• 제목/요약/키워드: Visual style

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인구통계적 변인에 따른 수트디자인 시각효과에 관한 연구 (A Survey on Suit Design by Image Visual Effect Demographic Characteristics)

  • 박순천
    • 복식
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    • 제53권6호
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    • pp.131-143
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    • 2003
  • This treatise deals with the profitable suit image design of middle-aged men by examining visual effects in physical design. The sample of this study is people who lives in Kwangju, the Republic of Korea and 20-50 age's men and women. And it is very variety in each population statistics factors the differences of associate design visual effect which considering the difference of sex and age group, numbers of button, a figure and material pattern. Firstly, look into the associate design visual effect by sex and button number. In men's group, the style with three buttons was the most attractive and that with two buttons was the least attractive. In 50's group, the style with two buttons was the least attractive and those with 1.3 and 4 buttons were a little attractive. Secondly, in the difference of associate design with sex and shape, men's group was considered that standard type was the most attractive shape, women's group was thought that lean and standard types were the most attractive shape. So we can know that the attractive shape is different with sex. In the difference of association design with age and shape, 20's considered that standard type was the most modernistic and fat type was the least modernistic. 30's considered that lean type was the most modernistic and 50's thought that fat type and standard type were the most modernistic. Thirdly, see the sex and material pattern. In familarity, men's group considered that stripe pattern was more familiar than checks and plain patterns. And they considered that striped pattern and plain was more manly than checks. In sex and material pattern, 20's thought that plain was the most attractive, stripe was the next, and checks was not attractive. 40's estimated that plain and stripe were more attractive than checks. 50's judged that stripe was the most attractive material. Thus. the attraction is different with ages and material patterns.

실버 디자인에 표현된 비주얼 이미지의 크리에이티브 전략에 대한 연구 -인쇄매체 광고디자인을 중심으로- (A study on creative strategy of visual expressed in silver design. -Focusing on the advertising design of print media. -)

  • 여훈구;남후남
    • 디자인학연구
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    • 제15권2호
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    • pp.101-114
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    • 2002
  • On the threshold of year 2000, the elderly account for more than 7% of the whole population in Korea, which means that the nation is greeting welcoming an aging society. Accordingly, it is expected that silver businesses and services targeted at the silver generation will prosper with "silver advertising design" becoming active. Under such circumstances, this study was aimed at reviewing the recent silver marketing advertisements in terms of their cultural and moral implications, and thereby, redefining and reestablishing the status of silver consumers to help them find their identity, aware of marketing activities and therewith, establish their "consumer sovereignty". This study consists in large of 5 chapters. The introduction parr describes background, purpose, method and scope of the study. The first chapter reviews the silver marketing theories. The second chapter classifies the silver marketing advertisement positioning of four style - upper classes style, effloresce progress style, self- sufficiency style, dependent style - and reviews the expression strategy of each positioning. The third chapter examines the domestic conditions of silver marketing advertisements for each positioning type classified. The fourth chapter designs the ′creative′of silver marketing advertisements and suggests the methods thereof. The analysis of ′creative′was tested in terms of graphic gestaltung, and how the sliver marketing advertisement positioning should be discerned depending on silver generation consumer′s characteristics was discussed. The fifth chapter puts forwards the suggestions for the ′creative′ strategies to enhance the effects of the silver marketing advertisements, based on the preceding discussions. In addition, the Perspective into the keyword of 21 st century or "silver design" is discussed, together with the limitations of this study. It is hoped that this stuffy will be conducive to our efforts to face the upcoming′age\ulcorner society′more effectively. To this end, this study discusses the "silver advertising design" in light of ′societal concepts′and ′customer-oriented value′, and thus, explores some creative presentation strategies whereby individual companies interests and social or public interests can be compromised through ′creative activities′ and ′equal-value consumerism′ for an ultimately effective management strategies for silver businesses and services.

