• Title/Summary/Keyword: Digital Item

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A Study on the Application of 3D Digital Animation Model for Fashion Design I (3D 디지털 애니메이션 모델을 활용한 의상 시뮬레이션에 관한 연구 I)

  • 김혜영
    • Journal of the Korean Society of Costume
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    • v.50 no.2
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    • pp.97-109
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    • 2000
  • The purpose of this study is to apply 3D computer graphics in fashion design as a creative medium and it attempts to fine out what advantages 3D technique can offer to fashion design. For this purpose, this study, first, tries to develop a 3D digital model in which designer can select design, color , pattern and fabric palette whatever necessary . This study uses of the software named 'Poser of Fractal Design' and the and the 3D digital model comprises four stages ; body modeling, item design (item coordination), color design (color coordination), pattern and fabric design (pattern and fabric coordination). Secondly, this study seeks to accumulate a data base which was produced in the course of case studies, which have applied 3D digital model to design. The outcome of the case studies shows that 3D digital model can enhance designing in the following four aspects. ⅰ) It can give more freedom to designer to try various ideas, revise and modify them, It can also produce random generation. Through this process, the designer test various input and output without damage on fabric after revision and alteration. ⅱ) It can help designers to enhance their accuracy. Since fault in the design developed by the 3D digital model can be detected in advance, designers can make correlation before actual work begins. In the end, designers can express their ideas and intention accurately as well as freely. ⅲ) Since design developed by the 3D digital model can be shared on screen by various actors in the course of priduction such designers , merchandisers, and supervisors, it can help communication between and cut the time of feedback.ⅳ) By using the 3D digital model, designers can work from the begining with awareness of actual outcome their design, since the 3D digital model provide animation, which helps designers to envisage visual changes as they apply various items, colors, pattern and fabrics.

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An Analysis of Posthuman's Body Type and Fashion in SF Movies (SF 영화에 나타난 포스트휴먼의 신체 유형 및 패션 분석)

  • Choi, Jung-Hwa
    • The Research Journal of the Costume Culture
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    • v.19 no.3
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    • pp.473-487
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    • 2011
  • The purpose of this study is to analyze the body type and fashion of posthuman in SF movies. The method of this study was to analyze documentaries, internet web site, fashion books and so forth. The results were as follows: The body types of posthuman were expressed as mutation type, prosthetic type, clone type by biological hybrid or renovation and digital type by computer simulation. The mutation type was expressed as reinforcement of masculinity or feminity and reinforcement of body functions. The fashion item was expressed as a black tailored suit, leather jacket, cat suit, whip, black sunglass, garter belt, high heel shoes, short pants, black one piece dress and functional body suit. The prosthetic type was expressed as reinforcement of body functions and reinforcement of masculinity or feminity. The fashion item was expressed as a military item, high-tech power suit and ergonomic armor suit. The clone type was expressed as the plural ego with reinforcement of body functions. The fashion item was expressed as a power shoulder jacket, fake fur coat, vinyl, black see-through look and functional suit. The digital type was expressed as reinforcement of masculinity or feminity and the plural ego with reinforcement of body functions. The fashion item was expressed as a data suit, leather jacket, black over coat, boots, black sun glass, ethnic items and military items. The meanings of posthuman fashion in SF movies were impurity of posthuman, display of superhuman's power by sexuality, metaphor of power and fantasy of superhero in opposition futuristic dystopia. As mentioned above, posthuman body type and fashion in SF movies become the conversational topic in the real world. The fact that we think about utopia and identity of posthuman in the future is of great significance.

A Study on Interaction Design for Improving Usability of Random item box in Korean Mobile Game (국내 모바일 게임의 확률형 아이템 사용성 개선을 위한 인터랙션 디자인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.137-143
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    • 2018
  • This study is an interaction design study which can improve the usability of random item boxes that are used as in - game contents in Korean mobile games. Currently, Korean mobile game sales continue to rise. Sales of random item boxes are the main reason for the increase in sales. Problems with the use of random item boxes have been continuously raised, and legal regulations are currently in place. When using random item boxes, the user can not know the exact percentage information. There is a concern that this expresses gambling. In this context, we have studied interaction design to improve the usability of random item boxes, and conducted user online surveys and in - depth interviews to provide users with a better game experience. As a result, it is shown that providing percentage information intuitively when using random item boxes can enhance user experience. Through this study, it is expected that interaction design research will be actively conducted to provide a better user experience when using random item boxes.

A Study on the Development of Usability Evaluation Criteria in Digital Library Website (디지털도서관 웹사이트 사용성 평가기준 개발에 관한 연구)

  • Lee, Eung-Bong;Lee, Ju-Hyurn
    • Journal of the Korean Society for information Management
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    • v.20 no.3
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    • pp.129-153
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    • 2003
  • This study is to develope the usability evaluation criteria for improving quality of user services in digital library website. It compared and analyzed major eight studies concerning usability evaluation of library website in foreign and domestic. This paper was suggested 36 items of evaluation criteria that are belongs to six domain(quality of links, feedback mechanism, accessibility, design, navigation and searching). Usability evaluation criteria for digital library websites suggested in this paper is a item-based level, and to observe generally.

