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A Study on Instructional Methods for Illustration Using Digital Media (디지털 매체를 활용한 일러스트레이션 교육 방안에 관한 연구)

  • Yun, Un-Jae
    • Journal of the Korean Society of Costume
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    • v.64 no.6
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    • pp.120-130
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    • 2014
  • The present study aimed to find out the most effective instructional method for illustration to aid the $21^{st}$-century post digital generation learners in their education. Although the literature discusses government-led enactment and revision of educational policy and curriculums and research reports by the Ministry of Education and other government agencies as well as many other research articles deal with futuristic instructional methods, the instructional methods in practice have not fully changed yet. Illustration is a means of visual communication and a subject that best represent 'expressionism' and 'speed' of the post digital generation. The present study exemplifies instructional methods to establish the need for lesson plans that best suit individuality of students and for re-training instructors. Also, the feedback process with students proved that the post digital generation learned Photoshop quickly and improved creativity via image synthesis even in short-term instructions. The present findings can be possibly used as reference data for instructional methods for illustration using digital media that best suits learners of the post digital generation. This being said, further studies should delve into specific instructional methods.

Interior Office Space, Furniture Design Trends Study - Metal Furniture Design from the 1960s to the Present Formative Characteristics of the Center - (실내 사무 공간 가구디자인 경향에 관한 연구 - 1960년대부터 현재까지 금속가구디자인 조형적 특성 중심으로 -)

  • Yang, Woo-Chang;Kim, Myeong-Tae
    • Journal of the Korea Furniture Society
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    • v.24 no.4
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    • pp.329-344
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    • 2013
  • Metal furniture design in this study from the 1960s to the present period of office space by Metal furniture design Metal furniture for social factors in the development. In other words, social and economic characteristics, and the country's formative characterize metal office furniture design characteristics and the development of culture is to provide an opportunity to understand. The scope of this study, including the development of office automation in the 1960s, causing a drastic change in the world at the time of furniture developed in Germany, Italy, the United States, Japan, and examine each country's furniture and metal furniture from the 1960s to the present design trends in office organize, and research methods literature and various data classification by age and by extracting the key trends are established form. The results of this study and the design tends to obscure the distinction between two different aspects of the design appear rarely common or different forms of expression are characterized by two. This furniture range has expanded to use metal and metal to minimize the negative aspects of a conventional flexible image is designed to suit the tastes of modern design and metal furniture design, interior space, except that now it is considered that the most can be identified.

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Aesthetic Characteristics of Traditional Korean Patterns Expressed on Contemporary Fashion Design - from 1990 to 2005 -

  • Hyun, Sun-Hee;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.11 no.6
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    • pp.139-156
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    • 2007
  • The purpose of this study is to analyze the aesthetic characteristics of traditional Korean patterns appearing on fashion collections from 1990 to 2005. Traditional Korean patterns have been used as an important element to express a Korean image since the 1990s. Frequently used patterns included several kinds of geometric patterns, plant patterns(flower, peony, Four Gracious Plants), and Chinese character patterns. Specifically, since the 2000s, animal patterns such as tiger, Chinese phoenix, and giraffe which were not often used, plant patterns such as arabesque, peony, and flower, and a variety of Chinese character patterns appeared. For the expression techniques, while embroidery and printing was often used in the 1990s, they became varied into printing, beading, embroidery, gold and silver leaf, and hand painting after 2000 as a result of designers' active attempts. The aesthetic characteristics of fashion design with its focus on traditional patterns were analyzed. First, Chinese character patterns and phoenix pattern which were mainly used for a court suit, and show the excellence and unique originality of Korean culture. Second, traditional Korean patterns directly and indirectly imply symbolistic significance of lucky sign and illustrate the use of various lucky sign patterns. Third, traditional Korean patterns such as arabesque or peony were expressed by colorful embroidery to add decorative beauty. Finally, traditional Korean patterns reflect a naturalistic worldview and are completed finished as the design.

