• Title/Summary/Keyword: 환경 그래픽 디자인

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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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The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

Design of Nationalism and 'Koreanness' in the Authoritarian Regime of South Korea (독재정권기의 민족주의와 디자인에서의 '한국성')

  • Kim, Jong-Kyun
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.139-150
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    • 2006
  • Over the past half the 20th century, Korea has been through the period of three dictatorial regimes. In each regime the orthodox problem was raised due to its undemocratic ruling. Nationalism in particular was perverted by the authoritarian regimes' exploitation of it as a form of cultural policy to control their people effectively. To emphasize it's ideology the government sought, selected and devised cultural heritage and defined it as the 'Korean cultural identity' or 'Koreaness'. Artists have produced works in the 'Korean style' focused on 'Koreaness' which had been prescribed by the government. These works were sewed as a propaganda and contributed to the reproduction of ideology. In addition to the 'Korean-style design' formed in this period, this case includes a wide range of environmental design, public construction, graphic design, public design, films, etc. The Korean-style design has been developed in accordance with each government's cultural policy with a little difference in content and form.

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A Study on the Color of Medical Robot Bed from the Universal Design Perspective -A Case Study on the Universal Color Design of Ninebell Corporation's Medical Robot Bed- (유니버셜 디자인 관점에서 본 의료 로봇 침대 색채에 관한 연구 -(주)나인벨의 의료용 로봇 침대의 유니버셜 디자인 색채 사례를 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.203-208
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    • 2019
  • Medical color graphic research will serve as the basis for globally expanding and disseminating the design quality of the company's products through the era of production of medical robots. This study was based on technologies and contents suitable for the era of medical robot bed expansion, universal medical color application, ergonomic color, etc. In addition, the medical bed robot's color research direction was presented from the perspective of universal design. Accordingly, a universal color design was proposed, taking the functions of a medical robot under development by a domestic company as an example. The characteristics of this robot bed can be divided into three types of functions: first, treatment characteristics for prevention of pressure ulcers with curative, second, automatic seat exchange with cleanliness for medical environment, and third, Convenient, which can implement patient transport. The main idea is to present a combination of functional colors appropriate for this. The resulting color analysis and universal color design techniques could be a useful methodology for illustrating the appearance and function of a modern medical robot bed.

Flash Interface Design for Home Network (플래시 기반의 감성요소를 활용한 홈 네트워크 인터페이스 디자인 연구)

  • Lee, Kun-Sik;Yang, Jung-Hwa;Shin, Sung-Won
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.304-311
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    • 2007
  • 플래시 기반의 wall pad에서 보여줄 수 있는 그래픽 인터페이스의 방향은 크게 세가지로 구분할 수 있다. 첫 번째, 디스플레이 내의 자유로운 공간 이동이다. Wall pad의 주요한 기능은 제품의 원격제어이며 디스플레이에서 각 제품의 위치와 상태를 표시해 주는 것이다. 그러나 한정된 디스플레이 내에서 이러한 동작은 쉽지 않다. 플래시 기반의 환경에서 자유로운 zoom in, out을 통해 제품에 대한 정보를 명확하게 전달 가능하게 된다. 두 번째, 사용자의 감성 만족도를 극대화하는 측면이다. 감성 만족도를 높이기 위하여 모바일 제품에서도 대기화면 등에 다양한 요소를 적용하고 있다. 다만 본 제품은 모바일 제품과는 달리 항상 거실의 고정된 위치에서 보여지게 된다는 환경적 제약을 가지고 있다. 따라서 이를 활용하여 그 자체로 하나의 거실 인테리어 소품이 되어 전체 거실의 분위기를 한층 돋보이게 하는 역할까지도 가능하다. 세 번째, 메뉴 전개 방식에 활용 가능하다. 기능이 다양해지고 복잡해질수록 메뉴를 찾아 들어가는 일은 어렵고 복잡해지기 쉽다. 이러한 문제는 시간과 공간의 개념을 활용한 메뉴 전개를 통해 플래시를 활용하여 좀 더 직관적이고 인공지능적인 메뉴 방식으로 접근이 가능해진다. 이와 같이 홈 네트워크 인터페이스에서 플래시를 활용하는 것은 큰 의미가 있으며 실제 제품에 최적화해 가는 과정에서 그 효과를 얼마나 유지할 수 있느냐에 대한 문제가 가장 중요한 이슈가 될 것이다.

