• Title/Summary/Keyword: 조형틀

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정부출연연구원의 창조적 인력양성전략: 전주기적 인력관리 관점에서

  • Jo, Hyeong-Rye;Jo, Seong-Bok;Seok, Jae-Jin;Jeong, Seon-Yang
    • Proceedings of the Technology Innovation Conference
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    • 2009.02a
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    • pp.453-471
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    • 2009
  • 현대경제가 점차 지식기반경제로 변화하고 있고, 이러한 지식을 창출하고 활용하여서 경제적 가치로 전환되는 선순환적 체계를 갖추기 위해서는 인재육성이 가장 핵심적인 필수조건일 것이다. 현재 국가의 미래발전의 가장 핵심적인 부분이 과학기술발전전략임을 고려할 때 과학기술인력에 대한 인적자원개발 정책은 필수적인 요소이다. 그렇다면 과학기술발전에 주도적인 역할을 하고 있는 출연(연)에서 효율적인 방향정립이 필요한 이 시점에서 연구원의 인력을 양성하는 일은 국가혁신체제 전반에 걸쳐 경쟁력 강화라는 측면에서 볼 때 매우 중요하다고 볼 수 있다. 본 연구는 기존문헌들을 바탕으로 인력양성에 대한 연구의 틀을 제시하고자 한다. 창조적 인력양성전략은 조직 내에서 유치, 육성, 활용, 퇴직, 안락한 노후로 이어지며, 이를 바탕으로 한 새로운 인력의 유치 등으로 이어지는 것으로 "창조적 인적자원의 전주기적 경영(Life Cycle Management of Creativity Human Capital)" 을 본 연구의 핵심으로 전체연구를 전개하도록 한다. 또한 이와 같은 전주기적 경영에 있어서 각 단계별로 다양한 정책적 이슈들이 대두될 수 있다.

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A STUDY ON VISUAL IMAGE DIVERSITY OF HANGUL - concentrate on non-square type - (한글의 시각적 이미지 다양화에 관한 연구 - 탈 네모꼴을 중심으로 -)

  • Lee, Hyoun-Joo;Ryoo, Sung-Hyun
    • Annual Conference on Human and Language Technology
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    • 1994.11a
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    • pp.235-250
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    • 1994
  • 한글의 신속하고 정확한 정보전달 기능을 유지 발전 시킴과 동시에, 정보 전달의 목적 및 효율성을 높이기 위하여, 인간심리에 직접 영향 미치는 시각적 이미지를 지니는 조형적 문자의 서체 및 기능 개발에 필요한 현행 한글서체들의 시각적 이미지에 대한 분석적 연구를 시도하였다. "한글의 시각적 이미지 다양화에 관한 연구" 에서의 네모틀 고수형의 한글 이미지 연구에 이어 금번에는 컴퓨터에서 지원 사용되는 탈네모꼴의 한글 12종을 제목용과 본문용으로 나누고 각각 그 굵기에 따른 이미지를 표본조사 및 수치분류적 기법에 의한 이미지 특성을 분석하였다. 연구결과, 한글 탈내모꼴 서체는 크게 3개의 그룹으로 구분되며, 전반적으로 그 이미지의 강도에 있어 약한것으로 나타났으며, 각 서체의 제목용및 본문용의 각각의 굵기에 해당하는 이미지가 동일한 것으로 나타나 안정된 이미지를 보유하는 서체로는 스케치체와로 나타났다. 이 같은 한글서체의 이미지 분류 연구는, 한글서체 개발이 수치적 분석에 의하여 방향정립 및 높은 예측성을 지닐 수 있으며, 목적지향적인 폰트개발 및 균형있는 서체운용 체계의 운용에 의하여 극대화될 수 있다.

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Comparative Analysis of the National Level Academic Achievement Assessment Items between Korea and Japan (한국과 일본의 국가수준 학업성취도 평가 문항 비교 분석)

  • Kim, Bumi;Cho, Hyungmi
    • Journal of the Korean School Mathematics Society
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    • v.24 no.4
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    • pp.407-428
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    • 2021
  • This study compares and analyzes the mathematics assessment items of the middle school's national-level academic achievement tests in Korea and Japan, recently revised as a competency-focused curriculum. By comparing and analyzing the assessment items in each country, the analytic framework is integrated into content areas, contexts, and competencies. The characteristics of each country's assessment items developed for each content area were analyzed using the framework. We suggested some implications on developing and improving national-level academic assessment items.

