• 제목/요약/키워드: suit image

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

  • 윤은재
    • 복식
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    • 제64권6호
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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.

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

  • 양우창;김명태
    • 한국가구학회지
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    • 제24권4호
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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
    • 패션비즈니스
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    • 제11권6호
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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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    • 제7권1호
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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.

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

  • 김종민;강명아
    • 디지털콘텐츠학회 논문지
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    • 제10권2호
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    • pp.319-326
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    • 2009
  • 본 논문에서는 별도의 센서를 부착하지 않고 영상만을 이용하여 실시간으로 손 형상을 인식하는 알고리즘에 대해 기술한다. 손은 형상이 매우 복잡하기 때문에 2차원 형상의 불변량에 해당하는 에지의 방향성 히스토그램을 이용하여 인식을 행한다. 이 방법은 복잡한 배경에서 피부색을 지닌 손 영역이 정확히 추출되며 손 형상을 인식하는데 있어서 수행속도가 빠르고 조명변화에 덜 민감하기 때문에 실시간 손 형상 인식에 적합하다. 본 논문에서는 손의 형상에서 방향이 틀어지는 경우에도 인식을 가능하게 하기위해 주성분 분석법을 사용하여 인식오차를 줄이는 방법을 기술한다. 이 방법을 사용함으로써 손 영상이 3차원적으로 회전에 의해 변하는 경우도 인식가능하게 되었다. 본 논문에서 제안하는 방법은 가정용 가전제품이나 게임을 제어하는 실시간 휴먼 인터페이스 제작에 사용 할 수 있다.

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

  • 신성윤;이창우;이양원
    • 한국컴퓨터정보학회논문지
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    • 제14권6호
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    • pp.59-64
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    • 2009
  • 경계선 검출은 항상 원 이미지의 노이즈에 의해 영향을 받으므로 사전에 노이즈들을 제거하는 방법들이 필요하다. 그리고 Mean Shift 알고리즘은 이러한 목적에 알맞은 smooth 함수를 가지고 있고, 그래서 중요하지 않은 정보와 노이즈에 민감한 부분들을 점차 제거하는 방법들을 택하고 있다. 우선 Canny 알고리즘을 사용하여 객체의 윤곽선을 추출하는데 초점을 맞추었다. 그리고 알고리즘을 테스트 하고 이전의 단독 Canny 알고리즘보다 우수한 결과를 얻었다. 따라서 Mean Shift 알고리즘과 Canny 알고리즘이 조합된 방법은 경계선 검출 처리에 적당함을 말한다.

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

  • 홍한선;김성수;강민지;이주영
    • 한국환경과학회지
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    • 제32권12호
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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.

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

  • 홍윤정;김리라;김영인
    • 복식
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    • 제65권1호
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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.

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

  • 류다영
    • 한국산학기술학회논문지
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    • 제17권5호
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    • pp.137-145
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    • 2016
  • 우리는 무엇인가를 보고 아름답다고 말하는 것은 익숙하지만 숭고하다는 표현은 자주 사용하지 않는다. 사실 아름답다는 것과 숭고하다는 것은 다른 의미이며 숭고의 대상은 따로 존재한다. 숭고론은 롱기누스를 시작으로 버크, 칸트에 이르기 까지 개념과 대상에 대한 깊이 있는 연구가 이루어져왔다. 이들의 연구에 따르면, 우리는 공포의 대상으로부터 숭고미를 느낄 수 있는데 그것은 공포감 속에 숭고함이 내재되어 있기 때문이다. 이에 본 연구는 고딕소설로 분류되는 "에밀리를 위한 장미"에 표현된 숭고미를 고찰해보았다. 작품 속에 묘사된 에밀리의 칙칙한 철회색 머리카락과 붉은 피를 상징하는 빨간 장미, 그리고 그녀의 검은 옷은 어둡고 엄숙한 분위기의 숭고미를 표현하며, 떠난 호머를 기다리고 그리워하는 에밀리의 모습, 마지막으로 숨진 채 누워있는 호머의 모습 자체는 공포의 분위기를 일으킴과 동시에 비극적 숭고함을 보여준다. 고딕소설 뿐 아니라 모든 문학 장르에서 숭고함의 표현은 찾아볼 수 있으므로, 앞으로 여러 문학 분야에서 숭고미에 대한 연구와 분석이 이루어질 것이다.

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

  • 조월;박성원
    • Journal of Information Technology Applications and Management
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    • 제27권6호
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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.