• Title/Summary/Keyword: 시각정보디자인

Search Result 426, Processing Time 0.023 seconds

Designing Structure of Context-aware Information Visualization in AR Interface (공간과 사용자 맥락을 반영한 증강현실 인터페이스 상의 지능적 정보 시각화 방법론 설계)

  • Choi, In-Kyung
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2012.06c
    • /
    • pp.445-447
    • /
    • 2012
  • 현재 증강현실 인터페이스 상의 정보시각화는 공간과 사용자 그리고, 구조를 적절히 반영하여 제공되고 있지 못한 실정이다. 증강현실이 만들어낸 현실과 가상의 병치된 공간 안에서, 인터페이스는 우리가 생활하는 물리적 공간 그 자체가 된다. 따라서 증강현실을 위한 UI를 구조화 할 때, 기존 인터페이스가 가진 특성을 AR공간안에서 재해석 할 필요가 있다. 본 연구에서는 증강현실 상 지능적 정보 시각화에 있어 고려해야 할 요소를 정보디자인의 설계 과정을 토대로 추출하여 AR공간에 특화된 UI구축의 방법론으로 제안하고자 한다.

Elements for Evaluating the Usability of the Web-Based Infographic Design (웹 기반 인포그래픽 디자인을 위한 사용성 평가 요소)

  • Kwon, Hyo-Jeong
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.7
    • /
    • pp.879-887
    • /
    • 2013
  • In the recently diversified web environment, the existing methodologies for studying and evaluating the usability of infographics have limit in being applied to new user experience environment. To ensure effective web design that considers various user environments, research needs to be done for such usability of infographics that executes 'simplification and compression of information'. The purpose of this study is to understand the expandability of web-based infographic design, re-establish its concept, and produce the elements involved in the usability evaluation to come up with effective data on user experience. It is expected that this study will be used as a basic research for elucidating the connection to type-based or experienced-based data through convergence of various areas of information technology in the continuously transforming smart media environment.

Typography for Efficient Visual Flow of Text Focused on Hangul (텍스트의 효율적 시각흐름을 위한 타이포그래피-한글을 중심으로-)

  • 신경주;김지현
    • Archives of design research
    • /
    • v.11 no.3
    • /
    • pp.187-196
    • /
    • 1998
  • This study is intended to suggest the method of text arrangement in order to enhance visual perception which would help darify its communication. One hundred subjects without restriction of gender and profession participated in each experiment :their reading time was measured by the 0.01 second. The Analysis of Variance(two-way ANOVA without interaction) was performed for each experiment and the p value was 0.0001 which implies that there was a strong consistency among test results. Based on the first results, it is found that there is a consistent relationship between type size and text line length, and the following discovery was made ; the most effective ratio of type size to line length is approximately 1 :8. Judging from the Second and Third results, it seems that the vertical text arrangement is most efficient for reading regardless of text line length. So to make same rreading direction is more important than to narrow down the eye moving distance between column and column for efficient visual flow. This research supports the view that considering efficient eye movement on text, it is important to understand the mentioned variables that affect visual interpretation.

  • PDF

A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
    • /
    • v.18 no.1 s.59
    • /
    • pp.195-204
    • /
    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

  • PDF

Research on the relationship between the design of the most favorable ICONs and the formative factors in the GUI design - Focused on the design of the Graphic ICONs. - (사용자 선호지향 기반에 의한 GUI 아이콘 표현 유형과 조형 요소의 상관관계에 관한 연구 - 그림 아이콘 디자인을 중심으로 -)

  • Tao, Yu-Jin;Chung, Sung-Whan;Hong, Jung-Pyo;Hyoung, Sung-Eun
    • Science of Emotion and Sensibility
    • /
    • v.11 no.4
    • /
    • pp.521-530
    • /
    • 2008
  • Graphical user interface design, the visual language to convey information about the icon and the user's information is a medium that can lead to action. Graphical user interface to communicate with the user icon, the user is easy to use, so any time you want to provide information effectively. Communication in order to increase the efficiency of the Graphic User Interface on the nature of the medium must be made to develop the appropriate icon. In this research icon of the type of icon painting. A picture of the icon representation of each type of detail, according to a rating of johyeongjeok identify the elements of the correlation between. On the type of representation of each of Art and Design elements that I know what I saw. The icon design based on user preferences provide guidance on the direction of design-oriented. When the data can be used to designs based on the theory has to offer.