Proposed Open Source Model for Video Offline Distribution using Cinema DRM for Home Users

  • Pardeshi, Sunil;Kwon, Soon Chul;Lee, Seung Hyun;Hamacher, Alaric
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.1
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    • pp.10-14
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    • 2015
  • Video Content owners seek to squeeze the maximum amount of revenue from their assets via distribution into more territories. Digital Cinema Package(DCP), trusted solution to distribute protected content to theaters, caters to relatively small user base, which limits revenue. With the growth of the Internet & other digital media, the economics of media content has changed dramatically. Security remains main concern to deliver content to millions of consumers using intelligent digital display devices like Tablets, Smartphones, Smart TVs, Desktop & Laptop. By making the video content available to this segment securely, content owners will benefit from increased revenue. Through this paper we propose Open Source HomeDCP model to distribute the content to home users for offline viewing. We propose to include other open source CODEC than JPEG2000/MPEG2, which are specifically designed for theatrical performance. Final image size will be further reduced considering the display device resolution where video will be finally played. Key Delivery Message(KDM) system to be altered to suit new devices. This will be a big boost to Content Economy as content owners would be able to distribute the content securely to the wider audience & ensure more revenue.

A Study on Hand Shape Recognition using Edge Orientation Histogram and PCA (에지 방향성 히스토그램과 주성분 분석을 이용한 손 형상 인식에 관한 연구)

  • Kim, Jong-Min;Kang, Myung-A
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.319-326
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    • 2009
  • In this paper, we present an algorithm which recognize hand shape in real time using only image without adhering separate sensor. Hand recognizes using edge orientation histogram, which comes under a constant quantity of 2D appearances because hand shape is intricate. This method suit hand pose recognition in real time because it extracts hand space accurately, has little computation quantity, and is less sensitive to lighting change using color information in complicated background. Method which reduces recognition error using principal component analysis(PCA) method to can recognize through hand shape presentation direction change is explained. A case that hand shape changes by turning 3D also by using this method is possible to recognize. Human interface system manufacture technique, which controls a home electric appliance or game using, suggested method at experience could be applied.

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Improvement of Edge Detection Using Mean Shift Algorithm (Mean Shift 알고리즘을 활용한 경계선 검출의 향상)

  • Shin, Seong-Yoon;Lee, Chang-Woo;Rhee, Yang-Won
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.6
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    • pp.59-64
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    • 2009
  • Edge detection always influenced by the noise of original image, therefore need some methods to eliminate them in advance, and the Mean Shift algorithm has the smooth function which suit for this purpose, so adopt it to fade out the unimportant information and the sensitive noise portions. Above all, we use the Canny algorithm to pick up the contour of the objects we focus on. And, take tests and get better result than the former sole Canny algorithm. This combination method of Mean Shift algorithm and Canny algorithm is suitable for the edge detection processing.

Analysis of Emotional Responses to Different Graphical Styles of Natural Scenery in Video Games (게임에서의 자연풍경의 그래픽 스타일 차이에 따른 감성 반응 분석)

  • Hansun Hong;Seongsu Kim;Minji Kang;Juyoung Lee
    • Journal of Environmental Science International
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    • v.32 no.12
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    • pp.979-985
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    • 2023
  • After the outbreak of COVID-19, the demand for home-enjoyable video games has surged, driven by extended pandemic conditions and resulting in rapid graphic technology advancements. Consequently, games with diverse expression techniques have emerged, captivating players. Virtual Reality (VR) environments predominantly feature natural landscapes, with advancing graphic technology enabling lifelike scenes. The rise in individuals seeking solace through natural elements in games has followed suit. As VR technology and metaverse interest grow, more people are exposed to digital imagery. However, evidence on the influence of graphic expression methods on emotional response to that is lacking. Our study examined user emotional responses, focusing on natural landscapes in digital graphics of games. Analyzing a group of 47 young adults as frequent digital media consumers, we studied reactions to different image styles (Realism, Semi-Realism, Stylized). In the analysis, Realism-style images were perceived the most positively, while emotional responses to natural landscapes with different graphical expressions showed no significant differences. Results suggest that recognizing digital natural landscapes may outweigh expression style impacting the evaluation of digital nature. This study's empirical analysis enhances the understanding of digital nature's application to actual situations.

