• Title/Summary/Keyword: 'Form drawing'

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Using the Innovation and Technology Adoption Attributes as Predictors of Digital Contents Gift Giving -Focused on Mobile Coupon- (혁신성과 기술 수용 특성이 디지털 콘텐츠 선물 행위에 미치는 영향에 관한 연구 -모바일 쿠폰을 중심으로-)

  • Lee, Han-Suk
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.356-365
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    • 2013
  • As a form of reciprocity or exchange, gift giving is one of the processes that integrate a society. There has been a long history of research on gift giving behavior in the communication area. Recently with the advent of digital environment, digital contents gift giving behavior became a prevalent social custom. But there has been little research of an individual consumer's consumption behavior of digital contents gift giving. Drawing on the innovation theory, technology acceptance model, and gift giving literature, the author take a quantitative approach to the effect of innovation attributes on mobile coupon gift giving behavior. The result showed that innovation attribute did positive influence to mobile coupon gift giving behavior. Furthermore, consumer innovation attribute moderate in the relationship between product innovation and mobile gift giving attitude.

Madness images shown in editorial fashion photographs in Vogue Italia since 2000 (2000년 이후 보그 이탈리아 에디토리얼 패션 사진에 나타난 광기이미지)

  • Lee, Chaiyoung;Ha, Jisoo
    • The Research Journal of the Costume Culture
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    • v.22 no.3
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    • pp.450-467
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    • 2014
  • Modern society attaches great important to state of the technology, but, unconscious desire and subconscious are also discussed in an important value. In the social background of such madness is acting as an artistic inspirational to the many people. At such a time, fashion photographs also being used medium which speak for people's desire. Editorial fashion photographs with unusual stories or including experimental visual elements unlike fashion advertising have increasing. The subject of this study is the formative characteristics in recognition of madness from ancient times until now and find out new meaning of the unusual and informal form of editorial fashion photographs showed in Vogue Italia since 2000. The analysis data of this study, we used 36 photographs of editorial fashion photographs taken by Steven Meisel, Tim Walker and Miles Aldriege. The final process of analysis made in with agreement of 10 major people. We used photograph's basic visual elements as analysis to avoid arbitrary interpretations. The content of this study is drawing in editorial fashion photographs from the viewpoint of Michael Foucault's Madness theory, Deleuze and Felix Guattari's Madness as the aspects of desire. The madness images in the editorial fashion photographs were showed as Decadence, Blindness, Violence and Grotesque based on the analysis results from above. The formative characteristics of editorial fashion photographs enabled the awareness on the value and importance of madness in modern society. These editorial fashion photographs can be the source of our wider perspectives for changing recognition of madness.

A study on the current status and development of color education programs as lifelong education (평생교육으로서의 색채교육 프로그램 현황 및 개발 방향 연구)

  • Kim, Jae Hee;Kim, Mun Young
    • The Research Journal of the Costume Culture
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    • v.28 no.3
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    • pp.376-388
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    • 2020
  • The purpose of this study was to analyze the current status and contents of color-related education programs as lifelong education and to determine the necessity of color education and directions for future development. The findings of this study, first show that the general welfare center, which is striving to develop abilities and promote welfare, was opened mainly for professional education, rather than hobby-oriented education. Accordingly, pricing was set at a lower level than the three institutions and centers, but without a variety of programs or hobby-oriented courses. Second, as the purpose of the set-up is to be established, the general welfare center should be considered an area for hobbies along with expertise, and various courses should be opened. Although the department store's cultural center focused on programs for cultural and leisure use and promotion, it is necessary to extend the program to attempt to approach it in a short-term process rather than a one-time class. The lifelong education center established as a subsidiary of the university' was opened as an area for of painting such as oil painting and watercolor and drawing which have much in common school should learn and start basic theory and practice, so there was much difference. Third, if it is changed to a developed form of color-oriented education according to the purpose of each center and institution presented in the results of this research, a good response will be possible to further improve the quality of life and develop professionalism and creativity.

