ㆍ
FMS(Flash management Server) System for Unifies On/Off-Line Contents-Keep the accent on Dalki theme park-
|
정회준 Joung Hoe Jun , 홍석기 Hong Suk Ki |
JEWNR 17(0) 19-27, 2007 |
ABSTRACT
With the advent of the Ubiquitous computing environment in 21st Century, It is creating a new space which can be connected both online and offline space and it makes new life style, Especially, Contents are important in the new space which are combined with online and offline. This environmentmakes it possible to provide not only one way data transmit but also to complement both space. FMS is a support system which established a real-time link between online contents(web image blog in the character site) & offline contents(picture taken visitors at the photo-zone in a theme park) by using the latest real-time technology. In this study, I would like to study the structure of FMS system and an associationof the components to make a scenario to show the images in series. To connect both Online and Offline space, It needs operating a hardware system as well as a software. I`m trying to introduce the process of real-time operating through the indication the mutual relationship among these components
keyword : 유비쿼터스, 온/오프라인 연계 컨텐츠, 시나리오, xml, Ubiquitous, Unifies On/Off-Line Contents, scenario
|
|
Full Text
|
|
ㆍ
The Dream of Peter Pan: Study on User Interactive Arts using Computer Vision Techniques
|
김기락 Kim Kirak , 정기철 Jung Keechul |
JEWNR 17(0) 29-39, 2007 |
ABSTRACT
Interactive art is a new field of study for art work using a new computation technique that gives the sense of reality to spectators and providing a chance for them to participate in the work. Our work is based on Peter Pan, a book of fairy tales. In the book, Peter Pan`s shadow is the character that likes to behave funny, causes some troubles, and defies Peter Pan. Using Peter Pan`s shadow as a material for our work, we make people look back not only to a shadow which they used to pass over, but also to things which are likely to be neglected. Besides, we intend to let our work approach to spectators intimately by providing babyhood amusement. Our work uses computer vision technique which is the most popular tool for interactive art works. Computer vision technique is one of the most efficient way to make spectators participate in art works and to experience the reality. Previous interactive art works uses a special or an expensive tool to create the sense of reality or give a partial feedback to spectators due to technical problems. In order to provide easy access and more sense of reality to spectators, we have divided our work into two separate parts. The first part senses spectator`s gestures and the second part displays the art work. We use silhouette extraction, which uses image subtraction as one of the computer vision techniques, and camera calibration for tracing spectator position and also use image intersection technique for tracing foot position. By creating Everywhere Display for displaying art works, we enhance spectator`s interest and give a strong accessibility to our work.
keyword : 인터랙티브 아트, 컴퓨터 비젼, 제스처, Interactive Arts, Computer Vision, Gesture
|
|
Full Text
|
|
ㆍ
A Study on Visual Allegory of Grotesque - Focusing on Works of Late 19th Century -
|
김재원 Kim Jae-won |
JEWNR 17(0) 41-52, 2007 |
ABSTRACT
The trend of art is unfolded by environmental factors of the period and ideology. Therefore, in order to discuss the future of art, the means of understanding the form and value of 19th century paintings can be a prerequisite of perception. The 19th century showed a critical and opposing attitude toward past and stimulated and influenced each and every aspect of human activity, let alone politics, economy, and society. It eventually prepared the starting point for progress into modern society. The transient society of haighly developed mammonism, which flows from late 19th century to 20th century, unconsciously expressed the inherent contradictions and the times simultaneously foreshadowed the possibility of new art and literature. In such situation, based on the confused times of the late 19th century, the social image of sexual culture clings to the female images of symbolism and compulsively to the visual image of optical illusion. Such trends are analyzed for their inherent ideological in-depth consciousness, focusing on the problems and contents of the works such as expression of emotion and desire repressed by the standard of sexual norm, senses, dreams, and myths. In actual work analysis, the metaphors are interpreted while the meaning of grotesque is intended to be analyzed. Through this process, the importance in placed on conveyance of katharsis and expression of dramatical factors. The late 19th century brought about various debates and conflicts socially and culturally; decadence and pessimism representing fin-de-siecle phenomenon were prevalent. Pursuant to such objective, this study is expected to relight the metaphors expressed in works centralizing on `grotesque` themes, among various types of fin-de-siecle formats, through conditions of altering human nature and specific theme and ideas, based on image of society, painting, literary, moral, and religious thoughts forming allegory in art, following the iconology process.ths.
