• Title/Summary/Keyword: 슈퍼그래픽

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A Study on Relationship between Contemporary Art and Super Graphic (현대미술과 슈퍼그래픽의 상관성에 관한 연구)

  • 배은미
    • Archives of design research
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    • v.15 no.2
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    • pp.47-58
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    • 2002
  • Public environment including urban circumstances has taken on importance in that it could be nation's cultural powers latent these days. Also, today's study on the field of environment design so far has mainly focused on the fields of architecture and urban panning, while its consideration as the complex of various cultural factors is not enough yet. In addition, because study on the urban super graphic which greatly servos as communication between people and environment is not enough, super graphic has not arose enough public response in reality. The purpose of this thesis is to make super graphic revitalize as the meads of communication from the viewpoint of art, information arid aesthetics by looking into relationship between super graphic and contemporary art motivated in developing process. And This thesis is made studied relationship between super graphic and contemporary art divided into modernism art and post-modernism art.

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슈프컴퓨터 아키텍쳐 -기술현황및 발전추세-

  • 김성천
    • 전기의세계
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    • v.38 no.7
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    • pp.11-18
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    • 1989
  • 최근 수년간의 슈퍼컴퓨터의 성향은 확실히 변화하고 있다. 괄목할 만한 것은 초대형의 엄청난 고가의 슈퍼컴퓨터에서나 가능하였던 고해상도의 실시간 화상처리를 이제는 Desk-top 형태의 그래픽 슈퍼컴퓨터에서도 가능해졌다는 점이다. 소위 "visualization"라 불리우는 그래픽 처리를 일반화 하고 있는 것이다. 두말 할 것 없이 초고속의 저렴한 그래픽전용 프로세서의 개발과 벡터프로세싱의 구조를 적용한 초강도의 병렬성의 덕택이라 해도 과언이 아닐듯 싶다. 이렇듯 어느 한정된 응용에서의 최적화된 병렬구조가 가져다준 기술혁신은 인류문명의 찬란한 한페이지를 막 열려하고 있다 하겠다. 물론 아직도 풀리려하지 않는 근본적인 문제가 있기는 하지만 주어진 특수 분야에 국한되지 않고 어느 범용분야에도 병렬처리를 하는 궁극적인 병렬성을 수행하는 슈퍼슈퍼 컴퓨터의 제작이 가능할 것인가 하고 의문점이 생긴다. 의문점이 생긴다.

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A Study on the Invisiblizing Expression through Graphic Skins -Focusing on the case of super graphics on Seoul Plaza Stage (그래픽 외피를 통한 비가시화 표현 연구 -서울광장 특설무대 슈퍼그래픽 사례를 중심으로)

  • Yoo, Yoon Seok
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.73-78
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    • 2020
  • Modern architecture and design show experiments that practice exchange and convergence with other genres through expansive thinking. This study aims to propose the use of graphic skins as a means of dematerializing and invisiblizing expressions of architecture. The method of realizing 'invisible architecture' can be largely divided into methods that use materials that manipulate light and graphic approaches based on trickery techniques. The exterior wall graphic of the special stage in Seoul Plaza can be said to be an attempt of dematerialization to make the building structure light and transparent, and a case to propose the role of super graphics to maintain the identity of the original place by erasing disharmonious elements from the field of view. It is expected that the graphic skin will be used as a powerful means of expression in the era of 'invisible architecture' as an effective camouflage method and media beyond the means of decorating the exterior walls of the completed facilities.

A Study on Visual Characteristic & Evaluation of the Super Graphic of High-raised Apartment Housing (고층 아파트 외관 슈퍼그래픽의 시지각적 특성 및 평가 성향에 관한 연구)

  • 최석창;양소진;유창균;이청웅
    • Journal of the Korean housing association
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    • v.14 no.6
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    • pp.147-154
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    • 2003
  • This study examines and analyzes the current status, characteristics and properties of Super-Graphic as a visual element with Super Graphic designed on the wall of apartment housing, typifies them and explains the preference and evaluative structure by each type. The results of this study are as follows: According to color environment of Super-Graphic, N-tone colors are 21.4% and YR-tone colors are 14.5%. In the whole distribution, cold color tone is 41.4% and warm color tone is 37.2%. In the brightness, 72.9% of the entire Super Graphic use high brightness and in the saturation, 51.2% show low saturation, achromatic colors are 21.4% and high saturation is 16.5%. As a result of conducting SD test to analyze the preference of Super-Graphic, 'wonderful' is most negative variable, followed by 'heterogeneous', 'splendid', 'romantic' variety'. Positive variables are 'monotone', 'stable' and 'calm'. As a result of factor analysis to reveal the evaluative structure of Super Graphic image based on the above results, five factors including brightness, saturation, stability, harmony and ordered are extracted and it is considered that these are important variables to be reflected in designing Super Graphic in future.

Expression method of simulation which is execution of media facade (미디어파사드 시뮬레이션 표현방법)

  • Lee, Chang-Jo;Ha, Dong-One;Han, Tae-Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.91-101
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    • 2009
  • This study's purpose is to revive pre-construction situation earlier than construction of media facade using light-emitting diode, and analyze the strong and weak points of simulation image making process and technology, including lots of expressing methods. Exterior building decoration that was originated from Super Graphic led to the LED construction with a trend of increased night activities of these days. Initial Super Graphic was just in the level of deciding what to do with simple CAD drawings, but today's media facade construction is not so simple as the previous ones. This is because of the problems that should think about balances between neighboring environment and buildings, including high construction costs. According to survey results, media facade construction simulation's various expressing methods, its processes of analysis, and its strong & weak points will suggest standards for its size of construction and simulation purpose, including recommending suggestions that can respond rapidly by clients' diverse demands.

