• Title/Summary/Keyword: Graphic trend

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A Study of Changes on the Visual Communication Design Education in Major Subjects (교육과목에 나타난 시각디자인 교육의 변화)

  • 전성복
    • Archives of design research
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    • v.12 no.2
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    • pp.109-118
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    • 1999
  • Korea adopted a university education ,which it would have been many changes and innovations until modem developed university has its distinct feature. Design education is started just before release of korea and it has inclueded various majors in many changes until now. On the basis of 'Design', multi-media design has been happened and it shows the em of computer. With this change, the School Curriculum was tried many revisions and major subjects has had many changes reflecting the trend of the times. The Visual Communication Design Education is no exception to this. Especially the Visual Communication Design Education has a special quality that accept ail kinds of medium which can deliver on visual angle. Also it takes the problem that how to receive and teach new medium-Computer. The University education that original subject and new computer subject are mixed appropriately must be established promptly. We reside at the very point where past and present merge toward the future of computer graphic design.

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Seismic and Blast Design of Industrial Concrete Structures with Precast Intermediate Shear Wall System (프리캐스트 중간전단벽 시스템이 사용된 콘크리트 산업 시설물의 내진 및 방폭설계)

  • Lee, Won-Jun;Kim, Min-Su;Kim, Seon-hoon;Lee, Deuckhang
    • Journal of the Earthquake Engineering Society of Korea
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    • v.28 no.2
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    • pp.93-101
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    • 2024
  • Code-compliant seismic design should be essentially applied to realize the so-called emulative performance of precast concrete (PC) lateral force-resisting systems, and this study developed simple procedures to design precast industrial buildings with intermediate precast bearing wall systems considering both the effect of seismic and blast loads. Seismic design provisions specified in ACI 318 and ASCE 7 can be directly adopted, for which the so-called 1.5Sy condition is addressed in PC wall-to-wall and wall-to-base connections. Various coupling options were considered and addressed in the seismic design of wall-to-wall connections for the longitudinal and transverse design directions to secure optimized performance and better economic feasibility. On the other hand, two possible methods were adopted in blast analysis: 1) Equivalent static analysis (ESA) based on the simplified graphic method and 2) Incremental dynamic time-history analysis (IDTHA). The ESA is physically austere to use in practice for a typical industrial PC-bearing wall system. Still, it showed an overestimating trend in terms of the lateral deformation. The coupling action between precast wall segments appears to be inevitably required due to substantially large blast loads compared to seismic loads with increasing blast risk levels. Even with the coupled-precast shear walls, the design outcome obtained from the ESA method might not be entirely satisfactory to the drift criteria presented by the ASCE Blast Design Manual. This drawback can be overcome by addressing the IDTHA method, where all the design criteria were fully satisfied with precast shear walls' non-coupling and group-coupling strength, where each individual or grouped shear fence was designed to possess 1.5Sy for the seismic design.

Research Methods in Korean Social Welfare Research: Analysis of the Trend and Discussion for Promoting Application of Qualitative Research Methods (한국 사회복지학 연구방법론에 대한 분석과 고찰 - 질적 연구방법의 유용성 제고를 위한 논의 -)

  • Kang, Chul-Hee;Kim, Mi-Ok
    • Korean Journal of Social Welfare
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    • v.55
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    • pp.55-81
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    • 2003
  • This paper attempts to analyze the trend of research methods in Korean social welfare research and discuss utilities of qualitative research methods in broadening and deepening social welfare knowledge body in Korea. First, this paper examines research methods of 538 research articles published in Korean Journal of Social Welfare from the volume one in 1979 to the volume 51 in 2002. It has the following results: (1) non-empirical research articles were dominant in the 1980s; (2) empirical research articles have been dominant since the middle of the 1990s; and (3) research articles utilizing qualitative methods have appeared rarely since the end of the 1990s. Second, this paper examines the characteristics and the types(phenomenology, grounded theory, ethno-graphic approach, narrative inquiry etc.) of qualitative research methods. Third, this paper discusses (1) fitness between practice in social welfare discipline and qualitative research methods and (2) utilities of qualitative research methods in broadening and deepening knowledge body of Korean social welfare. In discussing the fitness, this paper focuses that qualitative research methods fits with the needs of social welfare discipline regarding broadening and deepening our understandings about social phenomena related to practice, and (2) qualitative research methods fits the needs of social welfare discipline regarding developing endogenous knowledge. In discussing the utilities, this paper focuses that qualitative research methods can be more properly utilized for social welfare research because there are coincidences in basic assumptions and perspectives of both qualitative research methods and social welfare practice. Finally, this paper highlights that 'many ways of knowing' exist in social science and it should be considered more sincerely in the arena of Korean social welfare research in order to more solidly develop the knowledge body of social welfare and practice in Korea.

