• 제목/요약/키워드: graphic form

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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
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    • s.37
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    • pp.361-392
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    • 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.

Aesthetic Bridge Design using Creative Thinking (창의적 사고력을 이용한 미학적 교량 설계)

  • Kim, Nam-Hee;Koh, Hyun-Moo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.3A
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    • pp.217-225
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    • 2009
  • Bridge design is a problem-solving process whose level of design quality strongly depends on how to relate design constraints with feasibile design objectives in conceptual design stage. This paper has focused on how to create bridge shapes using creativity toward better looking bridge appearances in conceptual design stage. The term creativity in this study does not refer to the creation of something from nothing but to the reorganization of existing concepts. Such creativity includes not only enlarging the number of structural forms which is established based on the relationship between form and statics but also combining bridge design with artistic components like an architectural style. Also, this study has investigated the usefulness of graphic statics as a structural analysis tool showing the analysis results visually to generate bridge forms in conceptual design stage. It is expected that the proposed way of generating bridge forms in this study to be used not only for practical purpose but also for educational purpose regarding the aesthetic bridge design serving as a new education paradigm.

A Study on the Characteristics of Minimalism on GUI in Game (게임 그래픽 유저 인터페이스(GUI)의 미니멀리즘(Minimalism) 특성에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.31
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    • pp.249-266
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    • 2013
  • The purpose of this research is to study a case of the minimalism on Game Graphic User Interface design in Computer game. It is to analyse the minimal tendency on Game Graphic User Interface design in several Computer games such as Prince of Persia, Mirror's Edge, Splinter Cell, Gears of War, Call of Duty4, Metro 2033, Crysis2. These games expanded the field of Game Graphic User Interface design with the unique form of minimalism. Minimalism came from the formative arts in the 1960s and influenced to other fields of art. It seems to be an expression of various styles that promptly meet the needs of the times. Therefore, in this research, I would highlight the phenomenon of minimalisation in Game Graphic User Interface design and research the influence of Minimalism that appears in modern design focused on "simplicity" and "minimum" which are representative trend of Minimalism.

Aeromagnetic Pre-processing Software Based on Graphic User Interface, KMagLevellingTM (그래픽 사용자 인터페이스 기반 항공자력탐사 전처리 S/W, KMagLevellingTM)

  • Ko, Kwang-Beom;Jung, Sang-Won
    • Geophysics and Geophysical Exploration
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    • v.17 no.3
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    • pp.171-178
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    • 2014
  • Aeromagnetic survey generally require much more pre-processing steps than that of common land survey due to several complex and cumbersome steps included in pre-processing stage. Therefore it is desirable to use specific processing tool especially based on graphic user interface. For this purpose, aeromagnetic pre-processing software based on graphic user interface under the Windows environment, called $KMagLevelling^{TM}$ was developed and briefly introduced. In an aspect of its user-friendliness and originality, three noticeable features of $KMagLevelling^{TM}$ are summarized as the following (1) function of representation and handling for large amount of aeromagnetic data set as a visualization in the form of flight-path (2) function of selective exclusion of unwanted data by using survey area information expressed as polygon, and (3) function of selective removal processing for the irregular flight-path data acquired within the entire survey area by implementing the segmentation of flight-path technique.

A Study on the Development of Computer Assisted Instruction for the High School Mathematics Education - Focused on the movement of figure - (고등학교 수학과 교육을 위한 CAI 프로그램 개발연구 -도형의 이동을 중심으로-)

  • 허종호
    • Journal of the Korean School Mathematics Society
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    • v.2 no.1
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    • pp.219-229
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    • 1999
  • Nowadays the use of computer has a tendency to be being increased in classroom. Also, Many mathematics teachers are attempting to use computer efficiently in classroom. Computer has unique functions such as graphic, animation, and error correction. As graphic and animation can make the content of mathematics visible and make it easy for learners to study mathematics, it is desirable to develop the computer educational program and use it in teaching and learning mathematics. Especially, before concepts study on the unit of Figure or Function, the use of graphic or animation is efficient by being able to understand easily the content. The purpose of this thesis is to produce the computer program on the Movement of Figure in the unit of Equation of Figure which is in mathematics curriculum for the first grade of high school. In teaching and learning mathematics by use of this program, the educational effects are expected as follows: 1. It is expected that this program will stimulate the interest of learners by using animation and acoustic (sound) effect and so learners' voluntary and active thinking activity will be shown. 2. It will be helpful to form exact concept because it is possible to understand intuitively the basic concepts on the Movement of Figure by using graphic and animation. 3. It is expected that the repeated study of this program already designed will remove the fear of incomplete parts and help review them. 4. It is possible to change from teacher-centered instruction, which is the blind point of recent mathematics education, to the learner-centered instruction. However, it is necessary to realize that using the educational engineering (computer) in mathematics education cannot always cause learners to study mathematics very well and that computer cannot take the place of mathematics teacher. Accordingly, computer will be treated as aids which help learners study difficult part.

