• Title/Summary/Keyword: Visual Image Expression

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A Study on the Communication of Emotion by using Motion Graphics -Based on TV Commercial Message (모션그래픽을 이용한 감성 커뮤니케이션의 연구 -TV광고를 중심으로-)

  • Lee, Seung-Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.312-316
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    • 2006
  • Todays many image digital media are in existence. Image digital media are connecting communication closely between receiver and transmitter. Development of image digital media enabled intensive image communication through internet and communicative media. Development of these image digital media brought visual information transmission and time reduction. Image digital media is connecting producers and consumers as indirect intermeditation called advertisement. Development of image digital media made field called motion graphic. Development of motion graphic made a lot of image technique and effect to enable. These ads. images are also operating or performing sensitive-communication by stimulating desire of consumers. An investigator in this study will be in search of an effect and an operation that motion graphic as a field of image expression technique gives insentive communication through an intance investigation.

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A Study on the Design Characteries based on the Brand's image Distinction Strategies of Korean Cosmetic Brand Shop - Through the of case studies from 2000 to present - (우리나라 화장품 브랜드숍의 브랜드 이미지 차별화 전략에 따른 디자인 특성에 관한 연구 - 2000년대 이후 현재까지 사례분석을 중심으로 -)

  • Lee, Hyun-Ho;Choi, Sang-Hun
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.10a
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    • pp.100-105
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    • 2005
  • Recently cosmetic enterprises make rapid progress try to make well-known brands to perceive an image marketing. As the result, the brand's reliability continues to grow, beyond a medium of expression in two-dimensional, but through tridimensional, on brand's image runs strategies. In a strategic point suchlike visual as a shop's image give a stimulus to customers for increase invalue in corporate image and value of commodities. In the strategy of increase in sales, it is on the rise immediate constituent to consumers. Through cosmetic brand shops, cosmetic industries are provide personalized services and cultural facilities, rather than just selling products and to help revitalization of the cosmetic markets, and the pursuit of customer-oriented segmentation strategy to make changes for the better image for the shops. Each cosmetic brand shops' image of segmentation strategy has an effect on individual organizations and designs. As of today in Korea, cosmetic brand shop's designs, start to appear in the late 2000,will try to fine segmentation strategy for strengthen shop's image and research about unique quality of cosmetic brand shops into consumer orientation space, and make the best of significant prepare on the basis of directions for cosmetic brand shop which have ability to function as cultural facilities.

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A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.

Effects of IFN-γ on IL-18 Expression in Pregnant Rats and Pregnancy Outcomes

  • Si, Li-Fang;Zhang, Shou-Yan;Gao, Chun-Sheng;Chen, Shu-Lin;Zhao, Jin;Cheng, Xiang-Chao
    • Asian-Australasian Journal of Animal Sciences
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    • v.26 no.10
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    • pp.1399-1405
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    • 2013
  • The present study focused on establishing the effects of interferon-gamma (IFN-${\gamma}$) on interleukin-18 (IL-18) expression patterns and pregnancy outcomes in pregnant rats. Pregnant rats at the post-implantation stage were randomized into control, low IFN-${\gamma}$ (L-IFN-${\gamma}$) and high IFN-${\gamma}$ groups (H-IFN-${\gamma}$) that received normal saline, 100 IU/g of IFN-${\gamma}$ and 500 IU/g of IFN-${\gamma}$ vaginal muscular injection, respectively. The effects of IFN-${\gamma}$ on IL-18 expression and pregnancy outcomes were assessed systematically using several methods, including immunohistochemistry streptavidin-perosidase (SP), image pattern analysis, enzyme-linked immune-sorbent assay (ELISA), whole blood count (WBC) count, microscopy and visual observation. IL-18 was detected in the uteri of all pregnant rats, and mainly distributed in the endometrium, decidual cells, vascular endothelium and myometrium. Immunohistochemistry and image pattern analyses revealed significantly lower IL-18 expression in the H-IFN-${\gamma}$ group compared to the L-IFN-${\gamma}$ and control groups (p<0.01), indicating that high doses of IFN-${\gamma}$ induce downregulation of IL-18 in the uterus of pregnant rats. ELISA results disclosed that IL-18 expression in peripheral blood of the H-IFN-${\gamma}$ group was lower than that of the L-IFN-${\gamma}$ group (p<0.05), and significantly reduced compared to the control group (p<0.01). Moreover, the number of peripheral leukocytes in the H-IFN-${\gamma}$ group was significantly higher than those in the control and L-IFN-${\gamma}$ groups (p<0.01). Morphology analysis showed no evident differences between the L-IFN-${\gamma}$ and control groups. However, for the H-IFN-${\gamma}$ group, uterine mucosa bleeding, necrosis and excoriation were observed using microscopy. Visual observation revealed marroon, swelling, crassitude and no embryo in the uterus, which are obvious indicators of abortion. These results indicate that IFN-${\gamma}$ plays a regulatory role in IL-18 expression in the uterus and peripheral blood of pregnant rats at the post-implantation stage. Moreover, high levels (500 IU/g) of IFN-${\gamma}$ influence normal pregnancy at the early stages in rats by downregulating IL-18 expression in the uterus and peripheral blood and increasing the number of peripheral leukocytes, consequently triggering termination of pregnancy.

