• Title/Summary/Keyword: 발상차원

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CGS System based on Three-Dimensional Character Modeling II (Part 2: About Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 II (Part 2 : Digital Process에 관하여))

  • Cho, Dong-Min;Cho, Kwang-Soo
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1095-1104
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    • 2010
  • This study is to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. In addition, this research being extended on the article vol.11,no.11, "CGS System based on Three-Dimensional Character Modeling Ⅰ(Part1: about Non-Digital Process )," on Korea Multimedia Society in November 2008 issue and this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process with practical implementation of system, research directions and present the results.

CGS System based on Three-Dimensional Character Modeling I (Part1:About Non-Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 I (Part1:Non-Digital Process에 관하여))

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.11 no.11
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    • pp.1592-1600
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    • 2008
  • This study is to help creative idea generation based on the theory of the 'reconstruction of character shape image elements', and aims to extrusion of creative and diverse shapes with combination of image elements upon computing creative image generation. In order to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process, and to serve as an assistance to overcome the restriction of the character shape image generation through diverse idea generations.

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A Study on the Dimension of Design Idea through the Analysis of Words that Remind of Fashion Image Words -Focusing on Classic and Avant-garde Imaged Language- (패션 이미지어(語)의 연상 어휘 분석을 통한 디자인 발상차원에 관한 연구 -클래식, 아방가르드 이미지어를 중심으로-)

  • Kim, Yoon Kyoung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.3
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    • pp.413-426
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    • 2020
  • This study researches the association between associative vocabulary and fashion image language in order to extract ideas that can be used as basic data for design ideas. Classic - avant-garde imaged language were chosen as theme words and each 70 questionnaires per a final image word were used for analysis. We obtained the following results by researching keywords that explained classic image words through a word cloud technique. It was found to have high central representation in the order of suit, classical, basic, music, Chanel, black and traditional. The core key words explaining avant-garde image language were found to have a central representation in the order of : peculiar, huge, Comme des Garçons, artistic, creative, deconstruction and individuality. We extracted the necessary idea dimensions needed for design ideas through associative network graph analysis. In the case of classical image language, it was named as the Mannish Item, Music, Modern Color, and the Traditional Classicality dimensions. In the case of avant-garde image language, it was named as the Key Image, Artistic Aura, Key Design and Designers dimensions.

Development of Facial Animation Generator on CGS System (CGS 시스템의 페이셜 애니메이션 발상단계 개발)

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.813-823
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    • 2011
  • This study is to suggest the facial animation methodology for that 3D character animators can use CGS system effectively during on their stage which they create ideas and use repeating a process of facial animation, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation, in addition, this research being extended on the article vol.13, no.7, "CGS System based on Three-Dimensional Character Modeling II (Part2: About Digital Process)," on Korea Multimedia Society in July 2010 issue, Through the preceding study on 3D character facial expression according to character's feelings as an anatomical structure and the case study on character expressions of theatrical animation, this study is expected to have effectives as one method for maximization of facial animation and idea generation ability.

기획력 배가 겨냥한 기업경영 이론서들

  • Lee, Seong-Su
    • The Korean Publising Journal, Monthly
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    • s.137
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    • pp.17-17
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    • 1993
  • 대개의 회사업무는 기획으로 시작해서 기획으로 끝나는 경우가 대부분이다. 서점 실용서코너에는 지능개발도서와는 다른 차원에서 정보의 아이디어화를 돕는 책들이 선을 보이고 있다. 기획력 배양의 실제적인 훈련을 비롯해서 정보채집과정 등을 재미있게 소개하고 있는 이들 도서는 독자들에게 대중의 욕구 변화에 따른 발상의 전환을 요구하고 있다.

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발상 전환이 소비자 유혹

  • Choe, Gwang-Yeol
    • 정보화사회
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    • s.176
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    • pp.56-57
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    • 2005
  • 휴대폰 광고 시장에서 새로운 변화가 불고 있다. 이는 다름아닌 LG전자가 국내 최초로 공중파 TV에서 90초짜리 '싸이언 아이디어(CYON idea)' 광로를 선보인 것, 지난 6월 발표한 신제품 6종에 대한 마케팅 강화 차원으로 추진된 이번 브랜드 전략은 일상 속의 자연스러움을 컨셉하는 젊은 소비자층에게 이미지 차별화를 어필하고 있다.

