• 제목/요약/키워드: multi-culture design

검색결과 200건 처리시간 0.025초

Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • 한국컴퓨터정보학회논문지
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    • 제24권5호
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    • pp.11-17
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    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.

국내 복합상업시설 외부공간의 특성과 변화 양상 (The Design Trends of Outdoor Space in Commercial Multi-Complexes in Korea)

  • 최영준
    • 한국조경학회지
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    • 제48권5호
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    • pp.89-106
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    • 2020
  • 본 연구는 국내 복합상업시설의 진화과정을 핵심사례를 중심으로 살피고, 그 외부공간의 기능적 구성방식과 주변경관 및 오픈 스페이스, 나아가 지역사회와의 관련성을 살펴봄으로써, 복합상업시설 외부공간의 조성경향의 변화를 파악하고, 도시 속 공공적 성격의 오픈스페이스로서의 가치를 재고하고자 한다. 본고는 국내 복합상업시설의 외부공간이 상업시설 건물군과 주변경관과 맺는 상관관계를 기준으로 분류하여 내외부공간 단절형, 내외부공간 반개방형, 주변경관 투영형, 주변경관 결합형으로 구분하여 설명하였다. 각 유형의 대표적 사례들을 통해 외부공간의 기능적 구성과 조경 특성을 고찰하여 다음과 같은 결론을 도출할 수 있었다. 첫째, 외부공간이 상업건물에 종속된 역할을 주로 담당하던 것에서 나아가 각종 활동과 경험을 위한 적극적 참여형 공간으로 활용되는 외부공간의 활성화 경향을 읽을 수 있었다. 둘째, 내·외부공간의 연계방식이 활성화되어, 실내 쾌적성을 증진시키는 외부환경요소를 적극 실내로 도입하고, 내부의 특정 프로그램공간을 외부환경과 직접적으로 연결함으로써 내·외부환경이 융합된 풍부한 공간 경험을 제공하는 추세이다. 셋째, 외부공간의 기능 확대와 복합상업시설의 여가공간화로 인해 상업공간의 공공성이 증가되어 복합상업시설의 역공간적 기능이 확대되는 경향을 볼 수 있었다. 주변녹지와 연계된 교외형의 사례에서는 외부공간의 동선 기능과 조경제안을 분석하여 외부공간이 내부가로 및 도시가로와 유기적으로 연결된 주동선의 기능을 담당하고, 상업공간 조경이 공공 오픈스페이스 체계와 결합된 지역문화·녹지체계의 중심지가 되는데 기여할 가능성을 실례를 통해 살펴보았다.

21세기 패션아트에 나타난 업 사이클링에 관한 연구 (A Study of Up-cycling in 21st Century Fashion Art)

  • 김선영
    • 복식문화연구
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    • 제20권3호
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    • pp.295-308
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    • 2012
  • This study intends to analyze the up-cycling trend that is attracting great attention these days and its internal meaning in the context of fashion art. And, based on this, to provide enhanced value and creativity in the future fashion artwork and design businesses, keeping abreast of further fashion art developments. As part of the study methodology, both a literature review and a case study were carried out, along with an examination of up-cycling and research into related pictures and content. The materials covered in this work include design and fashion related books and domestic and foreign magazines from 2000 to 2011, when the up-cycling movement was initiated as a form of eco-friendly design. For the analysis of fashion art pieces, generic terms included art wear, wearable art wear, and unwearable art. Case review was followed by the works of artists shaping their fashion concept and meaning entirely from abandoned clothes and fabrics, waste materials, and their art collection. Consequently, key elements of the value of up-cycling fashion art are that it is eco-friendly, has a unique identity, and reflects multi-dimensionalism. This research saw the integration of fashion with other variables, artistic attributes, and reuse of resources. This could lead to a new realm where value-addition is formed and extended, thus providing another chance for the fashion industry.

A Study on Kitschy Characteristics and its Consumer s of Webtoon

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • 한국멀티미디어학회논문지
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    • 제18권8호
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    • pp.980-987
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    • 2015
  • Most of cultural area which people enjoy and consume is kitsch culture, though the culture is barely acknowledged. In this multimedia era, people create, publish and enjoy contents of 'webtoon(web+cartoon)', which is relatively faster and more convenient to enjoy comparing to published cartoon. Contrarily to its physical growth, the webtoon shows difficulty in advancing with other genres, is full of irritative factors and contents, and has tough time to become more sophisticated one. This study derived characteristics of kitsch in webtoon, suggested the way of webtoon as an art by analyzing conditions and usage motivation of webtoon. The conditions of kitsch are uniformity of mass consumption, popular vein, catharsis, vicarious satisfaction, immediate feedback-requiring image flood, and reproduction of techniques. The usage motivations of webtoon are studied as pursuit of information, entertainment, relaxation, socialization, convenience, and effectiveness. Usage motivation factors in webtoon and kitsch culture are almost identical. Contrary to its past of being underestimated and vulgarly considered, kitsch is acknowledged as an 'kitsch art'. By studying the process of becoming an art, the study has its purpose to suggest the experimental and developing way to make webtoon be acknowledged as 'webtoon art'.

