• Title/Summary/Keyword: 디자인 게임

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A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.733-739
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    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.

Case Study of Ancient City Wall Renewal in Gongju, a Historic Cultural City (역사문화도시 공주의 고도담장정비 사례 연구)

  • Ohn, Hyoungkeun
    • Korean Journal of Heritage: History & Science
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    • v.53 no.2
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    • pp.254-269
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    • 2020
  • The purpose of this study is to propose guidance for wall renewal that is appropriate for an ancient city wall through application of advanced research and theories in wall design. It is a streetscape improvement project which forms part of the "Ancient City Image Finding Project". Study methods consist of advanced research classification, wall design theory contemplation, and analysis of the significance of designated ancient city areas and the "Ancient City Image Finding Project" status. Based on these methods, case study candidates were selected, case status and problems were identified, and improvement proposals were analyzed by comparing various features. Advanced wall research was classified into six categories including analysis of wall characteristics; wall design principle applications; wall structure, color, shape, and application; modern reinterpretation; palace walls; and house, temple, and village walls. The wall is an element of the streetscape improvement component of the "Ancient City Image Finding Project", with the characteristic of providing preceding experience in visual and cognitive awareness than interior structure. Case candidates for ancient city wall improvement are based on the composition distribution of the special conservation district in each ancient city as well as the conservation promotion district. Ultimately, the surrounding village of Gongju-si Geumseong-Dong Songsanri-gil, adjacent to the Royal Tomb of King Muryeong, was selected as the candidate. The "Ancient City Image Finding Project" of the surrounding village of Gongju-si Geumseong-Dong Songsanri-gil began with new Hanok construction. However, wall maintenance did not begin concurrently with that new Hanok construction. Support and maintenance took place afterwards as an exterior maintenance project for roadside structures. If the Hanok and wall were evaluated and constructed at the same time, the wall would have been built in unison with the size and design of the Hanok. The layout of the main building and wall of the Hanok is deemed to be a structure that is closed tightly because of its spatial proximity and tall height. Songsan-ri-gil's wall design should create a calm, subtle, and peaceful atmosphere with shapes, colors, and materials that express ancient city characteristics, but it is in an awkward position due to its sharpness and narrowness. The cause of the problem at Gongju-si Geumseong-dong Songsanri-gil, the case candidate, is that it is lacking significantly in terms of the aesthetic factors that traditional walls should possess. First, aesthetic consciousness seems to have disappeared during the selection and application process of the wall's natural materials. Second, the level of completion in design and harmony is absent. Maintenance guidance after analyzing the cause of problems in ancient city wall maintenance at Gongju-si Geumseong-dong Songsanri-gil, the subject area of research, is as follows: First, the Hanok design and layout of the wall and main gate should be reviewed simultaneously. Second, the one-sided use of natural stone wall in the Hanok wall design should be reexamined. Third, a permanent system to coordinate the opinions of citizens and experts during the planning and design phases should be employed. Fourth and finally, the Hanok's individuality shall be collectivized and its value as a cultural asset representing the identity of the community shall be increased.

The Aesthetic Characteristics of Balenciaga Designed by Nicolas Ghesquiere (니콜라스 게스키에르에 대한 발렌시아가 디자인의 미적특성)

  • Kim, Sun-Young
    • Journal of the Korean Society of Costume
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    • v.57 no.5 s.114
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    • pp.45-57
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    • 2007
  • This study is on the aesthetic characteristics of Balenciaga design succeeded to by Nicolas Ghesquiere, and tried to understand his pursuing brand's new design concept and aesthetics. The three key characteristics of Balenciaga designed by Nicolas Ghesquiere are Retrospecitvness, Eclecticism, Deconstruciton. First, Balenciaga looks retrospective sense through reinterpreting tradition. Nicolas created a new sense of expression by mixing his proper instinct with Balenciaga's original properties, historical components of the past western dress, and various design elements of assistants who used to work in Balenciaga. Second, Balenciaga expresses uncertain meaning by compromising between contrast and synthesis among the past and the future, the males and the females, simple and ornament, or different styles. Third, Nicolas's experimental and outsider-oriented view of Deconstruction through reorienting of thought is considered a try for a new formative concept as a designer who is not limited by general rules.

종합병원 소아환자복의 사용 실태 및 문제점에 대한 연구

  • 서동애;천종숙;김인숙
    • Proceedings of the ESK Conference
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    • 1996.10a
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    • pp.97-102
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    • 1996
  • 본 연구는 서울의 20개 종합병원과 220명의 소아환자를 대상으로 소아 환자용 환자복의 사 9용 실태 및 문제점을 파악하여소아환자가 보편적으로 착용할 수 있는 소아환자복의 설계를 위한 기초 자료를 수집하고자 실시되었다. 조사결과 종합병원에서 제공하는 소아환자복은 대부분 성인용 환자복과 유사한 형태와 색상을 제공하였다. 소아환자복의 착용 여부 조사결과 환자복은 상의가 하의보다 착용율이 높았으며, 12세 이하에서 연령이 높아질수록 착용율이 높 게나타났다. 현재 사용하고 있는 환자복에 대하여, 치수 불만족과 착탈의 불편이 가장 큰 문 제점으로 지적되었다. 소아환자복에서 중요시되어야 할 점으로 치수, 청결성, 보온성, 촉감, 디자인의 순으로 나타났다. 이상의 연구 결과는 소아환자들의 신체 성장에 따른 체형의 다양 성을 만족시킬 수 있는 환자복의 치수 및 기능성이 향상된 형태의 소아환자복이 필요한 것으로 나타났으며, 소아환자들은 성인용 환자복과는 차별화된 형태및 직물의 특성을 갖춘 새로운 디 자인의 개선이 요구됨을 시사한다.