The relation between Movement working as a Grouping clue in Moving Picture and Semantic structure forming (동영상에서 그룹핑(grouping) 단서로 작용하는 움직임(Movement)과 의미구조 형성의 관계)

  • Lee, Soo-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.119-128
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    • 2006
  • The scale of visual expression has expanded from freeze frame to motion picture as media have developed. Moving pictures such as animation, movies, TV CM and GUI become formative elements whose movement is necessary compared to freeze frame as apparent movement phenomenon and unit structure such as short and scene appear. Therefore, of formative elements such as a shape, color, space, size and movement, movement is importantly distinguished in the moving image. The expression and form of image as a relationship between the signified and signifier explained by Saussure are accepted as a sign by mutual complement even though they limit the content. This makes it possible to infer that the formal feature of movement participates in the message content. To verify this, the result of moving picture visual perception experiment based on the gestalt grouping principle result shows that 70-80 percent of subjects think that 'movement' is the important grouping clue in perception. Movement affects the maintenance of the context of message content in the communication process when the meaning structure of moving picture is analyzed based on the structural feature. The identity can be maintained with if there is a movement with similar directive point even if the color and shape of people, things and background are changed. Second, the clarity of the content is elevated by a distinguished object as a figure by movement. Third, it acts as a knowledge representation which can predict similar movement process of next information processing. Forth, movement gives the content consistency even though more than two scenes have fast switch and complicated editing structure like cross-cutting. Movement becomes a clue which can make grouping information input by visual perception reaction. Also, it gives the order to the visual expression which can be used improperly by formation of structural frame of image message and has the effectiveness which elevates the clarity of signification. Moving picture has discourse with several mixed unit structures because it fundamentally contains time and the common and distinguished expression is needed by media-mix circumstances. Therefore, by the application of gestalt grouping principle to moving picture field, movement becomes the more distinguished than other formative elements and affects the formation of meaning structure. This study propose a viewpoint that develops structural formative beauty and new image expression in the media image field.

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Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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The Study of annealing condition and press method of glass for making glasses lens (안경렌즈 제작을 위한 유리의 열처리조건과 성형방법에 관한 연구)

  • Cha, Jung Won;Ha, Tae Wook
    • Journal of Korean Ophthalmic Optics Society
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    • v.6 no.1
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    • pp.133-137
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    • 2001
  • The method to make glass is tried first thing in domestic study for glasses lens. Tg of glass KzFSl was measured by DSC experiment and press method of glass of meniscus shape was studied for minimize the cost. Tg was increased $483^{\circ}C$ to $501^{\circ}C$ with increasing heating rate $2^{\circ}C/min$ to $20^{\circ}C/min$. It shows Arrhenius temperature dependence and the activation energy of Tg is ${\Delta}E$=409 kJ/mole(4.25eV) by using Ozawa method and Tg is near $480^{\circ}C$. The melt of KzFSl powder was poured to concave cast stainless and pressed convex cast stainless. The quenched glass was slow cooled with cooling rate $0.25^{\circ}C/min$ in temperature range $520{\sim}430^{\circ}C$. The glass was made without strain. It has meniscus shape and same size to commercial glasses lens.

