• Title/Summary/Keyword: printed media

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A Study on Direction of Next Generation Bibliographic Network (차세대 서지네트워크의 방향성 모색)

  • Cho, Jane
    • Journal of Korean Library and Information Science Society
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    • v.42 no.2
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    • pp.85-103
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    • 2011
  • Bibliographic Network has been a goal about not only to support resource sharing within libraries but also to pursue economic efficiency of cataloging. But nowadays, as resources in diverse media and format have been poured out, printed resources based union catalog should change to new resources finding system which include diverse type of resources. This study analyzes changing factors of bibliographic network and strategies for LC, NII, OCLC, NLA who try to turn over a new service. Finally basis on these findings, suggest task for Korean new generation bibliographic network service which is focused on introducing new collaborating model and developing new resource finding system.

Design of Bi-directional Recommend Calligraphy Contents Open-market Platform (양방향 추천 캘리콘텐츠 오픈마켓 플랫폼 설계)

  • So, Kyoungyoung;Lee, Yoonhan;Moon, Kyounghee;Ko, Kwangman
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1586-1593
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    • 2015
  • Calligraphy contents(shortly called, CalliContents) depict the feature of communication media with artistic sentences or drawings before being processed into digital contents to become printed advertisement, visual design and entertainment products. As a fast growing business model, they can be applied to every single scope of all fields these days and each application case presented excellent effects to grab consumers' attention immediately. In this paper, we designed and produced an emotional bi-directional recommendation DIY calligraphy contents platform to consume created cultural contents and boost personalized contents industry that meets consumer's needs through both wired and wireless-based software with convergence of artistic and emotional calligraphy contents and ICT. For this works, we established for DIY calligraphy consumers a foundation of a virtuous circle of the CalliContents where various CalliContents are provided in on and offline environment and a third party target is opened at the CalliContents platform

East Asian Trade Flows of Cultural Goods: A Gravity Model Approach

  • Yu, Shasha;Park, Eui Burm
    • Asia-Pacific Journal of Business
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    • v.2 no.1
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    • pp.49-73
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    • 2011
  • With the market evaluation of economic globalization exchanges between different cultures, cultural trade has been developing at an accelerated speed, and also playing an important role in East Asian intra-regional trade. In this research the author used gravity trade model to explain the causal relationship between dependent variable trade flows and several independent variables applying with five categories cultural goods which classified in HS codes. Firstly for cultural heritage trade flow, the results indicated that economic masses of bilateral countries have no significant influences on it; GDP per capita of host country and adjacency factor with partner country have significant negative influences on it; Internet coverage ratio has improved cultural heritages exchanges in East Asian regions. Secondly for printed matter cultural goods trade flow, the distance factor has significant negative influence but common language has significant positive influence on it. Thirdly for recorded media cultural goods, only economic masses and GDP per capita of bilateral countries can improved their trade flows. Fourthly for visual arts cultural products trade flows, almost all variables we tested have significant influences on it. Fifthly for cinema photography cultural goods trade flow, the influenced factor are same with cultural heritage products except they have strong positive interaction relationship with economic masses and common language. At last, the paper figured out some important and potential sectors for cultural goods trade in East Asia and gave some suggestions to government and cultural goods product enterprises.

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Semiautomatic 3D Virtual Fish Modeling based on 2D Texture

  • Nakajima, Masayuki;Hagiwara, Hisaya;Kong, Wai-Ming;Takahashi, Hiroki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.18-21
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    • 1996
  • In the field of Virtual Reality, many studies have been reported. Especially, there are many studies on generating virtual creatures on computer systems. In this paper we propose an algorithm to automatically generate 3D fish models from 2D images which are printed in illustrated books, pictures or handwritings. At first, 2D fish images are captured by means of image scanner. Next, the fish image is separated from background and segmented to several parts such as body, anal fin, dorsal fin, ectoral fin and ventral fin using the proposed method“Active Balloon model”. After that, users choose front view model and top view model among six samples, respectively. 3D model is automatically generated from separated body, fins and the above two view models. The number of patches is decreased without any influence on the accuracy of the generated 3D model to reduce the time cost when texture mapping is applied. Finally, we can get any kinds of 3D fish models.

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The Characteristics Analysis of Ultra Wideband Printed Antenna using FDTD Method (FDTD법을 이용한 초광대역 평판형 안테나의 해석)

  • Jang, Yong-Woong
    • Journal of Broadcast Engineering
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    • v.18 no.6
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    • pp.911-918
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    • 2013
  • The proposed print antenna using Finite Difference Time Domain(FDTD) method is analyzed in this paper. A low radiation resistance and an ultra-wide band of this antenna are also presented. The propagation process of the reflected wave and the electric field distribution in the time domain are calculated in respectively. The antenna parameters are optimized for the maximum band width, return loss, input impedance, and radiation pattern in the frequency domain using Fourier transforming. The experimental bandwidth of the antenna is 1.85GHz~6.35GHz for the VSWR less than or equal to 2.0. The measured results are relatively in good agreement with the FDTD results. The proposed antenna can be applied to various applications such as UWB, broadcasting-network system.

