• Title/Summary/Keyword: 시각적 체험

Search Result 216, Processing Time 0.033 seconds

The Aesthetic Transformation of Shadow Images and the Extended Imagination (그림자 이미지의 미학적 변용과 확장된 상상력 :디지털 실루엣 애니메이션과 최근 미디어 아트의 흐름을 중심으로)

  • Kim, Young-Ok
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.651-676
    • /
    • 2017
  • Shadow images are a representative medium and means of expression for the imagination that exists between consciousness and unconsciousness for thousands of years. Wherever light exists, people create play with their own shadows without special skills, and have made a fantasy at once. Shadow images have long been used as subjects and materials of literacy, art, philosophy, and popular culture. Especially in the field of art, people have been experimenting with visual stimulation through the uniqueness of simple silhouettes images. In the field of animation, it became to be recognized as a form of non - mainstream areas that are difficult to make. However, shadow images have been used more actively in the field of digital arts and media art. In this Environment with technologies, Various formative imaginations are being expressed more with shadow images in a new dimension. This study is to introduce and analyze these trends, the aesthetic transformations and extended methods focusing on digital silhouette animation and recent media art works using shadow images. Screen-based silhouette animation combines digital technology and new approaches that have escaped conventional methods have removed most of the elements that have been considered limitations, and these factors have become a matter of choice for the directors. Especially, in the display environment using various light sources, projection, and camera technology, shadow images were expressed with multiple-layered virtual spaces, and it becomes possible to imagine a new extended imagination. Through the computer vision, it became possible to find new gaze and spatial images and use it more flexibly. These changes have given new possibility to the use shadow images in a different way.

Structuring of Integrated Design System Based on Emotion Process Model for Successful Brand Image Building (성공적 브랜드 이미지 구축을 위한 감성 처리 모형 기반의 통합 디자인 체계 구성)

  • Kim, Hyun
    • Science of Emotion and Sensibility
    • /
    • v.11 no.1
    • /
    • pp.57-68
    • /
    • 2008
  • With the shift of consumer’s spending behaviors further into emotionally-driven purchases, the role of brand is becoming even more important, which in turn, expands design’s role in the brand image strategy. The contact point between the consumers and the brand is the primary channel for building strong brand image through experience. Therefore, it is critical to comprehensively plan and manage the consumer contact point for any brand. Given the changing market conditions, the objective of this study is to define and structure an integrated design development and management system for building successful brand image. In order to do so, the research analyzed the characters of brand image, the conditions for consumer experience and the roles of emotion. The analysis into the correlation between images and emotion process model yields three natures of an image. The image 1) is based on empirical decisions, 2) expresses and conveys emotional aspects and 3) builds mental values through a sense of sympathy. Through case studies of successful designs that meet all three characteristics, the roles of a brand icon in building strong brand image and the needs for integrated design approach for implementation are defined. The methods for integrated design include 1) providing a focal point through brand image positioning, 2) utilizing visual themes based on brand image plot, 3) building a Total Identity Program to holistically manage brand images and 4) developing brand icons for brand image reinforcement.

  • PDF

A Study on the Landscape Design for the Namyangju Gugjip House Complex (남양주 궁집(宮집) 외부공간 기본계획에 관한 연구)

  • Min, Byoung-Wook;Kim, Mi-Yeun
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.38 no.4
    • /
    • pp.86-100
    • /
    • 2020
  • This study is the result of a design proposal to create a history and culture complex for the "Gungjip," an Important Folklore Cultural Heritage, and its surroundings located in Namyangju, Gyeonggi Province. In particular, the purpose is to introduce a new design approach to a historical and cultural complex consisting of the Gungjip House and Hanok annexes to be opened to the public in the future; and to provide its implications for future study. Although the architectural condition of Gungjip House is well preserved, several problems have been found in the use of the site as a public space due to the lack of a plan for systematic space experience, lack of specific spatial programs, and the too much shade due to uncontrolled green areas, etc. Therefore, the plan presented in this study largely sought to respect the meaning of historical landscape as a public space and to balance with the contemporary needs. The design strategies derived through basic research are to strengthen the sense of place as a cultural heritage; to respect the ecological characteristics of the site and visual harmony with the surrounding environment; and to suggest spatial programs suitable for the contemporary needs. Based on these strategies, the framework for the entire space is conceptually composed of four spaces; Oewon, Ganjeong, Jujeong, and Huwon, and proposes systematical land use and landscape experience. The main feature of this plan is the landscape approach, which aims to preserve the architectural cultural assets in their original form, but to create a reasonable land use and meaningful landscape experience based on the sense of place.