A Preliminary Study of the Application of Prototyping Tools for Design Education Plans; Focusing on Open Source Microcontroller Boards

  • Nam, Wonsuk
    • International Journal of Advanced Culture Technology
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    • 제6권2호
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    • pp.107-116
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    • 2018
  • In the past, design has been recognized as a means to determine colors, shapes, and functions Recently, however, it has been accepted in a wider sense, namely designing the entire service, including product and user experience design. In this way, in addition to creativity and expressive power that designers have as their main competence, according to the expansion of this design object, designers are required to have comprehensive abilities in related fields and accompanying technical professional abilities. If designing as a technology application as a direction toward this situation, design education can be carried out by approaching technology as a method of expression or design subject. It can also be an effective alternative towards improving the understanding of technology. Meanwhile, many small microcontroller board products with advanced functions and multi-functional specialized programming integrated development environments (IDEs) are becoming widespread due to their open source, low cost, and scalable features. However, students in the design department who lack the basic knowledge of science and engineering have difficulties learning, which requires considerable time and is required for practical use. From this point of view, we have made advancements in the technical understanding of design education by conducting fundamental research to the effectiveness of microcontroller-based prototyping tools as means of expression. We also conducted basic education of microcontroller boards for a certain period of time on students who majored in design in conjunction with the basic survey and investigated the obstacle factors using a questionnaire. Through these surveys, we have confirmed the necessity of designing microcontroller boards of low difficulty, which simplify the coding process that can act as a barrier in difficulty for design students to apply smoothly in design education. In addition, we intend to carry out a basic study on the guideline of microcontroller design for design education and composition of education programs.

현대(現代) 패션의 창조적(創造的) 디자인의 한계성(限界性)에 관(關)한 연구(硏究) - 1990년대(年代) 후반(後半)부터 패션에 나타난 혼성(混成) 모방(模倣)을 중심(中心)으로 - (A Study on the Boundary of Creative Designs in Contemporary Fashion Design)

  • 신영선;김하정
    • 패션비즈니스
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    • 제5권4호
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    • pp.14-26
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    • 2001
  • A lot of designers are adopting a mixed imitation as techniques of cretion because cultural boundary and structure of meaning in the era of post-modernism are collapsed and dissolved. I raise up a question mark to how can genuine and creative designers can be identified at this epoch when we are today familiar with the trend of informationalization, opening and globalization. Characterisitics of multi-culturalism and compromising blending are meshed with appearance of a theory of disorganization and consumer-driven economic activity of multi-national enterprises in the age of post capitalism. Accordingly it can be said that designers are leaning upon public and consumeroriented pattern rather than pursuing a creative cultural production. With mass media in rapid advancement and public culture in father dissemination, mass production and mass re-production became a natural cultural phenomenon strengthen ing its root. Creative designers somewhat slow and limitative in pace of adaption to rapid changing society amid such social backgrounds and flooded information are coming to dead-end of wall. A mixed imitation as techniques of creation is a result of borrowing, duplicating or re-combining of existing things because the mixed imitation is equivalent to borrowing, copying, compilation and recombination of well-known artworks, motive, diverse people's cultural features, image, techniques and the likes. It is too delicate thing for one to definitely distinguish such cultural phenomenon from either one as creative work or a plagiarized work. Looking into the facts as they are, we should recognize the designers limitation in their creative works by means of the mixed imitation. thus we can have a view upon them from a criticizing standpoint against the designers creation and imitation. On the other hand, when we look at things how the mixed imitation appears in the fashion as a piece of culture, we can understand something of the contemporary designers. I try to find a significance in seeking out a method of approaching to creative fashion designers direction in future times.

