• Title/Summary/Keyword: 시각적 구성요소

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The effect of visual factors on the reader's preference in the book cover design -Focused on the literary books (책표지 디자인에서 시각적 요소가 독자 선호도에 미치는 영향 -문학도서를 중심으로)

  • 남미현;백진경
    • Archives of design research
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    • v.17 no.1
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    • pp.329-338
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    • 2004
  • This study did derive a characteristic of a cover design through considering a concept, a function and components of a cover design based on a literature study and through analyzing cases of the best-seller cover designs for the literature section from 1999 to 2002. In terms of a reader's preference for a cover design according to an age and sex of a reader, it tried to suggest a condition and a method of a book-cover design through a questionnaire survey and the image evaluation. In a survey of the preference for a cover design, there was the difference of interest degree in a kind of a book, a place to buy a book and a cover design according to an age and sex. In addition, it was shown that a woman prefers the stylish typography, and both a man and a woman prefer the cool color. However, except these two, the reason why there is no difference in preference for visual elements are that a cover design is an integrative image comprising several elements. Accordingly, through the Semantic Differential Method, it carried out the evaluation as to a cover design as an integrative image. As a result of that, an abstract image was shown to be difficult to convey a meaning because of its fall in clarity. Further, a cover design mainly comprising the stylish typography gained the high evaluation in unique and clarity. It is thought to be attributable to the easiness to achieve a goal of seeing and reading in a cover design in which an image and the typography are balanced, rather than the excessive visual. Even though the visual is excellent, there was difference from what having been excellent in conveying a meaning, which is a functional aspect. This study tried to examine, limiting it only to a visual element. It will be hereafter required to proceed with a study on the influence on a reader's preference according to material, bookbinding and a form of book which are elements comprising a cover design.

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An Evaluation of Visual Reality in Virtual Environment (가상활경에서의 Visual Reality에 대한 평가)

  • 서형준;김현정;고희동;최윤철
    • Science of Emotion and Sensibility
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    • v.2 no.1
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    • pp.129-135
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    • 1999
  • 본 연구는 3D Visual and Auditory Environment Generator(VAEG)에 의해 표현되는 가상환경에서 시각적 현실감의 정도를 평가하고자 하는데 그 목적이 있다. VAEG는 인간의 감성과 일치하는 제품을 설계할 수 있는 prototyping simulator의 일부이다. 계층적인 가상환경을 구성하는 요소로써 size, length, distance 세가지 요소를 선정하여, estimating size/distance, sketching map, 그리고 searching objects와 같은 다양한 방법을 통해 가상환경과 실제환경에서의 시각적인 현실감 차이를 비교하고자 하였다. 실험은 피험자들이 가상환경을 항해하고, 과제를 수행한 후에 설문에 응답하도록 하는 방식으로 진행되었으며, sketched map과 설문서 간의 상관관계를 통해 가상현실시스템의 현실감을 향상시킬 수 있는 보완요소들을 추출할 수 있도록 설계되었다.

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Components of On-line based Edutainment Contents (온라인 에듀테인먼트콘텐츠의 구성요소)

  • Ahn, Seong-hye;Song, Su-mi
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.126-130
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    • 2008
  • There is necessity to make theoretical structure through systematize pre-production process of edutainment contents to apply edutainment to university curriculum. This purpose to draw components of edutainment contents to make pre-production process of it. It is drew 4 component of on-line based edutainment contents-education, fun, interaction, visualization. Through this research, I expect to present design methodology, the way of transmitting learning information and verification standard of the educational effects of edutainment contents.