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초등학생들의 학습 스타일과 스크래치 언어 활용 교육의 상관성 분석 (Correlation Analysis on Scratch-based Instructional Effectiveness and Learning Style of Elementary School Students)

  • 한선관;한희섭
    • 정보교육학회논문지
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    • 제13권3호
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    • pp.351-358
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    • 2009
  • 이 연구에서는 학습 스타일이 프로그래밍 교육의 효과에 어떤 영향을 미치고 있는지 고찰하였다. 우선 VARK 체크리스트를 활용하여 학습자들의 학습 스타일을 분석하고, 한 학기동안 프로그래밍 교육을 실시 한 뒤 학습자의 학습 스타일이 미친 영향과 여러 교수-학습 활동의 변인들과 상관관계를 알아보았다. 결과적으로 스크래치를 활용한 프로그래밍 교육은 학습의 인지적 영역에 대한 효과성과 만족도에 긍정적 영향을 주었다. 특히 Visual 성향의 학습자들에게서 스크래치 활용의 성과가 통계적으로 높게 나타났다. 따라서 초등학생의 프로그래밍 과정이 학습 효과에 큰 영향을 주었다고 볼 수 있다.

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ARPA Radar Simulator 개발을 위한 기초 연구 (A Basic Study for the Development of the ARPA Radar Simulator)

  • 임남균;김환수
    • 해양환경안전학회지
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    • 제4권1호
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    • pp.21-29
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    • 1998
  • Through the rapid development in personal computer technology, it has recently become possible to make a radar become possible to make a radar simulator based on the PC. Althougth such a technology has already been developed in the advanced countries like Japan, U.K., and U.S.A., our country has not been able to make such a simulator so far. In addition, revised STCW convention requires the maritime training institution to be equipped with the ARPA simulator satisfying the performance standard specified in the convention. In this thesis therefore, an attempt was made to developed the software of the ARPA radar simulation system using Visual Basic 4.0, with which we can finally make a Mockup style ARPA simulator satisfying the performance standard specified in the convention. In this thesis therefore, and attempt was made to developed the software of the ARPA radar simulation system using Visual Basic 4.0, with which we can finally make a Mockup style ARPA radar simulator. The system developed through the research has been found to run successfully on the desk top personal computer(586PC). A Mockup style ARPA radar simulator will be able to be made by simply installing this software on the PC which will be placed inside a ARPA radar Mockup, and this is one of the future research subjects.

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시각적 구별 과제를 통한 인지양식의 분석 (Analysis of Cognitive Styles across Visual Discrimination Tasks)

  • Soo-Young Kim;Shin-Woong Hwan;Jee-Yun Cho;Young-Woo Sohn
    • 감성과학
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    • 제7권2호
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    • pp.163-178
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    • 2004
  • 본 연구에서는 수행된 과제와 독립적인 인지과정에서의 개인차와 관계가 있는 인지양식의 차원들을 규명하였고 과제와는 독립적인 인지과정에 대한 Robertson(1985)의 이론을 지지하는 결과를 보여주었다. 각 개인의 초기 인지전략은 다른 과제를 수행해 가는 동안 계속해서 유지되는 것으로 관찰되었고 결국 그것이 그들의 인지양식으로 간주되었다. 그렇지만 개인들의 인지양식은 많은 수행을 거치면서 그 과제들과의 상호작용을 통해 변화하여 그 과제에 특정한 전략을 이끌어낼 수도 있다는 점을 시사하였다.

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An Analytical Study on the Visual Innovation of the Animation <Spider-Man: Across the Spider-Verse>

  • Zhihui Chen;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권4호
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    • pp.352-357
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    • 2023
  • This study focuses on the art style research of the 3D Animation <Spider-Man: Across the Spider-Verse>, exploring the film's innovation in art design. The article first analyzes how the movie skillfully blends American comics, watercolor painting style, Pollock drip painting, and ink painting, among other artistic techniques, to present a unique visual experience for the audience. By specifically dissecting the character design and scene composition in the movie, it explores the specific application of these art styles and their methods in digital image production. Ultimately, the paper emphasizes the contribution of <Spider-Man: Across the Spider-Verse> to 3D Animated cinema, particularly its innovation in the field of art design, as well as its inspiration and possibilities for the diversity of art styles in animated films. Overall, this study aims to provide in-depth academic insight into the field of animated film art design and to promote its development and innovation.