Cartoon Character Rendering based on Shading Capture of Concept Drawing (원화의 음영 캡쳐 기반 카툰 캐릭터 렌더링)

  • Byun, Hae-Won;Jung, Hye-Moon
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.1082-1093
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    • 2011
  • Traditional rendering of cartoon character cannot revive the feeling of concept drawings properly. In this paper, we propose capture technology to get toon shading model from the concept drawings and with this technique, we provide a new novel system to render 3D cartoon character. Benefits of this system is to cartoonize the 3D character according to saliency to emphasize the form of 3D character and further support the sketch-based user interface for artists to edit shading by post-production. For this, we generate texture automatically by RGB color sorting algorithm to analyze color distribution and rates of selected region. In the cartoon rendering process, we use saliency as a measure to determine visual importance of each area of 3d mesh and we provide a novel cartoon rendering algorithm based on the saliency of 3D mesh. For the fine adjustments of shading style, we propose a user interface that allow the artists to freely add and delete shading to a 3D model. Finally, this paper shows the usefulness of the proposed system through user evaluation.

Implementation of an Interactive Advertising platform Using the Kinect (Kinect를 이용한 Interactive 광고 플랫폼 구현)

  • Kim, Kyung-hyun;Lee, Ki-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.89-92
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    • 2013
  • South Korea's advertising market in 2012, growing at a standard 10 trillion, but most advertising is in the form of one-way communication by advertisers. In this paper, at the time they are attracting the interest of consumers, more recent placement by Facebook or Youtube propose an advertising platform using the Kinect motion-sensitive controller that can communicate with consumers. In the proposed platform, by the simple enjoyment of the game accept ads without resistance, and can deliver content more effectively than advertising indirectly passing. Had occurred in the existing Windows forms drawing problem was solved by using the XNA game engine using the Facebook API was designed so that it can be integrated with SNS.The scored elements to attract the interest of the users with the introduction of the ranking system and the user's face image to extract added to the story line, and increased immersive.

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A Knowledge-based System for Analyzing Sophisticated Geometric Structure of Document Images (문서 영상의 정교한 기하적 구조분석을 위한 지식베이스 시스템)

  • Lee, Kyong-Ho;Choy, Yoon-Chul;Cho, Sung-Bae
    • Journal of KIISE:Software and Applications
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    • v.28 no.11
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    • pp.795-813
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    • 2001
  • Sophisticated geometric structure analysis must be preceded to create electronic document from logical components extracted from document image. this paper presents a knowledge-based method for sophisticated geometric structure analysis of technical journal pages. The proposed knowledge base encodes geometric characteristics that are not only common in technical journals but also publication-specific in the form rules. The method takes the hybrid of top-down and bottom-up techniques and consists of two phases: region segmentation and identification. Generally, the result of segmentation process does not have a one-to-one matching with composite layout components. Therefore, the proposed method identifies non-text objects such as image, drawing and table, as well as text objects such as text line and equation by splitting or grouping segmented regions into composite layout components. Experimental results with 372 images scanned from the IEEE Transactions on Pattern Analysis and Machine Intelligence show that the proposed method has performed geometrical structure analysis successfully on more than 99% of the test images, resulting in sophisticated performance compared with previous works.

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A Study on the Shape of the Portrait of King Taejo Using Digital Restoration (디지털 복원을 통한 태조어진太祖御眞의 형태 고찰)

  • Kwak, Eun Gyung;Sohn, Theo;Yi, Hyeon Ju
    • Journal of Conservation Science
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    • v.32 no.1
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    • pp.51-61
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    • 2016
  • 'Eojin', king's portraits, had been produced during the Joseon dynasty. The portrait of King Taejo, the founder of the Joseon dynasty, remain at National Palace Museum of Korea and Gyeonggijeon portrait hall in Jeonju and Junwonjeon portrait hall in North Korea that has been recorded in original glass plate photo in 1911. Many replica of Eojin have been made since it is important to preserve and protect original one. In this study, the portrait of King Taejo, which is possessed by National Palace Museum of Korea, was researched for making replication standard version of the original form. It was focused on derivations of each artefacts and drawing lines those had been described on the picture including comparison among three portraits of King Taejo. Producing the replication standard version of King Taejo's portrait, the digital restoration techniques by the method of partition area scanning was applied. Accurate and precise detail result that is taken by digital imaging technique gives additional information regarding the relations among three portraits of King Taejo.

