• Title/Summary/Keyword: Space Images

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A Study on Product Design Process in Digital Environment A Comparative Analysis of Image Evaluation and Design Factors in Internet Environment and Reality Environment (디지털 환경 하에 제품디자인 프로세스 연구 -인터넷 환경과 현실 환경에서의 제품디자인 이미지 평가 및 디자인 요소 비교분석-)

  • 윤형건
    • Archives of design research
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    • v.13 no.3
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    • pp.123-134
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    • 2000
  • Electronic commerce in digital environment is greatly different from the commerce in physical environment in the past (reality environment) in terms of marketing, distribution structure and, above an, comsumers'purchase pattern. The Old purchase pattern is that a consumer buys a product after s/he touches, tests, and feels it physically, while the purchase pattern in electronic commerce enables the comsumer to make a decision about whether to buy it or not through the information gleaned from the computer monitor screen. A number of products which appears in the market now are designed to use the reality environment setup without consideration of the digital environment, of which the intention is to appeal to consumers with a series of design process. However, taking under consideration the present situation in which lots of electronic commerce are made in the cyber space or digital environment, we are required to forward the product design which can gains the positive attraction for consumers in this environment. Factor analysis is made in order to understand how the subjects perceive the image of the design of the product both in reality situation and in digital environment. The result shows the first factor has different images in those environments. In the background of this conclusion rests the fact that the difference of the transfer of formative factors to consumers is made in the images which show themselves in those different environments.

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Design Analysis of Hydraulic Excavator since 1990 (1990년대 유압굴삭기 조형 분석에 관한 연구)

  • 윤진필;문무경
    • Archives of design research
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    • v.13 no.4
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    • pp.233-242
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    • 2000
  • The traditional image of hydraulic excavator started to change in two ways since 1990. First, post-heavy equipment's visual image was new waves to traditional image of heavy, strong, and wild. They are the negative aspect that excavators have. Another movement of getting rid of its negative image can be found in late-heavy equipment, which was intended to adapt traditional and positive, but off negative images. In 1990s, the design trend is moving from warm/hard to warm/soft, and KOBELCO can be exceptional example that went even further, gone up to cool-soft image. KOBELCO specially aimed 'post- excavator image' strategy, which has been successful. Image of cabin as a human space changed little bit further than outside image. Each company tried to differentiate the design of cabin focusing on its safety. Following paragraphs show specific trend of image change in form, colour, texture, and the composition. Major visual image change in form tries to follow the image of cars and home appliances which are showing the movement from tough and hard image to soft one. Structural change on local image shows the movement from angular edge to edgeless and the movement of cabin's pillar C placed to back of the equipment with gentle inclination. All of these movements are the result of effort to improve traditional excavator's negative image, that top structure is assembled separately, to positive ones. Today's tendency about its color becomes important to apply two different colour styles. Each style has brightness and tone comparison. As an enormous power convey system, it was in common that its brightness comparison was useful because of the alarm of its damage possibility. However, as its colour control and its design have been emphasized gradually, the tone comparison takes a part in an important role, too. As an example, there is an occasion that these comparisons are compromised simultaneously. In the respect of its image creation, its texture treatments make the tendency of being the same as passenger cars. It is caused from its development of the manufacture techniques of from the fabrication method in small business to the press method in big firm. Further, it is also because of its improvement of painting & coating skills. It may prohibit the reflection effect from solar rays. In the point of view of its visual images, it is recognized the prominent tendency that its composition has been gradually decreased. Lots of windows and the frames tends dark-colour as a whole. It is more preferred to have one colour image, but except KOBELCO and HITACHI. As well, there is another high-tendency to improve its standard treatments, especially for its corner and texture treatments.

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A Study on the Information Society of Baudrillards Theory and Designer's Thinking (보드리야르의 정보사회 이론과 디자이너의 사고에 대한 고찰)

  • 김태균
    • Archives of design research
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    • v.13 no.4
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    • pp.11-21
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    • 2000
  • Due to the explosive growth of the internet, terminology like "information society" and "virtual space" is frequently used, but often in a confusing manner. Some Social theorists and many people are fascinated by "information" and "media" as key characteristics of the contemporary world and rely on the unproven opinion that "Knowledge is a source of value and information moves the world". In this regard, Boudllian defines contemporary culture as a culture of signs and insists that we are surrounded by signs and forms of meaning. There isn't anything behind the signs but signs only exsist, so we cannot escaped from its inauthenticity and consider it improper to insist on it. If people can understand that signs are just simulation of reality, that would be alright. But in fact anything cannot be alright.In this matter Boudllian's conclusion is that we produce images in bulk which are not worthy seeing. Today we reach the conclusion that most images are the letter(character) image itself which shows nothing special.Consequently, this kind of world is a postmodern-world that seems meaningless but has signs to experience and enjoy, many examples of which are shown in the media, such as the internet. We can get to the conclusion that the audience neither sees nor hears anything, but they just can experience many interesting things which characterize the present age. The purpose of this research is to help you to understand current design philosophy and the direction of media while considering both a positive social phenomenon about the new design paradigm of information and media, as well as critical thinking about it.