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A Compiler Generator for Object-Oriented Visual Languages based on Grammer (문법기반 객체지향 시각언어의 컴파일러 생성기)

  • Lee, Gi-Ho;Kim, Gyeong-A
    • Journal of KIISE:Software and Applications
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    • v.26 no.3
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    • pp.431-440
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    • 1999
  • 기존 시각언어 컴파일러 자동화 도구는 시각 구문의 그래픽 정의부분을 명세하고 확장 및 수정하는 방법의 한계로 인해 어휘분석단계를 처리하는데 어려움이 있다. 이러한 문제점을 해결하기 위해 본 논문에서는 객체지향 시각언어 문법을 기반으로 한 새로운 방식의 문법 기반 자동 생성 시스템인 시각언어 컴파일러 자동 생성 환경(CGE-VL)을 구축한다. 이 시스템은 객체지향 패러다임을 기초로 한 시각언어 컴파일러 구축을 위한 실질적인 도구로 기존의 시각언어 컴파일러 자동화 도구와는 구별되는 객체지향 시각언어의 효과적인 명세 방법 제공, 어휘분석기를 이용한 파싱 시간의 단축, 객체지향 파서를 자동 생성하는 등의 새로운 특성을 제공한다. 이러한 특성은 특히 동일한 의미를 가지는 언어 구성요소가 그 쓰임에 따라 서로 다른 구체화된 의미 및 행동을 가지는 객체지향 시각언어에서는 언어 명세에서 최종 산물인 컴파일러에 이르는 전 단계에 동일한 객체 지향 패러다임을 사용함으로써 일관된 개발방법을 제공하여 그 효과가 두드러진다.

An Enterprise Alignment Model based on Enterprise Architecture (전사적 아키텍처 기반 전사적 정렬 모델)

  • Lee, Tae-Gong;Lee, Kil-Sub
    • The Journal of Society for e-Business Studies
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    • v.9 no.3
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    • pp.113-128
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    • 2004
  • Up to the present, most of the previous works, related to the alignment of organizations, have been focused on the alignment between business and information technology. Also these works have been done with single element, e.g., view rather than with overall elements such as view, scope, and perspective for enterprise-wide integrated alignment. Meanwhile, an enterprise architecture is a blueprint that represents the structure of components of organizations and their interrelationships. Nowadays, many organizations attempt to make enterprise-wide alignment of business and information technology based on enterprise architecture. Unfortunately, the enterprise-wide alignment is still in a stage of not only conceptual level but also abstract level. Hence, this paper proposes a structured enterprise-wide alignment model to overcome the limitations of existing alignment models. We survey the existing works and propose the conceptual, the logical, and the physical models for enterprise-wide alignment which includes 3-dimensional elements such view, scope, and perspective based on enterprise architecture. Finally, we have shown that the proposed model is better than existing ones through comparing the characteristics of models.

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A Study on the Development of the Safety Management System User Interface of the Augmented Reality (증강현실 기반 안전관리 시스템 사용자 인터페이스 구축에 관한 연구)

  • Choi, Jeong-Min;Ko, Seong-Hwa;Kim, Yun-Jeong;Ock, Jong-Ho
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.829-834
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    • 2009
  • 최근 건설프로젝트가 대형화 복잡화됨에 따라 건설산업의 안전사고 재해자수는 매년 증가추세를 보이고 있다. 각 건설사에서 개발되어 활용하고 있는 건설안전관리시스템의 형식적인 운용과 참여자들에게 시각적인 자료 제공의 미비로 이해도가 떨어지는 시스템을 사용하고 있는 것이 주요 원인으로 분석된다. 따라서 최근 부각되어지는 증강현실시스템(Augmented Reality, AR)을 이용하여 실제 현장과 동일한 환경에서 시각화된 3D시뮬레이션을 통하여 사용자 이해도와 현장감을 높일 수 있는 시스템 개발이 요구되어진다. 본 연구에서는 건설안전관리 시스템의 효율적인 의사소통 지원이 가능하도록 개선된시각화 기술을 적용하여 "증강현실 기반 안전관리시스템"의 인터페이스 구성을 제안하였다. 이를 위해 건설안전관리의 이론적 고찰과 시스템을 분석하고, 시각화 개선을 위한 증강현실시스템을 분석하였다. 이를 통해 도출된 시각화 화면 구성요소를 조합하여 "증강현실기반 안전관리시스템의 안전대책 시뮬레이션 VIEW"를 제안하였다.