Risk Assessment of Agricultural Construction Works using Accident Analysis and Analytic Hierarchy Process (재해분석을 통한 농업토목공사의 공종별 위험성 평가)

  • Yang, Young Jin;Oh, Sue Hoon;Noh, Jae Kyoung
    • Journal of The Korean Society of Agricultural Engineers
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    • v.60 no.4
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    • pp.15-25
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    • 2018
  • The accident risk at the construction workplace associated with agricultural engineering is comparatively higher than those of other fields due mainly to its complex work types and processes. Agricultural engineering deals with a variety of agricultural infrastructures from irrigation and drainage facilities to giant-scale coastal reclamation land infrastructures. The characteristics that most agricultural projects have conducted on a small-scale even worsen the situation drawing low attentions to risk management. Therefore, systematical risk assessment that focuses on details of agricultural construction work process is required in order to enhance safety management capacity and to prevent repetitive accidents ultimately. This study aims to categorize construction work types and processes of agricultural construction works, and to quantitatively assess the accident risk of them based on accident analysis. Regarding classification of construction works, actual 827 accident cases were thoroughly reviewed and coded by their construction site, facility and work type, project scale and so on. Most accidents (71.8 % of total cases) occurred in small-scale construction workplaces with less than 5 billion Korean won project budget. And those accidents related to agricultural infrastructure project (37.4%) and agricultural water development project (22.4%). In terms of work types, accidents frequently took place in form-work followed by pipe installation work, steel bar work and concrete work. The potential risks were compared with actual outbreak of accidents based on Analytic Hierarchy Process (AHP). The results show that the potential conditions of accident expected to be took place is somewhat different from the actual conditions where accidents actually happened. This implicates that risk management manuals or education needs to be adjusted by reflecting unexpected circumstances. Overall, this study is meaningful in that the results could be foundations as to strengthen risk management capacity for agricultural engineering projects.

A Design of AI Middleware for Making Interactive Animation Characters (인터랙티브한 애니메이션 캐릭터 제작을 위한 인공지능 미들웨어 설계)

  • Lee, Seung-Sub;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.91-101
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    • 2008
  • Most designers use professional 3D animation tools such as 3DS MAX to manually create animation. This manual method requires a great deal of time and efforts, and does not allow animation characters to interact with one another. In this paper, we design an AI middleware of form as 3DS MAX plug-in to solve these issues. We present an AI expression structure and internal processing method for this middleware, and the method for creating AI character's structure. It creates AI character's structure by drawing figures and lines for representing AI elements. For experiment, we have produced same animations with the traditional method and our method, and measured the task volume in both methods. This result verifies that the task volume is similar or higher than the traditional method in small-scale tasks, but up to 43% of the task volume is reduced in large-scale tasks. Using the method proposed in this paper, we see that characters in an animation interact each other, and task volume in large-scale tasks are reduced.

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The Effects of Didactic Mode of Instruction on the Comprehension among Different Hemispheric Groups and Sex Groups (아동의 두뇌정보처리양식 및 성별에 따른 학습이해도 차이 - 언어중심적 교수법을 사용하여 -)

  • Suh, Young Sook
    • Korean Journal of Child Studies
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    • v.6 no.2
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    • pp.21-33
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    • 1985
  • This study was conducted to ascertain whether a didactic mode of instruction, favored students who indicated a preference for left hemispheric information processing. The subjects were 50 fifth grade students whose California Achievement Test score percentile ranks were between 50 - 80. They were randomly selected from one elementary school in Chapel Hill, NC, USA. All Ss completed the Form CC of "Your Style of Learning and Thinking" (Torrance and McCarthy, 1980) which is a paper/pencil inventory designed to categorize the subjects according to their hemispheric preference for processing information; right hemisphere, left hemisphere, and integrated. Then all Ss received a didactic mode of instruction, a verbal question/answer followed by teacher's reading of a fictional animal story, "The Chinese Bee-eater". After completion of instruction, the Ss were asked to respond to eighteen open-ended questions about the animal. Eight of the 50 subjects were found to fall into the right hemisphere style of information processing group; fourteen into left; and fourteen into integrated. The remaining fourteen could not be assigned to either of these three categories and were not included in the analysis of the results. the mean scores of the comprehensive test among hemispheric groups and among sex groups. A two way analysis of variance also presented no significant differences among the hemispheric preference combined by sex groups. These results failed to prove the research hypothesis that students who indicate a preference for left hemispheric information processing will have higher scores on a comprehensive test after receiving a didactic mode of instruction, the so-called left style of instruction. Some limits in research process and conceptual confusion about hemisphericity were discussed. Finally, it was suggested that educators need to be more careful in drawing educational implications from neurological hemispheric research.

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