The Types and Characteristics of the Fashion Styles of the Generation-X Man (X세대 남성의 패션스타일 유형과 특성)

  • Hong, Yun Jung;Kim, Ri Ra;Kim, Young In
    • Journal of the Korean Society of Costume
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    • v.65 no.1
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    • pp.150-163
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    • 2015
  • Due to desire for more variation from male consumers within the men's fashion market in Korea, there has been an ongoing development of departmentalization of fashion styles. The Generation-X man, in particular, is the most active member of our current day society, and will be the principal agent in the senior market from here on forth. Thus, this study categorized their preferred fashion styles, and will seek to analyze the behaviors related to the pursuit of clothing of the Generation-X man. The qualitative investigations of the Q-method as well as the quantitative investigation of the SPSS 12.0 were used in conjunction as the method of study. Additionally, images and types resulting from the preceding first-year study entitled "The Type and Characteristics of the Modern Men's Fashion Images" were utilized as part of the surveys. As a result of the Q-method, which was used to derive the preferred fashion styles of the Generation-X man, they were classified into three categories: the classic suit preferring 'conservative class type', the polished, comfortable style preferring 'modern sophisticated type', and the adventure and variety seeking 'uninhibited individualistic style'. After analyzing the factors which influence clothing preference behaviors of these men, a total of seven causes were drawn from the results, including: conservative indifference to fashion, others conscious pursuit of fashion, the aim to show off brand name products, high involvement in the aspect of design, pursuit of TPO, pursuit of self-image, and conformity to fashion. The elements that revealed differences in the behaviors in pursuing clothing within the preferred fashion style types of the Generation-X man included the conservative indifference to fashion, and others conscious pursuit of fashion, which therefore shows that rather than enjoying the fashion lifestyle, these men possess a more conservative disposition instead.

The Expression of Sublime in Gothic Novel - William Faulkner's A Rose for Emily (고딕소설 속에 나타난 숭고미의 표현 - 윌리엄 포크너의 『에밀리를 위한 장미』를 중심으로)

  • Ryu, Da-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.5
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    • pp.137-145
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    • 2016
  • We are accustomed to using the word 'beautiful' when we see something, but we don't use the word 'sublime' very often. In fact, these two words have totally different meanings and we can say 'sublime' only for special objects. The notions and objects of sublime have been studied by numerous philosophers ranging from Longinus to Burke and Kant. According to their studies, we can feel sublimity from objects which give us fear, because the sublime is inherent in fear. Therefore, in this study, we considered the sublime in the gothic novel, A Rose for Emily, in which we can find solemn sublimity in Emily's iron gray hair, her black suit, and a red rose which stands for blood. In addition, we can feel sublimity in the image of Emily who is waiting for Homer and the image of Homer's dead body. These kinds of images instill us with fear, but also show us tragic sublimity. The sublime exists in all kinds of literature and, therefore, more studies and analyses of the sublime in literature will likely be conducted.

Analysis of Villain Characters in Animation : Focusing on the Characteristics of Animation Characters in the U.S. and China (애니메이션에 나타난 악당 캐릭터 분석 : 미국과 중국 애니메이션 캐릭터 특징을 중심으로)

  • Zhao, Yue;Park, Sung-won
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.1-14
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    • 2020
  • Since the birth of animation, the United States has created many classic characters. For example, Mickey Mouse and Minnie, Tom and Jerry, Lion King, and Nemo, which are imaged with animal images, include Snow White, Bell, Mulan, and Aladdin. In addition, there are villain characters designed with strong personality and personality design, such as Snow White's stepmother Grimheel, Ursula, Bad Girl Crew El Radville, Scar, Captain Hook, and so on. These animation characters have been remembered for a long time with stories in people's minds, and have also brought laughter and emotion to people all over the world, which has brought a lot of business value to animation companies. Recently, the villain of American animation works is becoming more and more suited to the taste of the audience. The villain is not a symbolic image of the brutality we have seen before. They are not only visual images with rich and diverse personalities, but are also designed to suit the tastes of the public with a multifaceted inconsistency. They appear as ordinary people in our lives in works, or as powerful people who are not realistic. The villain characters designed in this way are real human miniatures appearing in the relationships in our lives, and they cannot judge good or bad only by their appearance. Through the study of villains in American animation, many villains in American animation were summed up, and villains could be classified into three types: brutal, violent, and sneaky. Based on this, it was possible to analyze the appearance and attire of the villain character in American animation, and to create a vivid and popular image of the villain, it was found that the character of the character should be emphasized when constructing the shape and costume of the villain character. In conclusion, the attractive formation of villain characters is an important part for successful animation. The production of vivid and long-lasting villain characters must begin with detailed settings such as personality, shape, and dress from the planning stage, which is not only the intention of the producer, but also a reflection of the aesthetic psychology that society should pay attention to today.