• Title/Summary/Keyword: Canvas

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Study on the form of expression for Web Comics : Focused on Scroll Comics (웹 만화의 표현 양식에 관한 연구 : 스크롤 만화를 중심으로)

  • Kim, byong soo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.657-660
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    • 2007
  • The growth of Web comics is very noticeable in Korean comic market as the 21st century is entered. In amongst these1 trends, the scroll comics had established it self as one of the main stream form for expression, outside the form of the traditional published comics, so it is providing a new visual experience for the readers. The scroll method uses the large vertical space that is uncomparable to the column compartment of the printed comics, and its uses of animation-like techniques, innovative partitioning, flob styles and narration partition positioning, the limitless canvas and the scroll bar of the web page, is leading the digital comic age. However, it is still very uncertain whether the 'scroll comics' will still be valid in the age of Web2.0. It is concerning that even though there are limitless potential in the realms of digital and web, the web comics seem to be bound to one particular medium, 'scroll'. In this report, the form of expression in the scroll centered web comics will be analyzed, and based on this, the future evolution of digital comics shall be investigated.

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2D to 3D Anaglyph Image Conversion using Linear Curve in HTML5 (HTML5에서 직선의 기울기를 이용한 2D to 3D 입체 이미지 변환)

  • Park, Young Soo
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.521-528
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    • 2014
  • In this paper, we propose the method of converting 2D image to 3D image using linear curves in HTML5. We use only one image without any other information about depth map for creating 3D images. So we filter the original image to extract RGB colors for left and right eyes. After selecting the ready-made control point of linear curves to set up depth values, users can set up the depth values and modify them. Based on the depth values that the end users select, we reflect them. Anaglyph 3D is automatically made with the whole and partial depth information. As all of this work has been designed and implemented in Web environment using HTML5, it is very easy and convenient and end users can create any 3D image that they want to make.

2D to 3D Anaglyph Image Conversion using Quadratic & Cubic Bézier Curve in HTML5 (HTML5에서 Quadratic & Cubic Bézier 곡선을 이용한 2D to 3D 입체 이미지 변환)

  • Park, Young Soo
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.553-560
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    • 2014
  • In this paper, we propose a method to convert 2D image to 3D anaglyph using quadratic & cubic B$\acute{e}$zier Curves in HTML5. In order to convert 2D image to 3D anaglyph image, we filter the original image to extract the RGB color values and create two images for the left and right eyes. Users are to set up the depth values of the image through the control point using the quadratic and cubic B$\acute{e}$zier curves. We have processed the depth values of 2D image based on this control point to create the 3D image conversion reflecting the value of the control point which the users select. All of this work has been designed and implemented in Web environment in HTML5. So we have made it for anyone who wants to create their 3D images and it is very easy and convenient to use.

3D Surface Representation and Manipulation Scheme for Web-based 3D Geo-Processing

  • Choe, Seung-Keol;Kim, Kyong-Ho;Lee, Jong-Hun;Yang, Young-Kyu
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 1999.12a
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    • pp.66-71
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    • 1999
  • For given 3D geographic data which is usually of DEM(Data Elevation Model) format, we have to represent and manipulate the data in various ways. For example, we have to draw a part of them in drawing canvas. To do this we give users a way of selecting area they want to visualize. And we have to give a base tool for users to select the local area which can be chosen for some geographic operation. In this paper, we propose a 3D data processing method for representation and manipulation. The method utilizes the major properties of DEM and TIN(Triangular Irregular Network), respectively. Furthermore, by approximating DEM with a TIN of an appropriate resolution, we can support a fast and realistic surface modeling. We implement the structure with the following 4 level stages. The first is an optimal resolution of DEM which represent all of wide range of geographic data. The second is the full resolution DEM which is a subarea of original data generated by user's selection in our implemeatation. The third is the TIN approximation of this data with a proper resolution determined by the relative position with the camera. And the last step is multi-resolution TIN data whose resolution is dynamically decided by considering which direction user take notice currently. Specialty, the TIN of the last step is designed for realtime camera navigation. By using the structure we implemented realtime surface clipping, efficient approximation of height field and the locally detailed surface LOD(Level of Detail). We used the initial 10-meter sampling DEM data of Seoul, KOREA and implement the structure to the 3D Virtual GIS based on the Internet.

