• Title/Summary/Keyword: icons

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Development of a Parallel-Typed CNC Machine (병렬기구형 CNC 공작기계의 개발)

  • Lee, Min-Ki;Choi, Byung-Oh;Kim, Tae-Sung;Park, Kun-Woo
    • Proceedings of the KSME Conference
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    • 2000.11a
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    • pp.535-540
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    • 2000
  • This paper presents the development of a Parallel-Typed CNC Machining Tool. It is specially designed to machine a complex shaped workpiece by controlling the orientation of the tool. The inverse/direct kinematics of a parallel mechanism is derived and implemented in a PC based controller. With graphics icons, the GUI (Graphic User Interface) program is developed for the CNC programing. The calibration is accomplished by geometric constraint motion, which is a parallel motion of the platform with respect to a table. The calibration result is introduced and the future study is proposed.

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Design and Implementation of the Web-based Mulimedia Authoring System (웹기반 멀티미디어 저작 시스템의 설계 및 구현)

  • 박영미;박종운;송한영;신현산;박두영;장종환
    • Journal of the Korea Computer Industry Society
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    • v.3 no.2
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    • pp.243-258
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    • 2002
  • The web-based multimedia development tool was implemented to create and edit multimedia contents under the graphic user interface environment with icons. The development process enables the developers to verify the contents being developed by checking for errors, exchanging feedbacks and utilizing the pre-execution feature. By applying the tree structure to the internal data format, the tool uses inherent display features among media objects with time and spatial relations to efficiently process the synchronism of media objects that participate in the presentation and asynchronism according to user interaction.

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Analysis of the Utility of Emoticons as a Communication Tool (커뮤니케이션 수단으로써 이모티콘이 가지는 효용성 분석)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.71-76
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    • 2017
  • In this study, we learned about the emergence of on-line communications originating from peoseuteol Computer Communications, the limitations of online communication, and the definition, traits and development of emoticons that serve as complementary roles, such as emotion and status. After analyzing various literacture and references, it was found that the emoticons functioned as a function of communicating the visual language of the digital era and communicating more sensitively to emotional factors. In a multimedia environment, emoticons are developed at a more advanced stage as the users' own icons due to a stronger tendency to pursue particularity and uniqueness. It is expected that eomotions added with multimedia functions will be more popular and vary in type. However, although the diversification of emotions as a commercial tool is already actively progressing, there appears a reverse effect in which an excessive use of emoticons is considered insincere in online communications. In such a background, research should be conducted that can support a systematic and effective development of emoticons through visual research rather than producing multimedia emoticons indiscreetly.

A Collaborative Visual Language

  • Kim, Kyung-Deok
    • Journal of information and communication convergence engineering
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    • v.1 no.2
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    • pp.74-81
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    • 2003
  • There are many researches on visual languages, but the most of them are difficult to support various collaborative interactions on a distributed multimedia environment. So, this paper suggests a collaborative visual language for interaction between multi-users. The visual language can describe a conceptual model for collaborative interactions between multi-users. Using the visual language, generated visual sentences consist of object icons and interaction operators. An object icon represents a user who is responsible for a collaborative activity, has dynamic attributes of a user, and supports flexible interaction between multi-users. An interaction operator represents an interactive relation between multi-users and supports various collaborative interactions. Merits of the visual language are as follows: supporting of both asynchronous interaction and synchronous interaction, supporting flexible interaction between multi-users according to participation or leave of users, supporting a user oriented modeling, etc. For example, an application to a workflow system for document approval is illustrated. So we could be found that the visual language shows a collaborative interaction.

Information Structure of Relative Clauses in English: a Flexible and Computationally Tractable Model

  • Song, Sanghoun
    • Language and Information
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    • v.18 no.2
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    • pp.1-29
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    • 2014
  • Relativization is one of the common syntactic operations to merge two different clauses into a single information unit. This operation plays a pivotal role to structuralize multiple clauses cohesively as well as serves to specify the property an individual has within the context. That implies that relativization contributes to information structure of multiclausal sentences. In this context, this paper delves into information structure of relative clauses in English with an eye toward creation of a computational model from a standpoint of machine translation. The current work employs Head-driven Phrase Structure Grammar (HPSG, Pollard and Sag (1994)) as a theory of grammar and Minimal Recursion Semantics (MRS, Copestake et al. (2005) as a meaning representation system. Building upon these formalisms, this paper addresses how information structure of relative clauses can be represented and constrained. The current work makes use of Individual CONStraints (ICONS) for modeling relative clauses with respect to information structure. The current work also investigates which relative clause involves which information structure constraint. The present study argues that non-restrictive relative clauses impose a more specific constraint on information structure than restrictive relative clauses.

