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An Analysis of the Status of National Research and Development Projects in Records Management (기록관리 분야 국가연구개발사업 현황 분석)

  • Hoemyeong Jeong;Soonhee Kim
    • Journal of Korean Society of Archives and Records Management
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    • v.23 no.4
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    • pp.137-157
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    • 2023
  • The scale of research and development (R&D) investment is increasing to strengthen national competitiveness through technological innovation, leading to an increased interest in investment efficiency. In records management, the National Archives of Korea has been leading the national research and development project since 2008. Accordingly, this study analyzed R&D projects in records management regarding implementing organization, performance or outcomes, and subjects, targeting 111 National Archives of Korea contract research projects from 2008 to 2022. The analysis showed that small and medium-sized enterprises (SMEs) were the most likely to conduct research, the majority of the research outcomes were academic publications, and there were some discrepancies between the reported performance in research and the actual performance. In terms of research subjects, the most common type of records are paper or print documents, establishing an electronic management system among the National Archives' works. In terms of the frequency of keywords in the records management process and research projects, it was found that research was mainly conducted on "preservation." Meanwhile, only 10 cases, or 9% of the 111 projects, were found to be relevant in terms of utilizing big data and developing intelligent technologies related to digital transformation. Therefore, the effectiveness of the R&D project must be improved through follow-up management of the results even after the research project is completed. In addition, in terms of research topics, it was identified that aside from "preservation," studies focusing on "transfer," "classification," "evaluation," and "collection," as well as research that responds to digital transformation, are needed.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Demonstration of Disaster Information and Evacuation Support Model for the Safety Vulnerable Groups (안전취약계층을 위한 재난정보 및 대피지원 모델 실증)

  • Son, Min Ho;Kweon, Il Ryong;Jung, Tae Ho;Lee, Han Jun
    • Journal of the Society of Disaster Information
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    • v.17 no.3
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    • pp.465-486
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    • 2021
  • Purpose: Since most disaster information systems are centered on non-disabled people, the reality is that there is a lack of disaster information delivery systems for the vulnerable, such as the disabled, the elderly, and children, who are relatively vulnerable to disasters. The purpose of the service is to improve the safety of the disabled and the elderly by eliminating blind spots of informatization and establishing customized disaster information services to respond to disasters through IoT-based integrated control technology. Method: The model at the core of this study is the disaster alert propagation model and evacuation support model, and it shall be developed by reflecting the behavioral characteristics of the disabled and the elderly in the event of a disaster. The disaster alert propagation model spreads disaster situations collected using IoT technology, and the evacuation support model uses geomagnetic field-based measuring technology to identify the user's indoor location and help the disabled and the elderly evacuate safely. Results: Demonstration model demonstration resulted in an efficient qualitative evaluation of indoor location accuracy, such as the suitability of evacuation route guidance and satisfaction of services from the user's perspective. Conclusion: Disaster information and evacuation support services were established for the safety vulnerable groups of mobile app for model verification. The disaster situation was demonstrated through experts in the related fields and the disabled by limiting it to the fire situation. It was evaluated as "satisfaction" in the adequacy of disaster information delivery and evacuation support, and its functional satisfaction and user UI were evaluated as "normal" due to the nature of the pilot model. Through this, the disaster information and evacuation support services presented in this study were evaluated to support the safety vulnerable groups to a faster disaster evacuation without missing the golden time of disaster evacuation.

A Study on Partially Applied Color Image in Black and White Moving Imagery (흑백영상의 부분 색채화에 관한 연구)

  • Yeo, Myoung;Kim, Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.322-326
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    • 2006
  • Though human being has ability to percept a full colored vision, the technology of early photography only can produce black and white images. For cinema filming imagery also captured mono tone with black and white, until developed a color film technology. The desire for presenting color imagery and the technique for producing film and color ink, photography and print utilize color on it with noticeable color impact to viewers. It, however, abusing fun colors image each and every printed and filmed imagery, the freshness of eye catching power diminished now. On contrast, color becomes black and white or partially used for making discrepancy among full colored images. This image detected commercial and music video, and it spread to film. To use those bleached color images is for evoking a nostalgia and a visual differentiation. Especially, it can be provocative images brought to audience with that. such as "Anycall", "Dimchae" for CF, and "Schindler's list," and "Sin city" for movie. It is hard to investigate on the color studies for partially used images. Therefore, this study is to research that through CF and film, base on it, to investigate the application for this image. To collect data from survey, it will be established a basic concept for understanding the partial color applying.

