• Title/Summary/Keyword: 감정방향

Search Result 221, Processing Time 0.025 seconds

환경디자인 중심이 CI 개발에 관한 연구 국가공업지구 시화공업단지내 산업용재 전문유통단지 시화센터 CI개발 사례를 중심으로

  • 이경석
    • Archives of design research
    • /
    • v.11
    • /
    • pp.96-106
    • /
    • 1995
  • 산업사회의 시작과 더불어 근대기업의 탄생과 같이 생겨난 CI는 시장상황의 변화에 따라 경쟁력 강화를 위한 수단으로 실시하게 되었다. 시장환경이 점차 첨단화 ·다변화 ·다양화 ·세분화되기 시작하면서 CI또한 기업의 특성에 따라 그 양상이 달라지고 잇다. CI의 핵심인 아니덴티티란 기업이미지의 지속적 축적의 결과로 사람들이 기업에 대해 품는 감정이나 의지의 총화로서 곧 잠재매상이자 잠재자산인 것이다. 기업의 아이댄티티를 확립하기 위해서는 회사와 관련된 각종 시각물들의 체계적 통제가 필요하며 기업에 따라 시각물의 특정이 다르기 때문에 CI의 개발방향도 달라지게 된다. 시화센터는 32개동의 공구상가, 3개동의 동력상가 5개동의 철재상가와 2개동의 지원상가로 이루어진 산업용재 전문유통상가이다. 따라서 이미지의 주된 요소는 당연히 건물과 여러가지 환경물일 수밖에 없기 때문에 환경디자인 측면에서의 CI가 실시되어야 하는 것이다. 각각의 기능동을 시각적으로 구별하여 하나의 아이덴티티로 체계화하는 작업이 본 연구의 중심내용이다. 본 연구는 현장조사와 설문조사를 거쳐 환경적용에 적합한 기능적 시각체계를 개발한다.

  • PDF

Education System Construction for training of lighting specialist (조명전문가 양성을 위한 교육시스템 구축)

  • Kim, Kyeong-Sik
    • Proceedings of the KIEE Conference
    • /
    • 2008.11b
    • /
    • pp.116-118
    • /
    • 2008
  • 그동안 경제적, 기술적 사정으로 인하여 단순 밝혀주는 조명으로만 활용된 조명산업이 21C 부터는 밝기의 조정, 칼라의 조정이 병행된 감정조명의 시대가 도래하여, 주거생활 조명, 상업용 조명, 문화 공간의 조명 등에 본격적으로 도입되기 시작했다. 이에 따른 조명기술의 눈부신 발전과 조명산업의 발전이 어우러진 가운데 산업현장에는 조명 전문가의 소요가 급속히 발생되고 있는 반면에 실무형 조명전문가를 양성하는 교육기관이 턱없이 부족하여, 조명전문가 양성은 요원한 실정이다. 이에 필요한 Hareware와 Software를 구축하고, 실무형 조명전문가를 양성하고 있는 경북전문대학의 조명전문가 양성교육 시스템을 활용하여 조명전문가 양성교육 현황을 확인하고, 보다 나은 효율적인 교육시스템 구축에 필요한 그 방향을 제시하고자 한다.

  • PDF

A Study on the Use of Communication Functions in Mobile Messenger Emoticons - Focus on Line Messenger - (모바일 메신저에서 이모티콘 캐릭터를 통한 플랫폼 비즈니스 확장에 관한 연구 - 카카오 프렌즈와 라인 프렌즈를 중심으로 -)

  • Kim, Ho
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.4
    • /
    • pp.151-158
    • /
    • 2020
  • SNS on the mobile platform is an essential element and tool for communication and has become a part of life for many people. Having been accustomed to non-face-to-face communication, people today have chosen to use emoticons instead of text to express their feelings and the use of emoticons is constantly growing. This is because the emoticons in various styles of drawings and movements can evoke emotional and sentimental reactions in users and express their tastes in addition to feelings. The current study was conducted to analyze the use of initial emoticon characters released by two most leading SNS platforms in Korea--Kakao for Kakao Talk and Naver for Line--and their expansion to various platform businesses. Based on the cases of the two companies, it discussed the development and goals of Korea-made emoticons in the future as cultural contents.

A Study on Effective Facial Expression of 3D Character through Variation of Emotions (Model using Facial Anatomy) (감정변화에 따른 3D캐릭터의 표정연출에 관한 연구 (해부학적 구조 중심으로))

  • Kim, Ji-Ae
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.7
    • /
    • pp.894-903
    • /
    • 2006
  • Rapid technology growth of hardware have brought about development and expansion of various digital motion pictured information including 3-Dimension. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. 3D characters in digital motion picture take charge of the core as to communicate emotions and information to users through sounds, facial expression and characteristic motions. Concerns about 3D motion and facial expression is getting higher with extension of frequency in use and range about 3D character design. In this study, the facial expression can be used as a effective method about implicit emotions will be studied and research 3D character's facial expressions and muscles movement which are based on human anatomy and then try to find effective method of facial expression. Finally, also, study the difference and distinguishing between 2D and 3D character through the preceding study what I have researched before.

  • PDF

A study on the similarities between folk painting and illustration(Concentrating on functions and roles, molding specificity) (민화와 일러스트레이션의 유사성 연구(기능과 역할, 조형특성을 중심으로))

  • 유동관
    • Archives of design research
    • /
    • v.15 no.4
    • /
    • pp.111-120
    • /
    • 2002
  • Folk paintings influence the lifestyle of the general public, and is visible practical communication presenting emotion, feelings and phenomenon through various functions and aesthetic molding specificity. Illustration as a medium for conveying information in modern society is time communication forming time circumstance based on a creative image, becoming an importance in the means of molding an active information society. Folk paintings and illustration express the subject of various kinds of stories of surroundings of daily lives ironically, humorously and symbolically, convey it in an accurate and detailed way in the various use of color and shape representation, and have a similar specificity as the general public's art influencing the society, culture, and environment, the general public's emotion and feelings of that time. The current research is to suggest the possibility and direction of Korean image representation in illustration by analyzing folk painting and illustration characters based on social, cultural function and role and molding specificity.