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Development of Airborne Remote Sensing System for Monitoring Marine Meteorology (Sea Surface Wind and Temperature) (연안 해양기상(해상풍, 수온) 관측을 위한 항공기 원격탐사 시스템)

  • Kim, Duk-Jin;Cho, Yang-Ki;Kang, Ki-Mook;Kim, Jin-Woo;Kim, Seung-Hee
    • The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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    • v.18 no.1
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    • pp.32-39
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    • 2013
  • Although space-borne satellites are useful in obtaining information all around the world, they cannot observe at a suitable time and place. In order to overcome these limitations, an airborne remote sensing system was developed in this study. It is composed of a SAR sensor and a thermal infrared sensor. Additionally GPS, IMU, and thermometer/hygrometer were attached to the plane for radiometric and geometric calibration. The brightness of SAR image varies depending on surface roughness, and capillary waves on the sea surface, which are easily generated by sea winds, induce the surface roughness. Thus, sea surface wind can be estimated using the relationship between quantified SAR backscattering coefficient and the sea surface wind. On the other hand, thermal infrared sensor is sensitive to measure object's temperature. Sea surface temperature is obtained from the thermal infrared sensor after correcting the atmospheric effects which are located between sea surface and the sensor. Using these two remote sensing sensors mounted on airplane, four test flights were carried out along the west coast of Korea. The obtained SAR and thermal infrared images have shown that these images were useful enough to monitor coastal environment and estimate marine meteorology data.

Diagnosis of Spinal Arachnoid Cyst using Magnetic Resonance Imaging in a Dog (개에서 자기공명영상을 이용한 척추부 지주막 낭종의 진단)

  • Shin, Chang-ho;Kim, Young-ki;Hwang, Tae-sung;Yoon, Young-min;Jung, Dong-in;Yeon, Seong-chan;Lee, Hee-chun
    • Journal of Veterinary Clinics
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    • v.32 no.5
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    • pp.464-468
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    • 2015
  • A 6-year-old, intact male maltese was presented with hindlimb ataxia of 4 day duration. Physical and neurological examinations revealed a bright, alert, and responsive dog, with no evidence of cranial nerve deficits, conscious proprioceptive deficits. Spinal reflexes of the hind and forelimbs were normal. Patellar, cranial tibial, and withdrawal reflexes were normal. Pain could not be elicited on manipulation of the neck or palpation of the spinal column. Survey radiographs of the vertebral column were unremarkable. Computed tomography (CT) scans in the transverse plane were performed. The results of CT imaging were unremarkable. Magnetic resonance imaging (MRI) in both sagittal and transverse planes was performed. The extent of the lesion was 25 mm in length by 4 mm in thickness. The spinal cord was deviated ventrally and appreared thinner. On T1-weighted and FLAIR images, a discrete hypointense lesion dorsal to the spinal cord was observed at L1-2 which was contiguous with the subarachnoid space. On T2-weighted images, this region was hyperintense, consistent with a fluid-filled structure. The signal intensity of the cysts was equivalent to cerebrospinal fluid (CSF). Surgical treatment involving dorsal laminectomy had successful outcomes.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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A Study on the Convergence of Digital and Analog Art -Art Collaboration Focused on My Series- (예술에 있어서 디지털과 아날로그 융합에 관한 연구 -아트콜라보레이션 본인작품 <결합체>시리즈를 중심으로-)

  • Ryu, Ji Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.510-519
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    • 2017
  • Our world is communicating by digital network that transcends time and space. In such world of rich technology, people are longing for humanity and analog esthetic. 'Art' stimulates analog esthetic and 'design' is a good and easy tool to show personal esthetic preferences. This study is about the convergence of digital and analog art focusing on the researcher's artwork series. The series is derived from series. They are made by cut and deconstructed pieces from the original series. I assembled these pieces into another creation by using graphic editing programs. I looked into the succession cases of art and design collaborations and developed various design products with the assembled artwork images. Through this, I want to communicate more familiarly with the world widely connected to network viewers. There are already many fine artists making their artworks into design products. Collaboration with cultural art and commercial product provides win-win effect to artist, company, and consumer. It also creates innovative products and values. In this study, I try to design products from various fields using my artwork images, and research about how to promote the artist and art products effectively to the world.