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A Survey on the 3D Printer Users' Experiences of 3D Modelling Software and Proposal of 3D Modeling Software Development for Koreans (3D프린터 사용자들의 3D모델링 소프트웨어 사용경험 탐색 및 한국인을 위한 3D모델링 소프트웨어 개발제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.21-29
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    • 2017
  • While the second and the third industrial revolutions made it possible a few standardized designs to be extracted and produced in large quantities, the recent development of the 3D printing technology allowed many individuals to reflect their unique personal characteristics on their creative works and produce them in large quantities-i.e., personally customized designs and mass production of various designs. However, for the customized designs and the mass production of various designs through the 3D printing technology, the individuals should use a 3D modeling software and the supporting features of the software can significantly affect the type and shape of a creative work. In this study, we surveyed the individuals who design the creative works using 3D printers about the type of software that they use and the type of creative works that they design using the software, to propose a possible direction of new software that supports their activities. To do this, we first surveyed sixty members of the OpenCreators, which is the largest 3D printing creator community in South Korea, about the 3D modelling Software that they use for their 3D printing creations, the best 3D modelling software for the 3D printing, and the type of frequently printing creation using the best 3D modelling software. We then analysed the response results. As a result, we found that most of 3D printing creators in South Korea use Rhino and 123D Design. More specifically, the Rhino was being widely used by the people in the 3D printing industry to print prototypes, samples, and mock-ups, while the 123D Design was being mainly used for general purposes such as educational tools, accessories, and home interior accessories. Therefore, we believe it is necessary to develop the software in two separated categories, i.e. for the business, like the Rhino, and for the beginners, and educational and personal purposes, like the 123D Design. Finally, we stressed and proposed the necessity to support individual creators by developing an industry-specific 3D modeling software.

Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.

A preliminary study and its application for the development of the quantitative evaluation method of developed fingerprints on porous surfaces using densitometric image analysis (다공성 표면에서 현출된 지문의 정량적인 평가방법 개발을 위한 농도계 이미지 분석을 이용한 선행연구 및 응용)

  • Cho, Jae-Hyun;Kim, Hyo-Won;Kim, Min-Sun;Choi, Sung-Woon
    • Analytical Science and Technology
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    • v.29 no.3
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    • pp.142-153
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    • 2016
  • In crime scene investigation, fingerprint identification is regarded to be one of the most important techniques for personal identification. However, objective and unbiased evaluation methods that would compare the fingerprints with diverse available and developing methods are currently lacking. To develop an objective and quantitative method to improve fingerprint evaluation, a preliminary study was performed to extract useful research information from the analysis with densitometric image analysis (CP Atlas 2.0) and the Automated Fingerprint Identification System (AFIS) for the developed fingerprints on porous surfaces. First, inked fingerprints obtained by varying pressure (kg.f) and pressing time (sec.) to find optimal conditions for obtaining fingerprint samples were analyzed, because they could provide fingerprints of a relatively uniform quality. The extracted number of minutiae from the analysis with AFIS was compared with the calculated areas of friction ridge peaks from the image analysis. Inked fingerprints with a pressing pressure of 1.0 kg.f for 5 seconds provided the most visually clear fingerprints, the highest number of minutiae points, and the largest average area of the peaks of the friction ridge. In addition, the images of the developed latent fingerprints on thermal paper with the iodine fuming method were analyzed. Fingerprinting condition of 1.0 kg.f/5 sec was also found to be optimal when generating highest minutiae number and the largest average area of peaks of ridges. Additionally, when the concentration of ninhydrin solution (0.5 % vs. 5 %) was used to compare the developed latent fingerprints on print paper, the best fingerprinting condition was 2.0 kg.f/5 sec and 5 % of ninhydrin concentration. It was confirmed that the larger the average area of the peaks generated by the image analysis, the higher the number of minutiae points was found. With additional tests for fingerprint evaluation using the densitometric image analysis, this method can prove to be a new quantitative and objective assessment method for fingerprint development.