Color Application on Sign System Typography for Dynamic Expression (색채를 활용한 사인시스템 활자의 동적표현 연구)

  • Park, Seong-Hyeon;Kim, Young-Kook
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.250-258
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    • 2007
  • Typography is the combination of language of formative art. It is indeed the core means of human communication through understanding of language and formative values. Studies began on introduction of various techniques to overcome the phenomenon of the 'reaction of language', which appears as an impediment in delivery and sharing of information as the most fundamental roles. Successively, mobile printing types more readable and effective in delivering of meanings have been developed, thus widely distributed for general use. However, although such printing types might be easily used in image and digital media, such as in computer monitors, screens and mobile phone LCDs, etc., it is in fact difficult to use these printing types in printed surfaces, the traditional medium of information delivery, or in sign systems frequently encountered in our surrounding environment. As a solution for this, it is intended to create an effect of communication closer to dynamic typography expression by approaching visual message delivery system from the essence and substance of the color application, which corresponds to the visual spatial expression effect, the core element of expression in dynamic typography to possess significantly more powerful effect in terms of both message delivery capacity and readability than the conventional means of static typography.

A Comparative Study on Expressive Methods of Finishing Materials for Space Image and Emotional Vocabulary (공간이미지와 감성어휘에 따른 마감재 표현방법 비교 연구)

  • Seo, Ji-Eun;Lee, Gok-Sook
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.111-118
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    • 2012
  • The purpose of this study is to focus on living rooms that are preferred as a place for changing space image to the maximum and to find a method how finishing materials are expressed by selecting space with mix & match of many images. The study methods are as follows. First, understand the expressive trend of space images through the precedent studies and magazines, and examine its relationship with finishing materials. Second, select space images based on the contents understood earlier and extract adjective words that represent each space image through an expert survey. Third, find the cases where space images are expressed based on the extracted words and analyze expression methods of finishing materials. The results of the study are as follows. First, it was confirmed that recent space images are actively expressed through finishing materials. Second, space images selected through data related to the trend were classified as modern+natural, modern+traditional, modern+retro, classic+natural, classic+humor, and futurism+natural and 4 adjective words for each space image were extracted. Third, expressive elements of finishing materials were extracted as 'material'. 'texture', 'color', and 'pattern' through the precedent studies. Fourth, expressive methods of finishing materials for each space image could be suggested by analyzing the examples that show mix & match based on the contents extracted earlier. Lastly, it is expected to find various methods that lead space image into finishing materials by evaluating responses and changes in visual perception of residents according to expression of finishing materials based on this study.

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Virtuality in Digital Fashion Images (디지털 패션영상에 나타난 가상성 연구)

  • Kim, Hyang-Ja;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.233-246
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    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.

Expressive Characteristics of Exhibition Image in 'The Korean peninsula' at the Venice Biennale Architecture 2014 - Focused on the Montage of Collision and Interval - (2014 베니스 비엔날레 건축전 한국관의 전시이미지 표현특성 - 충돌 몽타주와 간격을 중심으로 -)

  • Park, Young-Tae
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.63-74
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    • 2017
  • This study is for the characteristic of expression of exhibition presentation in 'The Korean peninsula' which is the Golden Lion Winner at the Venice Biennale in 2014. The Korean peninsula provides two opposite political and economic systems and adaptations of modernism through various multi media images. The curator, Minsuk Cho, presented cinema montage image of Collision for analyzing dynamic exhibition organization and provides the foundation of his theory from Bergson's image and duration to Deleuze's movement-image and time-image which is mentioned from Deleuze's book "cinema 1" and "cinema 2". Furthermore, the Korean peninsula has showed perception-image and affection-image from Eisenstein & Vertov's cinemathology and systemized exhibition presentation. The montage of Collision has maximized the movement from the variety and complexity in a collision and it made difference between information images which are space, time, emotion, intelligence, the tumult between subjectivity and objectivity, fragments from reorganizing itself, and distribution and art images. The limit of montage of Collision's dialectic is not only visual but also space from organic organization but the Korean peninsula overcomes its limit and shows leap of tactile perception and time-reflection from the montage of Collision's dialectic. Therefore, the exhibition of the Korean peninsula presents the conviction of adaptations of modernism.

An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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The Characteristics of Visual sign in Korean women's Make-Up Advertisement (한국 여성의 메이크업 광고에 나타난 시각적 기호의 특성)

  • Lee, Ju-Yeon
    • Journal of the Korean Society of Fashion and Beauty
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    • v.1 no.1 s.1
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    • pp.143-151
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    • 2003
  • As korean women despised to transform their appearance into totally different shape, and they regarded to enhance a inherent beauty ideal beauty, korean traditional make-up culture was natural. But in modern society, make-up has been developing as one of the beauty industry and it means make-up involves more meanings than primitive period and needs to study its multi-dimensional connotation to understand in the culture. The purposes of this study were to find out what was represented in make-up ad and how it has been changed. The data of this study were collected from make-up advertisement printed in 'Hyang Jang' which is a periodical of amole pacific cosmetic industry from 1972-2001, and qualitatively analysed. As a results of content analysis were: The characteristics of non-verbal expression in make-up advertisements were different by the time. Generally person-appeal advertisements were more than product-appeal advertisements. And in the 1970s and early 1980s, person-appeal advertisements were appeal to the lifestyle, but after that person itself was appealed. And also after early 1980s, image-appeal advertisements were increased.

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