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유식물체 증식.순화용 배양시스템 개발 (Development of Culture System for Masspropagation and Acclimatization of Tissue Cultured Plantlets)

  • 한길수;허정욱;김시찬;이용범;김상철;임동혁;최홍기
    • Journal of Biosystems Engineering
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    • 제32권2호
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    • pp.109-114
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    • 2007
  • In mass production of seed-potato plantlets, the processes for in vitro propagation and ex vitro acclimatization with a high cost should be improved by a culture system with environmental control using scaled-up culture vessels. The experiment was conducted to design a hydroponic culture system for enhancement of growth and development of seed-potato (Solanum tuberosum) plantlets cultured under photoautotrophic (without sugar in culture medium) conditions with controlled light intensity and ventilation rate. The culture system was consisted of scaled-up culture vessels, ventilation pipes, a multi-cell tray and an environmental control system (ECS) for optimum controlling in temperature, light intensity, ventilation rate, and culture-medium supply. Growth and development of the plantlets was significantly increased under the ECS compared with a conventional culture system (CCS) of photomixotrophic culture (with sugar in culture medium) using small scale vessels. For 21 days, leaf area of the plantlets was expanded more than 2 times, and number of internodes also approximately 4 times greate. under the ECS. In addition, the photoautotrophic growth in sweetpotato (Ipomoea batatas) and chrysanthemum (Chrysanthemum morifolium) plantlets was greater more than 2 times compared with the CCS.

OnBoard Vision Based Object Tracking Control Stabilization Using PID Controller

  • Mariappan, Vinayagam;Lee, Minwoo;Cho, Juphil;Cha, Jaesang
    • International Journal of Advanced Culture Technology
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    • 제4권4호
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    • pp.81-86
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    • 2016
  • In this paper, we propose a simple and effective vision-based tracking controller design for autonomous object tracking using multicopter. The multicopter based automatic tracking system usually unstable when the object moved so the tracking process can't define the object position location exactly that means when the object moves, the system can't track object suddenly along to the direction of objects movement. The system will always looking for the object from the first point or its home position. In this paper, PID control used to improve the stability of tracking system, so that the result object tracking became more stable than before, it can be seen from error of tracking. A computer vision and control strategy is applied to detect a diverse set of moving objects on Raspberry Pi based platform and Software defined PID controller design to control Yaw, Throttle, Pitch of the multicopter in real time. Finally based series of experiment results and concluded that the PID control make the tracking system become more stable in real time.

Analysis of the trends of applications for domestic patents, utility models and designs related to leggings

  • Hosun, Lim
    • 복식문화연구
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    • 제30권6호
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    • pp.919-932
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    • 2022
  • This study analyzed the trends of applications for patents, utility models, and designs related to leggings in order to understand the trend of development of technologies for leggings products that are continuously growing in the fashion market. In this study, trends in patent, utility model, and design applications related to leggings products filed from 2001 to 2020 with the Korean Intellectual Property Office were analyzed. As a result, first, the trends of applications for patents, utility models, and designs by year showed that the applications began to rise from 2006 and increased sharply in the 2010s. Second, applications for patents and utility models were analyzed by subject and, according to the results, the applications for compression shaping functionality were the most frequent, followed by those for construction/sewing, those for accessories and others, those for system/device, and those for multi-functionality. Third, when applications for designs were classified by target for wearing and by type of leggings, applications for general leggings designs were the most frequently filed, followed by applications for: item attachment type leggings, shapewear leggings, leggings for men, leggings for pregnant women, leggings for children, and leggings for the disabled. Although this study is limited to domestic patents, utility models, and design applications, it collected useful information related to leggings products and presented directions for future development.

미국 산업디자인 정착기 환경에 관한 연구 (A study on early industrial design in America from 1920s to 1930s)

  • 신명철
    • 디자인학연구
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    • 제15권2호
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    • pp.243-252
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    • 2002
  • 산업디자인은 인간이 필요로 하는 것을 그 시대상황에 알맞게 순응하면서 새로운 도구를 만들어 왔다. 그러나 초기 미국산업디자인은 어렵게 정탁 되였다고 볼 수 있다. 세계대전과 경 제공황, 그리고 많은 이민자 등, 급변하는 사회환경 속에서 새로운 산업디자인을 세운다는 것은 쉬운 일이 아니었다. 디자인 형태의 흐름도 1920년대의 스텝모던 그리고 1930년대의 스트림라인으로 짧은 시간에 많은 변화가 있었음을 말해주고 있다. 그러므로 본 연구에서는 1920년대부터 1937년대까지 미국디자인에의 탄생된 다양한 디자인환경을 대상으로 하고 있다. 특히 그 당시 활발하게 활동했던 4명의 디자이너의 활동과 성장환경을 이해하므로 미국 산업디자인의 뿌리는 물론 지금의 환경을 이해하는데 도움이 될 수 있다. 우리나라의 일부디자인은 전쟁과 무역을 통해 미국의 영향이 있었다고 볼 수 있다. 지금 미국 산업디자인 초기 과정을 이해한다는 것은 지금의 세계 상황과 우리와 역학적 관계의 모든 면에서 매우 중요하다. 초기의 미국 문화는 청교도와 상업주의 등에 이루어 졌지만, 오늘날은 여러 가지 문화가 커다란 용광로를 통해 융합된 하나의 문화를 갖고 있다.

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