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FORECAST OF FASHION TO 1995 -Concerning the Behavioral Science Models of Fashion- (예측으로 본 1995년까지의 패션 경향 -패션의 행동 과학 모델을 중심으로-)

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation (넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.139-155
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    • 2015
  • Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.

Marine Environmental Assessment based on the Benthic Macroinfaunal Compositions in the Coastal Area of Inchon, Korea (인천연안역 저서동물의 종조성을 이용한 환경평가)

  • LEE Jae-Hac;KOH Byoung-Seol;PARK Heung-Sik
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.30 no.5
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    • pp.771-781
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    • 1997
  • In order to select an effective and appropriate evaluation method for the marine environmental protection and management, it is necessary to evaluate the present status of environmental conditions and to monitor and regulate the harzadous waste continuously. Among the evaluation methods that use benthic fauna, some graphical methods and biological index methods such as species abundance-biomass (SAB), Rank-frequency diagram (RFD), Abundance-Biomass comparison (ABC), log-normal distribution (LND), and Benthic Pollution Index (BPI) modified by Infaunal Trophic Index were used for the assessments of marine environment in the Inchon coastal area. Even though the graphic methods are convenient for easy glimpse of general trend of environmental condition but because they require sufficient ecological data, those methods do not fit for analysis or comparison of regional and detailed environmental condition. On the other hand, when BPI was applied, it was able to compare the spatial benthic conditions. Through considering the functional aspects of benthic fauna which can not be obtained in the cluster analysis, BPI was made it possible to measure or trace down the source of pollution. In the case of the environmental assessment result analyzed in Inchon coastal area, the north eastern part of Yongjongdo was more influenced by the pollution than the outer area of Inchon. The research indicates that especially Inchon harbor has been greatly affected.

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Renaissance of Geographic Education in the United States since 1980: Its Dynamic Process and Implications to Geographic Education in Korea (1980년대 이후 美國 地理敎育 復興運動의 展開過程과 그 示唆點: 地理學, 地理敎育, 그리고 敎育政策의 關係)

  • Seo, Tae-Yeol
    • Journal of the Korean Geographical Society
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    • v.28 no.2
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    • pp.163-178
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    • 1993
  • The purpose of this paper is to provide a better understanding of the unprecedented reform movement of geographic education in the United States since 1980 and extract some implications from this movement for geographic education in Korea. For the purpose, the history to this movement was reviewed through following three stages. In the first stage(1980~1984: form :HSGP" to :"Guideline"), the voluntary improvement movement appeared at California and the orgni-zational movement began in 1982 such as the Committee on Geography and International Knowledge. The national educational refrom imperatives, presented at "A Nation at Risk", and "Back to Basics" movement provided good opportunities to resurrect geography as a basic subject. For next real resurrection movement, the very important document "Guidelines for Geographic Education" was published at 1984. In the second stage(1985~1989: from "Guide-lines" to "Public"), the "Guideline" gave power-full motives and foci for reconstructiong the contents of geography, especially by the five fundamental themes(Location, Place, Relation-ships within Places, Movement, and Region). Also GENIP as the symbol of unity of all four major geography organization(AAG, NCGE, NGS, AGS) contributed to expanding and stren-gthening geography education. Also Geography Educagtion Program of NGS was a smart and well organized program to improve geographic education through it's a five strategies: Grass-roots organization(Alliances), Teacher education, Pu-blic awareness, Educational materials develo-pment, Targeted outreach to education decision-makers. In the late 1980s, the last focus of movement was the Public awareness and Edua-ction decision-making. In the third stage(1990-present: from "Public" to "Core Subject"), the initiative pendulum swung from geography organization to nation curricu-lum. In this National Curriculum, Geography was approved as a "Core Subject" and The 1994 National Geography Assessment Framework was constructed to assess the outcome of student's education in geography in grades, 4,8, and 12. Some Implications extracted from the process and contents of renaissance movement of geogr-aphic education in the Uinted States since 1980 are as follows. First, It shows the importance of the unity and target assignment among the geography organization. Second, interactive relationship between the academic geography and school geography develops each other. Third, teacher education, including pre-service education, including pre-service education and in-service education, is a key element to improve the quality of geography. And teacher organization is a good clearing house to exchange information for good geography. Forth, the positive and active response to changes in socketies such as globalism and inter-nationalizing, national education policy, and the trend of pedagogy is needed to rejuvenate geo-graphic education. Above all, we need to establish a well organized and powerfull program, sophisticated activities strategies, and long-term implementa-tion plan if we want more and better school geography.