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The Study on the Work Flow of Printing Industry with the Digitization (Digital화에 따른 인쇄산업의 Work flow에 관한 연구)

  • Kim, Se-Jin;Ha, Young-Baeck;Oh, Sung-Sang;Lee, Euy-Soo
    • Journal of the Korean Graphic Arts Communication Society
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    • v.25 no.2
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    • pp.29-44
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    • 2007
  • The printing industry is getting more digitalized and integration. It has enabled the interactive information and networking from Pre-Press, Press, to the Post-Press. These are efficient management and the improved process and productivity are getting more important. Such trends improved in the functionality and automation. This paper tries to find out how technology for CIP3/4 -based process may be applied and resolved. Such subject includes the domestic and international cases regarding each manufacturer's CIP3/4 technology types. Another purpose is to emphasize on the needs to establish the environment. Under this environment, it is possible to integrate network in exchangeable form through JDF standard format after CIP3/4. Based on the data from this study, it is expected to collect further substantial data which is related to the domestic printing company's CIP 4 operation. It will be also possible to perform subsequent studies on the proper variables of the market segment. CIP4 stands for "International Cooperation for Integration of Prepress, Press and Post-press, it is an association of around forty international companies, mostly manufacturers of prepress, press and post-press, as well as suppliers and users. In this paper, we studied on the acting application of CIP4 work flow.

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The Characteristics of Black Culture Inherent in the American Casual Fashion Design (흑인 문화의 특수성을 내재한 미국의 캐주얼 패션디자인 특성)

  • Yum, Misun;Kim, Youngin
    • Journal of the Korean Society of Costume
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    • v.63 no.6
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    • pp.14-28
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    • 2013
  • This study aims to identify the elements of black culture and use it to analyze the formative characteristics of casual fashion items as well as the symbolic meanings presented in the graphic designs of the items. First of all, in order to distinguish the identity of black culture, this study made a division into racial, social, and artistic aspects based on cultural specificities of Stuart Hall, a culture theorist. This was for a theoretical review and based on this review, a theoretical framework was developed to analyze the characteristics of American casual fashion design of black people. The case study selected 1719 fashion images of 137 male brands and 33 female brands from websites of companies manufacturing casual wear of black people in America. The following is a summary of the study results. The conceptual characteristics based on specificities of black culture can be categorized into ten attributes: playfulness in order to digest human grief and emotion positively, satire of the mainstream society, spontaneity through emotional expression from the heart, abstractness of various emotions elating suffering, humor trying to express negative aspects as the meaning of light and innocent laughter, dependence with passive attitudes toward discrimination and master-slave relationships in history, resistance against discrimination and disadvantages, African orientation and primitiveness pursuing natural conditions, aggressiveness against violence and unfair treatment, and confidence and defiance against social deprivation and corruption. Based on the results of an analysis through formative classification system founded on racial, social, and artistic aspects of black people, specificities of black culture are of formative characteristics of their casual fashion design. These elements are presented on graphic t-shirts through strong colors, loose silhouette, and details with many pockets. These characteristics were reflected in symbolic meanings presented in the graphic.

A Study on the Correlation between Atypical Form Factor-based Smartphones and Display-dependent Authentication Methods (비정형 폼 팩터 기반 스마트폰과 디스플레이 의존형 사용자 인증기법의 상관관계 연구)

  • Choi, Dongmin
    • Journal of Korea Multimedia Society
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    • v.24 no.8
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    • pp.1076-1089
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    • 2021
  • Among the currently used knowledge-based authentication methods for smartphones, text and graphic-based authentication methods, such as PIN and pattern methods, use a display unit and a touch function of the display unit for input/output of secret information. Recently released smartphone form factors are trying to transform into various forms, away from the conventional bar and slate types because of the material change of the display unit used in the existing smartphone and the increased flexibility of the display unit. However, as mentioned in the study of D. Choi [1], the structural change of the display unit may directly or indirectly affect the authentication method using the display unit as the main input/output device for confidential information, resulting in unexpected security vulnerabilities. In this paper, we analyze the security vulnerabilities of the current mobile user authentication methods that is applied atypical form factor. According to the analysis results, it seems that the existing display-dependent mobile user authentication methods do not consider emerging security threats at all. Furthermore, it is easily affected by changes in the form factor of smartphones. Finally, we propose countermeasures for security vulnerabilities expected when applying conventional authentication methods to atypical form factor-based smartphones.

Comparative study on methods to improve understanding of food information between Korea and China

  • Park, So Ra;Lee, Jong Man
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.37-51
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    • 2014
  • In this study, we propose a scheme for providing the consumer of Korea and China with more effective information about the safety of the food to understand easily. Among these countries and consumers, we proposed the graphical displays to help you understand the factors disturbing to think of pesticide residues in common. In the form of a one-dimensional graphical display, whether to provide a safety-related information in the form of conventional foods character, as compared to the graph representation of the larger amounts of information than a two-dimensional character which easily measures the effect of promoting the understanding of the most appropriate information, were reviewed. As a result, in the case of Korea, text and graphs utilizing the standards of pesticide residues than the information provided in a one-dimensional form'Text + Graphics Display'to take advantage of the information provided with the relevant safety standards form the three was found that easy to show. On the other hand, Chinese, between the character and graph form with the advantage that the information providing service type information using the graphic display shown in one dimension could not see the difference between the evaluation and understanding.

컴퓨터 모니터 디자인 개발에서 인간공학 응용

  • 신명철
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.320-325
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    • 1997
  • It is very diffcult to applied ergonomics data & experiments in industrial design. At the industrial design process attempted toadoption a egonomics. But sometimes easyto use ergonomics data and at other times very hard to adopted a element into a design process. Industrial design of the essence is a sensual act. As ergonomics data is to the hardware, sois the design sense to the software. The harmony are important to hardware & software of design process. New products demand to new form. Therefore, designer neglect to ergonomics experiments for user. Anyway, ergonomics experiments & data endlessly applied to more things year after year. This paper show improved computer front design with graphic, knobs size & control panel tilt angle.

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