• Title/Summary/Keyword: graphic factor

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Aesthetic Characteristics of Graphic Factor in Contemporary Fashion Design Categorized by Media Source -Focusing on Play-Instinct Visual Expression- (현대 패션 디자인의 그래픽 요소에 나타난 매개 소스별 미적 특성 -유희본능적 시각 표현을 중심으로-)

  • JeKal, Mee;Lee, Youn-Hee
    • The Research Journal of the Costume Culture
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    • v.19 no.5
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    • pp.945-956
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    • 2011
  • The purpose for this paper is to categorize and analyze the aesthetic characteristics of graphic factors in contemporary fashion design by media source. Focused on play-instinct visual expression in contemporary fashion design and adopted media source following the way of communication design. A variety of literatures and online sites for graphic factors in contemporary fashion was studied. The standard of media source is classified as graphic media-source: photography media-source, typography media-source, illustration media-source. With this standard, expressed ways are as followings. First, graphic media-source in play-instinct expressional fashion design is mostly borrowing existed character or using designer's brand logo. Second, photography media-source in play-instinct expressional fashion design is placed photograph of social issued people in front of shirt. Third, typography media-source in play-instinct expressional contemporary fashion design is mostly expressed social messages or designer's name in brand. Fourth, illustration media-source is the best way to express play-instinct visual expression. Based on these, aesthetic characteristics of graphic factor in contemporary fashion by media source are classified as three: social words, playfulness and information transference. Frequency ratio using media source per aesthetic characteristics is different and these are able to categorize expression way and image feature. In conclusion, expressional way of graphic factors in contemporary fashion design became diverse as social and cultural changing. Frequency of graphic factor use in contemporary fashion is increased than before. This paper suggested that fashion design is one of the way of communicating with people and should be analyzed graphic factors in contemporary fashion design.

The Factor and Analysis on the Face Image to Hairstyle Variation - using by Computer Graphic Simulation- (Hairstyle 변화에 의한 얼굴 이미지 요인과 분석 -Computer Graphic simulation을 이용하여 -)

  • Do Ju Yeun;Kown Young Suk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.16 no.3 s.43
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    • pp.243-250
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    • 1992
  • The purposes of this research were to analyze factor structure and the face image to hairstyles which was made by Computer graphic simulation. To select ten hairstyle, a standard face selected between women of $20\~25$ years, and four factor (straight, curl, hair length, front hair, part hair) which were made of stand of hairstyle were applied. The results were as follows; 1 face image factor by hairstyle variation were found to five factor; negative and pogitive, indivisuality, youthfulness, unbanity, intelligence. 2. The result of analysis to face image by hairstyle factor were (1) In the hair state, straight hair was explained by the youthful, pure, decent image than curl. (2) In the hair length, the longer hair was explained by the more feminine, softness image. The shorter hair was explained by the more vigorous, youthful image. (3) In the presence of front hair, bang hair was explained by the commonness, moderate, classical image than all back hair (4) In the part hair, part hair was explained by the modern and unbanity image than no part hair.

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A Study on Visual Characteristic & Evaluation of the Super Graphic of High-raised Apartment Housing (고층 아파트 외관 슈퍼그래픽의 시지각적 특성 및 평가 성향에 관한 연구)

  • 최석창;양소진;유창균;이청웅
    • Journal of the Korean housing association
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    • v.14 no.6
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    • pp.147-154
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    • 2003
  • This study examines and analyzes the current status, characteristics and properties of Super-Graphic as a visual element with Super Graphic designed on the wall of apartment housing, typifies them and explains the preference and evaluative structure by each type. The results of this study are as follows: According to color environment of Super-Graphic, N-tone colors are 21.4% and YR-tone colors are 14.5%. In the whole distribution, cold color tone is 41.4% and warm color tone is 37.2%. In the brightness, 72.9% of the entire Super Graphic use high brightness and in the saturation, 51.2% show low saturation, achromatic colors are 21.4% and high saturation is 16.5%. As a result of conducting SD test to analyze the preference of Super-Graphic, 'wonderful' is most negative variable, followed by 'heterogeneous', 'splendid', 'romantic' variety'. Positive variables are 'monotone', 'stable' and 'calm'. As a result of factor analysis to reveal the evaluative structure of Super Graphic image based on the above results, five factors including brightness, saturation, stability, harmony and ordered are extracted and it is considered that these are important variables to be reflected in designing Super Graphic in future.

A Variable-Q Digital Graphic Equalizer with Opposite Filters (Opposite 필터를 적용한 가변 Q 디지털 그래픽 이퀄라이저)

  • 이용희;김인철;조국춘
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.4
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    • pp.131-139
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    • 2004
  • This paper proposes a variable-Q digital graphic equalizer with the opposite filters. A method for designing the proposed equalizer is also presented. In the proposed variable-Q equalizer, we adjust the Q-factor of the equalizer filter depending on the gain, yielding an improved equalizer performance. Also, by increasing the Q-factor of the opposite filters gracefully as the gain becomes greater, the inter-band interference can be removed effectively. We shall show that the frequency response of the proposed equalizer can reproduce the user's gain setting faithfully.

