We present the star formation histories (SFHs) of early-type dwarf galaxies, dSphs and dEs, in the local universe within z=0.01. The SFHs of early-type dwarf galaxies are characterized by pre-enriched, metal-poor old stellar populations, absence of moderately old stars that have ages of a few Gyr. There are some differences in the SFHs of dSphs and dEs. In particular, dSphs formed old ($\gtrsim10$ Gyr old) metal-poor stars $\sim2$ times more than dEs. The effects of reionization and feedback from supernova explosions are thought to be strong enough to remove the gas left, which prevent moderately old stellar populations in dSphs. In contrast, the ejected gas are not completely removed from dEs and fall back to ignite burst of star formation at a few Gyr after the first period of violent bursts of star formation, showing a suppression of star formation at lookback time $\approx 9.6$ Gyr. The second peak of star formation at lookback time $\approx 4.5$ Gyr in dEs produce moderately old stellar populations. Distinction between dSphs and dEs is useful to examine the SFHS of the early-type dwarfs since the cumulative SFHs are most closely related to their morphology. The stellar mass plays an important role in the SFHs of the early-type dwarfs as a driver of star formation, especially in galaxies with primordial origin.
이 연구는 학습자에게 창의적인 사고 경험을 활성화하여 문제를 해결하도록 유도함으로서 디자인 교육의 효율성을 높이는 창의적디자인도출 교수학습법을 제시하고, 이를 다양한 교육과정에 적용해 봄으로써 학습자의 창의력 신장에 긍정적 영향을 미치게 하는데 그 목적이 있다. 이를 위해 실행연구 방법을 활용하여, 실제로 게임공학과의 게임캐릭터디자인, 뷰티케어학과의 조형예술, 시각디자인학과의 디지털그래픽스 교육과정에 적용하여 교과목 특성에 맞도록 교수자는 수업주제, 교수학습내용, 창의적 발상 도구를 정의하고 수업을 진행하는 방식을 취하였다. 그 결과, 창의적인 디자인 도출에 효과적임을 알 수 있었으며, 수업의 참여도와 학습자의 흥미를 높이는데 도움을 줄 수 있다. 하지만, 창의적 발상 도구를 적용한 결과 학습자의 역량에 따라 창의적 학습결과물에 다소 차이가 나타났다. This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.
Abstract Due to the enforcement of a law about disability nondiscrimination and rights protection in 2008, the web accessibility has become an obligation. According to a survey targeting public sectors such as central administrative organization, local autonomous entity and etc., the level of compliance with web accessibility appeared to be improved every year. However, such legal mechanism focuses on the improvement of convenience for disabled people only and does not meet the concept of universal design that aims to satisfy every user. Therefore, this study verifies the status of web accessibility on 17 homepages of metropolitan and provincial offices of education. The status survey was carried out with 3 steps: 1) Verification through automated verification tool by National Information Society Agency, 2) Verification through Web Content Accessibility Guidelines(UD-WCAG) that adopts the concept of universal design, 3) Verification by using screen reader. Compared to the verification through automated verification tool, the overall compliance rate verified through UD-WCAG was reported lower.
Among the intellectual and literary elites of Roman Italy in the late first century CE, Christianity had yet to make significant inroads. The Stoicism of Panaetius and Seneca dominated ethical discourse in the imperial capital, whereas in the Hellenic center of Neapolis (Naples) and surrounding Campania, elites maintained the genteel Epicureanism of Philodemus. This chapter explores the innovative regional poetics and philosophy of the Bay of Naples through the architectural poems of Statius’s Silvae. Statius’s remarkable poetic innovation engages a new rhetorical approach to displays of material wealth and their social significance. In creating a new genre of “real estate” poetry imitated through late antiquity into sixteenth-century Rome and seventeenth-century England, Statius transforms earlier condemnations of lavish architecture and its tropes in philosophical and poetic discourses into ethical panegyrics to wealth. This chapter identifies Statius’s architectural poetics as a catalyst in philosophical and literary approaches to class, wealth, and social identity.
This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.
