• Title/Summary/Keyword: Visual Communication Major

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The Analysis of Communication Invigorating Element in the Play Spaces of Apartments - Focused on the Cases in Suncheon City - (아파트 놀이공간의 커뮤니케이션 활성화 요소 분석 - 전라남도 순천시 사례를 중심으로 -)

  • Yun, Yeo-Ran;Moon, Jeong-Min
    • Journal of the Korean housing association
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    • v.26 no.3
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    • pp.25-32
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    • 2015
  • Apartment complex has become the major residental type of the urban structure. apartment complex has started to equip various subsidiary welfare facilities recently. environmental planning for play space has especially been important due to the growing attention over children's emotional development. In this study, arrangement types for play spaces in apartments to invigorate communication had been analyzed focusing on physical environment. based on previous studies, the arrangement of subsidiary welfare facilities can be categorized into dispersal type, concentrative type, affiliated type, and affiliated concentration type, and the elements to invigorate communication consist of circulative elements which contain location of play space and affiliated facility, visual elements which contain visual openness, and social elements which draw arrangement types of benches. the result of the analysis devide the arrangement type into concentrative type, affiliated type, and affiliated concentration type. referring to the location of play space, the first, if it is situated outside of apartment complex, theme-centered play space can be equipped to invigorate communication, the second, if it is situated in the center of the complex or outside of the apartment complex, low fence can be applied for free sight, and the last, straight type of bench arrangement should be used in big scale play space, aspectant type and gazebo type of the arrangement can be situated only outside of complex. This research could serve as a baseline of physical environment analysis to invigorate communication for play space in apartment complex.

A study on the Performance of Hybrid Normal Mapping Techniques for Real-time Rendering

  • ZhengRan Liu;KiHong Kim;YuanZi Sang
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.361-369
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    • 2023
  • Achieving realistic visual quality while maintaining optimal real-time rendering performance is a major challenge in evolving computer graphics and interactive 3D applications. Normal mapping, as a core technology in 3D, has matured through continuous optimization and iteration. Hybrid normal mapping as a new mapping model has also made significant progress and has been applied in the 3D asset production pipeline. This study comprehensively explores the hybrid normal techniques, analyzing Linear Blending, Overlay Blending, Whiteout Blending, UDN Blending, and Reoriented Normal Mapping, and focuses on how the various hybrid normal techniques can be used to achieve rendering performance and visual fidelity. performance and visual fidelity. Under the consideration of computational efficiency, visual coherence, and adaptability in different 3D production scenes, we design comparative experiments to explore the optimal solutions of the hybrid normal techniques by analyzing and researching the code, the performance of different hybrid normal mapping in the engine, and analyzing and comparing the data. The purpose of the research and summary of the hybrid normal technology is to find out the most suitable choice for the mainstream workflow based on the objective reality. Provide an understanding of the hybrid normal mapping technique, so that practitioners can choose how to apply different hybrid normal techniques to the corresponding projects. The purpose of our research and summary of mixed normal technology is to find the most suitable choice for mainstream workflows based on objective reality. We summarized the hybrid normal mapping technology and experimentally obtained the advantages and disadvantages of different technologies, so that practitioners can choose to apply different hybrid normal mapping technologies to corresponding projects in a reasonable manner.

A Study on the Website Structures and Content Types of Online Graduation Exhibitions For 2020 domestic Visual Communication Design major cases (온라인 졸업전시 웹 사이트 구조와 콘텐츠 분석 2020년 국내 시각디자인 전공 사례를 중심으로)

  • Yoo, Yoon Seok
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.99-106
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    • 2021
  • This study aims at analyzing the web sites for 2020 art college graduation exhibitions to derive implications that should be considered for future online exhibitions. Fifteen web sites for graduation exhibitions of domestic visual design majors will be selected to analyze the usability of the web sites in the stages of arrival-search-appreciation-communication. The spread of online exhibitions accelerated by the coronavirus pandemic presents issues that were not covered in offline exhibitions. Based on the commonalities and peculiarities of graduation exhibitions by college, implications for mature and rational graduation exhibitions will be suggested.

(Types of metonymy applied to emoticons and their salience attributes - Focusing on the comparison of high-context and low-context emoticons -) (이모티콘에 적용된 환유 유형과 현저성 속성 - 고 맥락과 저 맥락 이모티콘의 비교를 중심으로 -)

  • Kim, Chan Hee;You, Si Cheon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.91-101
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    • 2021
  • Visual communication based on socio-cultural context, such as emoticons on social media, is increasing. Therefore, it is necessary to study the visual expression of metonymy as a means to correctly understand the communication method in the age of visual culture. The purpose of this study is to explore how metonymy is visualized within a cultural context. Specifically, , a typical underlying phenomenon of metonymy expression, and the expression principles of various reproduced through it are identified by pairing them with the cultural context. Based on context theory, which is a representative discourse in the social science field, emoticons from in high context and emoticons in in low context were selected and compared as case study subjects. The major findings are: First, a visual application model of metonymy was proposed regarding the process through which metonymy is reproduced as a visual result. Second, the types of metonymy and their salience attribute applied to the emoticon expression method was identified in detail. Third, based on the contextual theory, how the characteristics of high-context visual metonymy differ from that of low-context visual metonymy were presented. In the future, the results of this study can be used as a criterion for judging the local acceptability and local suitability of design results in the design development process that requires the use of localization strategies.