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An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony (게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로)

  • Ahn, Ho-Sung;Kim, Jai-Beom;Seo, Heung-Kyo;Oh, Hye-Won
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.467-476
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    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

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Virtual Marionette Simulation Using Haptic Interfaces (햅틱 인터페이스 기반의 가상 마리오넷 시뮬레이션)

  • Kim, Su-Jeong;Zhang, Xin-Yu;Kim, Young-J.
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.4
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    • pp.39-44
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    • 2005
  • 인터랙티브 컴퓨터 게임과 컴퓨터 애니메이션에서, 유관절체의 움직임을 직관적으로 제어하도록 하는 것은 어려운 문제로 인식되고 있다. 이런 분야에서는 대부분 움직임의 대상이 되는 캐릭터가 많은 관절로 연결되어 있는데, 이때 각 관절을 사용자의 의도대로 쉽게 조종할 수 있도록 해주는 인터페이스를 디자인하기가 어렵기 때문이다. 본 논문에서는 자유도(DOF)가 높은 캐릭터의 움직임을 제어하기 위해 오랫동안 인형극에서 사용되고 있는 마리오넷 조종 기법[5]을 응용한 마리오넷 시스템을 제안하고자 한다. 우리는 가상 마리오넷 시스템을 물리기반 모델링과 햅틱 인터페이스를 기반으로 구현하였고, 이 시스템을 통해 높은 자유도를 가지는 유관절체 캐릭터의 복잡한 움직임을 쉽게 생성해낼 수 있었다. 그리고 사용자에게 햅틱 포스 피드백을 줌으로써 더욱 정교한 마리오넷을 조작이 가능하도록 하였다. 이 시스템을 일반적인 유관절체에 적용한다면 다양한 움직임을 쉽고 빠르게 생성할 수 있을 것이다.

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A Study on a village settlement adjustment planning by residents' planning participation (주민(住民)의 계획참가(計劃參加)에 의한 마을정비계획(整備計劃)에 관한 연구(硏究) - 일본(日本) 정강현(靜岡縣) 부사궁시(富士宮市) 마견총지구(馬見塚地區)의 사례(事例) -)

  • Jang, Taek-Ju;GAWAJIMA, Masaaki;OGIHARA, Masamitu
    • Journal of the Korean Institute of Rural Architecture
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    • v.1 no.1
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    • pp.41-52
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    • 1999
  • This study is based on the characteristics of the planning process and planning methods for a village settlement adjustment plan by means of direct community participation using the adversary system. The main idea is to make well-living village with the help of specialist after village people observe their own village and think "What kind of problem is there?", "What solution for these problems do we need?", "How do we make well-living area?".

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Hierarchical Verification Methodology of Discrete Event Systems (이산사건 시스템의 계층적 검증방법론)

  • Song, Hae-Sang;Lee, Wan-Bok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.5
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    • pp.1029-1036
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    • 2007
  • State explosion is a well-known problem that impedes analysis md testing of discrete event systems, thus making the verification of large systems intrinsically difficult job. This paper suggests a hierarchical verification methodology of untimed DEVS model which can alleviate the state explosion problem. The method is a repetitive procedure of designing and verifying between the upper level and the lower level models abstracting away the unnecessary information with respect to a given verification task. A small example was employed to show our suggested method in detail.

UML 2.0 Extension for the Modeling of Security Requirements (보안 요구사항 모델링을 위한 UML 2.0 확장)

  • Cho, Do-Hyung;Joo, Kyung-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.1001-1004
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    • 2010
  • 보안은 비즈니스 성능에 있어 결정적인 문제점이지만 대게 보안은 비즈니스 프로세스 정의 후에 고려된다. 많은 보안 요구사항은 비즈니스 업무 레벨에 표현될 수 있다. 비즈니스 업무 모델은 그들이 소프트웨어 디자인과 창조를 위해 필요한 요구사항을 잡아낼 수 있기 때문에 소프트웨어 개발자를 위해 중요하다. 게다가 비즈니스 업무의 모델링은 지휘와 비즈니스 운영이 어떻게 개선되는지를 위한 중심이다. 이 논문은 활동 다이어그램을 통해서 안전한 비즈니스 업무를 모델링하기 위한 UML 2.0 확장을 설명한다. 전형적인 건강관리 업무에 이 접근을 적용할 것이다.

Implementation of IoT training system for piano practicing (피아노 학습을 위한 IoT 훈련시스템 구현)

  • Ryu, Sungryong;Yu, Gangeun;Kim, Dayeong;Park, Hyung-kun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.526-528
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    • 2022
  • In this study, through the capstone design project, an IoT based piano training system was developed after identifying problems in piano learning. The piano training system recognizes sheet music through image processing technology and checks whether the correct keyboard is struck through FFT transformation during piano practicing. By providing a visual effect and score display function using a rhythm game, it was possible to arouse interest in boring piano practice and increase the effect of piano learning.

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