keyword : 그로테스크, 상징주의, 메타포, grotesque, symbolism, metaphors
|
|
Full Text
|
|
ㆍ
A Study of Forming Character in Korea in fancy character
|
김경희 Kim Gyounghee |
JEWNR 17(0) 53-62, 2007 |
ABSTRACT
Character is way of communication that relay on and evoke emotion. Thus it should have familiarity, strong personality and originality in order to create fun. For the character to become truly marketable, it must have chameleon like ability to change and flexibility to fit in with existing media. The characters are composite of unique individual design factor and message. The main point of design factor such as point, line and face must evoke sensation. The creator should think beyond drawing aesthetically pleasing design but the act must coincide with close observation and love of all objects. There should be endless effort to materialize the concept and this act should also evoke strong emotion.
keyword : Forming Character, fancy character, character
|
|
Full Text
|
|
ㆍ
A study on the classification of design support for SMEs
|
안준환 Ahn Jun-hwan , 나건 Nah Ken |
JEWNR 17(0) 63-73, 2007 |
ABSTRACT
SMEs (small and medium-sized enterprises) play a pivotal economical role in many areas, from the design of new technologies to production. To survive in the highly competitive and fast changing global market, small and medium-sized enterprises have to accommodate new technologies and design and must invest in Design R&D (Design Research and Development). However, SME`s can`t afford high levels of investment in R&D, due to their restricted financial and management capabilities. So there should be some system that they can rely on. SME`s can be more successful with technology innovation and design development with this aid, because they have the advantage of flexibility and efficiency. For example, design promotion organizations in some countries are supporting their local companies` design projects. As a result, design support policies for SMEs are classified in 4 types. They are design promotion, design recognition, design education and design advisory. In addition, benefits of each type are analyzed in depth and, according to the needs of SMEs in Korea, appropriate guidelines for design support are suggested.
keyword : 디자인지원 유형, 디자인기관, 중소기업, design support types, design organization, SME
|
|
Full Text
|
|
ㆍ
Research and Alternatives on the Problems Based on the Analysis of the Design Creative Process-In the Stage Design Production
|
김종원 Kim Joung Won |
JEWNR 17(0) 75-85, 2007 |
ABSTRACT
This paper examines the designers role in the creation and process in the performing arts in Korea. In the performing arts production, the role of the designer is separated into many different parts. This research found five major problems in this creation and process. The first, when analyzing and conceptualizing a production, there were issues and problems in communication and mutual understanding between the director and stage designer for the vision of the production. This resulted in an uncompleted or a low quality performance. The Second, also found problems when each designer worked separately in different work spaces. The third, found problems in the realization of the concept, because of miscommunications and misunderstandings between the designers and technicians. The fourth, because of restraints in time, cost and system of a production the need for change is difficult. The fifth, was found in the current policies concerning payment and licensing of the production. In order to find solutions or alternatives to the issues in the performing arts in Korea, research was conducted on the Russian performing arts system as well as Scenography.
keyword : Design, Stage Design, Performing Arts
|
|
Full Text
|
|
ㆍ
A Research on the Image & Preference of `Bomun`
|
도주연 Do J. Y , 장정아 Jang J. A , 이주영 Lee J. Y , 장현주 Jang H. J |
JEWNR 17(0) 87-97, 2007 |
ABSTRACT
The purpose of this study is to analyze the images of `bomun` and provide basic information necessary for applying such images to modern clothes and cultural life goods. For the purpose, this researcher reviewed previous related studies and a quantitative statistical analysis on traditional types of `bomun` , especially `jap bomun`, `Buddhist bomun` and `Taoist bomun`. 1. It was found that 5 factors were most determinant to the images of `bomun`. Those five factors were accounting for 59.4% of the images. Out of the five, the first factor is `attractiveness`, the 2nd `apparentness`, the 3rd `hardness and softness` and the 4th `matureness`. 2. Out of the images of `bomun` which are hierarchically structured, it was found, most remarkable are attractive and feminine images out of which the former include sub-images expressed as personal and simple and the latter, natural, pure and modern. 3. Regarding styles of `bomun` in accordance with its images, the 1st style of the pattern could be expressed `straight and masculine`, the 2nd style `brilliant and luxurious`, the 3rd `curved and smooth`, the 4th `elegant and femine` and the 5th `plain and cute`. 4. Comparisons among those styles were made to find that `the 4th style of `bomun` like `bounmun`, `seonjamun` and `eumyangpan mun` were highest in attractiveness as one of the 5 factors as above while, the 2nd style like `beopramun`, `beopryunmun` and `yeonhwamun` were highest in apparentness. Thus the 4th and 2nd styles of `bomun` best represent the 1st and 2nd factors of the image of the patten, respectively, attractiveness and apparentness. 5. The preference for `bomun` was highest when the pattern had such images as can be regarded `comfortable`, `elegant` and `attractive`.