Study of the Interpretation of Landscape in Daniel Libeskind Architectural Space (다니엘 리베스킨트 건축 공간의 경관적 해석에 관한 연구)

  • Song, Dae-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.12
    • /
    • pp.7372-7379
    • /
    • 2014
  • This study examined the landscape characteristics of Daniel Libeskind's architecture by analyzing the perceived form characteristics visually and the sense of space recognized inside and outside the building in Daniel Libeskind architecture. The results showed that Libeskind is to deconstruct not only the 'temporal boundaries' but also the 'morphological contradiction' through sketch and public architecture by de-constructive language. These series of works could be interpreted as the space perceived time and space in the past by the 'Blurredness of temporal and spatial borderline'.

Analysis of Landscape Image and Visual Characteristics of Wolseong District Using Virtual Walkthrough (가상체험을 이용한 경주 월성지구의 경관이미지 및 시각적 특성분석)

  • Deng, Bei-Jia;Heo, Sang-Hyun
    • Journal of Environmental Science International
    • /
    • v.30 no.10
    • /
    • pp.833-844
    • /
    • 2021
  • A well-maintained landscape can increase the competitiveness of a city. Gyeongju which is the famous ancient capital of Korea, has numerous historical resources. However, the disharmony between the historical landscape and the surrounding landscape weakens the competitiveness of the city. At present, most landscape analysis methods mainly focus on plans, photos, and animation, which have certain limitations in the expression of landscape spatial scale and materials. This study aimed to use the virtual walkthrough method to take the Wolseong District of Gyeongju historical areas as the object in order to evaluate the landscape visually. Compared with planar landscape analysis methods, such as photos and videos, the virtual walkthrough method is more immersive and intuitive to experience the spatial scale. The study results revealed images, visual characteristics, and visual influence factors of the landscape, which provide essential data for the construction and improvement of landscapes in similar historical areas in the future.

A study on the Camera Control Method to Increase the Immersion of Game (게임의 몰입도를 높이는 카메라 제어 방법에 대한 연구)

  • Jo, Seong-Hye;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.01a
    • /
    • pp.351-352
    • /
    • 2019
  • 수많은 사람들이 게임을 플레이할 때 마치 본인이 캐릭터가 된 듯한 이입을 하고 그를 통해 간접적으로 경험을 체험한다. 이때, 시각은 몰입하는데 빠질 수 없는 요소이며 게임에선 그 역할을 카메라가 대신하고 있다. 카메라를 통해 얻은 시각 정보로 현재 무슨 일이 일어나고 있는지, 지금 분위기가 어떤지를 판단하며 점점 게임에 몰입하게 되는 것이다. 캐릭터 간의 대화가 많은 추리 혹은 어드벤처 게임에서는 NPC와 대화하는 경우 실제로 대화하는 느낌이 들도록 카메라를 제어하는 것이 중요하다. 이 논문에서는 사람들이 쉽게 몰입할 수 있도록 카메라를 제어하는 방법을 연구하고, 엔진을 이용하여 추리 어드벤처 게임에 적용하였다.