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Educational Web Design Taking Usability into Consideration (Focused on VRML Educational Web Page) (유저빌러티를 고려한 교육용 웹 디자인 (VRML교육용 웹 페이지 중심으로))

  • Kim, Nam-Hee;Kim, Tae-Wan
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.16-22
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    • 2002
  • After that Internet was introduced to Korea, Web page has developed from text centered to graphic-centered at its fist stage. At the present, it is improving to a design for users. Furthermore, with the acceleration of Information super-highway construction and generalization of basic technology for multi-media, the educational environment has transformed to demander-focused and internet basis service which transcends time and space. Consequently, the educational structure is converting from instructors unilateral lead to student-centered. Additionally, the common usage and digitalization of information have an effect on progress of education quality and cost saving. Although there are plenty of educational web pages on internet, we can notice that many of them are inconvenient for users to put into practice. The reason is that many experts overlook the fundamental which is the basic skill for design and understanding of Web must be accompanied with Web design. Therefore, this thesis will find out the points users should consider for use of Web page and realize the educational web page, reflected for VRML training.

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Dashboard Design for Evidence-based Policymaking of Sejong City Government (세종시 데이터 증거기반 정책수립을 위한 대시보드 디자인에 관한 연구)

  • Park, Jin-A;An, Se-Yun
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.173-183
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    • 2019
  • Sejong, Korea's special multifunctional administrative city, was created as a national project to relocated government ministries, the aim being to pursue more balanced regional economic development and boost national competitiveness. During the second phase development will focus on mitigating the challenges raised due to the increasing population and urbanization development. All of infrastructure, apartments, houses, private buildings, commercial structures, public buildings, citizens are producing more and more complex data. To face these challenges, Sejong city governments and policy maker recognizes the opportunity to ensure more enriched lives for citizen with data-driven city management, and effectively exploring how to use existing data to improve policy services and a more sustainable economic policy to enhance sustainable city management. As a city government is a complex decision making system, the analysis of astounding increase in city dada is valuable to gain insight in the affecting traffic flow. To support the requirement specification and management of government policy making, the graphic representation of information and data should be provide a different approach in the intuitive way. With in context, this paper outlines the design of interactive, web-based dashboard which provides data visualization regarding better policy making and risk management.

The Development of Window Operating EMTP Package Using Matlab (매트랩을 사용한 윈도우 구동형 EMTP 패키지의 개발)

  • 이재용
    • Journal of the Korean Institute of Telematics and Electronics T
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    • v.36T no.3
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    • pp.79-84
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    • 1999
  • The existing EMTP(Electromagnetic Transients Program) is writted by FORTRAN-77, has a closed architecture and uses a large number of code lines to satisfy requirements ranging from low level data manipulation to the actual solution mathematics which eventually become diluted and almost impossible to visualize. Thus has a difficulty in the development and maintenenace of its program module. This paper proposes a new design idea suitable (or a re-development of EMTP using the MATLAB and VISUAL-C++, which presents the development of the new EMTP package is operated in the window environment. The package has the GUI(Graphic User Interface) ability, and the MATLAB computation engine for an analysis of a transient state in an electric circuit.

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The Influence of Comedic Elements of the Game on the Gaming Choice by the Game Users (게임속의 코미디 요소가 사용자들의 게임 선택에 미치는 영향)

  • Maeng Jae-Hee;Hwang Ji-Yeon;Park Jin-Wan;Park Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.108-115
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    • 2006
  • This paper will study the influence of comedic elements of the game on the gaming choice by the game users, and focus its goal on establishing the foundation for the various game production environments. Within the game, the comedic elements are categorized as one of actively expressive elements and enhance the game's entertainment together with its sound qualities of graphics, scenario, sounds and level designs. Although the comedic elements are generally acknowledged as necessities, the research on how the users actually perceive those elements has been insufficient. Therefore this paper will investigate characteristics, compositions and techniques of the comedy used in the game and will analyze the influence that those comedic elements have on the users' recognition, satisfaction and royalty to the game.

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Auditory in formation and Planning of Reactive Interface (리액티브-인터페이스설계와 청각정보)

  • 김상식
    • Archives of design research
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    • v.20
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    • pp.123-132
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    • 1997
  • These days we live in society which the expanion and variety f information continuse with the evolution of technology. However, because much information exists in a black box, we have difficulty in using information embodied in products. For example, companies do not consider that much the position of users in using information and they thnd to tely too much on LCDs. But the limitation of monitors' screen and the tendency of miniaturization cause users some burden in obtaining visual information. Accordingly, the objective of this paper is to study an extent to which the auditory information is able to support userinterface, to compare it with the visual information, and eventually to find the way of suing auditory information as a means of expression.

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