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Study on icon types used in SNS of visual communication centered on Facebook, Instagram, KakaoTalk icons (시각적 커뮤니케이션의 SNS에서 사용되는 아이콘 유형 연구페이스북, 인스타그램, 카카오톡 아이콘을 중심으로)

  • Lee, kyoung-min;Choi, you-mi
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.357-358
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    • 2019
  • 최근 스마트폰이 대중화되면서 SNS에서 아이콘의 사용성은 점점 높아지고 있다. SNS 아이콘은 다양하게 진화되고 있으나, 동일한 의미를 제공하지 못한 채 혼란을 일으키고 있는 실정이다. 따라서 아이콘의 커뮤니케이션 의미에 따른 유형을 분류 제시하고 이러한 현 사용의 문제점을 발견하는 것이 본 연구의 목적이다. SNS에서 아이콘은 강한 의사전달력이란 속성을 가지고 그 역할이 중요하게 부각되고 있으나 효과적으로 의미를 전달하지 못하는 부분의 문제점을 해결하고자, 다양한 SNS에서 같은 의미에 다른 표현 방식의 아이콘을 추출한 후, 설문조사와 인터뷰를 통해 어떤 아이콘이 가장 효과적으로 의미 전달을 할 수 있는지 고찰해 보았다. 그 결과, SNS에서 사용되는 아이콘은 보편적, 중의적, 상충적, 브랜드 4가지 유형으로 요약되었으며, 두세 가지 유형으로 공통으로 속하는 아이콘도 있었다. 본 연구결과 아이콘의 디자인 시 아이콘 유형이 표준화에 대한 추가 연구 필요성을 제안한다.

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A Study of Contemporary Korean Painting's Expressions through the Reinterpretation of Folk Painting (민화의 재해석을 통한 현대한국화의 표현에 대한 연구)

  • Oh, Se-Kwon
    • Journal of Science of Art and Design
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    • v.10
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    • pp.51-72
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    • 2006
  • Reinterpretation of the visual characteristics of Korean folk painting in contemporary Korean painting is to seek directions of today's Korean painting. When examining expressions of contemporary painting we see that there is a reappearance of iconic images, a reinterpretation of both flatness and multi-perspectives, and an objectifying of pastiche folk icons with an experimental spirit. All of these techniques suggest methods of contemporary Korean painting through 'folk painting'. Although folk painting has been adopted in contemporary Korean painting for a long time, interest increased in the 1980s. With the prevailance of both national characteristic expressive techniques of realism and color painting, artists reinterpreted folk painting in their work, borrowing the traditional five colors, common contents, and iconic images. Particularly, an interest in 'Korean Beauty' drew people's interest back to folk painting which provided the significant 'Korean Beauty' of traditional expressive techniques. This study is to examine the characteristics of selected group of works that created a new expressive technique in today's Korean painting by either the reappearance or the reinterpreting of iconic images of the Chosun Dynasty's folk painting. To achieve these goals, the artists, who modify or reinterpret folk painting's visual characteristics with a contemporary sense, are divided into three categories in this study; 'The Readoption of the Folk Image', 'The Reinterpretation of Folk Characteristics', and 'Experimental Expressions'. As a result, it proves that folk painting is both a classical expression and national expression which was not only favored in the Chosun period, but also can be reinterpreted through today's visual methodology.

