• 제목/요약/키워드: graphic factor

검색결과 143건 처리시간 0.022초

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

  • 제갈미;이연희
    • 복식문화연구
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    • 제19권5호
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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.

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

  • 도주연;권영숙
    • 한국의류학회지
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    • 제16권3호
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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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고층 아파트 외관 슈퍼그래픽의 시지각적 특성 및 평가 성향에 관한 연구 (A Study on Visual Characteristic & Evaluation of the Super Graphic of High-raised Apartment Housing)

  • 최석창;양소진;유창균;이청웅
    • 한국주거학회논문집
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    • 제14권6호
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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.

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

  • 이용희;김인철;조국춘
    • 대한전자공학회논문지SP
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    • 제41권4호
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    • pp.131-139
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    • 2004
  • 본 논문에서는 opposite 필터를 적용한 가변 Q 디지털 그래픽 이퀄라이저를 제안한다. 그리고 제안한 이퀄라이저를 설계하는 방법을 제시한다. 본 논문에서 제안하는 가변 Q 이퀄라이저에서는 이퀄라이저의 성능을 개선하기 위해서 이득에 따라 이퀄라이저 필터의 Q-factor를 조정한다. 또한, opposite 필터의 Q-factor를 이득이 높아짐에 따라 완만하게 증가하도록 설정함으로써 opposite 필터가 대역간 간섭을 효과적으로 제거할 수 있게 한다. 실험을 통해 제안한 opposite 필터를 적용한 가변 Q 이퀄라이저는 사용자가 설정한 이득을 매우 충실하게 표현함을 보이겠다.

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

  • 김진우;김성빈;김태환;이규일
    • 한국인쇄학회지
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    • 제22권2호
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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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가변 Q-factor를 가지는 디지털 그래픽 이퀄라이저 (A Digital Graphic Equalizer with Variable Q-factor)

  • 이용희;김인철
    • 방송공학회논문지
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    • 제8권1호
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    • pp.3-10
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    • 2003
  • 본 논문에서는 대역 및 이득에 따라 Q-factor를 가변 시키는 필터를 채용한 가변 Q 디지털 그래픽 이퀄라이저 필터를 제안한다. 제안한 이퀄라이저는 가청 주파수 대역에서 대칭적인 주파수응답을 보인다. 그리고, 동일한 수준의 하드웨어 복잡도를 유지하면서도 기존의 방법에 비해 실제 응답이 원하는 응답에 더 근접하는 것을 보인다. 또한 중심주파수 선정에 따른 성능 변화에 대해서도 고찰한다.

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

  • 이성형;조가람;구철희
    • 한국인쇄학회지
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    • 제18권2호
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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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모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구 (A Study on the Factors Determining Experience of Flow in Mobile Social Network Games)

  • 김슬이;정용국;진메이천
    • 한국게임학회 논문지
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    • 제13권3호
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    • pp.55-68
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    • 2013
  • 본 연구는 모바일 소셜 네트워크 게임의 몰입에 영향을 미치는 요인이 무엇인지 실증적으로 살펴보았다. 인터넷과 온라인 게임의 몰입 경험에 관한 선행 연구를 기반으로 몰입의 결정요인을 콘텐츠 요인 (그래픽디자인, 도전과제, 보상), 기기요인 (접근성, 조작성), 사회적 요인 (상호작용, 커뮤니티)으로 구분하여 도출하였다. 먼저, 개별 결정 요인과 몰입의 연관성을 상관 분석을 통해 살펴보았고, 어떤 요인이 몰입에 상대적으로 강한 영향을 미치는 지를 확인하기 위해 위계적 회귀분석을 실시하였다. 상관분석과 회귀분석이 공통적으로 보여주는 결과는 그래픽 디자인, 보상, 커뮤니티 활동은 게임 이용자의 몰입을 증가시키고, 반면에 도전과제와 조작성은 몰입에 별다른 영향을 미치지 않는다는 것이다. 또한 몰입에 미치는 상대적 영향력의 크기는 그래픽 디자인, 커뮤니티 활동, 보상의 순으로 나타났다.

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

  • 손권;최경현;엄성숙;홍성진
    • 한국자동차공학회논문집
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    • 제9권3호
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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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디지털 리더기 사용자의 e-Book 활용에 영향을 미치는 요인에 관한 연구 (Factor Analysis Influencing on Use of e-Books: for the Users of Digital Reader Equipment)

  • 이광숙
    • 한국인쇄학회지
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    • 제29권3호
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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.