• Title/Summary/Keyword: 그래픽 특성

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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.

Study on the Enhancement of the Functionality of Construction Graphical Simulation System (건설 그래픽 시뮬레이션 시스템의 기능개선에 관한 연구)

  • Kim Yeong-Hwan;Seo Jong-Won
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2004.11a
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    • pp.543-547
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    • 2004
  • Visualization of construction process simulation and physical modeling were considered to overcome the limitations of current graphical simulation. The output of discrete-event simulation programs which are the most common mathematical statistical simulation tool for construction processes were analyzed for the visualization of earthmoving process that dealing with objects without fixed. Object-oriented models for equipment, material and work environments were devised to effectively visualize the numerical simulation results of the working time, the queuing time as well as the amount resources etc. The oscillation of the crane's cable and the lifted material that should be considered to rationally modeled and simulated by construction graphical simulation. The derived equation of motion was solved by numerical analysis procedure. Then obtained results was used for physical modeling.

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A Method for Efficient Game Graphic Education Applied the MOD Type Game (MOD형 게임을 적용한 효율적인 게임그래픽 교육 방안)

  • Kim, Jong-Koo;Jung, Kwang-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.1037-1040
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    • 2009
  • 본 논문에서는 게임그래픽 교육의 차별화를 위한 학습도구의 하나로 MOD형 게임을 이용한 학습방법을 도입하였다. MOD형 게임이란 수정 변형(Modification)이 가능한 게임이란 의미로, 그래픽 학습자들이 직접 작업한 소스를 게임에 적용해 볼 수 있는 기능을 제공하는 소프트웨어로 게임 그래픽의 특성을 이해하는데 필요한 실질적인 경험을 제공할 수 있다. MOD형 게임의 활용은 기존의 추상적 개념의 이론적 학습에서 불가능했던 실제적이고 구체적인 적용을 기반으로 하고 있기 때문에, 학습 효과와 게임그래픽 교육 방식과의 차별화를 가져온다.

The Effect of Physics Instruction Using Infographics Based on Visual Thinking in High School (고등학교에서 시각적 사고에 기반한 인포그래픽 활용 물리 수업의 효과)

  • Noh, Sang Mi;Son, Jeongwoo
    • Journal of The Korean Association For Science Education
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    • v.35 no.3
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    • pp.477-485
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    • 2015
  • In this study, we tried to find the effects of carrying out infographics instruction based on visual thinking with the infographics materials presented in physics textbooks targeting specialized vocational high school students. Thus, 60 students were divided into the experimental group and the control group, the experimental group had 25 classes composed of 'infographics concept formation, infographics understanding activity, and infographics configuration activity', on the other hand, the control group were instructed by lecture-type class. The results of this study are as follows: First, features of the infographics created by the students include changes in types of presentation from 'simple arrangement' to 'simple reconfiguration' and from 'illustration' to 'comparative analysis', which were made by the visual thinking of the students activated in accordance with the increase of their configuration times. Second, instruction by using infographics, visual thinking significantly improved in the level of understanding, visibility, usability, and communicability. Third, after instruction using infographics, the mean score of the experimental group's achievement significantly improved. Fourth, there was a significant improvement in the area of 'normality of scientist, attitude on scientific inquiry, and scientific attitude' in the test of attitudes toward science. From the analysis results, we could conclude that instruction using infographics enhance students' understanding of scientific concepts and communication capability by improving visual thinking abilities, which have a positive impact on academic achievement and attitudes toward science.

The Direction of Infographics Design of Election Results by Deriving Design Factors -Focused on infographics design of the 21st national assembly election results- (디자인 속성지표 도출을 통한 선거 결과 인포그래픽 디자인 방향 -제21대 국회의원 선거 결과 인포그래픽 디자인을 중심으로-)

  • Kim, Sun-Ah
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.267-274
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    • 2021
  • The purpose of this study is to derive design factors to provide inclusive information without encouraging the division of region and ideology, and to present the prospects of election result infographics design through evaluation and interpretation of the based design factors. First, the methods and results of the study identify the characteristics of infographics design through theoretical considerations to confirm the importance of visualizing data, and the case study of infographics design as the main flow is cathogram-style design using various forms of digital interaction. Second, the 21 st National Assembly election of Korea resulted in the response to infographics design and evaluated and analyzed the suitability of design factors through surveys and expert interview for five designs selected (suitable for purpose, convenient, aesthetic, easy of understanding, and public concern). In conclusion, it is predicted that the election results infographics design will evolve to offset regional and ideological division by providing inclusive information tailored to consumer needs by providing different types of infographics designs that meet basic objectives and functions.

