• Title/Summary/Keyword: 시각적 요소

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Korea and China milk packaging association comparative study - Korea and China top 4 white milk as the center - (한국과 중국 우유 포장 디자인에 관한 비교연구 - 한 중 흰 우유 Top 4위 중심으로 -)

  • Hu, Min;Kim, Ki-Su
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.309-310
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    • 2014
  • 지난 수십 년간 괄목할만한 경제성과 정치 사회적인 변화를 경험하였으며 최근에는 국재화의 흐름 속에서 또 다른 변화의 시대를 맞이하고 있다. 이에 따라 상품의 포장디자인은 <무언의 세일즈맨>이라고 말할 수 있고 브랜드 시각이미지 디자인의 중요한 부분 중 하나다. 분 논문은 흰 우유 포장디자인에 있어서 한국과 중국의 대표적 판매량 TOP 4위인 흰 우유업체의 흰 우유 포장디자인의 차이점을 분석하고 한다. 디자인의 표현 요소와 포장 이미지를 분석하고 포장디자인에 대한 인식을 사례를 비교 분석하여 포장디자인에 있어서 시각 조형적 요소의 측면에서 개선방향을 제시함을 목적으로 한다.

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Effects of Perceiving Natural Environments on Psychological Health in Interior Space (실내공간에서 자연요소의 지각이 심리적 건강에 미치는 영향)

  • 김남길
    • Korean Institute of Interior Design Journal
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    • no.27
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    • pp.57-63
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    • 2001
  • It is believed that visual exposure to nature in the interior environment can make human healthier. But little about the effect of visual environment on human health is known. This article employs some existing evidences that perceptual experience of natural elements in the interior environment could reduce mental fatigue. The results of this article are shown as follows: First, the perception of natural elements is a physiological activity in terms of psychological health. Secondly, the visual stimulation of nature provoking proper arouse helps psychological balance. The aim of this article is to provoke further thinking and research on this possibility that visual exposure to nature may make people healthier.

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Implementation of Entertainment Study Support System (엔터테인먼트를 고려한 학습 지원 시스템)

  • Kim, Seok-jun;Oh, Young-jun;Kim, Tae-geun;Kwon, Soon-kak;Lee, Jung-hwa
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.569-571
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    • 2009
  • 요즘 학생들은 대부분의 시간을 컴퓨터 앞에서 보낸다. 컴퓨터를 학습에 이용하는 것이 아니라, 단순 오락을 하기 위한 비싼 가전제품으로 취급, 이미 게임기가 되어 버린지 오래이다. 본 연구에서는 컴퓨터로 문제를 풀고, 해답을 찾고, 오답노트를 자동 작성하여 문제점이 무엇인지 파악할 수 있도록 시스템을 구현하였다. 흥미도 유발을 위한 시각적인 요소가 있어 학생이 지루하기 않고 문제를 연속적으로 풀 수 있도록 도와준다. C#으로 구현된 이 시스템은 학생이 컴퓨터를 사용하기 위해 부팅을 했을 경우 자동 실행되어, 문제를 모두 풀지 않고서는 학생이 원하는 게임이나, 인터넷 등을 할 수가 없게 된다. 이 시스템을 통해 기대되는 효과로는 흥미요소를 가미한 교육학습 동기부여 제공이 가능하고, 오답문제에 대한 반복적인 학습을 통하여 학습능력 배양이 기대된다.

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Comparison of the Neural Substrates Mediating the Semantic Processing of Korean and English Words Using Positron Emission Tomography (양전자방출단층촬영을 이용한 국어단어와 영어단어의 어의처리 신경매개체의 특성 비교)

  • Kim, Jea-Jin;Kim, Myung-Sun;Cho, Sang-Soo;Kwon, Jun-Soo;Lee, Jae-Sung;Lee, Dong-Soo;Chung, June-Key;Lee, Myung-Chul
    • The Korean Journal of Nuclear Medicine
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    • v.35 no.3
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    • pp.142-151
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    • 2001
  • Purpose: This study was performed to search the relatively specific brain regions related to the semantic processing of Korean and English words on the one hand and the regions common to both on the other. Materials and Methods: Regional cerebral blood flow associated with different semantic tasks was examined using $[^{15}O]H_2O$ positron omission tomography in 13 healthy volunteers. The tasks consisted of semantic tasks for Korean words, semantic tasks for English words and control tasks using simple pictures. The regions specific and common to each language were identified by the relevant subtraction analysis using statistical parametric mapping. Results: Common to the semantic processing of both words, the activation site was observed in the fusiform gyrus, particularly the left side. In addition, activation of the left inferior temporal gyrus was found only in the semantic processing of English words. The regions specific to Korean words were observed in multiple areas, including the right primary auditory cortex; whereas the regions specific to English words were limited to the right posterior visual area. Conclusion: Internal phonological process is engaged in performing the visual semantic task for Korean words of the high proficiency, whereas visual scanning plays an important role in performing the task for English words of the low proficiency.