선행된 연구에서 제안된 '게임캐릭터 패션스타일 유형'을 토대로 커스터마이징 시스템에 나타난 게임 캐릭터의 유형별 스타일링을 Creative Style, Attractive Style, Grotesque Style, Usual Style, Suit Style로 분류하여 분석하였다. 그 결과 첫째, 게임의 특성상 가상공간에서 이루어진다는 점에서 현실에서는 구현하기 힘든 창의이며 융합적인 디자인 표현이 다양한 형태로 나타났다. 둘째, 게이머와 동일시되는 게임 캐릭터의 특징과 일반적인 신체비율보다 과장된 8등신 이상이 주로 사용되는 RPG들을 중심으로 분석된 만큼 Creative Style과 Attractive Style의 빈도가 높게 조사되었다. 셋째, 대체적으로 캐릭터의 의상디자인과 컬러의 사용은 게이머의 요구나 세계관의 반영에 의해 선택되므로 공통적인 특징이 나타나는 반면, 헤어디자인과 컬러에서는 다양한 표현으로 대표성을 찾기 힘들었다. 본 연구결과는 게이머의 개성과 요구에 부합하는 패션아이템 개발 매뉴얼 및 관련연구를 위한 참고자료로써 가치가 있다고 사료된다. The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.
사용자의 감성적 요구의 증대로 최근 급성장하고 있는 온라인 게임 산업에도 감성적 성향을 가진 게임 개발에 심혈을 기울이고 있다. 게임의 근간이 되는 인간의 감성을 자극하여 몰입을 유도하는 온라인 게임개발에 있어서 반드시 거쳐야 하는 평가단계가 있는데, 이 단계에서 게임의 기능은 물론 감성적 평가를 할 수 있는 감성 평가시스템은 사용성과 인간 감성 욕구를 게임 출시 전에 검증해볼 수 있는 평가방법으로 알려져 있다. 그럼에도 불구하고 감성 평가시스템의 효용성과 타당성 검증에 관한 연구 결과가 부재한 현 상황에서 본 연구는 피 실험자인 일반 사용자 그룹을 통해 Jakob Nielson의 사용성 평가시스템과 비교하여 게임의 평가 도구로써 감성 평가시스템의 유용성 및 타당성에 관하여 연구하고자 한다. Online game industry is also making much efforts in developing games that have emotional disposition which is rapidly growing by the increase of emotional demand by the user. In the online game development that induces immersion stimulating the emotion of the human has the evaluation stage it must surely pass, and in this stage, emotional evaluation system is known as the evaluation method that one can verify the function, usage and human emotion desire of the game before its launching. Nevertheless, at this situation the studying result is absent in the verification of efficiency and validity of the emotional evaluation system, this study is to work on the availability and validity of the emotional evaluation system as the evaluation tool of the game comparing with the Jakob Nielsen's evaluation system through common user group which are the subjects.
Domestic On-line game market becomes keen competition gradually. So, work which advance into the new market is very important work which it takes future of Korean on-line industry. Recently, Chinese on-line game population is soaring by development of on-line infrastructure and elevation of the Intern et speed. Also, growth of China economy improved purchasing power. So, international market is desiring China market. Because China on-line game market has High potential energy, no one is opposed to truth that China market's advance gives opportunity of great success. So, this China market's charm advanced many domestic companies to China market. Also, many domestic companies are preparing for China advance. However, we did not understand perfectly circumstance of China market, and advanced impatiently without thorough preparation. So, occasion that the latest domestic companies fail greatly is increasing. Finally, we can know that China market's advance is difficulty. Therefore, we must analyze circumstance of China game market systematically, and do thoroughpreparation and preparatory audit that is enough with wider visual field. So, we must think investment about the future more than that think in a short time profit.
We prepare a catalog of the morphological types of 5840 galaxies within z = 0.01. We determine the morphological types by visual inspection using color images from the Sloan Digital Sky Survey (SDSS) DR7. The majority of the sample galaxies are SDSS spectroscopic target galaxies, but we add ~ 900 galaxies whose redshifts are available in the NASA Extra Galactic Database (NED). The fraction of elliptical and lenticular galaxies is ~ 0.06 while spiral galaxies comprise ~ 30% of the sample with a bar fraction of ~ 0.6. About half of sample are dwarf galaxies of which ~ 35% are dwarf elliptical-like galaxies. There is a strong correlation between the morphological types and luminosities of the galaxies, i.e., high luminosities in the early type galaxies and low luminosity in the late type galaxies. The mean luminosity of dwarf elliptical-like galaxies is similar to that of irregular galaxies.