An analysis of a Semiotic Point Of View In Computer Game : "New Super Mario Brothers" (닌텐도 "뉴 슈퍼마리오 브라더스"의 기호학적 분석 연구)

  • Jeong, So-Yun;Song, Mi-Sun
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.3-12
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    • 2008
  • This paper described a character of the narrative in the computer game, especially targeting the newest edition 'SUPER MARIO(NDS, ie computer game in NITENDO). The series had gained popularity over 20 years with its attractions as changing graphics, developing computer technology. It also had been proved that a narrative was connected with a semiotic factor in the game. The analyzation of doer and space in the game that showed the narrative character explained the repetition and the modification, then deduced certain motif from it. This study was to certify that immersion and interesting in game were interacted with between a game factors and narratives, and it is meaningful for developing game story.

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A study on character change of game graphics according to media coverage and diversity of technology (매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.287-292
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    • 2018
  • It's called masterpieces, which are made up of a lot of enthusiasts by adding a variety of configurations, high game quality, and colorful and realistic graphics. Since many classic games came out and disappear from the game companies, they have been revived in recent years as mobile. Although this phenomenon may have various hardware and software reasons, the present researcher intends to compare and analyze the graphical issues of the characters that can increase the game immersion by the user's autonomous selection among the factors for the immersion of the game. In addition to the birth of one of the most loved characters in the world among the characters of various games, it is considered to be a character who has developed the process of graphic and various expressive production centering on the character called Super Mario which shows various developments than the character in the game history of the world We will present various possibilities of development of game character through comparative analysis and research based on the character.

A Design of 2D Vector Graphics Rasterizer with a Modified Scan-line Edge flag Algorithms for Mobile Device (모바일 기기를 위한 스캔라인 엣지 플래그 방식의 2D 벡터 그래픽 레스터라이저 설계)

  • Park, Jeong-Hun;Lee, Kwang-Yeob;Jeong, Tae-Ui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.298-301
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    • 2008
  • Vector Graphics describes an image with mathematical statements instead of pixel information, Which enables easy scalability without loss in image quality and usually results in a much smaller file size compared with bitmap images. In this paper, we propose Vector Graphics Rasterizer for mobile device with scan-line edge flag algorithm. Proposed Vector Graphics Accelerator was verified with OpenVG 2D Vector image. The estimated performance of proposed Accelerator is 5 frame per second with Tiger image.

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A Design of 2D Vector Graphics Accelerator with a Modified Scan-line Edge flag Algorithms including Clipping and Super Sampling (클리핑과 슈퍼샘플링을 포함한 스캔라인 엣지 플래그 방식의 2D 벡터 그래픽 가속기 설계)

  • Lee, Kwang-Yeob
    • Journal of IKEEE
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    • v.12 no.2
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    • pp.124-130
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    • 2008
  • Vector Graphics describes an image with mathematical statements instead of pixel information. Which enables easy scalability without loss in image quality and usually results in a much smaller file size compared with bitmap images. In this paper, we propose Vector Graphics Accelerator for mobile device with scan-line edge flag algorithm to render vector image without sorting process of edge. Proposed Vector Graphics Accelerator was verified with OpenVG 2D Vector image. The estimated processing time of proposed Accelerator with Tiger image is 12ms on Tessellation process, and total rendering time is 208ms. Estimated rendering performance with Tiger image is about 5 frame per second

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Analysis the Korea Movie's Success Factors of Comics Published (만화원작의 한국영화 흥행요소 분석)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.550-553
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    • 2011
  • 영화산업의 메카라 불리우는 헐리우드를 비롯한 세계 영화계는 극심한 소재의 고갈로 비슷비슷한 내용의 반복, 기존의 영화를 리메이크하여 제작하는 관행이 점차 커지고 있다. 이런 현상은 다른 영역의 콘텐츠를 영화로 재가공하는 'One Source Multi Use'의 확산을 가지고 왔는데, One Source Multi Use의 원천 소스로 가장 각광받고 있는 것이 만화다. 미국은 1930년대 초반부터 코믹스라는 장르의 만화산업이 발전하여 방대한 그래픽노블과 코믹스를 원천소스로 '슈퍼맨', '배트맨', '스파이더맨' 등의 시리즈를 내놓고 있다. 한국 역시 많은 수의 만화원작을 보유하고 있다. 이는 한국이 다른 나라와는 확연하게 차이가 나는 만화생산 및 소비시스템을 가지고 있는 것에 기인하는데 그것이 바로 만화가게로 일컬어지는 대본소 시스템이다. 대본소를 통한 만화의 보급은 가공할 만화의 생산을 주도했고 일간지를 통해 연재된 장편만화 역시 다른 나라에서는 찾아보기 힘든 시스템이다. 근래에 이르러 문화산업의 원천소스로 각광받는 만화는 스토리텔링을 근간으로 하기에 다양하게 다른 매체로 전이되고 재생산이 가능하다. 이에 본 연구에서는 단지 만화로서가 아닌 콘텐츠로 활용될 수 있는 만화원작의 필요조건이 무엇인지 분석하고자 한다.

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