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Real time interactive visual simulation analysis that inflect haptic in virtual realitys
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김경훈 |
JEWNR 11(0) 9-19, 2005 |
ABSTRACT
Virtual reality that can experience with actuality through imagination experience at the same time that the actuality world and natural interaction are possible in the imagination world by development of computer technology could do simulation. The plant, structure, building, nuclear power plant, soldiers facilities and engineering works, construction, machine, construction (AEC) field, Can minimize as that make three dimension virtual space of various field and run problem that can happen in actuality because user does direction check, visual simulation in virtual reality. This study analyzed that with haplic technology that real time interactive visual simulation analysis that inflect haptic in virtual reality. Composition of this treatise is first, search constituent of virtual reality and environment base technology. Second, search haptic display theory. Third, analyze various visual simulation application instance of haptic technology. Fourth, wish to draw conclusion on the basis of this and at the same time present haptic technology the importance in virtual reality.
keyword : Haptic, Virtual reality, Virtual space, Real time Interactive, Visual simulation
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A Study on the Package Design Testing in Market
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문수근 |
JEWNR 11(0) 23-34, 2005 |
ABSTRACT
Packaging in modern life is recognized as a powerful medium of a product that satisfies various circumstances and desires.The relation between merchandise packaging is becoming a marketing way for the satisfaction and convenience of the consumer from just having the function of sealing and protecting a product.Today people who research marketing do packaging tests at the market. This is because consumers choose from many competitive goods.This shows that the stores and the market environment consumers can choose from have changed.It also shows that packaging of the new products that keep entering the market has a important role in their success.Packaging design`s ultimate goal is to sell. This means packaging must be recognized to the consumer in an effective way to increase sales.In the standpoint of selling packaging must remain competitive to other similar products and must give consumers a good impression of the brand and will to rebuy it.Like this the goal of packaging is affected by the sincerity and clearness of the design test researches.If the design test is unsatisfying it may mean failure in the product or packaging and an objective and systematic test result means success in the product.Consequently to recognize and examine a result that has been born by one concept in a consumers view we must go through a sincere and clear test. We will then reach the goal of packaging.
keyword : Package DesignTesting Method
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A Semiotic Approach of Symbol as a Corporate Image
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박일재 , 송광철 |
JEWNR 11(0) 39-51, 2005 |
ABSTRACT
All people have a proper name and calling the name we confirm The existence and image of mutual That is to say, the name is symbolic sign as a language to distinguish man from another.Visual Symbol can say picture symbol to make sensible discrimination of Enterprise. in case of not explaining language and attitude, symbol as a means of communication activity has convinience to deliver when, where.in cas of generally acknowlegement of visual symbol mark, symbol has good advantage of sensible and momentary discrimination futher more. People understand visual ackowlegement of making picture and pattern. But people have a unconcerned tendency, image of persuing future-oriented enterprise.Delivering the exact meaning of enterprise, belief and active communication each other to customers. Containing any contents of form and color of symbol to be seen visual symbol,We have symbolic access any analysis through the symbol which deliver the meaning of enterprise In result, The purpose of thesis is How to deliver more easily.The meaning of symbol to potential customers.
keyword : Semiotic, Corporate Image, Visual Symbol
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Situation and Improvement direction of Design promotion policy system
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금진우 |
JEWNR 11(0) 55-65, 2005 |
ABSTRACT
It is the study to analyze the problem of design promotion policy system in Korea and to seek for the improvement direction. In the national competition system, our government selected the national main business for the next generation and design has been designated as a main industry along with other most advanced industries. Our government has already supported design and design industry directly and indirectly from the middle of the 1960`s and backed up it as a national basic industry with the political support in the middle of 1990`s. This has played a great role in improving the outside competitive power and increasing the national image of our products. However, in spite of the unprecedented national support for design, there are continual argument about its result. As a result, it is demanded to review the efficiency of design promotion policy and philosophy and direction of the policy. At first, this summarizes the concept of design policy, reviews the social recognition and then clarifies the structure and characteristics of design policy system in the political aspect. And it analyzes the concrete situation of design promotion policy by the government in `the strategy of the participating government for the design industry development`, `comprehensive guide for design promotion`, `design census`, etc. to prepare the frame of logical basis for the problems and improvement direction. It may be possible to propose the direction and index for the improvement and the results can be useful informations to establish the design policy in the future by explaining the general problems in the design promotion policy system in Korea.
