• Title/Summary/Keyword: Visual Elements

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A Study on Characteristics of the Visual Perception of Atypical and typical Space in Houses (비정형과 정형 주거공간의 시지각적 특성에 관한 연구)

  • Lee, Sang-Hwa
    • Journal of the Korean housing association
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    • v.18 no.3
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    • pp.81-89
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    • 2007
  • This study is aimed at understanding objectively on the visual perception of atypical space and form in contemporary architecture. It is accomplished to compose the various form and the atypical space in contemporary architecture, which by means of applying digital technology to architecture is able to materialize complicated form and space. Therefore this the sis is needed to understand user's senses and affects in atypical space and form. Atypical space is able to interpret geometrically and analyze quantitatively into visual perception. This analysis is applied to Isovist used as quantitative analysis recently, and physical analysis of space used as quantitative analysis defined to vertical elements, which is analysed comparatively to visual perception in observer's point and characteristics in spatial elements. Examples are selected to four examples represented to typical and atypical space in contemporary houses. As examples are analysed to visual perception of spatial character, this study is intended to understand to spatial character in aspects of spatial composition and observer's visual perception. In results of perceptive analysis on four spatial examples, Atypical spaces are composed of changeable spatiality, which are composed changeably of the relational method with adjacent spaces. Also, typical spaces are composed monotonously of spatiality and relational method on control of the length in boundary plane and openness.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

The Research of Visual and Aesthetic Values of an Asian Ethnic Look (아시안 에스닉 룩의 조형성과 미적가치에 판한 연구)

  • Kwon Ha-Jin;Kim Min-Ja
    • Journal of the Korean Society of Costume
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    • v.56 no.6 s.105
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    • pp.114-131
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    • 2006
  • An Asian Ethnic Look is based on its own values of traditional costumes and the fashion accessories that are influenced by its own genre within their own culture. In this thesis, it contemplates the study of visual values and the traditional influences of the Modern Western Designers and Asian Designers' definitions and the considerations of an Ethnic look in the countries like Middle East, India, Korea, China and Japan. The standard procedure to understand their Visual and Aesthetic values is acknowledgement of body. From that foundation, an Asian Ethnic Look and its Visual and Aesthetic Values were researched through out the Middle East Asian Look, Indian Look, Korean Look, Chinese Look and Japanese Look which effective after 1990's. The studies are further researched to the comparisons and interpretations of the Western Designers and the Asian Designers, and the definitions of an Asian Ethnic Look and its Visual and Aesthetic Values in between those. According to each country's religious attitudes, a beauty of concealment and a beauty of negative space appeal which emphasize an ethics on humanity and non-materialistic attitudes. It takes meanings of a phenomenon of nature's worship, Yin-Yang five elements of principles, oneness of body-mind and oneness of universe-mankind. Following the studies of Visual and Aesthetic Values of an Asian Ethnic Look, in 1990's Western Designers' interpretations were prominent use of the Asian Traditional Motif3. However, the interpretations of the Asian Designers were based on their own traditional ethics and they minimized decorative elements but enhanced naturalism, feminism, calm and sober designs compare to the past. The Asian Designers' interpretations of their visual values were based on their Asian mentality, beauty and its straightforward genuine perspective and respects of their own culture.

Purchase Intention depending on Appraisal of Outward Visual Elements in Superhero Action Figures (슈퍼 히어로 피규어의 외형적 시각요소 평가에 따른 구매의도)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.543-550
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    • 2017
  • Superhero films have formed a new genre convention encompassing all the generations. Figures derived from image contents are solid figures produced by means of professional figuration skills. Possession of figures has a symbolic meaning as a medium connecting the imaginary world and real one. From this perspective, figures hold an important position as a character product derived due to market expansion of the content industry. In this context, the study, which analyzed how appraisal of outward visual elements in superhero action figures might affect consumer's purchase intention, aimed to identify their purchase patterns. For this, the study established colors, types of physical body, facial figures and motions as independent variables for appraisal of outward visual elements, and purchase intention as a dependent variable and then conducted a multiple regression analysis. As a result of the analysis, the study found that colors, types of physical body and facial figures had a positive influence on purchase intention, while motions had no significant influence.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

The Ingredients of Mascara Causing Effects on the Eyes (눈에 영향을 미칠 수 있는 마스카라의 성분)

  • Jang, Sun;Kho, Young Lim;Kim, Hyojin;Kang, Bonghoon;Lee, Eun-Hee
    • Journal of Korean Ophthalmic Optics Society
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    • v.14 no.4
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    • pp.83-87
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    • 2009
  • Purpose: This study was performed to detect various chemicals such as metal elements and volatile organic compounds which contained in mascara and we analyzed 5 sorts of mascaras frequently used by people. Methods: We purchased five sorts of mascaras commercially available and analyzed for detecting metal elements and volatile organic ingredients. Results: We found somewhat high concentration of aluminum and manganese and several organic compounds in some samples. Conclusions: The results suggest that mascara has metal elements and organic compounds which can influence to eye.

