• Title/Summary/Keyword: Visual Directing

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A Theoretical Study on the Space Signal of Facade (파사드의 공간적 사인성에 관한 이론적 고찰)

  • 송인호;신수길
    • Archives of design research
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    • v.13 no.3
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    • pp.261-270
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    • 2000
  • In general, sign is the way of communication directing human beings with their daily activities particularly in urban circumstances. And sign planning is designing and installing signboards systematically in urban environment. Generally, the range of application in space sign is pretty wide, and it may safely be say that the attractiveness of the city image is considerably decided upon the sign system. The subject of this study investigates the meaning and the role of sign system applying on human environment, and disirable design direction cope with the constant change of city space. The present study doesn't specifically deals with the basic function of signboards only, but with the problems and solution corresponding with sign system as structual element in city environment.

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A Study on the Interior Design Guidelines in consideration of Merchandising of Department Store Supermarket (백화점 수퍼마켓의 머천다이징을 고려한 실내디자인 지침에 관한 연구)

  • Park, Seoung-Zun;Choi, Sang-Hun
    • Korean Institute of Interior Design Journal
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    • v.24 no.6
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    • pp.22-29
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    • 2015
  • The purpose of this study is to investigate the details of the overall interior design of the department store supermarket retail space, interior design and development, seeks to help change. In this study, a range of research the department store supermarket located in the major department store. Since 2012, new construction or renewal has been done in a department store, was investigated by selecting a total of five locations of two places in the premium supermarket. Conclusions are as followings ; First, In-store merchandising strategies, store configuration strategy, product mix strategies, and the layout plan considering the advanced strategies. Secondly, the interior guidelines are, (1)VP should be planned as an expression of a company or brand management strategies to visualize a concept image of product planning stages of merchandising to entering the store to induce curiosity to customers. (2)PP is by planning purposes, the use of lighting, directing structure, color harmony, by utilizing such as props and small parts must be able to attract attention. (3)IP is the customer to organize display, depending on the type of the display items to facilitate fraud, and the fixture plan in association with it, the customer selects a product must induced to purchase.

Research on Disney's 3D Animation 's Style, Layout Pipeline, and Camer a Capture System

  • Paik, Jiwon;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.11
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    • pp.1348-1356
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    • 2013
  • Disney Animation has showed not only artistic excellence but also technological innovations through a lot of animation films that they released. Especially with the unique concept that free-willed game characters dive into different worlds of games in animation film, received both critical and commercial acclaim for its stunning visuals and outstanding CG (computer graphics) effects. The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in . This paper analyzes that three game worlds in this film such as Fix-It Felix Jr., Sugar Rush, and Hero's Duty express different styles by using appropriate character animation and camera movements. Especially Hero's Duty game which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making realistic and believable game world. Disney's newly developed in-house camera capture system, which is used in this film for the first time, allows real camera's motion and shake and real-time camera's movement and correction within animation set. Result of this study proves that this system improves directing of feature animation and enhance efficiency of the layout department's production process. Therefore, it contributes to a great extent to development of animation films' business.

Preliminary Field Test on Daylighting Performance of Perpendicular Light Pipe System (수직형 라이트파이프의 채광성능에 관한 예비평가)

  • Shin, Hae Mi;Park, Hoon;Kim, Jeong Tai
    • KIEAE Journal
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    • v.8 no.1
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    • pp.53-60
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    • 2008
  • The daylighting affects on the human biological cycles and physiological alterations. Daylighting is also an important element in visual comfort and it sometimes influences the quality of vision. Therefore the absence of natural light during the day brings contradictory result. To solve the problems of natural light lack and provide sufficient daylight in interior spaces, it might be necessary to apply some daylighting systems. One of these systems, light pipe system, which is simple, cheep and easily constructed, is very useful to apply for small buildings. The light pipe is simple means of directing daylighting (diffuse and direct lighting)into interior space. In order to application of light pipe system in Korea, it is necessary to optical data of light pipe system. This study aims to evaluate preliminary experiment of the daylighting environment of light pipe system. Light pipe system, that aspect ratio is 1:2(diameter and length), was installed in a windowless mock-up with $27m^2$. The mock-up model was constructed as a prototype of Korean office surface. Illuminance was measured with a Topcon IM-5 Luxmeter to evaluate the distribution of the illuminance on a floor. The indoor and outdoor illuminance and the internal/external illuminance ratio are compared to discuss with in the graphs. Luminance was measured with Radiant imaging Promertric 1400 that is digital photometer to evaluate the distribution of luminance on interior surface. The contrast of luminance is discussed with table and graphs.

