In this paper, we propose military symbols for cyber operations to understand the situation in cyberspace intuitively. Currently, standardized military symbols are mainly for kinetic operations, and they do not consider cyber operations. Although, MIL-STD-2525D includes some symbols for cyber operations, only icons that are composed of three letters are standardized. So there is a limit to effectively expressing cyber operations. That is why we propose military symbols for cyber operations compatible with existing military symbol building rules. In addition to merely presenting the symbols, we present examples of expressing various cyber situations using the proposed symbols. It proves the usefulness of the proposed symbol. The small number of symbols proposed in this paper will not be able to represent all cyber situations. However, based on the proposed symbols, it is expected that more symbols will be standardized in the future to more clearly express the cyber situation.
The aim of this study was to reveal the modern succession and reinterpretation of brand identity through the case of Balenciaga design presented by Demna Gvasalia through a review of the literature, design collection, and design review analysis. The design collection analysis was conducted from 2016 F/W to 2020 F/W, when Demna Gvasalia commenced responsibility for the Balenciaga collection. A total of 12 articles from overseas fashion magazines and newspapers were analyzed. A modern reinterpretation of Demna Gvasalia's Balenciaga design is as follows. First, he introduced luxury mode to reflect a sense of the times and introduced luxury street looks based on street and sports sensibilities, showing various styles without specific concepts. Second, by sharing universal sensibilities based on pragmatism, he proposed an easy-to-wear outfit for daily life to demonstrate the everydayness of fashion. Third, as a new exploration of traditional structural beauty, the design of Cristobal Balenciaga was reinterpreted through the conversion of items, overlapping outfits, and the introduction of high-tech technologies. Fourth, by taking a conceptual approach to fashion, he has renewed the spirit of experimentation and modernity shown by Cristobal Balenciaga. Fifth, with the presentation of a new icon, new styles of sneakers such as Triple S and Speed Runner are presented as new icons. He inherited the original mindset and creative approach of the house's founder, Cristobal Balenciaga, and reinterpreted it from a contemporary street sensibility and pragmatic perspective.
This study focused on the fitting window structure provided by the virtual fitting service web page. We analyzed the current cases and identified the user's needs for the service through usability assessment, survey, and FGI experiments. As a result of the design, the fitting window of the existing web page was opened at the same time as the site was accessed to improve the hassle of using the icons due to their small size and poor visibility. In the case of fitting windows, the problem of information delivery was supplemented so that even the initial user could understand the fitting map of the existing method, and additional items needed for user propensity were provided so that the service could be used accurately and easily. As a result of this study, it can be used as a basic research material in future virtual fitting service studies and is expected to provide good implications to fashion marketers.
The learning and cognition of preschool children begins with the color of the object, and the game interface is the child's first impression of the game, so reasonable color design is needed. This article selects 10 educational mobile game for preschool children, extracts colors from the game interface and startup icons, and puts them into Photoshop to analyze the three elements of color hue, lightness, and saturation. Finally, three suggestions are put forward for the color design of game UI. 1.Choose a color similar to the actual color of the thing. 2. Choose warm colors according to your child's preferences. 3. When using contrasting colors, please reduce the brightness or purity of the colors. It is hoped that the research conclusions can provide reference materials for the color design of educational game UI for preschool children.
The purpose of this study is to analysis BTS's image based on Peirce's semiotics. Methodologies of this study are literature study to analyze the structure of idol image based on Peirce's theory of signs, case study and FGI analyzing the semiotic characteristics of BTS images. The research results of analyzing the semiotic features of BTS images by period of the BTS album are as follows. First, in the early days of their debut, they emphasized the image of hip-hop and expressed their will to resist and rebel against the older generation with a challenging and strong image. Second, during the 'The most beautiful day of life' period, image of wandering, rebellion, growth, and youth of teenagers was expressed. Third, in the 'Love Yourself' period, BTS showed various image changes between natural and pure image to splendid image by expressing the process of finding confidence during chaotic moment of growing. Fourth, during the 'Map of the Soul' period, the exploration and reflection on themselves were expressed in an outwardly splendid and bright manner, while at the same time expressing the inner darkness in a contrasting manner. Fifth, in the 'pandemic period', they expressed hopeful energy and willness with the image of mature and attractive man and bright and casual image. Their growth and change have been directly linked to the change of their image, and their image showed a successful signification with complementary combination of icons, indexes, and symbols.
The process of creating Hunminjeongeum described in Haerye version of Hunminjeongeum shows a rule of signification by which a signifiant represents a referent. In this article, I will suggest two types, the mythical and the anti-mythical, that affect the iconic relation between signifiant and referent, and consider how they are realized in Hunminjeongeum. The mythical type is shown as Yin-Yang and the Five Elements Theory and Three Elements Theory of Heaven, Earth and Man dominating the thought of intellectuals at that time. It had became mythos, that is the object of absolute belief, by connecting with the power of King at that time. It is very metaphysical and involves a kind of grand narrative. It is also the voice from the past in time and from China in space. It is reflected in Hunminjeongeum's letter system intactly. Meanwhile, the anti-mythical type also affects the creation of Icon in Hunminjeongeum. Even if Hunminjeongeum had been created from King Sejong's project, its intention seemed to be educational and practical. That is the problem of that time, not of past time, and for common class, not for ruling class. It can be considered as logos in that it had been planned and processed at a real-life situation at that time. Some arguments between King Sejong and liege Choi, Manri about the validity of Hunminjeongeum also show that the creation of Hunminjeongeum had involved the problem of critical logos. Above all, in that referents of Icons of Hunminjeongeum are the figures of human vocal organs, we can suggest that these Icons also implied an Indexicality implying actual connection between voice and body. It can be considered as a deconstrucion of metaphysics and grand narrative that had been dominated by foresaid mythical type. Hereafter, from time when Hunminjeongeum have been widely used, mythos of metaphysics and grand narrative that had dominated Hunminjeongeum have been deconstructed and Hunminjeongeum has become to realize its potential competence of pragmatic sign system for the convenience of common people. Therefore, I expect that the cultural potentiality of Hangul today can be realized by such tendency of logos incessantly deconstructing mythos, that is one direction of mythosemiosis.