The Study of Rheological Properties of Emulsified Ink and Printability (유화된 잉크의 레올로지 특성과 인쇄적성에 관한 연구)

  • Kim, Jin-Woo;Kim, sung-Bin;Kim, Tae-Hwan;Lee, Kyu-Il
    • Journal of the Korean Graphic Arts Communication Society
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    • v.22 no.2
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    • pp.1-12
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    • 2004
  • In lithography based on repulsion of ink and water emulsification is inevitably generated. Thus it is necessary to analyze relationship between printability and physical and chemical properties of emulsified ink. Transfer rate of ink is one of the important factor deciding print quality. And it is closely concerned with rheological properties of emulsified ink. Rheological properties such as flow, yield, plastic viscosity, creep, oscillation and tack tests were measured. In order to examine printability of emulsified ink, ink transfer equations, density, ink film thickness and gloss were measured.

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A Digital Graphic Equalizer with Variable Q-factor (가변 Q-factor를 가지는 디지털 그래픽 이퀄라이저)

  • 이용희;김인철
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.3-10
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    • 2003
  • This paper proposes a variable-Q digital graphic equalizer in which each equalizer filter has different Q-factor depending on the band as well as the gain. The proposed equalizer demonstrates the symmetric frequency response over the audible frequency range. While maintaining the similar level of hardware complexity, the proposed equalizer yields an actual response that is quite close to the desired one, as compared with the conventional equalizers. Also, we investigate how the performance is affected by the center frequencies of the filters.

A study on the effect of JPEG recompression with the color image quality (JPEG 재압축이 컬러 이미지 품질에 미치는 영향에 관한 연구)

  • 이성형;조가람;구철희
    • Journal of the Korean Graphic Arts Communication Society
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    • v.18 no.2
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    • pp.55-68
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    • 2000
  • Joint photographic experts group (JPEG) is a standard still-image compression technique, established by the international organization for standardization (ISO) and international telecommunication standardization sector (ITUT). The standard is intended to be utilized in the various kinds of color still imaging systems as a standard color image coding format. Because JPEG is a lossy compression, the decompressed image pixel values are not the same as the value before compression. Various distortions of JPEG compression and JPEG recompression has been reported in various papers. The Image compressed by JPEG is often recompressed by same type compression method in JPEG. In general, JPEG is a lossy compression and the quality of compressed image is predicted that is varied in according to recompression Q-factor. In this paper, four difference color samples(photo image, gradient image, gradient image, vector drawing image, text image) were compressed in according to various Q-factor, and then the compressed images were recompressed according to various Q-factor once again. As the result, this paper evaluate the variation of image quality and file size in JPEG recompression and recommed the optimum recompression factor.

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A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

Factors Related to Velocity Perception in a Graphic Simulator (시뮬레이터의 그래픽모듈에 대한 속도감 인자 분석)

  • Son, Kwon;Choi, Kyung-Hyun;Eom, Sung-Suk;Hong, Sung-Jin
    • Transactions of the Korean Society of Automotive Engineers
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    • v.9 no.3
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    • pp.121-130
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    • 2001
  • This paper addresses a method for evaluating perceived velocities of the graphic module in a driving simulator. The major two graphic factors associated with perceived velocities are analyzed: they are the lateral distance between a virtual driver and an array of environmental objects and the textural density of these objects. A graphical representation of a vehicle and its surrounding environment are constructed by employing a three-dimensional tool, Pro/ENGINEER and a virtual environment, dVISE. Using the developed virtual driving environment, experiments have been carried out to formulate the relationship between velocity perception and each factor. Based on the experimental results, nonlinear regression equations are derived to show how the perceived velocities are dependent upon distance/density.

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Factor Analysis Influencing on Use of e-Books: for the Users of Digital Reader Equipment (디지털 리더기 사용자의 e-Book 활용에 영향을 미치는 요인에 관한 연구)

  • Lee, Kwang-Sook
    • Journal of the Korean Graphic Arts Communication Society
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    • v.29 no.3
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    • pp.143-153
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    • 2011
  • Digital leader caught seat by modern's everyday life tool now by popularization of smart device such as Smart phone and Tablet PC. Therefore, desire of readers about electronic book practical use is increasing based on convenience and economic performance of electronic book. 1971, Michael S. Hart established Project Gutenberg to produced first electronic book because inputs American Independence Declaration Statement by computer and produce more electronic books. After that, an electronic book technology repeats several times development and American electronic book take is increasing rapidly. Sales volume of electronic books is dramatically increasing in Korea since digital device such as Smart phone and Tablet PC became popular. This research attempts to analyze factors influencing on shifting from paper book to electronic book. Results of this research proposed grounds for building business strategy. Finding is the factor of social influence is only significant to acceptability intention. It means user of e-Book enhance their acceptability intention along social phenomena.