keyword : 우리나라 디자인 진흥 정책 체계의 문제점을 분석하고 개선 방향을 모색해 보는 연구이다.국가 경쟁 체제 속에서 우리 정부도 차세대 국가 주력 사업을 선정하였는데, 디자인 역시 다른 첨단 산업과 함께 주력 산업으로 선정되었다. 우리 정부는 이미 1960년대 중반부터 디자인과 디자인 산업에 직간접의 지원을 하여 왔고, 1990년대 중반 이후에는 국가 기반 산업으로서 정책적 지원을 해 오고 있다. 이것은 우리 상품의 대외 경쟁력 향상과 국가 이미지 제고에 큰
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A Study on the Motion Prototype Module of Sokkulam an image of Buddha
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고재성 |
JEWNR 11(0) 83-92, 2005 |
ABSTRACT
A religion is the phenomenon that there is in human life. It is to exist, and, as for the religion, as for it which exists in unconsciousness of the human self, it is appears with a image, archetype, prototype by a human creative imagination. Prototype symbolizes visually from of model by abstraction. A profane form of human shows the sacred by awareness, it is the visual symbol that Buddhist statue of human from is recognized and accepted with a hierophany.Therefore, it is possible to speak analysis of a movement to have appeared with Buddhist statue, the motion prototype module carries a model of a movement to have been exposed by awareness. A purpose of this study is analyzing motion prototype module of Sokkulam Buddha in an ethnic unconscious model appeared with an experience of awareness.As for Sokkulam Buddha, It is a culture inheritance to excel most on region art history of the korean, and will become a model of dialectic movement with the sacred_a conscious movement and the profane_a daily movement.key wordimage of Buddha, motion prototype, sacred & profane
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A Study on an approach of Semiotics & Expressive direction in Navigation Pictogram as Interaction Icon of Web Interface
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권상우 |
JEWNR 11(0) 97-108, 2005 |
ABSTRACT
Navigation Icon for distance communication created new communication structure in world wide web. New trend which to graphic language from text language on during short date cause of web advertising and lifestyle to in Navigation Icon for distance communication created new communication structure in world wide web. New trend which to graphic language from text language on during short date cause of web advertising and lifestyle to individual is progressive point that include new media period and negative point that so difficult for self-identity. This study is suggestion to consider that there is approached to intuition property and as semiotics in navigation pictogram. and it will a help to establish for system of one`s one go through interpretation under semiotics as well as definition to web media character in web interface navigation.
keyword : 웹 네비게이션 픽토그램, 기호, 인터페이스
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A Study on the Package Design Strategy for Activating the Export of Kimchi
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김남훈 , 김병욱 |
JEWNR 11(0) 113-124, 2005 |
ABSTRACT
As the CODEX standard for the Kimchi was presented, Korea was officially approved as suzerain state. As indigenous traditional food, Kimchi is the most famous Goods representing Korea. In spite of having this gloval maketing strenth, Korean Kimchi has been struggling in the gloval market. For korean Kimchi has no competitive edges with japanese `gimoochi` and chinese kimchi. Because korean Kimchi export strategy has been focused mainly on promoting the effect of Kimchi and the korean indigenous traditional taste, the korean Kimchi got the CODEX standard but as the result of the promotin, Chinese Kimchi with low price strategy and distribution cetered japanese `gimoochi` made their own gloval market share.In order to establish the phase of Kimchi as suzerain state goods and to develop Kimchi as representitive korean export goods, new developing strategy is needed urgently. This study aim to make a propositon for the Activating export of Korean Kimchi by newely defining the role of the packaging design in the food industry for export as new brand strategy for Korean Kimchi.