Development of Menu Labeling System (MLS) Using Nutri-API (Nutrition Analysis Application Programming Interface) (영양분석 API를 이용한 메뉴 라벨링 시스템 (MLS) 개발)

  • Hong, Soon-Myung;Cho, Jee-Ye;Park, Yu-Jeong;Kim, Min-Chan;Park, Hye-Kyung;Lee, Eun-Ju;Kim, Jong-Wook;Kwon, Kwang-Il;Kim, Jee-Young
    • Journal of Nutrition and Health
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    • v.43 no.2
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    • pp.197-206
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    • 2010
  • Now a days, people eat outside of the home more and more frequently. Menu labeling can help people make more informed decisions about the foods they eat and help them maintain a healthy diet. This study was conducted to develop menu labeling system using Nutri-API (Nutrition Analysis Application Programming Interface). This system offers convenient user interface and menu labeling information with printout format. This system provide useful functions such as new food/menu nutrients information, retrieval food semantic service, menu plan with subgroup and nutrient analysis informations and print format. This system provide nutritive values with nutrient information and ratio of 3 major energy nutrients. MLS system can analyze nutrients for menu and each subgroup. And MLS system can display nutrient comparisons with DRIs and % Daily Nutrient Values. And also this system provide 6 different menu labeling formate with nutrient information. Therefore it can be used by not only usual people but also dietitians and restaurant managers who take charge of making a menu and experts in the field of food and nutrition. It is expected that Menu Labeling System (MLS) can be useful of menu planning and nutrition education, nutrition counseling and expert meal management.

A Study Seeking the Practical Implementation of the Yellow Sea Large Marine Ecosystem Project (황해광역해양생태계 프로젝트의 실효성 확보에 관한 연구)

  • Kim, Jin-kyung;Kown, Suk-jae;Lee, Sang-il
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.27 no.7
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    • pp.987-994
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    • 2021
  • The Yellow sea, as described in article 123 of UNCLOS, is semi-enclosed sea surrounded by the Republic of Korea, the People's Republic of China and North Korea. In addition, the Yellow Sea is one of the 66 large marine ecosystems as it contains large amounts of marine resources. According to article 194 of UNCLOS, states should be aware of rights and duties with respect to the protection and preservation of the marine environment to be engaged with countries directly as regional entity or indirectly. Therefore, the legal blank is urgent in terms of trans-boundary environmental pollutant issues. The UNDP has conducted a project called Yellow Sea Large Marine Ecosystem (YSLME) which has reached the 2nd phase. The project has some notable achievements, namely performing joint activities on analysis of diagnostic trans-boundary issues in collaboration with China and South Korea, developing a strategic action plan based on TDA, and establishing regional strategic action plan. However, on the other hand, the project could not reflect the full participation of North Korea as a state party. As a result, the project has a limitation on effective implementation of RSAP. Therefore, this study focuses on the suggestion of a legally-binding trilateral treaty as a blue print for the next, 3rd phase of the project. By analyzing the best practice of the Wadden Sea Trilateral Treaty case, the study verifies the validity of legislative measures on establishing and managing a legally-binding trilateral YSLME Commission. By suggesting a three phase treaty, incorporating a joint declaration by establishing the commission, the signing of the treaty, and formulating an umbrella convention and implementation arrangement, the study expects to guarantee the consistency and sustainability of the trilateral treaty regardless of political issues pertaining to North Korea.