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Qualitative Research on Actual Wearing Conditions and Satisfaction of Rifle Shooting Clothing (소총 사격복 착용실태 및 만족도에 관한 질적연구)

  • Lee, Ah Lam;Park, Soozin;Kim, Na Yun;Nam, Yun Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.4
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    • pp.517-528
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    • 2015
  • This study investigates actual wearing conditions and satisfaction based on qualitative research for rifle shooting clothing. The survey was conducted in two ways: in-depth interviews of 4 rifle shooting experts and subjective questionnaires for 18 active rifle shooters. They agreed on the importance of rifle shooting wear to minimize body sway and contribute to a balanced body posture. Most rifle shooters purchase made-to-measure rifle shooting clothing at a domestic store, but the clothing often needs extra adjustments due to an uncomfortable fit. Current fabric for rifle shooting clothing consists of a cotton canvas with a polyester mix; however, rifle shooters are unsatisfied with its stiffness in hot and wet conditions. Due to the specific fabric features, rifle shooting clothing should not be washed despite year-round use that represents another point of dissatisfaction. Rifle shooters always wear specially designed underclothes to improve shooting skills and comfort sensation. In conclusion, it is necessary to develop well fitted and comfort rifle shooting clothing that could improve shooters skills based upon this study.

A Study on the Development of On Screen Display Interface Design for Digital Convergence TV User (디지털 복합TV환경에서의 사용자 인터페이스 디자인을 위한 OSD 디자인 개발에 관한 연구)

  • shim, Jae-Hee;Lee, Kun-Sik;Yoo, Kyung-Hee;Kim, Uni-Young;Kim, Jeong-Ju
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.9-13
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    • 2006
  • 본 연구는 HD 복합TV 사용자의 시청행태 및 사용자 니즈 분석을 통해 사용자 시나리오를 도출하여 실제 제품에 적용할 수 있는 DTV 인터페이스 디자인의 일반적인 원리를 발견하고 대형 DTV 화면에 적합한 OSD디자인을 개발하여 디지털 복합 TV에 적합한 새로운 디자인 가이드라인을 제안하는 것을 그 목적으로 하고 있다. 이를 위해 DTV 시청환경을 기반으로 PVR, EPF, 녹화, 1394 등 다양한 기능에 대한 사용 시나리오를 정의하고 유저 내비게이션 특성을 반영한 OSD디자인 방향을 검토하였고 개발환경인 50인치 PDP 화면에 적합한 레이아웃을 제작하여 사용자조사를 통해 검증하였다. 사례연구로 최근 이슈가 되고 있는 타임머신 기능 X Canvas PDP의 OSD 디자인을 개발하여 양산용 제품에 적용할 수 있었다. 대표적인 특징으로 복합 TV 의 Gateway 인 홈메뉴, PVR 기능의 핵심인 프로그래스바, 모든 컨텐츠에 일관되게 적용할 수 있는 목록화면, 녹화관련화면에 공통적으로 적용할 수 있도록 폰트,칼라,레이아웃,위젯 정의를 수행하여 각 기능별 화면들이 Package개념으로 Identity를 갖추면서 사용하기 편리하도록 구성하였다. 그리고 이를 통하여 DTV Application Design에 일반적으로 적용할 수 있는 메뉴구조 및 화면디자인 가이드라인을 도출하였고 세계최초로 자사에서 개발한 하드디스크 내장 HD TV Application GUI 의 사용성 및 심미성 측면을 모두 만족시키는 등 DTV GUI 분야에서 주목할 만한 성과를 거두었다.

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A Case Study of Collaboration in Cloud Service Ecosystem: Focus on Cloud Service Brokerage (클라우드 서비스 생태계 내의 협업 사례 연구: 클라우드 서비스 중개업을 중심으로)

  • Kim, Kitae;Kim, Jong Woo
    • Information Systems Review
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    • v.17 no.1
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    • pp.1-18
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    • 2015
  • Recently, the number of available cloud services are increasing dramatically because many IT companies have entered into cloud service market. Due to the reason, cloud service brokers are emerging as agents to solve cloud service selection problems and to support cloud service initialization and maintenance of unskilled cloud service users. In this study, NCloud24 case in South Korea and Right Scale case in the USA are analyzed as representative examples of the collaboration between original cloud service providers and cloud service brokers. The business models of two companies are analyzed using Business Model Canvas. The emergence of cloud service brokers are interpreted as unbundling process of IaaS (Infrastructure-as-a-service) cloud service companies. Based on the comparison with the two companies, we prospect future directions of cloud service brokerage.