keyword : jap bomun(잡보 보문), Buddhist bomun (불교 보문), Taoist bomun`(도교 보문)
|
|
Full Text
|
|
ㆍ
A Study on Expression and Metaphor of Clay animation - Focused on "The Running TOMA" -
|
손상희 Shon Sang-hee |
JEWNR 17(0) 99-108, 2007 |
ABSTRACT
Image of animation is an outcome to show abstractive nature of the artist who reembody actuality. These abstractive expressions can be maximized by using persuasive expression to convey the various themes. The expressions can be expressed using an imaging technology or manufacturing technique which can be made objects look like living and moving. These techniques using understandable expressions, help people understand the story and evoke amazement through the unfamiliar expressions. The expressions, `Movement` on commercial, cartoon and movie etc. bring different visual metaphors depending on technique, material and others. Clay animation which is needed a detailed direction between scene and scene, is possible only when it is used with an adequate metaphor. This study is to reembody `Movement` which is differently composed in character of clay animation and analyze visual metaphor. In addition, it analyzes on the basis of cases to find out which visual contents are condensed. It is caused by necessity of understanding the positive value of the clay animation through finding ways to express contents and expression technique using digital technology.
keyword : 클레이 애니메이션, 은유, Clay animation, Metaphor
|
|
Full Text
|
|
ㆍ
The characteristics of public space sign distribution in a private sector site - Case-studies of the TenJin underground shopping mall in Japan -
|
최지숙 Ji-sook Choi , 유현배 Hyun-bae Yoo |
JEWNR 17(0) 109-114, 2007 |
ABSTRACT
This study discusses the flow of information regarding buildings connected via an underground space. Common information is installed although there are a small number of signs in the Tenjin underground center that provide directions to the buildings that are connected to the Tenjin underground shopping center. The data show that the sign format in private sector sites (private spaces) connected to the underground shopping center (public space) is different from the standard sign format and content used in the underground shopping center. Thus it is apparent that there is a need to integrate the format of the information signs in the two spaces (public and private).
keyword : Sign system, underground space, public signs, Connect
|
|
Full Text
|
|
ㆍ
The design of sports goggles for glasses wearers
|
김호 Kim Ho , 오혁근 Oh Hyouk Keun |
JEWNR 17(0) 115-124, 2007 |
ABSTRACT
As the consumers` needs and wants for environment are diversified we witness that the purchase propensity in sportswear market is rapidly changing. The global trend of sportswear seems to turn its focus on esthetic fashion rather practical function while product differentiation for professional and general consumers is becoming a thing of the past. What is required to be able to effectively respond to this changing pattern is to reinforce the market competitiveness through the development of quality products with more stylish and rational design and high-end functionality. This paper presents the research on the development of design, requested by Morris Optics Inc. and sponsored by Ansan-City Municipal Government through the planning procedure for `The design of sports goggles for glasses wearers` The primary focus of the research is on setting up a direction for future-oriented design and product analysis to identify the current design trend through concrete and actual cases. Sports goggles are a body-gluing product which requires not only fashionable and functional consideration but also safety, usefulness as well as ergonomic consideration. I have referred to a variety of measurements from all available samples as well as classification, characteristics and structure of sports goggles as factors to influence on determining the basic framework for their design. In addition, I examined the intrinsic properties of sports goggles, segmented design factors and extracted what has been already applied in order to come up with ways to incorporate them into designing new products. Finally, I`d like to announce in advance that design works presented in this paper are sample images that were created for reference purpose instead of actual design works fashioned through this research, which I was not able to reveal anyway as they are related to the corporate client for this research.
keyword : 안경 착용자, glasses wearers
|
|
Full Text
|
|
|
|