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A Study on the Anterior Creative Attributes of Chaos and Fratals and Their Applicability to Environmental Design (카오스, 프랙탈의 창조적 속성과 환경디자인에의 적용가능성에 관한 연구)

  • 김주미
    • Archives of design research
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    • v.13
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    • pp.235-255
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    • 1996
  • The world-view of a period or a society refers to the way it conceives of the order and governing principles of the universe. The ad and outcome of the crealive process of a designer reflect his or her world-view or value system. Contemporary students of design seem to find the traditional approach to art based upon the Euclidean logic rather redudive and confining and are trying to develop a new way of thinking and methodology, a new frame of reference. In this study, I am offering the chaos- and fractal theory, concepts drawn from science, as a new anchoring point for design. This approach makes use of the concept of chaos as the basis of a new, open system that enables a designer to find and generate numerous visual possibilities immanent in chaos. Likewise. fractal geometry is offering new concepts and vocabularies for the study of physical universe and design thinking, as well as bridging the gap between science and art. The number of structural possibilities fractal theory generates for environmental design seems to be virtually unlimiLl'd. In fine. this study places a great emphasis on the new approaches t() the environment we inhabit. which I hope will contribute to generating a greater number of creative possibililil:s for environmental design.

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A Study on the Characteristics of Taste-Based Look Presented in Modem Fashion (현대 패션에 표현된 취향지향적 룩의 조형적 특성과 미적 가치)

  • Song, Geum-Ok;Kim, Young-In
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.195-204
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    • 2005
  • This study was peformed to systematize the concept of taste being recognized as new cultural values, as well as to ascertain the looks and aesthetical values presented in modern fashion in terms of taste. Taste is the life style being pursued individually, a preference and the important factor that characterizes each individual among contemporaries. In particular, the fashion is an important means able to differentiate respective tastes. The taste-based looks including; the dandy-look, the kitsch-look, fetish-look, the grotesque-look, and the kidult-look, etc. are reviewed as cases. Those are well expressing the phases of each times. The looks reflecting contemporaries' various tastes, are symbolic means showing the positive expectations on the present and the future. The looks are unifying fashion and society, and the designers are able to be key roles satisfying customer's taste by presenting of their collections. It is expected that the outcome of this study may provide academic basis of the tastes and a framework of interpretation of the tastes and fashion looks within culture by the aesthetical values presented as fashion.

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Structuralization of CGI Visual Format for Digital Cinema and Digital Animation -Focused on Film - (디지털시네마와 디지털애니메이션을 위한 CGI 시각형식 구조화 -영화<정글북>을 중심으로-)

  • Yu, Hyoung-Jun
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.22-30
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    • 2017
  • CGI not only performed a crucial role to make cinema and animation evolved into digital cinema and digital animation but also CGI, an important visual format, settled realism-centric spectacle image culture in public commercial cinema and animation. The fact that CGI visual format could be structuralized in three different view points is discovered through Iconicity, photorealism, verisimilitude, uncanny valley, hyperrealism, and spectacular realism discourse research which explain image culture. First, a formative viewpoint that comes up in an iconic difference between drawing and photograph. Secondly, a cognitive viewpoint that sees visually perceived naturalness and abnormality as a realistic probability issue. Lastly, a customary viewpoint which is rooted in aesthetic tradition of cinema and animation. After that, the features of CGI which is used in the movie 'jungle book'(2016) were analyzed using the structured visual format. Consequently, this movie has hyper-realistic photographic iconicity on the base of realistic probability. Also, by following image-aesthetic convention which uses overstated and amplified narrative as a visual format, at the same time, the movie also has sufficient image-aesthetic convention in animation by personified animal character.

Development of the Constructing Integrated Interface for a MP3 Service Vending Machine (MP3 자판기를 위한 통합적 인터페이스 구축에 관한 연구)

  • 홍석기;김상일
    • Archives of design research
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    • v.13 no.1
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    • pp.139-148
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    • 2000
  • Development of the digital technology made possible the Integrated media that is combined computer with information network technology. Integrated media is the data transferring method through the multimedia, and has been developed by the similar form with the human's information transferring system. For that reason, interface has been developed as the important theme, Human Computer Interaction, according to the formal development. Using interface is not activated yet for the lack of connection with various divisions and the system of the product development although interfaces formatic development is re-arranged and re-established in design. This is the try to construct new model of the interface by re-arrange of the factors for the information transferring form development on the ground of the mp3 service vending machine development. Interface is divided into logical I formatic and hardware I software for he systematic classification and also arranged so that anybody can understand. Consequently, presenting of the new integrated interface paradigm can make possible to suggest the fundamental framework that is the new direction of the design re-arranged by the integrated media.

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