• Title/Summary/Keyword: Visual element

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AStudy on Human Resources of Local Visual Industry (Focus on Busan Metropolitan City) (지역 영상산업 인력자원 분석 - 부산광역시를 중심으로 -)

  • Park, Byeong-Ju;Choi, Yeong-Geun;Kim, JaeHeon;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.625-628
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    • 2009
  • Busan was wasteland of visual industry, But It has been undergo a complete change visual industry city since It was started 1st Busan International Film Festival(PIFF) in 1996. It promoted Cineport Busan, 1st step. promotion age 'good city film' 2004, 2nd step. settlement age 'good city produce movie' from 2005 to 2007, now 3rd step. development age settle down visual industry and progressing project for make importance place produce movie. so, employment problem of region visual human resources. It is indispensable element for become real region industry in visual industry. So that, this study analyzes what is problem of visual industry and human resources in Busan city. Then inquired what will happen supply region visual human resources through visual importance city Busan development plan.

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Comparative Study on the Maximum Principal Stress of Non-Reinforced Concrete Caused by Impact Load (충격 하중을 받은 무근콘크리트의 최대주응력 비교 연구)

  • Song, Jeong-Un;Park, Hoon;Kim, Seung-Kon
    • Explosives and Blasting
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    • v.30 no.1
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    • pp.1-8
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    • 2012
  • In this study, the inner principal stress of concrete blocks caused by an impact load was analyzed with a finite element program, Visual FEA, which was used to model the cross section of the concrete blocks. As a result, it was found that the deviation of the maximum principal stress was varied 2 to 3 times depending on the physical properties of the concrete blocks.

Analysis and Design of Interest Elements in Visual Storytelling (비주얼 스토리텔링의 재미요소 설계 및 분석)

  • Ahn, Seong-Hye;Hur, Young
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.250-257
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    • 2009
  • The thing that is the most important at time to produce the culture contents is developing source story and storytelling which is work to process in the contents of various media. However, the study of the methodology for the interest element design of storytelling which is necessary to produce the culture contents is insufficient. Therefore, this article is going to show a design method, when I plan the culture contents of the OSMU base, which is analysis the pleasure element of storytelling to make an interesting story and visual storytelling to visualize the pleasure elements.

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Analysis of Correlation G. D. Weisman's Way Finding Elements and Visitor Satisfaction -Focus on Seoul Historical Museum- (바이즈만의 길 찾기 요소와 방문객 만족도와의 관련성 분석 -서울 역사박물관을 중심으로-)

  • Kim, Hyung Jun
    • Journal of the Korea Safety Management & Science
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    • v.16 no.3
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    • pp.421-432
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    • 2014
  • This study is intended to analyze the relation between G. D. Weisman's Way finding 4 elements the accessibility and efficiency of consumers as to eternal area for Seoul historical museum. The findings are summarized as the following three aspects. First, G. D. Weisman's Way finding element introduced in this study had a significant impact on visitor satisfaction.. It leads to the following conclusion: The higher the impact is, the greater accessaccessibility and efficiency are. Second, among 4 elements, the factor that had the biggest impact on the accessibility was 'visual-perceptual accessibility'. Thus, 'visual-perceptual accessibility' should be considered first to boost the accessibility to consumers. Third, among 4 elements, the factor that had the biggest impact on the efficiency was 'sign system'. Thus, 'sign system' should be considered first to boost the efficiency to consumers.

A Study on The Formation of Inferior Space in Louis I. Kahn's Architecture (루이스 칸 건축의 내부공간 형성에 관한 연구)

  • Yoon, Dong-Sik
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.23-30
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    • 2008
  • This thesis aims to analyze the visual perceptual effects drawn by 'axial composition and divergence' and to interpret the architecture of Kahn in respect of 'axial composition and divergence'. Axial composition of the form, the location of the entrance and divergence of internal movement were checked up about 53 works by extracting parti which is basic element of spatial composition. The 3D modeling simulation was performed for the selected 10 works in order to analyze the visual perceptual effect due to divergence of the internal movement. The reaction of the observer's actions and visual perception by 'axial composition and divergence' is presented in the following steps. 1. Divergence of the entrance/a panorama of expanding planes. 2. Divergence of internal movement/The process of perception of visual rotation and central spatial form. 'Perceptive form' created by 'divergence' is the result of diverse and flexible series of processes which must be experienced in person in order to reach the space as a room with a definite domain and center.

A Study on the Spatial Configuration of A Small Art Museum through the Analysis of Visual Perception in Spatial Layouts (공간의 시지각적 분석에 의한 소규모 미술관의 공간구성에 관한 연구)

  • 김재욱;김용승
    • Korean Institute of Interior Design Journal
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    • no.29
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    • pp.120-127
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    • 2001
  • The study aims at finding out the spatial configuration of a small art museums through the analysis of visual Perception in spatial layouts. In so doing to analyze the characteristics of spatial perception in visual layouts and identity of space to evaluate the spatial construction with relation to the role of small art museums. Purpose of this study is to offer basic data to contribute effectiveness of the architectural planning of a small art museums by understanding of visual element of design and ultimately to make efficient use of space.

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A Study on Rolls for the Association of Sound as Subtext for Animation (애니메이션의 하위 텍스트로서의 음향의 연상 작용과 역할에 관한 연구)

  • 김지홍
    • Archives of design research
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    • v.16 no.2
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    • pp.15-22
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    • 2003
  • This is a study on the roles in the association of sound as subtext for animation. On this study, it will be helpful to develop sound concepts and to create animations with creativity. For animation without sound can be produced as an artistic purpose, however, most animations are created with sound. It is not means that sound is less important than visual in animations. Sound is also one of significant element to create animations. Sound have many important rolls for subtext such as parts of action, leitmotif, characteristic, time, ethnic, localization in the animations. It will be analyzed two animations such as Shrek (DreamWorks Pictures production/ Director: Andrew Adams) and Monsters Inc. (Walt Disney Pictures/ Director: Peter Doctor).

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A Study on analysis of architecture and user interface at cyber museum (Cyber Museum User Interface의 구성과 구조에 관한 고찰)

  • 구세연;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.121-127
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    • 2001
  • An unified measure of user interface efficiency and aesthetics for cyber museum is proposed. First, general structure of cyber museum is discussed and hierarchical analyses are done for sample sites. Usability tests based on the hierarchical analyses yield statistics of user access frequency and persistency for each page, on which access probability is deduced. Second, visual occupancy, a measure of efficiency of user interface element based on access probability is defined. The hierarchical statistics of visual occupancy can be an index for characterization and classification of cyber museums. Examples are provided.

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Visual Environmental Elements of Game Space by Play-Event in Adventure Games (어드벤처 게임에서 플레이이벤트별 게임공간의 시각적 환경요소)

  • Choi, GyuHyeok;Jin, Hyungwoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.47-56
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    • 2020
  • The purpose of this study is to analyze visual environmental elements of game space by play-event in adventure games. We extracted common six types of play-event through exploring ten representative adventure games and organized three types of space structure and four types of object as the criteria of analysis. Based on the criteria, we embodied the characteristics of visual environmental elements by performing direct playing and monitoring. As a result, we verified that the story intended and the gameplay induced by the play-event are closely related to visual environmental elements.