• Title/Summary/Keyword: 환경 그래픽 디자인

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A Study on Visual Communication Design for Effective Trial Presentation (효과적인 법정 프레젠테이션을 위한 비주얼커뮤니케이션 디자인 연구)

  • Baek, Se-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.601-611
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    • 2016
  • As oral trial principle and civil participation in criminal trials spread, the environment of Korean courtroom is in need of a systematic introduction of trial presentation which can supplement with the oral trial presentation's weakness. Therefore this study analyzes the definition, types, and effectiveness of trial presentation, considering characters of the Korean court's environment. As for following research step, the most widely used trial presentation softwares in the USA and Korea are analyzed and compared in consideration of the particularity of the trial presentation. Based on this analysis, this study suggested elements to be included in the presentation software optimized for Korean court's environment as follows: 1. Ease of the insertion of various forms and media, 2. Appropriate limitation of the spectrum for graphic style, 3. Ease of use of graphics tools, 4. System functions. Such a suggestion was proposed not only to enhance the clarity, accuracy, effectiveness in developing insistence and delivery of content, but also promote aesthetic quality and consistency of presentation's visual communication aspect.

A Study on Public Design using Fractal-Interactive Art (Fractal-Interactive Art를 활용한 공공디자인에 관한 연구)

  • Joo, Haejeong;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.629-632
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    • 2009
  • The interactive art and design can be interpreted as an intelligent system in the aspect of engineering. Because this information is treated and analyzed in real time and then such results is expressed in various media such as image, graphic, sound and etc. after these information are input through the sensor, camera and etc., for the efficient communication between human and production, namely, to communicate the interactive reaction, The image utilizing such interactive is being gradually developed as it widens its region in various art design fields. This research is purposed to make the system, which lets the citizens contact the information naturally by mixing the information for the environment with the interactive art of the arty type, and which lets the citizens feel the surrounding environment directly. This research will construct the live mood in the space itself and is utilized for the public art that can be directly experienced. It can provide the experience in the participation type that acquires the information being harmonized with the human naturally in the more developed type than the concept of the existing static installation. Therefore, it is sincerely required to research the interactive art in utilizing the public design.

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Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

A Study of consumer's behavior and classifications by advertising techniques of mobile character (모바일 캐릭터의 광고기법에 따른 타켓별 유형분류와 소비자 반응 연구)

  • 강대인;주효정
    • Archives of design research
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    • v.17 no.2
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    • pp.393-402
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    • 2004
  • The mobile advertisement has varied on lifestyle of people, who live aninformation-oriented society with portable equipment such as web phone and PDA(Personal Digital Assistant). Also, the advertising has expended mobile techniques and its application field unpredictably. The intrinsic characteristic of misdistribution, reach, and convenience in mobile advertisement add up the capacity of a location, information and individualize. This market condition leads the basic audio focused formal mobile advertisement to the new mobile Internet environment with an additional able of data communication. Moreover, the type of SMS (Short Message Service), Graphic, Wep Push, and ridchmedia, which based on music, basic graphic, voice, and letters transfer by mobile terminal and the mobile character is present inevitably correlation with pixel art and animation in 2D(Two Dimensions) techniques. Thus, this research appoints the importance and its role of mobile advertisement that is core of the business marketing in new media era. To activate mobile market, the mobile companies classify the characteristic of consumers with developed commercial use of mobile character and research their behavior to meet optimal mobile character in business.

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특별 좌담회 - 긴급진단! 특성화고 인쇄과 통폐합의 문제점과 대안은?

  • Jo, Gap-Jun
    • 프린팅코리아
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    • v.11 no.11
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    • pp.50-56
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    • 2012
  • 2012년 10월 11일 오후 3시, 전국에 소재하는 3개 고등학교 인쇄(관련)과를 대표하는 교사 5영(서울공고 : 김래성 3학년 담임교사, 정다현 그래픽아트과장, 서울북공고 : 태종필 학년환경부장, 김용식 디자인출판과장, 포항여자전자고등학교 : 조영권 교무기획부장)이 충남 천안시의 한 카페에서 자리를 함께했다. 월간 프린팅코리아가 인쇄분야 전문 인력 양성의 토대가 되는 고등학교의 전공 통폐합 관련 문제점을 살펴보고, 대안을 모색하기 위해 준비한 특별좌담회에 참석하기 위해서다. 좌담회가 시작되자 참석 교사들은 누구 할 것 없이 일선 교육현장의 어려움에 대해 토로하고, 대안 마련을 위한 불꽃 튀는 갑론을박을 전개했다.

