• 제목/요약/키워드: Space Graphic

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모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 - (A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance-)

  • 김재명
    • 디자인학연구
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    • 제18권2호
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    • pp.5-14
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    • 2005
  • 그래픽디자인은 인류와 함께 하여 왔으며 인간은 동영상으로 사물을 파악한다. 그리고 꿈에서조차 영상으로 꿈을 꾼다. 도구의 발전은 인간의 신체 연장선상에서 발전하였다. 눈의 연장선에서 본다면 카메라, 비디오, 캠코더 등은 인간의 눈을 대신하는 도구들이고 결과물은 영상이다. 종이 위에 그려진 그림이나 이미지에 시간이 더해져 움직임이 부여 된다면 '움직이는 그림' 즉 모션 그래픽이 된다. 하지만 이 모션 그래픽은 애니메이션, 영상, 또는 영화라고 불리어 왔다. 이제 모션 그래픽은 영상 또는 영화, 애니메이션과 구별되어야 하는 시점이다. 영화와 애니메이션은 고유 영역을 확보하고 있으며 영상은 이들을 통합한 의미이지만 이 용어들이 '일러스트레이션이 동영상으로 움직인다면?'의 해답을 제공하기에는 부족해 보인다. 다양한 영역과 표현을 가진 일러스트레이션 또는 그래픽에 시간이 더해져 나타나는 결과물을 '모션 그래픽'이라 부르는 것이 타당할 것이다. 모션 그래픽은 다각적인 관점, 다양한 방법의 접근 그리고 해석 가능한 모든 방법과 표현이 종합적으로 시도되면서 매체간의 융합과 합성(meta-synthesis), 각기 다른 종과 종의 융합과 합성(media hybrid) 그리고 감각적 합성을 통해 변화하고 있다. 모션그래픽은 다양한 장르에서 활용도가 늘어나면서 하나의 분야로 자리 잡아 그래픽디자인 영역에서 독자적 장르로 성장하고 있으며 시각으로 인지되는 인식정보, 청각으로 인지되는 감성정보 그리고 몸 전체로 접촉되는 촉각정보가 통합(convergence)되는 새로운 국면으로 전개되고 있다. 모션 그래픽은 이러한 시대적 변화와 요구에 대처하는 신 메타포가 움직임의 결과로 출현한 새로운 커뮤니케이션 방식으로 이해되어야 할 것이다.

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교정 인쇄 장치에서 디지털 이미지의 색변환 적용에 관한 연구 (A Study on the Color Conversion Application of Digital Image in Proof Printer Device)

  • 김정은;조가람;구철회
    • 한국인쇄학회지
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    • 제27권1호
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    • pp.29-47
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    • 2009
  • Generally, if RGB image is sent to the printer when we print a digital photograph, the printer will convert RGB to CMYK by the inner built-in drive. Because the difference between color domain of RGB and CMYK will cause that change and difference. The most common way to solve the problem is to convert colors by using ICC profile at RIP software or to adapt automatic color converting from the software of the original printer. So we intended to study show which way is most efficient to the digital output and which color mode device is the best based on the printer's own drive in this paper. we tried to observe and check the extended range of color space such as AdobeRGB as well as CMYK and sRGB. Then we made sure which is the suitable color space. Besides, When we convert RGB mode into CMYK mode by utilizing RIP software and adapt the printer's ICC profile made by our selves, we evaluated the output we get and compared the result with extended RGB image. The results are as follows. In case of RGB mode, the printer requests RGB, and that makes the color space more efficient than CMYK's. Converted to CMYK by utilizing RIP software, the chroma is more linearized than the one produced with its' own driver. Compared with sRGB mode's color gamut, AdobeRGB mode's color gamut and CMYK mode's color, CMYK mode's color gamut is the smallest among 3 of them. CMYK mode's color gamut by utilizing RIP software can be changeable. that can be small and narrow or wide and broad. In other words, the volume of color gamut depends on how CMYK is linearized. The color space of sRGB is more advantageous than the one of AdobeRGB in color-reproduction printed. But in the group $-b^*$, the chroma leaves behind in terms of reproduction, In the group of $-a^*$, the chroma is excellent relatively. Visual evaluation of the image, AdobeRGB image has not many reproduction colors. Specially, according to printers' characteristics, Group B of AdobeRGB and sRGB color space is a long way behind In terms of reproduction but Group Y is excellent relatively.

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등시지각 색 샘플링에 기반한 $CIEL^{*}a^{*}b^{*}$-CMY로의 비선형 색변환 ($CIEL^{*}a^{*}b^{*}$-CMY nonlinear color transformation based on equi-visual perception color sampling)

  • 류승민;오현수;이철희;유미옥;최환언;안석출
    • 한국인쇄학회지
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    • 제18권1호
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    • pp.103-112
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    • 2000
  • The color space transformation to link device-dependent color spaces and device-independent color spaces is essential for device characterization and cross-media color reproduction. There are various color conversion methods such as regression, 3D interpolation with LUT(look-up table), and neural network. In the color transformation with these methods, the conversion accuracy is essentially based on the sample data to be exploited for device characterization. In conventional method, color samples are uniformly selected in device-dependent space such as CMY and RGB. However, distribution of these color samples is very non-uniform in device-independent color space such as CIEL*a*b*. Accordingly, the conversion error in device-independent color space is irregular according to the distribution of the samples. In this paper, a color sampling method based on equi-visual perception is proposed to obtain approximate uniform color samples in CIEL*a*b* space. In order to evaluate transformation accuracy of proposed method, color space transformations are simulated using regression, 3D interpolation with LUT and neural network techniques, respectively.