keyword : package design, Korean Kimchi, Brand strategy
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A Study on the Sign Design Developmen of New City Apartment
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김영희 |
JEWNR 11(0) 129-137, 2005 |
ABSTRACT
Signsystem Design is one aspect of the culture creation that makes understanding of the importance of design, and get along with design in the common life by the systematic introduction that makes improvement of urban environment image. The purpose is to transfer and enhance the image of local cities and the This study is researched by the previous Japanese case that is applied for the reality and problem of various sign things which decide the quality of urban view of apartment complex that is the symbol of complex housing, and also studied urban environment related sign. I approached that access to express above some certain frame and composition which utilization method for basic theorization and pragmatization. I suggested applied cases based on each basic expression. Furthermore, I tried to offer the momentum for more applications and advancement. This is conducive to utilize actively for the environment improvement of new cities, especially concerned cities and designers which make better pleasant urban environment, and make a better environment in human life, and also I tried offer to basic materials for more convenient and orderly in fuctional terms. Also, it increases additional value on the whole urban environment domestically and it attracts the image of local city and the nation, which conducive to make a positive national image. I earnestly expect a great advancement for the culture creation of new design.
keyword : sign design, sign system design, design
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The Styles of development of Credit Titles in Cinema ; Mainly with the Titles in Cinemas of Korea & United States year around 2000
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김인철 |
JEWNR 11(0) 141-152, 2005 |
ABSTRACT
Credit titles meant only narrations of acting persons were at the beginning of motion pictures without sounds. But the meaning of credits are changing because of coming the era for scenic images. The scenic images with motion pictures are setting for important with many tools as computers and cam-corders. We can create many of images with ease at any time. In motion picture, the credit titles have created in between films many aspects, especially whole through the movies. The credit titles are made in 3 major parts-Pre Credit, Post Credit and Mid Credit. Production title, main title and sub credit are for Pre Credit. Caption and sub titles as descriptions for second languages are Mid Credit. Text summaries for whole movies people and as `The End` are Post Credit. Otherwise, the constructions of credit are in various. In almost 500 motion pictures selected by and with them, have studied about development of variations themselves. Analysis the most of films were selected, this is period of computer graphic interface of well coordinated with the films in these days, the developments of credit titles are three kinds of typical, back ground oriented, characteristics and after ward credits. And there also variated credit titles in Korean films as well but in limited matters.
keyword : Credit Titles, Motion Picture, Development of Image Style
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Research on Communication Media Form in Relevance to the Period-Focused in the Entertainment Culture-
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김정연 , 이지은 |
JEWNR 11(0) 155-164, 2005 |
ABSTRACT
The modern human`s body and heart are organically united to manage abundant and beautiful life, but this phenomenon also appears in the entertainment culture, and hence the well-being and well-look promoting generation is appearing. Toys have differed in concepts, materials and creation methods according to the phases of the times and the race`s customs, but communication was performed through toys, and through that media, it has developed into a spontaneous entertainment culture. The Information Technology, developed by the modern science technology, has made the entertainment culture more abundant, and has freed itself from the form communication to expand into a media enabling the communication between men and toys. As an on-line communication, avatars play the representative role of the self. Avatars portray the image of oneself and simultaneously display emotions, thus enabling visual communication. Off-line, robots as well performs communication with men by itself through diverse graphic forms, and these phenomenons have changed mankind`s entertainment culture. Therefore the present thesis, by observing the transformations of toys due to the changes in the period, and through form analysis of avatars and robot medias capable of communication through entertainment, covets to be helpful in re-acknowledging the importance of human-friendly designs.
keyword : Avatar, robot, communication
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