environmental color. It has considerable advantage for sustainability of color to indicate on finishing material, form and detail in architecture, as the sole separated color not to be complicated when to be painted over and again or managed continuously.

Concrete Class Plan for a Statistical Project of 5th Graders in Elementary School Using Infographics (인포그래픽을 활용한 초등학교 5학년 통계 프로젝트 수업의 구체화 방안)

  • Kim, Ji Hye;Song, Sang Hun
    • Journal of Elementary Mathematics Education in Korea
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    • v.23 no.1
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    • pp.75-92
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    • 2019
  • The 2015 revised mathematics curriculum encourages students to use graphs in newspapers and the Internet as materials when teaching graphs, and to experience a series of statistical problem-solving processes that collect, classify, organize, graph and interpret data. The graphs that the students learn through traditional textbooks were a single type of graphs. In particular, the graphs of the 5th and 6th grade groups were only increased in numbers, but the basic concepts were repeated in the 3rd and 4th grades. Fortunately, from the 2009 revision curriculum, it is possible to select the graph suitable for the situation while comparing the characteristics of some graphs. In most cases, the graphs used in the real world are presented in the form of a compounded infographics. The purpose of this study is to analyze and analyze the manifestations of information processing competence elements emphasized in the 2015 revised curriculum through the statistical project class using the informal graphic in the fifth grade of elementary school. And we suggested a concrete class plan.

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Analytical System Development for Reinforced Tall Buildings with Construction Sequence (시공단계에 따른 철근콘크리트 고층건물의 해석시스템 개발)

  • Lee, Tae-Gyu
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.410-417
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    • 2013
  • Long-term behavior analysis considering construction sequence should be performed in the design and the actual construction of reinforced tall buildings. Most of the analytical studies on this subject, however, has not been applied directly to the structural design and the construction caused by the simple approach. As the axial force redistribution of shores and columns is time-dependent, the actual construction sequence with the placement of concrete, form removal, reshoring, shore removal, and the additional load application is very important. Object-oriented analysis program considering construction sequence, especially time-dependent deformation in early days, is developed. This system is composed of input module, database module, database store module, analysis module, and result generation module. Linkage interface between the central database and each of the related module is implemented by the visual c# concept. Graphic user interface and the relational database table are supported for user's convenience.

The Effect of Training Program for the Balance on the Gait Stability (균형능력 향상 운동프로그램이 보행안정성에 미치는 영향)

  • Lee, Young-Taeck;Kim, Hoon;Shin, Hak-Soo
    • Korean Journal of Applied Biomechanics
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    • v.20 no.4
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    • pp.373-380
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    • 2010
  • The purpose of this study was to evaluate the effect of balance training on gait stability. The study population included 17 male high school students who were divided into 3 groups, each of which underwent one of the following types of balance-training programs for 8 weeks: 1 foot standing on cushion foam, trunk muscle training, and inverted body position training. 0, 4, and 8 weeks, the following experiment was performed: The participants were asked to close their eyes and take 17 steps; the stability of forward and sideward movement was determined, and the direction linearity was measured. The results revealed that all the training programs caused a decrease in stride deviation and an increase in the and the stride length, thereby improving the stability of forward movement. All the programs decreased the variation in step width and were thus also effective in improving the stability of sideward movement. The inverted body position training program was considered very effective because the cross point appeared on post hoc graphic analysis after 4 weeks, and the deviation length for 10 m was low, i.e., below 4 cm. All the programs were effective with respect to direction linearity because they decreased the deviation in direction widths. The results indicate that whole-body neurocontrol training is more effective than simple muscle training and local focused balance training, although this neurocontrol training-in the form of inverted body position training-required a longer training period than did the other programs.

GP-GPU based Parallelization for Urban Terrain Atmospheric Model CFD_NIMR (도시기상모델 CFD_NIMR의 GP-GPU 실행을 위한 병렬 프로그램의 구현)

  • Kim, Youngtae;Park, Hyeja;Choi, Young-Jeen
    • Journal of Internet Computing and Services
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    • v.15 no.2
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    • pp.41-47
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    • 2014
  • In this paper, we implemented a CUDA Fortran parallel program to run the CFD_NIMR model on GP-GPU's, which simulates air diffusion on urban terrains. A GP-GPU is graphic processing unit in the form of a PCI card, and a general calculation accelerator to perform a large amount of high speed calculations with low cost and electric power. The GP-GPU gives performance enhancement of speed by 15 times to compare the Nvidia Tesla C1060 GPU with Intel XEON 2.0 GHz CPU. In addition, the program on a GP-GPU shows efficient performance compared to an MPI parallel program on multiple CPU's. It is expected that a proposed programming method on the GP-GPU parallel program can be used for numerical models with a similar structure.

