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A Study on the Design Identity of Optical Shop Brands (안경원 브랜드의 디자인아이덴티티에 관한 연구)

  • Hong, Sung-Il;Son, Jeong-Sik
    • Journal of Korean Ophthalmic Optics Society
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    • v.19 no.4
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    • pp.435-443
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    • 2014
  • Purpose: The purpose of this study was to analyze the design identity visual elements of optical shop brand$\underline{s}$ in order to provide objective data necessary for optical shop brands' design development. Methods: This study examined the design identity concept of the optical shop brands and analyzed visual elements of brand design identity with a focus on the symbols of domestic franchise optical shops, type of a symbol mark, representation style of logo type, color usage, use or non-use of character, etc. Results: Many symbols were directly associated with the eyeglasses, such as eyeglasses and eyes, face and iris. Along with that, letters or figures were also observed. For the type of symbol, most types were found to have the designs that took spherical and word mark shapes. Particularly, the word mark type had English words more often than Korean words. For logo types, the gothic format was dominant. In relation to the thickness of letter, thick boldface type was commonly used. The combination of 2 degrees was the color frequency used most often in the optical shop brand design. For the frequency of color usage, black and red colors were used most often. Particularly, the orange color, as well as the black color, was also often used for the main color of symbols or logo types. Meanwhile, the characters were used only in some optical shop. Most characters were animals and expressed in the cartoon and graphical forms. Conclusions: Typifier, symbol mark, logo type, color, and character are the elements forming the basic development system for brand design identity. Systematic design is needed which clearly ensures the function and role along with the mutual consistency as a important visual component of the optical shop brand.

Analysis of the Factors for the Box Office Success in Korean, Chinese and Japanese Film Market Approach to the Storytelling (스토리텔링의 관점에서 본 영화흥행요소분석 - 한국·중국·일본영화를 중심으로)

  • Park, Chul
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.51-61
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    • 2013
  • This Paper aims to explore the key factors that drive box-office success in Korean, Chinese and Japanese film market regarding to the storytelling of the movies. At first, I researched the top 20 movies at the box office of Korean, Chinese and Japanese film market from 2007 to 2011.And then I tried to figure out the key factors for the success and the differences among those countries. Usually the purpose of the movie planning in Korea is for the domestic market. In the profit structure of Korean film industry, it is really hard to focus on the overseas film market. In Chinese film market, recently it has been changed a lot especially film genre. The movie liked to watch is melodrama, romantic comedy movie It is being changed to the comedy genre from the war and martial arts movie. And it is emphasized the importance of the scenario in the film production. They want to watch their lives like a real and dreams at the movie and the movie tries to show this trend. In Japanese film market, they made movies in which TV drama, animation and cartoon according to the O.S.M.U. strategy. The movies like to watch are the blockbuster movies, horror movies, thriller movies and melodrama. Comparing with Korea and China, they like movies which show more fantastic and fairy tale imagination.

Effects of Active and Passive Distraction Intervention on Pain Responses of Preschool Children during Immunization (능동적 및 수동적 관심전환 중재가 예방접종 시 학령전기 아동의 통증반응에 미치는 효과)

  • Im, Eun-Seon;Kim, Jin-Sun
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.102-112
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    • 2016
  • The purposes of this study were to identify the effects of distraction strategies compared to usual pain management, and to compare the effects of passive and active distraction on pain responses of preschool children during immunization. A quasi experimental with non-equivalent control group posttest design was used. Participants for each group were 30 preschool children who visited a pediatric clinic to have influenza immunization. Children in experimental groups selected one of two distraction types. Pain responses were measured by children, parents, and researcher. Pain responses by children, parents, and researcher during immunization were significantly different between groups. Children in passive or active distraction group were more distracted than children in control group. Moreover, self-reported pain response by children($2.70{\pm}0.88$) and researcher($12.97{\pm}2.39$) in active group were higher than pain scores by children($2.27{\pm}0.64$) and researcher($10.63{\pm}1.65$) in passive group. Results of this study identified that distraction intervention is an effective method for decreasing pain responses in preschool children during immunization. Passive distraction is more effective than active distraction. Use of distraction strategies during immunization should be facilitated. Further research comparing distraction strategies by types and forms is needed.