Content Based Image Retrieval using 8AB Representation of Spatial Relations between Objects (객체 위치 관계의 8AB 표현을 이용한 내용 기반 영상 검색 기법)

  • Joo, Chan-Hye;Chung, Chin-Wan;Park, Ho-Hyun;Lee, Seok-Lyong;Kim, Sang-Hee
    • Journal of KIISE:Databases
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    • v.34 no.4
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    • pp.304-314
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    • 2007
  • Content Based Image Retrieval (CBIR) is to store and retrieve images using the feature description of image contents. In order to support more accurate image retrieval, it has become necessary to develop features that can effectively describe image contents. The commonly used low-level features, such as color, texture, and shape features may not be directly mapped to human visual perception. In addition, such features cannot effectively describe a single image that contains multiple objects of interest. As a result, the research on feature descriptions has shifted to focus on higher-level features, which support representations more similar to human visual perception like spatial relationships between objects. Nevertheless, the prior works on the representation of spatial relations still have shortcomings, particularly with respect to supporting rotational invariance, Rotational invariance is a key requirement for a feature description to provide robust and accurate retrieval of images. This paper proposes a high-level feature named 8AB (8 Angular Bin) that effectively describes the spatial relations of objects in an image while providing rotational invariance. With this representation, a similarity calculation and a retrieval technique are also proposed. In addition, this paper proposes a search-space pruning technique, which supports efficient image retrieval using the 8AB feature. The 8AB feature is incorporated into a CBIR system, and the experiments over both real and synthetic image sets show the effectiveness of 8AB as a high-level feature and the efficiency of the pruning technique.

The Study of Sceneries Shown in Animation Movies -Focusing on & (애니메이션에 나타난 풍경 연구 -<오세암>과 <원령공주>를 중심으로)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.50
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    • pp.1-22
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    • 2018
  • This study investigated realism sceneries shown in animation movies of auteurism. Although animation has properties of mechanical images arranged by short cuts, it essentially starts with the images dealing with space art based on the consciousness of an author. In this aspect, sceneries of animation movies can be the most proper subject for study from the viewpoint of image. Generally, sceneries of animation movies maintain the neutral position as a stage setting for story. However, as for auteurism animation, the sceneries have subjective meaning as major media to express the work or the vision and value of the author on the world. The representative animation movies that reflect the role and meaning of realism sceneries among auteurism animations are and . The former shows Korean sceneries and the latter presents local sceneries of Japan quite well. Reviewing the characteristics of sceneries shown in two movies, the sceneries of are the discovery of internal consciousness of the author that signifies pure innocence of childhood into the voice of nature through the style of the author. Meanwhile, sceneries of adopted nature landscape surrealistically based on the internal consciousness of the author and described the forest as the absolute utopia of the author. As such, the sceneries shown in two movies were utilized as the "framework of thought" of the authors that intensify the viewpoint of the movies on the world through empirical interpretation and detailed description of neutral landscape based on internal consciousness of the authors.

Spontaneous bone regeneration after surgical extraction of a horizontally impacted mandibular third molar: a retrospective panoramic radiograph analysis

  • Kim, Eugene;Eo, Mi Young;Nguyen, Truc Thi Hoang;Yang, Hoon Joo;Myoung, Hoon;Kim, Soung Min
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.41
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    • pp.4.1-4.10
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    • 2019
  • Background: The mandibular third molar (M3) is typically the last permanent tooth to erupt because of insufficient space and thick soft tissues covering its surface. Problems such as alveolar bone loss, development of a periodontal pocket, exposure of cementum, gingival recession, and dental caries can be found in the adjacent second molars (M2) following M3 extraction. The specific aims of the study were to assess the amount and rate of bone regeneration on the distal surface of M2 and to evaluate the aspects of bone regeneration in terms of varying degree of impaction. Methods: Four series of panoramic radiographic images were obtained from the selected cases, including images from the first visit, immediately after extraction, 6 weeks, and 6 months after extraction. ImageJ software® (NIH, USA) was used to measure linear distance from the region of interest to the distal root of the adjacent M2. Radiographic infrabony defect (RID) values were calculated from the measured radiographic bone height and cementoenamel junction with distortion compensation. Repeated measures of analysis of variance and one-way analysis of variance were conducted to analyze the statistical significant difference between RID and time, and a Spearman correlation test was conducted to assess the relationship between Pederson's difficulty index (DI) and RID. Results: A large RID (> 6 mm) can be reduced gradually and consistently over time. More than half of the samples recovered nearly to their normal healthy condition (RID ≤ 3 mm) by the 6-month follow-up. DI affected the first 6 weeks of post-extraction period and only showed a significant positive correlation with respect to the difference between baseline and final RID. Conclusions: Additional treatments on M2 for a minimum of 6 months after an M3 extraction could be recommended. Although DI may affect bone regeneration during the early healing period, further study is required to elucidate any possible factors associated with the healing process. The DI does not cause any long-term adverse effects on bone regeneration after surgical extraction.