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A Study on UI Design Trends Analysis with Neumorphism Design (뉴모피즘 디자인이 적용된 UI 디자인 트렌드 분석 연구)

  • Park, Ji-Hye;Oh, Na-Yea;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.148-160
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    • 2021
  • Although a great deal of research has been carried out recently with the rise of importance of the UI design, little research has been conducted on the new Neumorphism design. Given the paucity of the research, we demonstrated the development process of GUI design, focusing on the UI design trends, Skeuomorphism, Flat, Material design and the emerging Neumorphism design. Based on this, the aim of the study is to look into the possibility of Neumorphism design, which is currently drawing attention, as the new UI design trends. This study was ordered as follows in two ways. First, drawing from the work of literature, we illustrated the UI design trends by considering the Skeuomorphism, Flat, and Material Design which were before the advent of the Neumorphism design. In addition, we conducted a study on the characteristics and limitations of the UI design trends through actual cases in which UI designs were applied. Second, the Material design as the most recent UI design trends and the Neumorphism design were compared with the method of expression based on the definition and characteristics of Neumorphism design that we investigated. In this context, we also analyzed the possibility of Neumorphism becoming the new UI design trend. We proposed an application of the design to maximize the benefits. This study is meaningful in that the Neumorphism design, which has yet to be studied, is likely to become the UI design trends in the future.

An Analysis of the Use of Media Materials in School Health Education and Related Factors in Korea (학과보건교육에서의 매체활용실태 및 영향요인 분석)

  • Kim, Young-Im;Jung, Hye-Sun;Ahn, Ji-Young;Park, Jung-Young;Park, Eun-Ok
    • Journal of the Korean Society of School Health
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    • v.12 no.2
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    • pp.207-215
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    • 1999
  • The objectives of this study are to explain the use of media materials in school health education with other related factors in elementary, middle, and high schools in Korea. The data were collected by questionnaires from June to September in 1998. The number of subjects were 294 school nurses. The PC-SAS program was used for statistical analysis such as percent distribution, chi-squared test, spearman correlation test, and logistic regression. The use of media materials in health education has become extremely common. Unfortunately, much of the early materials were of poor production quality, reflected low levels of interest, and generally did little to enhance health education programming. A recent trend in media materials is a move away from the fact filled production to a more affective, process-oriented approach. There is an obvious need for health educators to use high-quality, polished productions in order to counteract the same levels of quality used by commercial agencies that often promote "unhealthy" lifestyles. Health educators need to be aware of the advantages and disadvantages of the various forms of media. Selecting media materials should be based on more than cost, availability, and personal preference. Selection should be based on the goal of achieving behavioral objectives formulated before the review process begins. The decision to use no media materials rather than something of dubious quality usually be the right decision. Poor-quality, outdated, or boring materials will usually have a detrimental effect on the presentation. Media materials should be viewed as vehicles to enhance learning, not products that will stand in isolation. Process of materials is an essential part of the educational process. The major results were as follows : 1. The elementary schools used the materials more frequently. But the production rate of media materials was not enough. The budget was too small for a wide use of media materials in school health education. These findings suggest that all schools have to increase the budget of health education programs. 2. Computers offer an incredibly diverse set of possibilities for use in health education, ranging from complicated statistical analysis to elementary-school-level health education games. But the use rate of this material was not high. The development of related software is essential. Health educators would be well advised to develop a basic operating knowledge of media equipment. 3. In this study, the most effective materials were films in elementary school and videotapes in middle and high school. Film tends to be a more emotive medium than videotape. The difficulties of media selection involved the small amount of extant educational materials. Media selection is a multifaceted process and should be based on a combination of sound principles. 4. The review of material use following student levels showed that the more the contents were various, the more the use rate was high. 5. Health education videotapes and overhead projectors proved the most plentiful and widest media tools. The information depicted was more likely to be current. As a means to display both text and graphic information, this instructional medium has proven to be both effective and enduring. 6. An analysis of how effective the quality of school nurse and school use of media materials shows a result that is not complete (p=0.1113). But, the budget of health education is a significant variable. The increase of the budget therefore is essential to effective use of media materials. From these results it is recommended that various media materials be developed and be wide used.

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