A Study on Evaluation System of Track Support Stiffness for Concrete Tracks (콘크리트궤도의 궤도지지강성 평가시스템에 관한 연구)

  • Choi, Jung-Youl;Kim, Man-Hwa;Kim, Hyun-Soo;Chung, Jee-Seung
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.535-541
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    • 2020
  • A conventional elastic material replacement and performance evaluation are very complicated and time-consuming, and it is difficult to know when to replace the elastic material in advance. By comparing with the product limit and the functional limit, the necessity of elastic material replacement and the improvement of track support stiffness according to replacement can be immediately demonstrated based on experimental data. Using an evaluation system of track support stiffness, the performance evaluation data for elastic materials obtained through field tests using software for track support stiffness is integrated and managed on the administrator's computer. Therefore, the replacement plan is established and maintenance history is managed by identifying the replacement time and location of elastic materials. It is possible to evaluate the performance and condition of the elastic material at the various points during the working time of the track inspection and the track performance (track support stiffness) and durability of the elastic material (aging level, spring stiffness variation rate, etc.) at the operation condition. The elastic material could be replaced timely, and the deterioration of the elastic material can be continuously monitored.

IMToon: Image-based Cartoon Authoring System using Image Processing (IMToon: 영상처리를 활용한 영상기반 카툰 저작 시스템)

  • Seo, Banseok;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.2
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    • pp.11-22
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    • 2017
  • This study proposes IMToon(IMage-based carToon) which is an image-based cartoon authoring system using an image processing algorithm. The proposed IMToon allows general users to easily and efficiently produce frames comprising cartoons based on image. The authoring system is designed largely with two functions: cartoon effector and interactive story editor. Cartoon effector automatically converts input images into a cartoon-style image, which consists of image-based cartoon shading and outline drawing steps. Image-based cartoon shading is to receive images of the desired scenes from users, separate brightness information from the color model of the input images, simplify them to a shading range of desired steps, and recreate them as cartoon-style images. Then, the final cartoon style images are created through the outline drawing step in which the outlines of the shaded images are applied through edge detection. Interactive story editor is used to enter text balloons and subtitles in a dialog structure to create one scene of the completed cartoon that delivers a story such as web-toon or comic book. In addition, the cartoon effector, which converts images into cartoon style, is expanded to videos so that it can be applied to videos as well as still images. Finally, various experiments are conducted to verify the possibility of easy and efficient production of cartoons that users want based on images with the proposed IMToon system.

Critical Chain Project Management as a New Paradigm for Reducing the Project Delivery Time (프로젝트 일정 단축을 위한 새로운 경영 패러다임 Critical Chain Project Management(CCPM))

  • Jang, Seong-Yong
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.68-74
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    • 2007
  • Critical Chain Project Management(CCPM) is a new project management system paradigm which maintains the advantages of PERT/CPM and improves the shortcomings of it. In CCPM the task durations are determined as 50% time estimates, ie average time discarding the their contingency. CCPM determines the critical chain the constraint of a projects considering the logical precedence relationship and resource conflict resolution. Project buffer is located at the end of critical chain to absorb the variations of critical chain. The size of project buffer is usually calculated as the half of the sum of critical chain length. Also feeding buffer is inserted after each non-critical chain which feeding into the critical chain to prevent the time delay of critical chain from uncertainties of non-critical chains. Resource buffer can be utilized to improve the availability of resources of critical chain. Buffer management is a project execution and control mechanism. Buffers are classified into 3 zones. They are OK zone, Watch and Plan zone and Expediting zone. If the project status is within Watch and Plan zone, contingency plan is established. And if it changes into Expediting zone, the preplanned contingency plan are executed to recover the time delay. In CCPM the workers are asked to work with relay runner work mechanism that they work fast if possible and report their completion to project manager for the succeeding task to start as soon as possible. The task durations are not considered as the promised time schedule. The multi-tasking is prohibited.

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Analysis of Visual Material of Primary School Technology Textbooks in Nigeria (나이지리아 초등학교 기술 교과서의 시각자료 분석)