A Study on the Item Code Standardization of Automobile Industry (자동차산업의 품목코드 표준화에 대한연구)

  • Kang, Min-Sik;Im, Ik-Sung
    • Journal of Digital Convergence
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    • v.8 no.4
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    • pp.73-82
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    • 2010
  • Auto-industry is very difficult to standardize item code generation rule, because it has more than 20,000 parts in this industry. As finished good companies have already used the ERP system such as SAP, they have a good Master Data Management(MDM) system. However, since many supplier companies have poor MDM system, they have a lot of barriers on system implementation like ERP, MES. PDM systems. This study surveys various benchmarking sites and investigates the standardization of item code of the auto-parts manufacturing companies. Finally, this study proposes the implementation guide (IMG) of auto-industry MDM standardization.

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Fur trend analysis showed in 2006 Fall Winter collection (2006 F/W Fur fashion trend 분석)

  • Lee, Eun-Young
    • The Journal of Natural Sciences
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    • v.17 no.1
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    • pp.79-87
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    • 2006
  • Now thus season trend, we can see the multi and digital trend. Specially it was very sensational in fur trend. Many designer showed very shocking and mixed design, silhouette is bulky and fusion short. The background are rise up of kidult, naturalism, techno casual sense, new avangarde. Now, fur is not the classic item anymore. It is necessary to change funny and trendy casual item.

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Overview and Application of MPEG-21 DII (MPEG-21 DII의 개요 및 응용)

  • 강상욱;류광택
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1471-1474
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    • 2003
  • MPEG-21 에서 정의된 멀티미디어 프레임워크 하에서 디지털아이템(Digital Item)이 이용자(User) 상호간에 교환되어지고 이용되어지는 상황이 MPEG-21 이 추구하는 궁극적인 목표이다. 이러한 디지털 아이템의 교환과 이용은 IPMP(Intellectual Property Management and Protection), 콘텐츠 취급과 이용, 사건보고(Event Reporting), 효율적인 망과 단말 자원 관리 둥 다양하고 복잡한 활동들을 수반하며 디지털 아이템의 식별과 관련 정보 기술(Description)을 바탕으로 이런 활동들을 효율적으로 수행할 수 있다. 본 논문에서는 MPEG-21의 세 번째 부분인 디지털 아이템 식별(Digital Item Identification)의 일반적인 내용과 DⅡ RA(Registration Authority)에 대해 설명하고 타 식별체계 및 메타데이타 표준과의 관계와 응용분야에 대해에 대해 소개한다. 그리고 DⅡ의 개념을 이용한 식별시스템의 구성과 구축 방법에 대해 논의한다.

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A Study on Methodology of Assessment for KM Maturity (지식경영 성숙도 측정 방법론에 대한 연구: 지식경영동인과 지적자산의 연계)

  • Byun, Daniel;Choi, Jae Woong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.1
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    • pp.141-153
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    • 2009
  • There have been a lot of researches about KM(knowledge management) in domestic and foreign countries since 1990. Especially, there have been a lot of researches about enabler of KM, knowledge asset etc. but these are insufficient researches about performance measure of knowledge management considering maturity of KM. In addition, performance measure and maturity considering enabler to manage successful knowledge as well as knowledge asset which can be the following result are not the sufficient situation. Therefore, this study makes developmental levels of the inside and outside of the corporate by observing previous studies about the maturity of knowledge management and classifies enabler of knowledge management and measure item about knowledge asset by level, considering the features of each developmental level. And it is designed to propose maturity measure methods considering maturity level of actual knowledge management item by drawing indicator to measure classified items.

A Countermeasures on the Cyber Terror for the National Key Organizations (정부 주요기관에 대한 사이버 공격의 대처 방법)

  • Lee, Young-Gyo;Park, Joong-Soon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.2
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    • pp.39-47
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    • 2008
  • As internet is spreaded widely, the number of cyber terror using hacking and virus is increased. Also the international cyber terror to the national key organizations go on increasing. If the national key organizations is attacked by the attack, the national paper, document and records are exposed to the other nations. The national paper, document and records can give damage to the nation. Especially, the unknown attack can give much damage to the nation. Therefore, this paper suggested a countermeasures on the cyber terror for the national key organizations provided the inner of the organization is safe. The uneffective item and invasion privacy item are included among the countermeasures. However the countermeasures can protect only one cyber terror to the national key organizations.

MPEG-21 Digital Item Adaptation for User's Audio and Visual Accessibilities (사용자 청각특성 및 시각특성에 따른 MPEG-21 디지털 아이템 적응)

  • 남제호;김해광;노용만;홍진우
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2002.11a
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    • pp.145-150
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    • 2002
  • 디지털방송 서비스 기술의 급속한 발전은 시청자 취향 및 특성을 고려한 시청자 중심의 맞춤형 방송 서비스 제공을 가능하게 한다. 방송컨텐츠는 시청자의 특성 및 사용환경 정보들을 기반으로, 방송컨텐츠를 구성하는 오디오 및 비주얼 신호를 적응(adaptation) 변환하여 보다 개인화 된 형태로 가공된 후 시청자에게 제공되어질 수 있다. 본 논문에서는 현재 표준화 작업이 진행 중인 MPEG-21 Digital Item Adaptation (DIA) 표준기술에서 정의된 사용자 특성 정보들 중에서 '접근성(accessibility)'에 해당하는 사용자의 청각특성 및 시각특성 정보의 기술개요를 설명한다.

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