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Java를 이용한 3차원 벽돌 쌓기 게임 개발 (Development of a 3D Brickwork Game Using Java)

  • 백태관;서상진;정갑중
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2007년도 춘계종합학술대회
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    • pp.121-124
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    • 2007
  • 본 논문은 웹기반 게임 소프트웨어로서 3차원 벽돌쌓기 게임 개발에 대한 논문이다. 웹을 이용한 클라이언트 접속자는 자바 애플릿을 이용하여 웹상에서 접근 가능하고 Java Bytecode의 다운로드에 의해 각 클라이언트 접속자의 하드웨어시스템에 무관하게 작동가능하다. 소프트웨어 구성은 뷰포트 및 GUI 사용자 인터페이스기, 초기 공간 생성기, 이벤트 처리기, 쓰레드 관리기, 플레이어 관리기, 결과 분석기로 크게 6개의 부분으로 되어 있다. 뷰포트 내의 백그라운드 이미지를 삽입할 수 있도록 하여 사용자에게 지역적인 관광 정보나 특정 홍보 이미지의 전달을 용이하게 하는데 응용이 가능하도록 이용할 수 있다.

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Tangible Media Aided Design System

  • Kim, Gwon-Pil;Park, Min-Chul
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -1
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    • pp.437-439
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    • 2002
  • Tangible user interfaces have attracted strong attention in the HCI(Human and Computer Interface) community for their ability to take advantage of skills humans develop in the real world. We are developing "tangible media aided design system" which employs physical objects i.e., brick as interfacing media for 3D graphic modeling. This system is targeting for persons who are afraid of experiencing 3D graphic modeling and virtual space, or have a sense of reluctance in approaching to them. Our approach suggests the easiest way for people to experience computer system and virtual space carefree while developing and improving their space sense. This work is one of initial explorations of media aided design system using tangible user interfaces.

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e-Book 타이포그래픽에 관한 연구 (A Study on e-Book typographic)

  • 이영호;차재영;구철회
    • 한국인쇄학회지
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    • 제22권1호
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    • pp.65-74
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    • 2004
  • This study analyzed the main bodies, sizes of litters, spaces between letters, Words, lines, length of lines, sizes of main body and margin, Position of the main bodies of PDF(Portable Document Format) in high schools and "the criteria of reading system for the textbooks" which was suggested by the Department of Education and Provided some suggestions for the improvement. First, it is judged that spaces of the main body of textbooks should be shrunken to make the ratio of 50:50 between the main body and space margin. Second, it is judged that the main body should be placed in the center of text page. Third, the results of the above findings showed that it would be difficult to deal with the task of deciding space and position or the main body and marginal space in a form of single project, because there are many variables involved and psychologically complicated elements which can not be measured objectively.

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K병원 라식센타 인테리어 디자인 (K Hospital Lasik Center Interior Design)

  • 김정신;임오연
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2005년도 춘계학술발표대회 논문집
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    • pp.273-274
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    • 2005
  • The purpose of this design is to find out the design for an ophthalmic hospital focusing on the patient needs and changed healthcare environment. A cellularized hospital system appears variety design. This space needs well-balanced and ease of mind, because of ophthalmic needs a clear description attention. The concept of this design is to give human colour intellect and rich colour-sense. The waiting area wall is finished the graphic design sheet of leaves, which is covered with the fluting glass and indirect lighting. The colour is extracted in nature. The colour techniques of graphic design is gradation, the colour plan select from Y to G-GB. The material is selected within natural colour. The treatment area is functional space and the waiting area is sensitivity space. The hospital design must change with user as a leader.

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오프라인 프로그래밍을 이용한 스카라 로봇의 통합제어 시스템 설계 (Integrated Control System Design of SCARA Robot Based on Off-Line Programming)

  • 한덕기;김휘동;조흥식;한성현
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2002년도 춘계학술대회 논문집
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    • pp.398-403
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    • 2002
  • We developed a Off-Line Graphic Simulator which can simulate a robot model in 3D graphics space in Windows 95 version. 4 axes SCARA robot was adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed program. The interface between users and the off-line program system in the Windows 95's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D graphics.

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오프라인 프로그래밍을 이용한 스카라 로봇의 통합제어 시스템 설계 (Integrated Control System of SCARA Robot Based on Off-Line Programming)

  • 정경규
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2000년도 춘계학술대회논문집 - 한국공작기계학회
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    • pp.188-193
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    • 2000
  • We developed a Off-Line Graphic Simulator which can simulate a robot model in 3D graphics space in Windows 95 version. 4 axes SCARA robot was adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed program. The interface between users and the off-line program system in the Windows 95' graphic user interface i\environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, y Silicon Graphics, Inc. were utilized for 3D graphics.

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오프라인 프로그래밍을 이용한 스카라 로봇의 통합제어 시스템 설계 (Integrated Control System Design of SCARA Robot Based on Off-Line Programming)

  • 정동연;한성현
    • 한국생산제조학회지
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    • 제11권3호
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    • pp.21-27
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    • 2002
  • We developed a Off-Line Graphic Simulator which can simulate a robot model in 3D graphics space in Windows 95 version. 4 ares SCARA robot was adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed program. The interface between users and the off-line program system in the Windows 95's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D graphics.

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