AN EXPERIMENTAL STUDY OF THE EFFECT OF CARIDEXTM CARIES REMOVAL SYSTEM ON THE REMOVAL OF CARIOUS DENTIN (CaridexTM Caries Removal System이 우식상아질 제거에 미치는 영향)

  • Kim, Hyeon-Seon;Hong, Chan-Ui
    • Restorative Dentistry and Endodontics
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    • v.15 no.1
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    • pp.129-139
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    • 1990
  • In order to determine if GK-101E(N-monochloro-DL-2-aminobutyrate) solution was effective in the removal of carious dentin, this study was conducted on 75 extracted human carious teeth. GK-101E solution was compared in effectiveness to saline solution.75 extracted human carious teeth were randomly assigned to two groups accordingly : (1) 50 teeth were treated with GK-101E solution : and (2) 25 teeth were treated with saline solution. Teeth in each group were divided into the medium or medium-hard consistency. Treatment consisted of directing the pulsating stream of each coded test solution utilizing the Caridex$^{TM}$ Caries Removal System against the carious surface for 4 mimutes. One operator treated all teeth with corded solution, and four investigators scored on the treated teeth based on visual examination and tactile evaluation with a dental explorer in conjunction with staining method with Caries Detector$^{TM}$ The results were as follows : 1. All groups showed various effect of carious dentin removal. 2. GK-101E solution was statistically superior to physiologic saline solution in the removal of carious dentin, regardless of carious consistency. 3. GK-101E solution in the medium-hard consistency was statistically superior to that in the medium consistency in the caries removal(p=0.001). 4. Saline solution in the medium consistency was equivalent to that in the medium-hard consistency in caries removal(p>0.1).

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A Study on action game character's motion of Hit Impact - Focusing on the TMNT2 case analysis - (액션 게임 캐릭터의 타격감 동작 연구 -TMNT2 사례분석을 중심으로-)

  • Yoon, Jang Won
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.105-114
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    • 2021
  • In this study, we analyzed the motion animation of game characters, which is a visual part of the game elements for 'Hit Impact'. The game selected for analysis focused on the movements of the characters in the arcade game , which is thought to have a weak 'Hit Impact' and looked for the cause. We also analyzed the differences in the motion of the characters in the home transplant version of , which is considered to have improved 'Hit Impact', compared to the arcade version. As a result of the analysis, it was found that the reason for the weak 'Hit Impact' in the arcade version was mainly due to the wrong timing and judgment of hitting and hitting movements, and at the same time, supplemented physical reactions and stun, camera directing, and hitting effects could have a significant impact on improving 'Hit Impact'.

Perceived Authenticity through Short Video: Audience Perceptions of Emerging Independent Fashion Designers Self-Presentations

  • YAO, JIAHUI;KIM, SEHWA
    • International Journal of Contents
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    • v.17 no.4
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    • pp.101-118
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    • 2021
  • The prevalence of We-Media short videos has attracted emerging independent fashion designers (EIFD), a new force in the fashion industry directing their brand promotion to We-Media for amassing online followers. However, compared to famous content generators, EIFDs' creative, design-based visual appeal has not provided them with the significant edge. The former's success is admittedly supported by the platform backstage algorithm. Yet, the content is the cornerstone for building relationship between the sender and the reception. The authentic perception of the content is one of the basic appeals for which the audience chooses to follow the source. Therefore, with the EIFD short video as the research content, this study is established from the audience's perspective to understand the different dimensions of their authentic perceptions of EIFDs short video. The study was conducted mainly in the form of the Q method. The collection of 52 Q samples were realized through the Focus Group Interview and literature review on multidimensional authenticity. Thirty-six subjects participated in the sorting of the Q-sets. Finally, four dimensions of audience authenticity perceptions of EIFDs were derived: 'ingenuity', 'relevant', 'transparent', and 'experiential'. The corresponding short video content design strategies are suggested for effective communication of EIFDs and their personal brands.