[ $Computer{\cdot}Information$ ] Use Curriculum toy Information Literacy Development (정보능력 개발을 위한 컴퓨터${\cdot}$정보 이용 교육과정 -교과 교육의 관점을 중심으로-)

  • Hahm Myung-Shik
    • Journal of the Korean Society for Library and Information Science
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    • v.33 no.3
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    • pp.127-144
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    • 1999
  • The purpose of this study is to develop information use curriculum for information literacy development of students. School education in information society needs the development of students' information capabilities, and the curriculum of Information use for it. As the speed that the knowledge learned in schools became useless, has been accelerated, the importance of ability to manage new information and knowledge has risen Information capability means capabilities to access, analyze, apply and evaluate information through various kinds of Information media such as printed information, audiovisual information, electronic communication information. experiences information. The information use curriculum is to develop information capabilities to inquiry new information with his own established knowledge, settle ali information tasks and create new information.

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Physical Make-up of Occidental Book in 15-16 Centuries, the Age of Renaissance and Reformation (15-16C 르네상스와 종교개혁시대의 서양 도서의 형태)

  • Lee Hee-Jae
    • Journal of the Korean Society for Library and Information Science
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    • v.31 no.1
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    • pp.215-229
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    • 1997
  • The development of civilization of the book which owed the invention of printing played a prominent part in all fields in IS-16 centuries. In this paper, little attempt has been made to examine the physical make-up of this early printed books: the paper and the parchment as a graphic media; the type mould, the composition and the impression as a tool and a process of the typography: the fold of paper and the format of book; the title page and colophon, the various style of types and writings, the lubrication and decoration, the illustration, and finally, the binding with a leather.

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A Study on Clothing Buying Behavior by Clothing Involvement (의복관여에 따른 의복구매행동에 관한 연구)

  • 구양숙;추태귀
    • The Research Journal of the Costume Culture
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    • v.4 no.2
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    • pp.173-185
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    • 1996
  • The purpose of this study was to identify the relationship of clothing involvement and clothing buying behavior of women. A questionnaire was developed to measure clothing involvement, clothing purchasing motives, clothing purchasing criteria, fashion information sources, store selection criteria, and demographic characteristics. The questionnaire was administered to 430 female adults in Taegu. The data were analyzed using percentage, frequency, factor analysis, and t-test. The results of the study were s follows: 1. Subjects were divided into low clothing involved and high clothing involved groups. 2. Three dimensions of clothing purchasing motives were derived by factor analysis such as Aesthetic dependant, Impulsive, and Practical motive. Clothing purchasing criteria were factor analysed as Aesthetic, Qualitative, External, and Economical criterion. Fashion information sources were factor analysed as Printed & audio-visual oriented media, Marketer intensive search, Store search, Observation & Interpersonal search, and Experience. Store selection criteria were factor analyzed as Merchandise & Store atmosphere, Store convenience, and Brand & fashion. 3. There were significant differences between high involved and low involved consumers in clothing purchasing behavior. The high involved consumers showed more importance than low involved consumers about purchasing criteria expecially in aesthetic dependant. The high involved consumers put more importance to aesthetic, qualitative, and external criterion as clothing purchasing criteria. The high involved information sources. The high involved consumers were more concerned about merchandise & store atmosphere, and brand & fashion than low involved consumers in store selection criteria.

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The Study of the color reproducibility and the color fastness of Nano Inkjet DTP(Digital Textile Printing) - Focusing on 2012-2013 F/W COLOR TREND - (나노 잉크젯 DTP(Digital Textile Printing)의 컬러 재현성 및 내구성에 관한 연구 - 2012-2013 F/W COLOR TREND를 중심으로 -)

  • Kim, So-Jin;Choi, Kyoung-Me
    • Journal of Fashion Business
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    • v.16 no.2
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    • pp.138-150
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    • 2012
  • Nano Inkjet DTP technology, a new technology introduced recently, can be applied to various types of fabric, and pre-treatment process can be omitted, which makes the whole printing process compact. Some important factors for DTP are color difference between the color selected by the designer on PC and the color on the final product and durability of the final fabrics. In this study, the twenty-three trend colors of 2012-2013 F/W suggested by PeclersParis have been picked to be printed on cotton, silk and polyester fabrics, then K/S and ${\Delta}E$ value and color fastness were measured. The results show that dyeability of fabric is varied for each color group, and that also tone of color affect to dyeability when measured for colors in the same group. In general, for all fabric, light fastness, washing fastness and color fastness to sublimation are outstanding. However, because of poor rubbing fastness, additional treatment to fix colorant on fabric is required.

Design and Implementation of Video Clip Service System in Augmented Reality Using the SURF Algorithm (SURF 알고리즘을 이용한 증강현실 동영상 서비스 시스템의 설계 및 구현)

  • Jeon, Young-Joon;Shin, Hong-Seob;Kim, Jin-Il
    • Journal of the Institute of Convergence Signal Processing
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    • v.16 no.1
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    • pp.22-28
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    • 2015
  • In this paper, a service system which shows linked video clips from the static images extracted from newspapers, magazines, photo albums and etc in an augmented reality. First, the system uses SURF algorithm to extract features from the original photos printed in the media and stores them with the linked video clips. Next, when a photo is taken by using a camera from mobile devices such as smart phones, the system extracts features in real time, search a linked video clip matching the original image, and shows it on the smart phone in an augmented reality. The proposed system is applied to Android smart phone devices and the test results verify that the proposed system operates not only on normal photos but also on partially damaged photos.