A Study on the Flexible Application of Ethnographic User Research according to characteristic variables of Design Project (디자인 프로젝트의 특성에 따른 가변적 에쓰노그래픽 리서치 활용에 관한 연구)

  • 김현정;이건표
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.18-19
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    • 2000
  • 인간 중심의 디자인을 노력의 일환으로 최근 여러 디자인 프로젝트에서 에쓰노그래픽 사용자 리서치의 방법을 적용하고 있다. 에쓰노그래픽 리서치 방법의 정수는 디자인 될 결과물 지향에서 벗어나, 현장에서 사용자가 실제로 무엇을 하는가에 대한 사람들의 경험에 리서치의 초점을 맞추는 것이라고 할 수 있을 것이다. (중략)

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A Study on the Modularization Process of Graphic Building in Game Background (게임 배경 그래픽 건축물 모듈화 프로세스 연구)

  • Shin, Su-jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.609-610
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    • 2022
  • 본 논문에서는 게임 배경 그래픽 중 건축 구조물의 특성에 따른 건축물 모듈화 작업이 배경 그래픽 제작 통일성과 효율성에 주는 영향을 알아보고 향후 효과적인 건축물 제작 프로세스 연구의 방향을 제시한다.

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Method of Motion Graphic Design Approach from Postmodern Point of View (포스트모던적 관점에서 본 모션그래픽 디자인 접근 방안)

  • Kim Gyo-Wan;Hong Su-Jung
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.124-131
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    • 2006
  • Motion graphic is also developing into its own genre in graphic design by establishing individual industrial fields. images and graphics but also recognize even motions and sounds as communication elements delivering a message. Nevertheless, web communication designers have yet to experimentally test the visual motion priniciples or the audio sound expressions in terms of technology. If the dance are used, they may be new communication approaches in the age of multi-media, which allows for communication of visual and audio information or images. With such conceptions in mind, this study was aimed at reviewing the structural relationship between visual motion principles of the kinetic and the sound images to combine the audio and video effects. To this end, the basic structure of dance and music were substituted into the dance to determine their relevancy, and thereupon, examine the effective sound expression methods and techniques depending on movements of the objects in the monitor. Thus, this study, by inquiring into the uniqueness of choreography in motion graphic, presents the possibility of limitless expression of designer creation and inner world, and the ultimate goal lies in assuring the artistic value of motion graphic and its position as a synthetic art.

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Analysis on Memory Characteristics of Graphics Processing Units for Designing Memory System of General-Purpose Computing on Graphics Processing Units (범용 그래픽 처리 장치의 메모리 설계를 위한 그래픽 처리 장치의 메모리 특성 분석)

  • Choi, Hongjun;Kim, Cheolhong
    • Smart Media Journal
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    • v.3 no.1
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    • pp.33-38
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    • 2014
  • Even though the performance of microprocessor is improved continuously, the performance improvement of computing system becomes hard to increase, in order to some drawbacks including increased power consumption. To solve the problem, general-purpose computing on graphics processing units(GPGPUs), which execute general-purpose applications by using specialized parallel-processing device representing graphics processing units(GPUs), have been focused. However, the characteristics of applications related with graphics is substantially different from the characteristics of general-purpose applications. Therefore, GPUs cannot exploit the outstanding computational resources sufficiently due to various constraints, when they execute general-purpose applications. When designing GPUs for GPGPU, memory system is important to effectively exploit the GPUs since typically general-purpose applications requires more memory accesses than graphics applications. Especially, external memory access requiring long latency impose a big overhead on the performance of GPUs. Therefore, the GPU performance must be improved if hierarchical memory architecture which can reduce the number of external memory access is applied. For this reason, we will investigate the analysis of GPU performance according to hierarchical cache architectures in executing various benchmarks.

Effective Graphic Input Method Using Multi-Resolution under the Limited Mobile Phone Environment (제한적인 휴대 전화 입력 환경에서 다중 해상도를 이용한 효율적인 그래픽 입력 방법)

  • Park Hyung-Keun;Lee Yill-Byung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.169-172
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    • 2006
  • 현재 널리 사용되고 있는 모바일 기기에서는 대부분 텍스트 위주의 메모 기능이 지원되고 있다. 특히 스타일러스 펜을 입력 도구로 사용하는 PDA(Personal Digital Assistant)와 같은 모바일 기기에서는 텍스트뿐만 아니라 그래픽 환경에서 드로잉을 이용한 메모 기능도 지원되고 있다. 그러나 기기의 특성상 제약이 많아 키패드를 주 입력 수단으로 사용할 수밖에 없는 모바일 기기에서는 이러한 방식의 그래픽 메모는 현실적으로 거의 불가능하여 일반적으로 지원되지 않고 있다. 그래픽 메모의 기능이 지원된다고 하더라도, 제한된 입력 환경에서 필요한 좌표 값의 입력을 위해 방향키를 이용하여 픽셀 단위로 포커스를 이동시키는 방법은 직관성을 보장할 수 있으나 그 속도가 매우 느려 실제 활용이 불가능하다. 반면, 필요한 좌표 값을 직접 키패드로 입력하여 그리는 경우에는 메모 시간은 상대적으로 감소할 수 있으나 그래픽 메모 시 그리고자 하는 형태에 대해 직관성을 확보할 수 없다. 이러한 한계점들을 극복하고 문제점들을 개선하여 휴대 전화와 같이 극히 제한된 환경에서 키패드를 주 입력 장치로 사용할 수밖에 없는 모바일 기기에서도 많은 장점을 지니고 있는 그래픽 메모를 보다 효과적으로 사용할 수 있도록, 본 논문에서는 다중 해상도를 이용한 입력 방법을 제안하고, 그 적용 가능성을 고찰하였다.

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