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The research of new Multimedia design developmenton Internet(Focus on the layout) (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 -레이아웃을 중심으로-)

  • 류성현;신계옥;이은주;이현주;배경선
    • Archives of design research
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    • v.20
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    • pp.111-120
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    • 1997
  • Recently, rapidly increasing internet Websites are providing us with the new kinds of multimedia informations without borders acting as the center for exchanging informations. Such new media informations through the internet passes informations via light on the monitor and provides the various informations, with the differentiation from the traditional printing media, it can be searched with electronic commands in limited space. In the process of adapting the new technologies, new media has successfully responded to the fast change and the development of its needs by experiencing the trials and errors, steadily establishing the stable position with its new information transferring and exchanging methods. The representative hompage of websites of information transformations means the first page containing no lower directories and consist of titles, icons, symbols and addresses and can design them in consideration of graphical process, planning, contents and others. Such hompages are very important since the graphical images shows its visual expressions deciding the total meanings of the hompages. In this research, we have analyzed the visual factors of frequencies, ratio of areas, distributions, alignment methodologies on layouts of hompages consisting titles, icons, contents and symbols, etc. from randomly picked samples of 161 hompages of websites in the internets of various areas. Generally, the homepages are designed with graphical expressions in personal way and the feedbacks and responses of such may differs, but we think, this can be used as reference materials for the analysis of new media in objective way. Also, it can be used as the base informations for arrangement and planning of designs with the characteristics of graphics and Graphic User Interfaces in the background which are implemented over internet.

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Analysis on MMORPG UI Layout and Research on Effective UI Demanded by Heavy User (MMORPG UI Layout 분석과 Heavy User 요구에 따른 효율적인 UI 연구 및 제시)

  • Rho, Ju-Hee;Chun, Yang-Deok
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.263-272
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    • 2007
  • On-line game gradually grew into a significant part in Korean culture due to rapid development of internet. As icons are utilized as interface, the concept of UI(User Interface) receives spotlight in playing games, and the play bug appears most frequently in MMORPG genre. The introduction of icons brought partial inefficiency in dividing screen sectors while playing games, which means play sector is reduced. On the meantime, components of UI possess different places so that cause considerable confusion to heavy users. This study attempts to analyze the top 5 commonly-played games and to understand the necessity and status of UI components by surveying heavy users. The result of this study shows that there is notable difference between UI of games on-service and preference of heavy users. This study could suggest UI of a better quality by restructuring and rearranging the UI components based on the heavy users' preference as shown in the survey. It is expected that this study can contribute to creating a more effective game play by eliminating possible changes of UI upon different games and realizing broader play sector.

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A Development of Necktie Design in Western Art (서양 예술작품에 나타난 넥타이의 역사적 고찰)

  • Lee Eui-Jung;Chung Se-Hui
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.1
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    • pp.81-96
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    • 2006
  • This study aimed to investigate the sociocultural phenomena which affected to clothing change in 1650-1900 and to examine the features of men's necktie in the western art. For this study, information about historic neckwear is obtained from the visual evidence of painted or engraved portraits, contemporary written sources. The covered area of this study was Europe mainly England and France. For this process, research steps were as follows : 1. Investigating the sociocultural phenomena which affect to clothing change through 1650-1900 and analysis of men's clothing and appearance. 2. Finding the changing characteristics of neckties including it's different types, shapes, knots, colors and materials and analyzing similarities and differences of neckties by the times. 3. Examining necktie as one of important and representative icons of male gender identity. The results of the study was as follows: 1. In 1660-1900, men's fashion was simplified in color and detail due to the influence of practical Puritanism and matured civil culture. And British men's fashion spreaded throughout whole European countries and get popularity. 2. In 1650-1720, there were band, cravat and steinkirk. And expecially cravatier, a expert custodian of cravats, was appeared in that period. In 1720-1800, there were stock, solitaire and cravat. In 1800-1850, neckwear were popularized and got various sizes and types up to shape and size of chemise collars. Black stock, scarf cravat and shawl cravat were popular and terms of 'necktie' were used for an certain neckcloth shape. And abundant literature for necktie were published thanks to the development of printing technology in that period. In 1851-1900, the leady-made neckties were spreaded and there were changes in shape, length, knot of necktie up to V-zone formed with shirt's collars and vest types. Neckwear was gradually evolving through four distinct styles, bow tie, scarf or neckerchief, Ascot and four-in-hand. 3. After the mid-l7th Century, as civil culture matured and splendid and extravagant colorful men's wear disappeared, British men's fashion spreaded throughout whole European countries and got popularity. The necktie become an essential ornamental accessory of men's fashion and one of important and representative icons of male gender identity.

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