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An Empirical Study on the Marketing Strategy for the Activation of management of the start-up Small Business (창업 소상공인들의 경영활성화를 위한 마케팅전략에 관한 실증연구 -커피전문점을 중심으로-)

  • Jung, Doo-Sig
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.105-115
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    • 2019
  • This study was intended to analyze the effect of emotional marketing on brand awareness and purchase intention in the coffee shop and investigates how SNS usage play moderating effect roles between motional marketing and purchase intention. The results of analysis are summarized as follows. First, emotional marketing has a positive effect on purchase intention(especially, taste factor and visual facto). Second, in the analysis of the effect of emotional marketing on brand awareness, the significant influence factors were the taste factor, tactile factor, visual factor and auditory factor. Third, as a result of analyzing the effect of brand awareness on purchase intention, it was found that brand awareness had a significant positive(+) effect on purchase intention. Fourth, it was analyzed that the moderating effect of SNS usage between emotional marketing and purchasing intention is to be positive(+) influence in the all detail factors. Therefore, In the start-up stages, it may be helpful to actively use emotional marketing and SNS usage for business activation.

A Framework for Time Awareness System in the Internet of Things (사물인터넷에서 시각 정보 관리 체계)

  • Hwang, Soyoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1069-1073
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    • 2016
  • The Internet of Things (IoT) is the interconnection of uniquely identifiable embedded computing devices within the existing Internet infrastructure. IoT is expected to offer advanced connectivity of devices, systems, and services that goes beyond machine-to-machine communications and covers a variety of protocols, domains, and applications. Key system-level features that IoT needs to support can be summarized as device heterogeneity, scalability, ubiquitous data exchange through proximity wireless technologies, energy optimized solutions, localization and tracking capabilities, self-organization capabilities, semantic interoperability and data management, embedded security and privacy-preserving mechanisms. Time information is a critical piece of infrastructure for any distributed system. Time information and time synchronization are also fundamental building blocks in the IoT. The IoT requires new paradigms for combining time and data. This paper reviews conventional time keeping mechanisms in the Internet and presents issues to be considered for combining time and data in the IoT.

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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Research on immersive elements to improve the reality of AR / VR content (AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소 연구)

  • Heo, Junwon;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.17-34
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    • 2022
  • This paper summarizes the differences and characteristics between virtual worlds and virtual reality, and advances research on immersive elements for improving the reality of virtual worlds. The immersive elements are broadly studied by separating the sensory immersive elements and the technical immersive elements, focusing on the sensory organs of sight, perception, touch, and hearing, and investigating the correlation between these elements to improve the immersive feeling in content design. Set standards.

사회혁신 생태계의 현황과 발전방안

  • Gang, Min-Jeong
    • 한국벤처창업학회:학술대회논문집
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    • 2017.11a
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    • pp.127-131
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    • 2017
  • 본 논문은 EU의 TEPSIE 연구에서 정의한 사회혁신 생태계를 분석틀로 활용하여 한국 사회혁신 생태계의 현황을 살펴보고 발전방안을 제시하고 있다. TEPSIE가 정의한 사회혁신 생태계는 전사회적인 차원에서 '사회혁신'의 요소들을 담아냄으로써, 사회적 경제와 연관하여 사회적 기업을 논의하는 과정에서 다소 협소할 수 있었던 시각을 확장하여 구조적 환경과, 자원, 파트너쉽 등을 포괄하는 분석틀을 제공한다. 본 논문에서는 사회혁신기업을 둘러싼 구조적 조건, 수요와 공급 차원에서의 관련 요소들, 그리고 중간지원조직을 중심으로 핵심적인 내용을 분석적으로 담아내고, 이를 바탕으로 사회혁신 생태계의 발전 방안을 제시하였다.

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Web_based Instruction for Visual Disables (시각장애인을 위한 웹기반 교육)

  • Park, Sun-Joo;Bae, Han-Na;Lee, Byung-Gook;Lee, Sun-Mee;Choo, Moon-Won
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.201-204
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    • 2005
  • 시각장애인의 웹 접근성에 대한 문제점을 분석하고, 이 요인을 근거로 시각장애인을 위한 웹 서비스 환경을 실제적으로 향상시키고자 한다. 특히 시각장애인들의 웹 기반 학습환경의 핵심적 요소인 사전검색서비스를 위한 시스템모델을 제안하고 그 구현방법론을 제시하고자 한다.

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