• Title/Summary/Keyword: visual expression

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An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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Integrated Art Appreciation: Effects on Young Children's Drawing Expression (통합적 미술감상활동이 유아의 그림표현능력에 미치는 영향)

  • Moon, Ehun-Shik;Hong, Mee-Shook
    • Korean Journal of Child Studies
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    • v.26 no.5
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    • pp.233-244
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    • 2005
  • This study examined the effect of visual art appreciation integrated with expression(integrated art appreciation) upon young children's drawing expression. The pretest-posttest control group design was chosen for the study. Twenty kindergarten children assigned to the experimental group were exposed to a program of integrated appreciation activity for 10 sessions. Another group of 20 kindergarten children were assigned to the control group taught by the traditional art teaching methods. Analysis of Covariance was applied for data analysis. Children in the experimental group showed higher scores in such drawing expressions as line, color, shape, composition, and theme.

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A study on the effect factor of architectural material expression (재료의 물성 표현에 영향을 주는 요인 연구)

  • Kim, So-Hee
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.60-67
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    • 2006
  • In modem days when architectural materials have grave impacts on overall design expression, materials for architecture, especially finishing materials have become the most essential elements for the design expression, as architectural space and form have been. When it comes to the architectural materials, they can be conceived by visual and tactile sensory system and perceptional system which based on memory and experience. This study confirms how materials bring into effect on architecture in the sense of its design. The main subject of this analysis is expression method of architectural finishing materials. Also, this study finds out the relationship between finishing materials and the images of materials by analyzing the effect factor of architectural material expression with the perspectives of materials, formal and environments and by examining roles of the architectural materials in design. The material factor, in the expression of materiality, is how to make tectonic space and to vary the surface of building as finishing material design. The formal factor is related to set up the new direction in the architectural form and to create the dynamic and informal space. And the social and cultural environment as the effect factor gives new situation and context to architectural material expression. This principle enables us to use architectural materials as one of the important elements which express the whole characteristics of the area.

Analysis of Visual Attention in Bank Brand Logo using Eye-Tracking (시선추적장치를 활용한 은행 브랜드 로고의 시각적 주의집중도 분석 연구)

  • Park, Min Hee;Hwang, Mi Kyung;Kim, Chee Yong;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
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    • v.23 no.9
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    • pp.1210-1218
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    • 2020
  • This study selected brand logos of six South Korean and Chinese banks including KB, IBK, SH, ICBC, ABC, and SISB, conducted Eye Tracking experiment among 36 South Korean and Chinese university students(Nine male and female students, respectively), and analyzed the difference of visual attention of consumers on bank brand logo, symbol, Korean/Chinese character logo types as well as the difference of visual attention of these consumers on English logo types. Results were represented by using statistics and visualization including GAZEPLOT, HEATMAP, and visual expression. Results showed that most generally gazed logo types more often and longer than symbols when they watched bank brand logos. A slight difference was observed between both groups in terms of gazing English logo types. This study has a implication that it proposed the possibility of drawing quantitative and reliable outcomes by utilizing eye tracking device and approaching in an objective standpoint beyond a methodological aspect on bank brand logo primarily leaning over the analysis of case research or design development. Moreover, findings are expected to serve as basic data for proposing the direction of special bank brand logo design and marketing strategies.

A Study on Visual Perception based Emotion Recognition using Body-Activity Posture (사용자 행동 자세를 이용한 시각계 기반의 감정 인식 연구)

  • Kim, Jin-Ok
    • The KIPS Transactions:PartB
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    • v.18B no.5
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    • pp.305-314
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    • 2011
  • Research into the visual perception of human emotion to recognize an intention has traditionally focused on emotions of facial expression. Recently researchers have turned to the more challenging field of emotional expressions through body posture or activity. Proposed work approaches recognition of basic emotional categories from body postures using neural model applied visual perception of neurophysiology. In keeping with information processing models of the visual cortex, this work constructs a biologically plausible hierarchy of neural detectors, which can discriminate 6 basic emotional states from static views of associated body postures of activity. The proposed model, which is tolerant to parameter variations, presents its possibility by evaluating against human test subjects on a set of body postures of activities.