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A Research of Design and Implementation of Visual Program to Displaying External Factors of Marine Buoy using Quest3D (Quest3D 기반 해상부표 동적안정성의 시각적 표현 프로그램 설계 및 구현에 관한 연구)

  • Lee, Seo-Jeong;Lee, Jae-Wook;Gug, Seung-Gi
    • Journal of Navigation and Port Research
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    • v.36 no.8
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    • pp.599-605
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    • 2012
  • As vessels are faster and bigger, higher safety navigation techniques have been required. In marine traffic area, buoy is to be one of the most important equipment, so that it should be built stable and robust. Verification in design level is good to accomplish it. This paper tries to implement visual program to confirm the external stability, which shows the movement on water by external factors such as wind, tide and current. Considering further requirements for additional influences or functions, design architecture for program introduces the concept of software component. Using Quest3D as the graphic tool, visual programming with software component concept can be implemented.

Study of GUI Design appearing in Fast Food Restaurant DID - Focused on Lotteria, McDonald's, Burger King and Mom's Touch - (패스트푸드점 DID에 나타난 GUI 디자인 연구 - 롯데리아, 맥도날드, 버커킹, 맘스터치 중심으로 -)

  • Lee, Young-Hwa
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.253-262
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    • 2019
  • This study conducted an actual condition survey with users in order to examine the Graphic User Interface (GUI) design appearing in fast food Digital Information Display (DID). Selecting four restaurants with high sales in the hamburger industry in 2017, including Lotteria, McDonald's, Burger King, and Mom's Touch, based on this, this study investigated and analyzed GUI visual components appearing in DID, including layout, character, color, graphics, and videos based on this. As a result, this study could propose a design plan providing users with the layout that can be clearly and neatly divided, characters attracting attention with high readability, colors with high visibility, graphics attract interest, and videos with various contents, rather than a complex approach for efficient GUI design, analyzing the environmental factors of fast food restaurants.

Analysis of Space Cognition and Use Characteristics on Premium Outlet Shopping Mall -Focused on Exploratory Factor Analysis on Visitor's Behavior- (프리미엄 아웃렛 쇼핑몰의 공간지각 및 이용 특성분석 -방문자의 탐색적 요인분석을 중심으로-)

  • Park, Tae-Won;Lee, Deok-Jo;Park, Seung-Kyoo
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.486-496
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    • 2012
  • In recent years, the retail industry has been undergoing major shifts. Outlet malls are an important part of the new retail landscape. This paper seeks to increase the understanding of the shopping experiences of visitors to a Premium outlet shopping mall in Shinsagae Chelsea Premium Outlet at Paju City, Gyeongi-do. This paper analyze the Element of the premium outlet across demographics. It explores seven critical factors which significantly influence customers' perceptions of premium outlet. Findings are base on a mall intercept survey with 292 respondents across a range of demographics. The summary of 7 factor is classified as the visual, location, Shopping support, human traces, mood, transit expedience, and tenant. The main implication of these findings is that factory outlet stores are perceived favourably and that they need to build more positive marketing strategies accordingly.

Development of a Luxuriousness Model for Wall Paper Design based on Visual and Tactile Characteristics (벽지의 디자인 요소 및 감성적 특성에 의한 고급감 모델 개발)

  • Ban Sang-U;Lee Ju-Hwan;Kim In-Gi;Lee Cheol;Yun Myeong-Hwan
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.05a
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    • pp.193-197
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    • 2006
  • 본 연구는 감성 공학적 접근법을 사용하여, 벽지의 디자인 요소와 소비자의 감성과의 관계를 정량적으로 규명하는 것을 목표로 한다. 문헌조사, 인터뷰 전문가 의견 등을 종합하여, 총 13개의 주관적 감성 변수(6개의 시각적 변수, 7개의 촉각적 변수) 와 4개의 벽지 디자인 요소(color, texture pattern, embossing depth, gloss)들이 추출되었으며, 최종 목표 감성은 '고급감'으로 정하였다. 9점 척도와 100점 척도으로 구성된 설문지를 통하여, 28개의 샘플 벽지에 대해서 30명의 목표 고객들을 대상으로 감성 평가 실험을 실시하였고, 주성분 회귀 분석, 수량화 이론 등을 이용한 분석을 통하여, 소비자의 감성과 디자인 요소와의 관계를 정량적으로 분석했으며, 고급감을 향상시킬 수 있는 감성 변수 조합과 디자인 요소 조합을 규명하였다.

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