Excrement and Subversion: Challenging the Authority and Values through Excrements in Contemporary Art (배설과 전복: 권위와 가치에 대한 도전으로 보는 현대미술에서의 배설)

  • Rhee, Jieun
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.133-156
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    • 2012
  • This paper briefly charts the history of excrement as part of the late 20th-century art and explores ways in which excrement functions in the realms of 'High' art. From Piero Manzoni's to David Hammons' performance , excrement has taken a small yet distinctively important part in the development of contemporary art. In an attempt to challenge the hegemony of 'high' art, on the one hand, and resist the commercialization and fetishization of art, on the other, Manzoni allegedly offered his own "shit" preserved in a tin can and sold it at the price of gold of the same weight. Andy Warhol took the legendary Abstract-Expressionist painter Jackson Pollock as the object of parody, simulating Pollock's dripping action by pissing onto the canvas that had been primed with copper-based paint. Warhol's urination produced splashes and stains of iridescent colors just as the patterns on ordinary abstract paintings. In contrast to Pollock's masculine action, Warhol's pissing alludes to the artist's homosexuality. Excrements in art also provoked controversies, debates, and even acts of vandalism against the artworks. The works of Andres Serrano and Chris Ofili infuriated many Christians for the blasphemous use of excrement with religious icons. Politicians engaged in the heated debates on the use of public and national funds in support of some of the 'politically incorrect' contemporary art. In the midst of media sensation and criticisms, these works challenged the conventional understanding of artistic beauty. The preexisting artworks were also targeted. African-american artist Hammons assumed the role of spectator in by urinating on Richard Serra's sculpture in the street of New York City. It was an act condemnation levelled at the racist pattern of the way in which large portions of funds and commisions of "public" art tended to promote established 'white' artists, whose work or creative process often failed to reflect the actual public. The use of excrement in art is not unusual in contemporary art practices. With its subversive power, excrement plays an important critical roles in the shaping of contemporary art.

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Creating an Innovative Marketing Strategy based on Kano-Blue Ocean Approach (Kano 모델을 이용한 블루오션 혁신적 마케팅 전략 구축)

  • Fan, Liu;Sukwaid, Ronald;Moon, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.534-540
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    • 2015
  • One of today's most frequently discussed topics in the business world is how to escape from the intense red ocean and how to create an uncontested blue ocean. However, because there are few practical guidelines available on this topic, we will introduce a case study of an autobus company to show how it aspires to be a leader in the newly introduced autobus industry in Indonesia. Analyzed through a strategy canvas, Kano model, four actions framework and characterized as Kano-Blue Ocean approach, this case study provides valuable information on how accompany reinforces its competitive advantage from the red ocean while it transitions into a blue ocean by creating an innovative marketing strategy. This study provides a good example in the field of marketing and innovation management.

Evaluating and Suggesting Business Models for the Knowledge-intensive Services Using AHP and BMC (AHP와 BMC를 활용한 중소기업의 핵심 지식서비스 평가 및 비즈니스 모델 제안)

  • Park, Sunyoung;Geum, Youngjung
    • Journal of Technology Innovation
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    • v.24 no.3
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    • pp.53-79
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    • 2016
  • Due to the rapid change of corporate environment of small and medium enterprises (SMEs), there is an increasing needs for the effective utilization of knowledge intensive services. Current knowledge intensive services for SMEs include various activities including venturing, R&D planning, R&D support, marketing, and networking. However, these activities are not differentiated according to the institutions that provides those services. In response, this study aims to explore and identify core knowledge intensive services, and specify the target knowledge service. The case study was conducted for the Divison of SMEs innovation in Korea Institute of Science and Technology Information (KISTI).