• Title/Summary/Keyword: Visual Information Design

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Development of Table-Top System for Using Educational Contents (교육용 콘텐츠 활용을 위한 테이블 탑 시스템)

  • Kim, ki-hyun;Kim, Jung-hoon;Kang, Maeng-kwan;Park, hyun-woo;Lee, dong-hoon;Yun, tae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.108-111
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    • 2008
  • In this paper, we propose the Table-top system for using educational contents. Table-top system that is matched visual information and interaction space offers easy and intuitive interface. Moreover, because the effectiveness of education is enlarged if the content for education intuitive recognizes and an interaction, the table top system is suitable. In this paper, the multi touch,that is the advantage of the table top system, was implemented in the content for education manufactured as a flash. This system can solve the member of the instinctive interaction between a user and the contents which was short in the system like the existing desktop.

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A Case Study on Simplification Strategies of Logo Design from the Perspective of Gestalt Psychology

  • Cui Hongxiao;Zhang Qingfeng;Zhang Yu
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.205-214
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    • 2024
  • This paper delves into the application of Gestalt psychology principles in logo design. It analyzes how these principles refine design elements to bolster the efficiency and impact of visual communication. Drawing from Gestalt psychology perspectives, the theoretical foundations and application methods of logo design simplification strategies are discussed. Through the analysis of Gestalt psychology effects in various types and styles of logo designs, this study compares the applicability and differences of logo design simplification strategies under different cultural and social contexts. Furthermore, it evaluates their role and value in enhancing the innovativeness and communicative impact of logo designs. The findings suggest that strategies informed by Gestalt psychology significantly improve the organization rules within logo designs, such as the relationship between figure and ground, proximity, similarity, and continuity. Thereby they enhance perceptual clarity, cognitive load, and aesthetic satisfaction. Moreover, these strategies promote creative thinking and problem-solving abilities in logo design. The results indicate that simplified design methods not only enhance aesthetic appeal but also improve the adaptability and recognizability of logos across different media and environments. This approach aligns with the minimalist and flat design trends of today's information age, meeting the evolving needs and aesthetic preferences of consumers.

A Research of Character Graphic Design on Larger Television Screens -Based on Analysis of its Visual Perception- (TV화면 대형화에 따른 문자그래픽 표현 연구 -시각인지도 분석 기반-)

  • Lee, Kook-Se;Moon, Nam-Mee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.129-138
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    • 2009
  • Character graphic design of TV screen, the major visual element, has become greatly important in its roles to help viewers understand visual information better and to enhance the qualities of the program. This research is to figure our a way of changing and improving the attributes of TV captions and graphics such as fonts, size, and caption speed appropriate to bigger and better qualified TV screen. Based on two Delphi surveys of graphics experts along with the theoretical studies, this article analyzes the relevance of visual perception to various visual elements of TV screen, and proposes a better plan in visual effects for various media under OSMU (One Source Multi Use).

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Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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Development of Integrated Analysis Model for Eyegaze Analysis - With Emphasis on the Generation of Heuristic Guidelines for User Interface Design - (시선추적 분석을 위한 통합 해석 모델의 개발 - 사용자 인터페이스 디자인을 위한 휴리스틱 가이드라인의 도출을 중심으로 -)

  • 성기원;이건표
    • Archives of design research
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    • v.17 no.2
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    • pp.23-32
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    • 2004
  • This paper's objective is the analysis of eye-movement recording with visual perception process, the inference of heuristic guidelines with human information processing, and the generation of design principles for practical works. For this objective, it was experimented on that the user's eye-movement recording of interactive media with the Eyegaze Interface System, and analyzed the visual perception process of top-down & bottom-up processing, and inferred the design principles from human information process. Our results provide the implications of design through the analysis of the user's eye-movement recording that were changed according to each menu depth of the interactive media. And, it is proposed that the new concept of heuristic guidelines based on each stage of action that is related to human factors.

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A Study on the Development of Design Information Elicitation Process based on Customer Needs (사용자 니즈의 디자인 정보 변환 프로세스 개발에 관한 연구)

  • 황재준;김명석
    • Archives of design research
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    • v.12 no.1
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    • pp.63-72
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    • 1999
  • Customer needs are considered as being quite remarkable in product design. The elaborate fulfillment of them in the design solution is closely related to the success of a product. They, however, are generally collected and presented by marketers. Consequently those needs are difficult for designers to understand and therefore might not get fulfilled in the final product design. Here the goal of this study is set that the process of design information elicitation based on customer needs is developed as a guideline of utilizing them in design activity in effective manners. findings of this study can be summarized as follows: First, customer needs are expected to get interpreted into the designer-oriented language in the aspect of function and image of a product. Those interpreted needs play a role as a base for concept establishment and the development of it with the help of various techniques from the fold of statistics and systematic product development. Second, designer-oriented manner of understanding customer needs requires designers to take parts in from collecting to interpreting them for better design solution that fulfills them, which brings up a necessity that available techniques shouldn't be beyond understanding of designers and for the styling activity customer needs of image aspect should be interpreted and presented visually. In this study, those visual information is presented through the image maps and image information sheet. It is image information sheet that is suggested to contain visual and verbal information altogether such as the overall and major elements images expressing a specific image need and the correlation between them showing how much the elements image contributes to building the overall image.