Research on toy design based on children's education and experience (교육 및 체험 기반으로 한 어린이 장난감 디자인에 관한 연구)

  • Wang, Zheng;Hong, Dongsik
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.119-127
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    • 2022
  • Based on the theory of interactive experience in children's toy design, this paper analyzes and explores the interactive experience of education children's toys. Based on the basic elements of product design, a case study of the popular children's educational toys in the Korean sales rankings was carried out. In addition, according to the user experience model, a questionnaire survey was conducted on the popular children's educational toys sold in Korea. The results show that the top three children's educational toys by sales are smart toys. Satisfaction is highest for feeling, feeling, thinking, acting, and related experiences. It provides a theoretical basis for the interactive experience design of children's smart toys. Design experiential toys that are more suitable for children's physical and mental health and more suitable for children's psychological development.

A Study on Competency Education through Capstone Design in the Junior College for the Visual Design Major (전문대학 시각디자인과의 캡스톤디자인을 통한 직무교육에 관한 연구)

  • Song, Ji-Young;Kim, Sun-Wha
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.183-192
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    • 2016
  • The purpose of this paper is firstly to research the Capstone Design Learning Model which helps the students to acquire practical industrial skills and knowledge in real business fields, and secondly to analyze the qualitative effectiveness of this model in respect of knowledge, skill and attitude which NCS(National Competence Standards) suggest in industrial design field. In order to study, the second-year students taking the class 'Communication and Design Project(CDP)' of Industrial Design Major of DIT, took part in the Capstone Design Project and proceeded a project 'Character design of the entertainer Robert Holley' in cooperation with a relevant company and the professor in charge of this project. Through this research, it appeared that Capstone design related to visual design tasks improved the technical skills and competence of the students majoring in design. In other words, through analyzing questionnaire survey based on NCS, evaluation from relevant company, and awarding a prize of the design contest, we conclude that this instruction design and action plans have significant meanings to promote the students on-the-job competence.

The Effect of 3 Balance Training Programs on Improving Capabilities of Balancing among Some Female Students (일부 여대생의 세 가지 균형조절 훈련 효과 비교)

  • Yu, Jin-Ho;Jeong, Sun-Mi;Park, Hyung-Su
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.4
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    • pp.619-629
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    • 2013
  • This study was conducted to compare the effect improving balance abilities of 3 balance training programs by randomized intervention trial. Study subjects were 29 female students recruited from a university in Gwanju, who allocated randomly to 3 intervention groups, aqua group(modified Halliwick 10 point program, N=10), visual bio-feedback balance training group(N=10), and balance-pad plus trampolin group(N=9). As the results of repeated musure ANOVA, Wilcoxon signed rank test, major research findings were as follows; 1. Regarding SI or BIEMG measured at upright posture on hard platform, bio-feedback group under the condition with opening both eye and aqua group under the condition with closing both eye showed signigicant improvement in balance ability, respectively. 2. Regarding SI or BIEMG measured at upright posture on soft platform, bio-feedback group under the condition with opening both eye and aqua group under the condition with closing both eye showed signigicant improvement in balance ability, respectively. 3. Regarding all 3 sensory ratios, bio-feedback group showed significantly higher increasement in them than other 2 groups. The results suggested that visual bio-feedback training program improve the all 3 sensory functions required for balancing, and aqua training modified from Halliwick 10 point program contribute to improve vestibular function principally.

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

A Study on the Models Corresponding to Interior Image Types (실내이미지 유형별 모델 개발에 관한 연구)

  • 방희조;박영순
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 1999.04a
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    • pp.94-97
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    • 1999
  • The purpose of this study was to prepare the visual communication tool, which would be used for the interior design consulation to reduce the communication gap between an interior designer and a client. To achieve the study purpose, review of literature, questionnaire survey, qualitative analysis and design research methods were used. The major results of this study were as follows: 1) "Image Cube" was designed as a comprehensive rule to classify interior image types. By this, eight interior image types were classified: SFU(Simple-Formal-Urbane), SFN(Simple-Formal-Natural), SCU(Simple-Casual-Urbane), SCN(Simple-Casual-Natural), DFU(Decorative-Formal-Urbane), DFN(Decorative-Formal-Natural), DCU(Decorative-Casual-Urbane), DCN(Decorative-Casual-Natural). 2) The Interior image collages were composed to present the overall feeling of each interior image type. 3) The Interior image models which would be used as the standard to be modified to various sub-types through the interior design consultation were produced corresponding to interior image types.age types.

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TYPOGRAPHY AND COLOR; FOCUSED ON 4 COLOR TRANSFORMATIONAL FORM IN NEWSPAPER (4칼라 변형신문광고에 나타난 타이포그라피와 색상에 대한 연구)

  • 이광숙
    • Journal of the Korean Graphic Arts Communication Society
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    • v.19 no.1
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    • pp.55-63
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    • 2001
  • Visual and color in Korean newspaper advertisements appeared in transformational advertising (21cm$\times$30.4cm) were analyzed. Data were gathered from 191 advertisements shown on major four daily newspaper; Dong-a, Joong-ang, Chosun, and Hanguk from October to December in 2000. From the results of this research, researcher concluded the followings; Both Korean and English are frequently used. With expectation of high readability, Roman/serifs and San serifs are mostly used typefaces. Selecting color for copy and backgraund in advertisements became more varied to satisfy varied consumers' personality.

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