The Formative Characteristics of Seogo-jeongsa & Sameun-jeong Byeolseo Gardens in Toerori Miryang (밀양(密陽) 퇴노리(退老里) 서고정사(西皐精舍)와 삼은정(三隱亭) 별서(別墅)의 조영(造營) 특성(特性))

  • Lee, Hyun-Woo;Rho, Jae-Hyun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.31 no.4
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    • pp.70-83
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    • 2013
  • To widen prospect of villa as Korea traditional garden, the result of the research about constructional characteristics of Seogo-jeongsa and Sameun-jeong of Yeoju Lee family at Toero-ri, Miryang-si, Gyeongsangnam-do, Korea, is abstracted as below. Seogo-jeongsa(西皐精舍) and Sameun-jeong(三隱亭) was intended to practise retirement with sense of unity with the head residence, since Seogo-jeongsa was 340m far and sameun-jeong was 630m far away from head residence, which set within 1km. Although Seogo-jeongsa's basic prop, Sameun-jeong's timber, which are both from designer's pen name and head residence name, "Hangjae(恒齋)" and "Yongjae(庸齋)," and Hanseoam have each different exposure, it is homogeneous as space configurational side in order to optimize the gaze leading effect and appreciated domestic trees from the pond, which is center of the garden and the significant facility. Method of direction of Seogo-jeongsa's Hwalsudang(活水塘) and Sameunjeong's pond of Sameun-ji(三隱 池) gets attention by distinction. Especially, directing of 3 step water flow from behind to front and traditional pond method, called Bangji-Bangdo(方池方島), were very unique that any other place can be found. Also, the middle islet on the pond at both villa, which isn't more supper, but more for the symbolic molding that seek a stone pagoda(石假山), is more interesting directing method as considering the relationship of the 3 stone pagoda imageries on the surface of Ghwayukchon(果肉泉) At the same time, Seogo-jeongsa and Sameun-jeong shows very different characteristics from traditional villa that adopted both domestic trees and foreign trees. Particularly, it is extremely exceptional case to plant vigorous needleleaf tree, such as Chamaecyparis pisifera, C. obtusa, Pinus bungeana, P. palustris, Sciadopitys verticillata, Metasequoia glyptostroboides and Cedrus deodara, on Sameun-jeong. Moreover, adopting foreign wild needleleaf trees for landscaping trees, such as a Torreya nucifera, Taxus cuspidata, P. parviflora, and foreign landsacping trees, such as P. bungeana, Cryptomeria japonica and C. obtusa tells planting trend of the late Joseon dysnasty era. Also, as we can know from 2 Jipgyeong(集景), which is 'Seogo-jabyoung 17 young(西皐雜詠十七詠)', and 'Sameun-jeong 12 Gyoung(三隱亭十二景)' which are set on both villa, the intend to expand the garden area is strongly shown by the natural forest directing. As a result, Seogo-jeongsa and Sameun-jeong, located at Toero-li Miryang, are sharing the traditional Joseon dynasty era's custom, such as space and visual composition; however, it is different and attractive garden remains as a point of view of water directing, stone pagodas, and adopting foreign landscaping trees.

The Characteristics of Hybrid Visual Direction of Musical Animation Film -Focusing on - (뮤지컬 애니메이션 영화의 혼성적 영상연출 특성 -<겨울왕국, 2013>을 중심으로-)

  • Lee, Hae-Ra;Lee, Hyun-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.50-60
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    • 2015
  • The animation film , which became a worldwide sensation with its theme song 'Let it go', did not only rank first in the U.S. box office - it was also the greatest box office hit in the history of Disney animation. Why did , recreated into a musical animation, become a worldwide success and what were the characteristics of its materialized hybrid visual direction technique? In order to look into this, firstly, literature on musicals and animations were studied, and secondly, analysis standards were drawn for musical characteristics of musicals and direction techniques of animations. Thirdly, analyzation and investigation will be conducted on hybrid visual direction techniques based on the research above with as the example. Through this study, it's known that realizes its musical features such as 'exaggerated acting,' 'delivering the meaning of circumstances', 'dramatic expression of emotion' and etc. through animated characters and that its background music is aided by 'narrative features' through its musical composition. Besides, its snow effect through animated VFX composing scenes along with its musical characteristics realizes hybrid image direction. It can be said that image directing effects of musical animations through hybrid grafting and the characteristics of image aesthetics generate public demands worldwide.

Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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