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A Study on Screen Layout Visual Elements of Interface Design (인터페이스 디자인을 위한 그래픽 화면 구성요소)

  • 이화종
    • Archives of design research
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    • v.11 no.2
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    • pp.265-272
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    • 1998
  • As a frontier, the designers of today' s interactive inteIt'ace search for new ways to use technology as a tool of communication design, In interactive projects, the interlace has an important role to play by making it easy for users to get the infolmation they need, Good design makes information visible and manageable, The design goal for an interface is to clarify the information and to communicate with users, Interface designers should consider functionality as well as beautification of screen layouts in their progressive work, In this paper, I take a stnlctured approach to the subject of intcIt'ace study by concentrating on 10 critical elements of screen layout design and case studies of outstanding interface design projects, The reason I focused on these 10 critical interface elements, was to create the design of function and to avoid the mistake of many designers, which was easy to ignore the functionality of interface design to achieve the beautification of screen layouts.

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A Development of Façade Dataset Construction Technology Using Deep Learning-based Automatic Image Labeling (딥러닝 기반 이미지 자동 레이블링을 활용한 건축물 파사드 데이터세트 구축 기술 개발)

  • Gu, Hyeong-Mo;Seo, Ji-Hyo;Choo, Seung-Yeon
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.12
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    • pp.43-53
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    • 2019
  • The construction industry has made great strides in the past decades by utilizing computer programs including CAD. However, compared to other manufacturing sectors, labor productivity is low due to the high proportion of workers' knowledge-based task in addition to simple repetitive task. Therefore, the knowledge-based task efficiency of workers should be improved by recognizing the visual information of computers. A computer needs a lot of training data, such as the ImageNet project, to recognize visual information. This study, aim at proposing building facade datasets that is efficiently constructed by quickly collecting building facade data through portal site road view and automatically labeling using deep learning as part of construction of image dataset for visual recognition construction by the computer. As a method proposed in this study, we constructed a dataset for a part of Dongseong-ro, Daegu Metropolitan City and analyzed the utility and reliability of the dataset. Through this, it was confirmed that the computer could extract the significant facade information of the portal site road view by recognizing the visual information of the building facade image. Additionally, In contribution to verifying the feasibility of building construction image datasets. this study suggests the possibility of securing quantitative and qualitative facade design knowledge by extracting the facade design knowledge from any facade all over the world.

Convergence Point Adjustment Methods for Minimizing Visual Discomfort Due to a Stereoscopic Camera

  • Ha, Jong-Soo;Kim, Dae-Woong;Kim, Dong Hyun
    • Journal of information and communication convergence engineering
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    • v.12 no.4
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    • pp.246-251
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    • 2014
  • The recent rise of the three-dimensional television (3DTV) industry has led to a wide exploitation of the dual-lens stereoscopic camera. However, when the zoom-in function is used, it is possible that a camera object is magnified only with a fixed convergence point, thereby leading to visual discomfort. In this paper, we propose several methods based on which a convergence point can be adjusted to prevent visual discomfort during zoom-in for a dual-lens stereoscopic camera. Further, we produce 3D contents by applying the proposed methods to certain cases and at certain distances and conduct a subjective evaluation. On the subjective evaluation, 48 subjects watch the 3D contents created by the proposed methods and score the stages of the visual comfort. The result of the subjective evaluation shows that some of the proposed methods are more efficient than the others. We hope that these proposed high-efficiency methods can be applied to produce a dual-lens stereoscopic camera that allows convenient stereoscopic photography.

The Study on the Analysis of the Rate of Information Acquisition and the Observation Time shown at the Observation of Interior Space (실내공간의 주시에 나타난 정보획득률과 주시시간 분석에 관한 연구)

  • Choi, Joo-Young;Kim, Joo-Hyun;Choi, Gae-Young;Lee, Jeong-Ho;Kim, Jong-Ha
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.183-191
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    • 2011
  • This study is to set up the appropriate range of observation time through contemplating the characteristics of observation time run for the information acquisition of space. The conclusions reached through this study are as the followings. First, this study could find out that even though the evaluation elements on the three types for image evaluation were the same, the information acquisitions were different as those types varied. On the other hand, the change of the average run-time by type for the information acquisition was found not to be big, in other words, even though the run-time was alike, the information acquisitions varied depending on the type. Second, he evaluation by language media showed the average value by element had the order of [shape>position>number>existence] and the range of their run-time was 94.6~102.9 seconds. The average rate of information acquisition shown at the visual media had the order of [composition>shape>material&color] and the range of run-time was 93.1~99.7 seconds. Third, the evaluation by language media showed that for male subjects the range of information acquisition rate was 39.1~91.4% and that of run-time 85.1~106.0 seconds and for female ones 46.0~94.6% and 96.3~112.3 seconds respectively. In case of the visual media, male subjects showed the range of information acquisition rate was 40.3-66.7% and the range of run-time 82.4~97.9 seconds and the female ones, 42.2~71.0% and 94.0~115.1 seconds respectively, through which we could see that at the evaluation by language media and visual media both the female's range of information acquisition and that of observation time were higher than the male's.