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Three-dimensional sensitivity design pattern development of Mobile Metal Case which used EF(INNET) (E/F(INNET)을 이용한 Mobile Metal Case의 3차원 감성 디자인패턴 개발)

  • Cheon, Sang-Hyeon;Ji, Sang-Won
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.20-24
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    • 2009
  • Mobile의 기술발달과 보편화에 따라 소비자들은 Mobil이 자기 개성 표현인 액세서리화되고, 더욱 감성적이고 차별화된 디자인을 요구함에 따라, 기업들은 이런 소비자들의 개성화 감성화의 니즈를 표면처리 디자인 기술로 효율적으로 적용해 소비자의 감성만족을 시키려 하고 있다. 국내외 Mobile 시장에서 Metal Case 외장의 2차원적인 디자인패턴은 다양한 표면처리 가공 접근이 용이하지 못하고, 패턴디자인의 한계에 이르렇다. E/F(INLET)의 도금 가공 기술의 Concept은 "원활한 모재의 제품 박리성" 에 있으나, 역발상으로 "Metal 모재와의 밀착성"으로 제품디자인을 구현하여, 제품의 도금 두께층 및 신뢰성 기술 확보함으로, 표면층에 사진, 그림, 인물 풍경, 자연물이미지 등의 다양한 감성디자인패턴의 구현이 가능해졌다. 산업기술자원부의 디자인혁신센터로 중소기업디자인개발 지원을 위해 설립된 중앙대학교 디자인경영센터와 SR I-TECH의 기술력으로 3차원 감성디자인패턴을 개발하게 되었다.

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A Study on the Trend of International Risk project (선진국 리스크 정책 개발 동향 분석 연구 -미국 주요 정책 기반 활동 중심으로-)

  • 김종걸;강성필
    • Proceedings of the Safety Management and Science Conference
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    • 2002.05a
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    • pp.37-44
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    • 2002
  • 리스크 관리 실패는 기업 및 국가 경쟁력 약화 요인으로 작용하고 있으며 현재 선진 각 국에서는 리스크 경영시스템을 구축하고 도입함으로써 시각과 발상의 전환, 그리고 국면타개를 도모하고 있습니다. 이에 본 논문은 선진국에서 현재까지 진행되어 온 리스크 정책 개발 동향을 조사 연구하고, 선진국의 경우 정부적인 차원에서 어떠한 내용의 프로젝트를 수행하고 있는지 조사 연구하여 국내 기업 여건에 맞는 리스크 경영시스템 구축에 중요한 정보를 제공하고, 시스템 구축에 대한 방향을 제시하고자 합니다.

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A Study on the Interactive Art Created by Embodiment of 2-D Paintings Into 3-D Imaging (2차원 회화작품이 3차원 영상으로 구현되어 창작된 참여예술에 대한 연구)

  • 김진희
    • Archives of design research
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    • v.14 no.3
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    • pp.127-134
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    • 2001
  • This study suggests a model of experimental visual artworks with interactive art forms in which 2-D paintings are transformed to interactive 3-D animation works. Multimedia programming was employed to evolve objective still paintings to the animation of computer 3-D images with respect to visual ideas derived from visual components in the still painting and to response to the reactions users. The format and technique of the art works are based upon the contents developed by the author and the research materials are selected from the surrealistic paintings of tile world-famous Belgian painter, Rene Magritte. In the present paper, following topics are discussed in detail: a study of various visual cases occurring in transforming still paintings to animation works containing interactive components; a study of 3-D imaging and image processing techniques to transform 2-D paintings to 3-D images; animation techniques for interaction and overall structuring techniques; multimedia programming and user interface.

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An Analysis on Marx's Labour Process Focusing on the Dimension of Capability and Execution (능력과 실행의 차원에서 본 맑스의 노동과정 분석)

  • Park, Ji-Ung
    • 사회경제평론
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    • v.29 no.1
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    • pp.155-197
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    • 2016
  • Since Aristotle, human capability has been understood as the form of existence. The capability is presupposed before execution in mainstream economics, Marx's capitalist labour process, even socialist labour process. Of course, Marx shows that the value of capability and execution is different in capitalist labour process. Also Marx points out heteronomy that producer can't have products as his own. Even socialist labour process can't cut off shackles of heteronomy. It is necessary to change way of thinking in order to cut off shakles of heteronomy and to develop human's full potential. The changing way of thinking is to restore labour into primary labour which is purpose as life itself not means. Human capability is potential. We can't define potential as the form of existence. Human capability is promoted by free will. True freedom promoting human capability is realized by rebuilding in individual property depending on distribution principle by the needs in the association of free individuals.