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Validation Checking Mechanisms of Business Processes (비즈니스 프로세스 타당성 검증 기법)

  • Sul, Joo-Young;Park, Jung-Up;Kim, Hak-Soo;Shin, Young-Jae;Jang, Jin-Gun;Park, Chan-Hee;Kim, Te-In;Son, Jin-Hyun
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10c
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    • pp.1-5
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    • 2006
  • 과거에 비해 최근에 비즈니스 프로세스가 다양해지고 복잡해짐에 따라 비즈니스 프로세스를 디자인할 때 발생할 수 있는 문제점이 점차 증가하고 있다. 그로인해 비즈니스 프로세스 검증의 중요성이 높아지고 있지만 많은 검증 방법이 제안되고 있지 않은 실정이다. 한편, 최근 BPMI에서 주도하는 BPMN(Business Process Modeling Notation)은 비즈니스 프로세스를 위한 표준화된 그래픽 표기법으로써 BPMN을 지원하는 디자인 툴을 이용하면 다양하고 복잡한 프로세스 환경을 일반화된 형태로 디자인하고 분석할 수 있다. 이 논문에서는 이러한 BPMN으로 디자인할 때 발생할 수 있는 문제점들을 효율적으로 검증할 수 있는 몇 가지 검증기법을 제시한다. 이로 인해 비즈니스 프로세스 실행 시 발생할 수 있 문제점들을 효율적으로 검증할 수 있는 몇 가지 검증기법을 제시한다. 이로 인해 비즈니스 프로세스 실행시 발생할 수 있는 에러들을 사전에 검증하여 예기치 못한 큰 비용을 줄일 수 있다.

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The Study on the Evaluation Model of the Web Interface Design (웹 인터페이스 디자인 평가모델에 관한 연구)

  • Shin Soon-Ho
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.81-91
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    • 2001
  • The development of internet technology and communication is a great influenced on trends of our society in culture, economy, and policy. The informationized society related internet brought the change into the designer's attitude. Namely, designers who have a concern about internet web knew that the quality of design is more important in the web site to seek the new approach to the design in relation to internet market of an imaginary cyberspace. But we have not a good tool to evaluate the web design in the internet graphic interface especially by visual perception. Now, the major concern for this research is to study the evaluation criteria of the web design interface and offer some solutions to bring the objectivity of the evaluation method model in other to make the base of a new Internet culture in Korea.

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Verification Checking Mechanisms of Business Processes based on Control Flow Path (컨트롤 흐름 경로 기반의 비즈니스 프로세스 타당성 검증 기법)

  • Kim, Hak-Soo;Park, Chan-Hee;Sul, Joo-Young;Son, Jin-Hyun
    • The KIPS Transactions:PartD
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    • v.14D no.5
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    • pp.531-544
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    • 2007
  • As the current trend in e-business has led to more various and complex business processes in recent years, problems in business process models have increased gradually. Accordingly, the concern to validation of business process models has been much larger but there are few validation checking mechanisms supported so far. On the other hand BPMN driven by BPMI is a standard graphical notation. Using the tool supporting BPMN, business process can be modeled graphically and analyzed easily. In this paper, we present technical mechanisms which can efficiently detect anomalies in a process composed of BPMN and are capable of avoiding higher unexpected costs during runtime.

The Study on the Education System of Digital Film design in New Media Environment - Focusing on Graduate Courses in film and Digital Media - (뉴미디어 환경에서의 디지털 영상디자인 교육시스템 연구 - 영상ㆍ디지털미디어 대학원교육을 중심으로-)

  • 정봉금;김종덕
    • Archives of design research
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    • v.17 no.2
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    • pp.451-462
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    • 2004
  • The range of graphic design has expanded very widely as the digital era emerged, and many new areas of film design, including film, DVD, interactive TV, mobile and DMB, began to require the work of designers. This could be considered as an application as well as a case of digital film design as it has more developed new media environment as basis. The change in the expression techniques of film language is inevitable since major consumers of new media are the younger generation. The method of creating and distributing visual communication work is not standing still anymore. It has been diversified through dynamic movements and changes resulting from interaction. The major objective of this study is to find out and suggest the directions that film and digital media graduate school education of future by researching and analyzing how the nature of design, as an academic subject that keeps on changing and developing, is evolving in the new media environment. For this purpose, the methods of appropriate education system in higher design education, which are derived from case studies and previous studies on education system, are evaluated by examining the consumers. This study aims at finding the most effective training method in film and digital media design, and by integrating current design education with digital film design education establish a better fit education system that complies with the demands of today's society. It will suggest how an educational institute should see ahead of the time and provide what the society will demand in the future.

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Digital Restoration of Pulguksa Temple and Sokkuram based on Virtual Reality -Focused on the CAVE of Virtual Reality System (가상현실기술을 이용한 불국사와 석굴암의 디지털 복원 -가상현실 시스템 CAVE를 중심으로)

  • 박소연
    • Archives of design research
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    • v.16 no.2
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    • pp.67-76
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    • 2003
  • Today, computer graphics have moved into spotlight within many related fields. The use of computer graphics in many fields as well as in design is now universalized. More than ever, those fields which utilize virtual reality are being vigorously researched and are rapidly progressing. Many advanced countries are obtaining positive results, allowing the world to learn about their culture and history by using virtual reality techniques for the restoration of cultural property. Above all, the West has utilized the diversity of the CAVE system which could best express the artificial system among virtual reality systems. However, in Korea this technology remains in its early stages of development. Moreover, the field, digital restoration of cultural property, which will be discussed in this study, hasn't yet been explored. Accordingly, this study presents the way of digitally restoring cultural property based on the CAVE through the empirical research and suggests the significance and possibility of digitally restoring cultural properly in the CAVE system. For them, this study processes the digitally restoring of Pulguksa Temple and Sokkuram and refers to the limitation and the future study following the investigation of CAVE and the introduction of applicable examples in abroad.

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