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A Study on the Image types and Characteristics of Lingerie Design (란제리 디자인의 이미지 유형과 디자인 특징)

  • 위은하
    • Journal of the Korean Home Economics Association
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    • v.42 no.5
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    • pp.27-37
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    • 2004
  • This study was initiated for the purpose of improving the visual effect of lingerie design, and it focused on the image factors and their characteristics of the lingerie design. Images of 105 lingerie design were evaluated by 3-5 images/participant with each image being evaluated 15 times through the SD method 5-scale questionnaire. The lingerie design elements were also analyzed by a committee. For data analysis, SPSS 10.0 program was used, and the principal component analysis, Ward-cluster, K-mean cluster analysis, ANOVA, duncan-test were conducted. The results are as follows: 1) The three major characteristics of the visual images in the lingerie design were aesthetics, dignity, and youth, which were supported 76.78% by the responses. 2) The visual image types can be categorized into four clusters; a dignified style, a sprightly style, a practical style, and a sexual style. 3) The design elements that allowed different design characteristics among the image types were style(one-piece/two-piece), total length, waist fit, matching color, silky lustrous, see-through on waist, hip, race percentages. 4) The ABC(apparel-body-construct) observed that a practical style was perceived as flat and whole rather than a dignified style or a sprightly style, while a sexual style was seen as round and partial.

Research on the Influence of Packaging Visual Elements on the Consumers' Taste Image Judgment - Take the colors and patterns of canned beer as an Example - (포장의 시각적 요소가 소비자의 미각 이미지 판단에 미치는 영향 연구 - 캔 맥주 포장의 색채와 패턴을 중심으로 -)

  • Liu, Yuan.;Oh, YongKyun
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1449-1460
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    • 2021
  • The visual design elements of packaging play an vital role in attracting consumers' attention, forming their sense of pleasure and sensory expectations, as well as having an important impact on the actual product experience. This study aims to explore whether the colors and textures in the packaging design elements of canned beer will affect consumers' senses, judgments and taste perception of canned beer. Participants in Survey I (N=193) evaluated their expectations for beer freshness, softness, bitterness and alcohol content by observing the packaging of canned beer, then recorded whether they could get the expected experience when tasting beer, and evaluated their preference and purchase intention. In the Survey II, 4 kind of colors and 2 types of texture shapes were applied, and all participants were provided with the same beer for multivariate cross contract analysis to evaluate the specific impact of color and texture of packaging design elements on consumers' taste and the interaction between sensory judgment and taste perception.The results showed that both colors and textures had a significant affect on the sensory expectation (pre-tasting score) of canned beer, but their effects on the sensory score after tasting (actual perception)were inobvious. The analysis of the influence of the interaction between color, texture and shape on taste perception shows that when the expected packaging appearance perception is similar to the actual drinking perception (i.e., straight line and B/G or arc line and Y/R), it is more likely to obtain consumers' favor and higher purchase intention evaluation than the inconsistent canned beer packaging (i.e., straight line and Y/R and arc line and B/G). This paper discusses the influence of these results on the packaging design of canned beer and the possibility of improving the brand efficiency by meeting the visual elements of packaging design expected by consumers.

Analysis of Advertisement for Men's cosmetics on Magazines (잡지에 나타난 남성화장품 광고 분석)

  • Park, Kil-Soon;Park, Su-Jin
    • Journal of the Korean Society of Fashion and Beauty
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    • v.3 no.1 s.4
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    • pp.39-49
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    • 2005
  • The purpose of this study is to analyze the consumption value and characteristic of content in cosmetics & perfume advertisement in men's fashion magazines in order to understand the changes of men's cosmetics market which is recently getting great attention along with the craze for 'florally handsome men', and 'eolzzang'(=gorgeous face), and examine the changes of the culture of men's make-up. I selected Esquire which had firstly produced men's fashion magazine in Korea, and implemented the content analysis, the quantitative analysis method, by separating linguistic elements ken visual elements. The results are as follows: In the analysis of consumption value revealed in the linguistic elements of cosmetics advertisement, emotion value was the highest in both cosmetics and perfume, while function value was the second highest in cosmetics and rarity value was the second highest in perfume. About the changes of content characteristics of visual elements, in both cosmetics and perfume advertisement, there were a lot of visual advertisements focused on figures without the mixture of linguistic expressions. Between advertisement in 1990s and that in 2000s, there were meaningful differences only in types and object of meaning of used symbols.

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Analysis of the Film's Promotional Website - Focus on Motion Graphic (모션그래픽 활용을 중심으로 영화홍보 웹사이트 분석)

  • Min, Jang-Geun;Han, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.7
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    • pp.27-35
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    • 2014
  • Motion Graphic developed in the visual fields such as film and TV is widely used from the fields of arts such as applied paintings to interactive media such as web sites. In particular, Motion Graphic is actively used in the film's promotion websites with the form of a mixture between characteristics of visual media and characteristics of websites. In this study, we analyze the characteristics of film's promotion websites, investigate previous studies for Motion Graphic analysis. And present a model for the analysis of websites including visual elements, media elements and motion elements as main elements. We select some of promotion websites for films among 2013 domestic hot films, carry out a case analysis, and present the direction of development on the base of the results.