  • PDF

Analysis of the Impact of Motion Recognition Sensor on Mobile Game by Compare Valuation Experiment (비교평가 실험으로 동작인식센서가 모바일게임에 미치는 영향분석)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.63-72
    • /
    • 2009
  • I-phone presented a new mobile control type by the introducing motion recognition sensor and that influenced on game application development so that led a lot of games using kinds of sensors. In this paper, we divided the game enjoyment into 5 factors for the embodiment of the sensor's influence direction on the enjoyment. We experimented two game, which have same content, different devices in using motion recognition sensor or not for clarifying the distinction between devices. As a experiment source game, we used Cooking Mama, as a experimental device, we used I-pod touch and NDS. This experiment shows a motion recognition sensor control's enjoyment is far superior to touch sensor. This sensor got high marks on every fun factors, stimulus, absorption, empathy, accomplishment and variation. Especially, stimulus and empathy showed great differences. In this case, we found the fact that extended communication between the gamer and the device can be fun.

  • PDF

Music Therapy Students' Experience as a Supervisee in Peer Supervision (음악치료 전공생의 동료 수퍼비전에서 수퍼바이지로서의 경험)

  • Lee, Yeon Mee;Suh, Eun Sil
    • Journal of Music and Human Behavior
    • /
    • v.11 no.2
    • /
    • pp.41-57
    • /
    • 2014
  • The purpose of this study was to analyze music therapy students' experience of peer supervision as supervisee. A total of 17 participants in a university in Seoul, participated two times in structured dyadic peer supervision with a different student. In-depth, semi-structured interviews with the students were conducted and content analysis was used for analyzing the data. The results showed that peer supervision was recognized as an important technique as students experienced an accepting and supportive emotional climate that increased their motivation in terms of their professional growth. However, the students also experienced anxiety and dissatisfaction when they could not get a definitive answer from their peer or their peer could not solve their problem. The structure of peer supervision could help the participants by facilitating the process, providing directions, and promoting interaction between peer. This study is significant that it provides actual content in music therapy students' experiences as a supervisee, and enables students to apply peer supervision to their professional growth.

Business Failure: Overview and Research Trend (사업실패에 관한 국내외 연구동향)

  • Bae, Tae Jun;Choi, Yun Hyeong
    • Korean small business review
    • /
    • v.42 no.3
    • /
    • pp.43-75
    • /
    • 2020
  • The main purpose of this study is to analyze research trend of 'business failure' from academic papers published in Asia Pacific Journal of Small Business. In this review, first, we reviewed research trend of failure, published in academic journals at abroad, explored the major topics, and set forth the framework of classification. Second, we selected and analyzed 16 Korean articles in a refined search from total 1,060 articles published in Asia Pacific Journal of Small Business from 1979 to 2019. Third, in order to understand overall research trend in Korea, additional publication search was done by online database system using keywords, and 24 other articles were selected. As a result, five research themes were identified and analyzed: (1) bankruptcy prediction, (2) emotion before and after failure, (3) costs of failure, (4) causes of failure, and (5) reentry determinants. We believe that this purposed review will offer future research issues regarding business failure.

Simulation and Examination for DFB Lasers with Grating Phase of π/2 on One Mirror Face (한쪽 거울면의 격자 위상이 π/2인 DFB 레이저의 시뮬레이션과 검정)

  • Kwon, Kee-Young
    • Journal of Software Assessment and Valuation
    • /
    • v.15 no.2
    • /
    • pp.101-109
    • /
    • 2019
  • Lasers for optical broadband communication systems should have excellent frequency selectivity and modal stability. DFB(Distributed Feedback) lasers have low lasing frequency shift during high speed current modulation. In this paper, I have developed a simulation software and analysed threshold gain and lasing frequency of a lasing mode in longitudinal direction of an 1.55um DFB laser with two mirrors and without anti-reflection coatings, that have both an index- and gain-gratings. The grating phase on a left mirror face is fixed as π/2 and the grating phase on a right mirror face is varied. As the phases of the index and gain gratings on the right mirror facet are π and 0, κL should be in the range of 2~6 in order to enhance the frequency stability. In order to reduce the threshold current of a lasing mode, κL should be greater than 8, regardless of the grating phases on the mirror faces.

Simulation and Examination for Beam Profile of DFB Laser (DFB 레이저의 빔 분포 시뮬레이션과 검정)

  • Kwon, Kee-Young;Ki, Jang-Geun
    • Journal of Software Assessment and Valuation
    • /
    • v.15 no.1
    • /
    • pp.71-78
    • /
    • 2019
  • Lasers for optical broadband communication systems should have excellent frequency selectivity and modal stability. DFB lasers have low lasing frequency shift during high speed current modulation. In this paper, we have developed a simulation software and analysed beam profiles of a lasing mode in longitudinal direction of an 1.55um DFB laser with two mirrors and without anti-reflection coatings, that have both an index- and gain-gratings. As the phases of the index and gain gratings on the mirror faces are varied, the beam profiles |R(z)| and |S(z)| of the lasing mode with the emitted power ratio Pl/pr are analysed and examined. In order to reduce the threshold current of a lasing mode and enhance the frequency stability, κL should be greater than 8, regardless of the grating phases on the mirror faces.