  • LEE, Choon-Sig
    • 대한공업교육학회지
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    • v.44 no.2
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    • pp.123-141
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    • 2019
  • The purpose of this study is to provide basic data that can be used for the development of technology textbooks of Nigeria-Korea Model School by analyzing external and internal aspects of Illustration in Nigerian primary school technology textbooks, and 10 textbooks used in Nigeria were analyzed. Based on the results of the study, the conclusions are as follows. First, the form of the visual data should be diversified into a picture, a cartoon, a diagram, and a diagram from the photograph center, and provide various information closely related to the contents of the technology. Second, it is necessary to increase the size of illustration so as to induce learners to be motivated, and to enhance the effect of editing. Third, currently, partial enlargement data is rarely used, but visual material should be partially enlarged in order to express a detail part of product. Fourth, diversity of editing should be done by using circular or background omission rather than using only rectangle uniformly in visual material. Fifth, in terms of gender equality, it is necessary to deviate from male-centric visual materials and edit them with consideration for women. Sixth, in order to provide learner-centered textbooks, the role of visual materials should be extended to 'inducement of motivation', 'activity guidance', and 'activity result' in addition to 'providing data'. Finally, in terms of the function of visuals, the quality of textbooks should be upgraded by utilizing auxiliary and decorative functions in addition to essential functions.

Developing a Customized Sexually Transmitted Infections (STIs) Smartphone Application for Adolescents: An Application of the Instructional System Design Model (청소년 성매개 감염병 교육을 위한 스마트폰 어플리케이션 개발과정)

  • Jeong, Soo-Kyung;Cha, Chi-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.651-659
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    • 2017
  • Although the need for education on sexually-transmitted-infections (STIs) for adolescents has been increasing, a limited number of adolescents receive STI education. Importantly, the exposure of youth to an STI during their adolescence period can seriously affect their genital health. Smartphones are an innovative medium that can be used to change individual behaviors, especially useful when used to educate adolescents. Therefore, we developed a customized smartphone application for Korean adolescents. The application was based on Dick and Carey's instructional system design model. In this paper, we describe the process for development of the smartphone application, and the strategies we applied to attract adolescents to use the smartphone application. Six experts verified the educational content of the application. The application's easygoing words were chosen to help adolescents understand the topic. Strategies such as cartoon clips, secret chat rooms, buttons changing color from blue to grey, questions and answers, and a repeated-learning function were used to attract Korean adolescents to the application. The smartphone application developed in this study could be used in schools, youth centers, and hospital centers to improve STI knowledge, STI prevention, and STI coping skills.

An Analysis of STEAM Elements included in the Elementary School Mathematics Textbooks Revised on 2009 - Focusing on the 3rd and 4th Grade Group - (2009 개정 교육과정에 따른 초등수학교과서의 STEAM 요소 분석: 3~4학년군을 중심으로)

  • Ryu, Sung Rim
    • Education of Primary School Mathematics
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    • v.18 no.3
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    • pp.235-247
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    • 2015
  • This study analyzed what STEAM elements, except mathematical content, are contained in 2009 revised elementary school 3rd and 4th grade group mathematics textbooks. STEAM elements in the textbooks were examined by grade and by content area in the elementary school mathematics curriculum. According to the results, the difference between 3rd and 4th grade in the number of STEAM elements is almost not visible. Distribution of specific content areas could be seen that the distribution STEAM element is similar to the percentage distribution of the content area. However, the number of STEAM elements are different depending on the type of STEAM. The number of arts element is 448(67.6%) and this elements are seen the most. The number of representative art and cultural art is 344(51.9%) and 104(15.7%), respectively. The number of technology-engineering and science is 160(24.1%) and 55(8.3%), respectively. We need to developed to promote use of science element in next mathematics curriculum.

A Study on the Utilization of Librarian Recommendation System and Bestseller List (사서추천제도와 베스트셀러 목록의 활용성에 관한 연구)

  • Nam, Young Joon
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.311-334
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    • 2021
  • The purpose of this study is to present the theoretical basis and quantified objective standards for the establishment of collection management policy. The study results are summarized as follows. Most of the study books were in the form of periodicals as a steady seller. Most of the steady sellers were textbooks which published periodically. As a modern novel, a steady seller was able to confirm the phenomenon of dependence on a specific author. Bestsellers were investigated to be influenced by publishers and authors. Books of publishers that publish comics and children's textbooks had a significant correlation with the selection of bestsellers. The average number of recommended books borrowed per recommended book was 14,871. The average number of loans per book selected as a bestseller was 53,531. Based on the loan data, about 80-82% of all top-tier loans were covered by 90%, and about 27-29% of all top-ranked loans were covered by 50%. This shows that the Pareto Principle can be firmly applied to public library lending patterns. Loans in the field of literature accounted for 50.6% of the total loans. Among literature, Korean literature accounted for 51.3% of the total. The natural sciences were generating more loans with a relatively small pool of literature compared to other subject fields.