  • PDF

A Study on the Formative Artistry of Comic Strip Books (컷 분할 그림책의 예술성에 대한 연구)

  • 이선경;이경임
    • Archives of design research
    • /
    • v.15 no.1
    • /
    • pp.339-347
    • /
    • 2002
  • Comic strip is a narrative sequence of cartoon panels. Comic strip book as a visual medium of communication is very effective for grasping objects visually as well as for developing creative thinking and culturing aesthetic sentiments. These aesthetic experiences awaken us to formative sentiments, The purpose of present paper is to study the visual streaming of the illustrated comic strips. The typical comic strip books are analyzed and the characteristic of visual communication is studied. The narrative illustrations in the form of comic strips encourage us to have a prosperous experience and to understand new formative artistry and the remarkable effect of visual experience.

  • PDF

A Study on eDesign Platform for Effective Communication and Information sharing - with an emphasis on process and template (효과적인 커뮤니케이션과 정보공유를 위한 e디자인 플랫폼 구축에 관한 연구 - 프로세스와 템플릿을 중심으로)

  • 윤주현
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.425-436
    • /
    • 2004
  • A new design field called eDesign appears as if eBiz is an online related business in which an industrialized design creates the individual value added facing a digital revolution. The field of eDesign requires a special design process and management methodology regardless of the fact that human sensitivity will be satisfied through a dehumanized computer technique. However, it is the reality of eDesign that has been dependent upon a simple process or project management tool of general design. In this study, we develop an eDesign platform based on an eDesign process and template mainly focused on eBusiness in order to overcome the wrong situation. The template is a kind of document that has a standardization form. We aim to establish a general process through various case projects, store information using a necessary template, and use for the way of visual communication. We propose a standard of eDesign platform that can be widely applied to the field of design, medium and small enterprises focused on IT businesses or design-team through this project performed as an educational-industrial study. It makes it possible to get a detailed process methodology, which can be applied to many small design related companies that don't have their own process yet, and will be a scale for comparing their own process in which the company has a process of opened standard eDesign with it. In addition, it makes possible a systematic control of the own projects within and outside the firm, accumulating information for the firm through the database, and easy communication. Furthermore, it can be applied to check the process of the project as a checklist, and then it will reduce trial and error repeated for every project that has been done.

  • PDF

Design and Evaluation of Cl Symbol Marks by Hybrid Kansei Engineering (Hybrid 감성공학에 의한 CI 심벌마크의 설계 및 평가)

  • 장인성;박용주
    • Proceedings of the Korea Inteligent Information System Society Conference
    • /
    • 2001.06a
    • /
    • pp.489-496
    • /
    • 2001
  • 본 연구에서는 기업의 경영이념이나 특성 등을 시각적 이미지로 표현하는 CI(Corporate Identity) 심벌마크의 설계 및 평가를 위해 Hybrid 감성공학기법을 적용하였다. 먼저, CI 심벌마크에 내재된 기업의 시각적 이미지를 분석하기 위하여 SD평가를 실시하였으며 CI 심벌마크의 디자인 요소와 기업이미지와의 상관관계를 분석하기 위하여 정통적인 감성공학적 접근방식에 해당하는 순향성 감성공학기법을 적용하였다. 최종적으로는 CI 심벌마크의 디자인 요소로부터 기업이미지에 대한 고객의 감성을 자동으로 평가할 수 있는 시스템을 개발하기 위하여 역향성 감성공학기법을 적용하였다. 구축된 시스템은 CI 심벌마크의 설계를 지원함으로써 설계에 소요되는 시간과 비용을 효과적으로 줄일 수 있는 유용한 도구로 장차 이용되리라 기대된다.

  • PDF

A Study on the Development of Technology for HMD Design (HMD디자인을 위한 기술 발전방향 연구)

  • Xiang, Ke xin;Go, Jeong uk
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2019.05a
    • /
    • pp.239-240
    • /
    • 2019
  • 최근 가상현실(Virtual Reality)기술이 급격히 발전하고 있다. VR기술의 가장 큰 특징은 몰입감 증대를 통해 가상현실에서 시각적 정보를 구현한다는 것이다. 현재 군사 교육 엔터테인먼트 의료 등 매우 다양한 분야에서 콘텐츠의 개발이 활발하게 이루어지고 있다. 그 중 게임 산업에서 주로 활용도를 높이는 것을 배경으로 하여, 본 논문에서는 VR기술의 발전사로부터 VR구현 장비인 HMD의 기술적 발전방향 연구를 통해서 미래형 HMD디자인의 방향을 고찰하고자 한다. 탐구 이를 기반으로 향호 게임마니아의 니즈에 부합한 HMD 디자인을 제시하고자 한다.

  • PDF