Comparison of Fine-Tuned Convolutional Neural Networks for Clipart Style Classification

  • Lee, Seungbin;Kim, Hyungon;Seok, Hyekyoung;Nang, Jongho
    • International Journal of Internet, Broadcasting and Communication
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    • 제9권4호
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    • pp.1-7
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    • 2017
  • Clipart is artificial visual contents that are created using various tools such as Illustrator to highlight some information. Here, the style of the clipart plays a critical role in determining how it looks. However, previous studies on clipart are focused only on the object recognition [16], segmentation, and retrieval of clipart images using hand-craft image features. Recently, some clipart classification researches based on the style similarity using CNN have been proposed, however, they have used different CNN-models and experimented with different benchmark dataset so that it is very hard to compare their performances. This paper presents an experimental analysis of the clipart classification based on the style similarity with two well-known CNN-models (Inception Resnet V2 [13] and VGG-16 [14] and transfers learning with the same benchmark dataset (Microsoft Style Dataset 3.6K). From this experiment, we find out that the accuracy of Inception Resnet V2 is better than VGG for clipart style classification because of its deep nature and convolution map with various sizes in parallel. We also find out that the end-to-end training can improve the accuracy more than 20% in both CNN models.

고스 하위문화 스타일의 미적 특성 (Aesthetics of Goth as a subculture style)

  • 임은혁
    • 패션비즈니스
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    • 제17권2호
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    • pp.1-16
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    • 2013
  • Subcultural style is the center of subcultural identity and the clothes and adornments are the most visible symbol of membership. The Goth subculture has associated tastes in music, aesthetics, and fashion. The style symbolized the strong subjective subcultural identity held by most Goths and acted as the practical basis to demonstrate their commitment to the subculture. This study investigates the aesthetic and the style of Goth subculture in its heyday of 1980s which has continued to affect mainstream fashion and culture since its birth. In order to inquire the concept of subculture and its style, this study executes literature survey as well as investigates the images of street style magazines to analyze the visual elements. The stylistic and the aesthetic characteristics of Goth subcultural style analyzed in this study are grouped into four categories as follows: first, Victoriana, which embodies the fear of death and the nostalgia for the past using Victorian morning dresses and corsets, second, vampirism, in that some Goths who are fascinated by vampires are costumed in vampire figures to advocate diabolism and decadence, third, sexual ambiguity of male Goths which emphasizes feminine appearance in the pursuit of androgyny, and fourth, sexual fetish of female Goths which represents aggressive eroticism utilizing fetish paraphernalia.

A Study on the Characteristics of the Crossover Expressed in Modern Fashion -Focused on Sub -Cultures

  • Kim, Moon-Sook;Kim, Hyeon-Ju
    • The International Journal of Costume Culture
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    • 제4권2호
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    • pp.115-123
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    • 2001
  • The crossover in fashion refers to the coordination of different items, each with a different atmosphere. In a broad sense, it is the mutual exchange across the existing areas, that is, the creation of a new style by disparate and opposite elements coexisting in a look. This paper studies typical features of the crossover shown in modern fashion based on sub-culture by examining the concept and formation factors of the crossover through social aspects rather than particular art modes to predict the current fashion and suggest a new direction. Crossover fashion appeared in social and cultural environments, has four characteristics : the visual discordance of sexes, the appearance of the lingerie look, the mixture of folk style, and the appearance of the reactionary mode. The crossover, appeared in sub-cultures and diffused into the public, may be considered the creation of a new sense of beauty and a possibility for the future. It is expected to keep expanding ifs range in fashion, since it is an expression of human will to restore liberal sensibility not confined to formality.

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담론으로서의 타이포그래피 (Typography as Discourse)

  • 김지현
    • 디자인학연구
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    • 제14권
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    • pp.33-41
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    • 1996
  • 타이포그래피는 형태와 의미라고 하는 양면을 가지고 있다. 즉, 읽기(reading)와 보기(seeing)를 모두 요구하는 요소들의 집합체인데 형태로서 나타내는 의미도 물론 중요하지만 정확한 의사전달을 위 하여는 수용자 측면에서 야기 될 수 있는 다양한 의미를 추정하여 그 의미를 표현해야 한다. 이러한 사고를 바탕으로 탄생한 ' 담론으로서의 타이포그래피' 는 디자이너 입장에서는 일방적인 커뮤니케이션이 아닌 대화 형식의 커뮤니케이션을 위한 새로운 스타일이다. 의미는 한 곳에 정체되어 있는 것이 아니라 수용자에 따라 무한한 가능성이 열려 있기 때문에 이러한 표현 방법의 의의는 매우 크다. 따라서 이를 실제 강의에 적용, 그 가능성을 확인하였다.

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