A Study on the Formative Characteristic and the Components of Visual Evaluation of the Miniskirt (미니스커트의 조형적 특성과 시각적 평가의 구성요인)

  • Kim, Jeong-Mee;Lee, Jung-Soon
    • Fashion & Textile Research Journal
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    • v.9 no.6
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    • pp.581-588
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    • 2007
  • The purposes of this study are to look into the formative characteristics of the miniskirt and to evaluate the visual effects and images according to changes in the silhouette and length of the miniskirt from analyzing the mini skirt style shown in 2007 S/S domestic fashion. The miniskirt style shown in 2007 S/S domestic fashion was analyzed with pictures from a fashion website "Interfashion Planning" from Feb. to May of 2007. As a result, the basic lines of the miniskirt are classified into two types according to the side line. The lengths of miniskirts are classified into five steps of 25 cm, 27.5 cm, 30 cm, 32.5 cm, and 35 cm from the natural waistline. The stimuli were produced with imaginative sewing system 3D CAD of i-design series. For the visual evaluation according to changes in the silhouettes and length of the miniskirt, we used 13 pairs of items to find the visual effects, and 23 pairs of adjectives to measure the visual images. The stimuli and adjectives were randomly given to the evaluators and were evaluated by the 7-point likert type scale. Data we got from this experiment was analyzed statistically by using the SPSS 12.0 and practiced the Factor Analysis and Correlation Analysis. Formative characteristics of miniskirts can be found in the lines, colors, and materials that are the elements of fashion designs, colors and materials are the characteristics of the cloth that is the medium of the expression of designs. The result of factor analysis of visual effects and visual images according to changes in the silhouettes and lengths of miniskirts, the visual effect was composed of the three factors of the length of the lower body, the thickness of the lower body, and the shape abdomen and it was showed that these three factors occupied 63.6% of the total variance. The visual image was composed of four factors of elegance, personality, attraction, maturity and these four factors got 67.6% of the total variance.

Configuration of Audio-Visual System using Visual Image (이미지를 활용한 오디오-비쥬얼 시스템 구성)

  • Seo, June-Seok;Hong, Sung-Dae;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.121-129
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    • 2008
  • With the help of information technology The problem of building a concrete form with a shapeless media is the starting point of presenting information by means of sound. Audio-Visual System using sound as a medium is a method that presents an auditory material visually and has a role of linking different sensory organs. In a sense, Audio-Visual System transfers a non-concrete sensation to a concrete one. Audio-Visual System presentation by late methods using active and non-active images produced by computerized irregular procedures can be limited because of the limited ways of visual output. On the other side, visualization using active images can induce more diverse expressions using sound as a medium. This study suggests a new way of expression in animations using visualization of various auditory materials and sounds built by Audio-Visual System with active images.

A Representation Method of Game Mechanics Using UML Notations in Game Design (UML 표기법을 활용한 게임메카닉스 설계내용 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.47-53
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    • 2006
  • In the game development differently with general software development, game planers, programers, and graphic designers, the specialists of the various fields, accomplished one team and they are advanced all to their goal. So it is very difficult for the development participants to communicate each other accurately and efficiently. For successful game development, all development participants should understand accurately the contents of the game design document. Specially the game mechanics as a major part of game design, requires the no-error contents, the no-error expression, and the no-error readings to all development participants because it contains almost game-play logic. It becomes more difficult for the development participants to understand accurately the game mechanics which becomes larger and complicated as the size of game development becomes larger. And configuration management of the game mechanics becomes more complicated and inefficient. In this paper, we propose a new representation method of game mechanics using UML notations for solving this problem. The proposed method satisfies the visual expression and the logical expression simultaneous for the requirements of the game mechanics because of UML notations. And the proposed method could be an efficient management of configuration because the management is based on the UML model management. The proposed representation of game mechanics of "Capture The Dude" game, shows good visual expression and good logical expression.

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A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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A Study for Visual Style for Feature Animation - A Case of Feature Animation - (극장 판 장편 애니메이션의 시각적 스타일에 관한 연구 -장편애니메이션 'Life is Cool'의 제작사례를 중심으로-)

  • Choi, Seung-Won
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.391-400
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    • 2007
  • The ways of expression are infinite to make animated film. When we compare to live action film, that fact is the actual power that animation only has and is one of the big weapons to appeal to the audience. Nonetheless, techniques to be chosen are monolithic like drawing, 3D computer, and clay when animation maker makes feature animation to screen in movie theatre. It's probably because feature animation must have popularity of visual style and they need to standardize technique about side of making. But popularity in expression does not mean monolithic visual style and making technique. It should be understood about side of artistic value to fascinate public audience. Audience is always eager for new subject, new directing style and new visual style. Monotonous and boring animation cannot but turn away from the audience. So if production does not have artistic value, we cannot expect commercial value and success also even it plans and makes for the feature animation. To create new visual style fnr animation is not only limited to artwork itself but also creation, which is included story and tone of the film and acting style about character. Also making process must be calculated and experimented to actualize that visual style about side of making.