Kim, Kyungwon;Hyunjoo Kang;Yun Ahn;Kim, Se-Hwa;Kim, Hee-Seon
Journal of Community Nutrition
/
v.4
no.2
/
pp.118-129
/
2002
Nutrition is important in the management of diabetes mellitus, however, there are few little education materials specifically designed for older adults. The objective of this study was to develop nutrition education materials for prevention and management of diabetes moll for older adults. Materials developed were a booklet and four leaflets. The contents of materials were based on lesson plans. After several revisions of the draft of materials, illustrations and icons appropriate to the contents were designed using illustrator 9.0 and Photoshop 6.0. The booklet was composed of five chapters and 40 pages. The first chapter began with an introduction about diabetes and diabetes management by diet, exercise and medication. The second chapter dealt with ideal body weight, calculation of adequate caloric intake and food exchange list. The third chapter provided information for meal planning and sample menus. The fourth chapter focused on practical tips on nutritional care of diabetes, by providing tips on reducing sugars, fat and salt, and suggestions on eating for special occasions. The fifth chapter dealt with information in case of low blood sugars, exercise and foot care. The topics of the four leaflets were “Diabetes, what is it and care”, “Food exchange list and meal planning”, “Healthy eating for diabetes”, “Special care for diabetes low blood sugars, exercise and foot care” Each leaflet was composed of six sections and was printed in large paper (B4 size) for older adults. The draft of educational materials were re-viewed by four nutrition professionals and finally pilot-tested with ten adults aged 50 and older. The characteristics of the developed materials are as follows, i) messages are delivered using simple, specific information, ⅱ) messages focused on practical applicable tips, ⅲ) various pictures, illustrations and artwork were created and inserted to enhance understanding and interest, ⅳ) sections including risk factor assessment, calculation of ideal body weight and meal planning were designed to induce the user's participation, ⅴ) sample menus and food pictures were inserted in the booklet, vi) characteristics of older adults and transformed characteristics are diversely used to help the user feel familiarity. These materials are self-explanatory and can be used by older adults. These materials also can be used widely in nutrition education at public health centers or senior centers.
Students with learning disabilities need special education programs. In the traditional class, those students may not be satisfied with their studies. Thus, it is important to provide individualized class for those students. Classes using smart devices may give one of the solutions for individualized class. Unlike the typical mathematical problems, written problems require students to use various cognitive strategies, mathematical reasoning, inference ability, and so on. In this sense, written problems are good tools to develop the logical minds for students with learning disabilities. In this paper, a WOE-based smart learning system is proposed to help those students develop learning abilities. The proposed system has the following characteristics. First, students can learn naturally problem-solving abilities by following the work-out examples given from experts. Second, the proposed system can invoke motivation and interests of students using attractive icons and guidance rules provided with smart phone. Third, the proposed system can provide self-directed study for those students. The proposed system is applied for some students with learning disabilities. The following results are obtained. First, the individualized study can be possible since the system can provide continuous feedbacks and level-differentiated classes. Second, students can increase written problem solving abilities with natural understanding of study contents from smart phone. Finally, satisfaction, study motivation, and self-concept of students are increased through their successful experience during study processes.
Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.
This study was to examine the needs among elementary school dietitians (n = 115) for developing a nutrition information internet site for children. A survey questionnaire included general characteristics, internet use regarding health and nutrition information, and needs for developing a nutrition information site. The mean age of the subjects was 36.2 years. The higher working experience group (> 10 years of working as dieticians) had higher mean age (p < 0.001), had a larger number of enrolled students at school (p < 0.01) and the number of those receiving school lunch (p < 0.01) than the counterparts (${\le}10$ years group). Sources of health and nutrition information were mainly PC/internet (60.4%) and seminar (14.4%). About 95% used health or nutrition information using the internet, however, the majority of users (71.6%) used internet information only when they needed it. Major reasons for using internet information was 'to get nutrition education materials' (63.8%) and 'to obtain general nutrition information' (21%). One third of the subjects were satisfied with nutrition information internet sites; major problems with internet sites were 'lack of content' (38.9%) and 'lack of practical information' (33%). These characteristics regarding internet use were not different between work experience groups. Major problems with nutrition education were 'lack of nutrition educational materials' (41.1 %) and 'lack of nutrition education skills' (32.1%). These were significantly different between the work experience groups (p < 0.01). Subjects preferred CD/internet to leaflet/booklet as nutrition educational materials. In developing nutrition sites for children, subjects wanted topics such as obesity assessment, dietary assessment, and obesity. Subjects responded that contents of nutrition information should be 'suitable to the children's knowledge levels' (31.1%), 'interesting enough by including quizzes, games and songs' (27.8%), 'inserting many illustrations/icons' (16.3%). In terms of designing internet sites for children, they wanted that internet sites should 'be easy enough to find the sites' (29.2%), 'use illustrations and characters' (24.8%), 'use communication channels such as Q&A' (18.7%). Needs for developing internet sites for children were not different by the work experience group. This study suggests that web sites for children should be carefully developed considering the contents and design, have less information with more illustrations, designed to induce the interest of children, as well as including sections such as eating habit assessment and games.
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