A Study on the case analysis and the production of 3D digital fashion show (디지털 패션쇼 사례분석 및 3D 디지털 패션쇼 제작에 관한 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Younga;Kim, Anna;Kim, Naeun;Ko, Hyeongseok
    • Journal of Fashion Business
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    • v.17 no.1
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    • pp.64-80
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    • 2013
  • A new technology of fashion show is opening the digital era and an imaginary fashion show is now arising as a new form of fashion show which allows one to enjoy a collection through the monitor without holding a real fashion show. Digital fashion show allows designer to create infinite ideas by articulating the designer's concept through not only garments but also other factors. In this research, We will analyze cases which are mixtures of digital technology and fashion show and will suggest a new paradigm of fashion show by producing an imaginary fashion show which cannot be easily articulated in an ordinary real fashion show, articulated by garments created by digital technology and graphic effects. The program used for this study is 'DC Suite 2.0' developed by Physan and Digital Clothing Center of Seoul National University, available for 2D pattern production and 3D simulation. In addition, in order to enhance representation of the visual effects, Maya's Qualoth and V-ray program which could be compatible with 'DC Suite' were used to make 3D digital fashion show.

The Development of Textile Pattern Designs for Car Seats Using Patterns Expressed on Nineteenth-century Blue and White Porcelain (19세기 청화백자에 표현된 문양을 활용한 자동차 시트 직물 패턴디자인 개발)

  • Jung, Jin-Soun
    • Fashion & Textile Research Journal
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    • v.24 no.4
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    • pp.372-385
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    • 2022
  • In this study, the patterns expressed on nineteenth-century blue and white porcelain among Joseon white porcelain were selected as the material for the development of the car seat fabric design. It was intended to be applied to car seat design by incorporating Korea's own traditional patterns to fit modern sensibility. First, seven pieces of nineteenth-century blue and white porcelain were selected through the literature, and motifs were produced using adobe illustrator, a computer graphic program. Seven car seat fabric designs were developed according to the construction method and development method of the produced motif. Work 1 was designed to elicit a soft and feminine atmosphere using the peony pattern shown in Table 1-1. Work 2 aimed to express a luxurious atmosphere using the image of the mountain expressed in Table 1-2 as a design material. Works 3 was designed by freely arranging the letters of luck expressed in Table 1-3 to form a free and dynamic image. Work 4 was intended to express a stable and rhythmic atmosphere by horizontally arranging the images of the gently curved wings, tail, and rhythmical tail feathers of the phoenix expressed in Table 1-4. Work 5 was designed in a vertical arrangement using the patterns and silhouettes of the tiger's back expressed in Table 1-5. Work 6 was designed using the wave pattern expressed in Table 1-6 to replicate the rhythmic atmosphere. Work 7 was designed using the images of rocks, waves, and the sun in Table 1-7 to express a calm and antique atmosphere.

A Study on Meaning Analysis of Game Skill Visual Effects -focused on world of warcraft- (게임 스킬 비주얼 이펙트의 의미 분석 -월드 오브 워크래프트를 중심으로-)

  • Kang, Yoon-Hee
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.751-759
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    • 2022
  • Game graphics provide players with a sense of immersion, leading to active participation. This paper aims to analyze the mythological meaning for symbolic design of game skill visual effects that reproduce the narrative and the worldview of games borrowing myths. The research method classified the visual effect image into a symbol of the form of a universal archetype representation and a symbol of color expressing the narrative in the game, and analyzed it by applying Roland Barthes' semiological scheme. Through this study, it was possible to analyze the meaning of visual effects as a mythical meaning that can be universally sympathized and an implicit meaning that symbolizes the narrative of the game. The symbolic expression of the visual effect, which reproduces the narrative of the game reflecting the myth, can induce players to engage and participate, and the design direction was intended to provide the visual effect to have a unique symbolism that reflects the game's mythical worldview of the game.

Development of 3D digital fashion design by applying the formative characteristics of Johann Hauser's Art brut works (요한 하우저 아르브뤼 작품의 조형적 특성을 활용한 3D 디지털 패션 디자인)

  • Ahri Kim;Younhee, Lee
    • The Research Journal of the Costume Culture
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    • v.31 no.1
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    • pp.70-90
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    • 2023
  • This study aims to use Art brut works-the artwork of the socially underprivileged and alienated-to influence social roles in fashion design, employing a formative expression method to promote social acceptance of diversity in the industry. The research method involved investigating Art brut's concept and evolution in domestic and foreign literature and previous studies. The formative characteristics of the movement were derived by analyzing the works of Art brut artist Johann Hauser. One hundred and twenty images of Johann's work were collected through online sources like the Gugging Museum's website, Christian Berst Gallery's website were developed as fashion design using the CLO 3D program. The formative characteristics of Johann's works appeared to be transparent overlapping, divisional decorativeness emphasized simplicity, and vibrant chromaticity. Based on this analysis, the results of the 3D digital fashion designs were as follows. First, the characteristics of the atypical objects and figures in Johann's works were applied to the design silhouette, revealing a uniquely beautiful form. Second, Johann used a method in which numerous line shapes overlap and fill the area. The point of connecting the work is expressed as a graphic pattern by decorating the lines of the hem and hem of the garment with piping or attaching overlapping straps on top of pants and dresses. Third, the combination of overlapping colors used in Johann's work is a color block design of fashion, which utilizes the formative fun.

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
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    • s.37
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    • pp.439-461
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    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.