  • PDF

Landscape Value Analysis of Hallyǒ Haesang Sea National Park (한려해상국립공원(閑麗海上國立公園)의 경관자원(景觀資源) 가치분석(價値分析))

  • Kim, Sei-Cheon
    • Journal of Korean Society of Forest Science
    • /
    • v.89 no.2
    • /
    • pp.145-160
    • /
    • 2000
  • This study is focused to the national park of Korean typical Sea Hally$\check{o}$ Haesang, and its visual resources and practiced inspect course by the way of suppositions and tests, to show the visual resource management objectively, and that of qualitative basic data. Accordingly by measuring the physical amount spatial structure with the visual amount originated from the Mesh Analyzing Method and the Visual Preference from the Scenic Beauty Estimation(S.B.E.) method and analyzed the valuation of the visual resource by Iverson method. Spatial image structure measured by Semantic Differential(S.D.) Scale was shown through the factor analysis algorithm for the analyzing psychological amount and examined the flowing out of decisive factor and the objective importance related to the mutual factors by appling the measurement of the visual quality. As a national Park, the visual factors that have natural landscape harmonized with forest, sky, surface of the water, curious stones and rocks, and temples should be escalated their values affirmatively so as to be the scenery of pointed direction and enjoyable, and it is of more needed for visual resource and its' controlling technique to make artificial structures more intentional planning and systemical setting. When we are viewing the improvement for the national park along with the visual resource management, reasonable level of development is needed, because when men interference surpass plantations and leasts will be damaged and the quality of natural landscape can be lowered, so it is needed to set up a management end, tangibly or clearly; and it is permitted limit coming and going ablably by accounting the suitable number for availing. But the controling end should be set in every level, positive management, very actively within the permissive varcability. It is the main business for the national park to prevent the damage from human for their gay life or to prevent the damage of a land carpet, and to restorate for the visual resource management.

  • PDF

A Study on the HDRI Production Process and the Composite Method for CG-Based Realistic Rendering (CG 기반의 실사 렌더링을 위한 HDRI 제작공정 및 합성 방식 연구)

  • Byung Chun Lee;Kyung Su Kwon
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.24 no.4
    • /
    • pp.199-204
    • /
    • 2023
  • Production technologies in the imaging sector are innovating continuously and due to the visual experiences of powerful screen effects using 3D technologies, the public is now pursuing higher quality and more realistic visual effects. 3D production software with greater performance to realize this are now flooding the market, but artificial manual work and traditional hand-painting HDRI production methods still exist. There are few studies on new methods using HDRI production software using the computer's high performance data operations. In order to improve HDRI pipelines, this study links the two technological points of 'Nuke' and 'Photoshop' and it reduced production time and the improvements of quality were verified by using pipelines with new convergence methods.

Human Sense-Based Simulation-Experience Model for Interactive Art Production (인터랙티브 아트 제작을 위한 인간의 감각 기반 시뮬레이션-체험 결합 모델)

  • Liu, Ting-Ting;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.11
    • /
    • pp.169-184
    • /
    • 2021
  • Recent advances in science and technology leveraged various artistic tools. Interactive art based on various media technologies became popular in a short period, and is widely appreciated as a new form of art. This new form of art has a different method of expression from traditional art such as painting or sculpture. It aims to strike a balance among the artist, audience, and piece of art through interaction between the work and viewers. Viewers can take part in the creation process, going beyond the conventional way of art appreciation. This paper analyzes interactive art production techniques based on human senses from the artist's perspective. "Simulation-experience model" will be suggested after looking at several example artworks. Charming, which was produced based on this model, will be introduced and its meaning will be analyzed. The objective of this paper is to predict the future of interactive art and changes in the art form by studying interactive art production techniques based on human senses. We believe that the prediction is helpful in understanding the artistic and technological value and the social influence of interactive art in the future.

Research of Errors in Photo Materials in Korean History Textbooks for High School (고교 한국사 교과서 자료 사진 오류에 관한 연구)

  • Park, Jun Hyung;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.8
    • /
    • pp.642-655
    • /
    • 2015
  • The Korean history textbook is a basic teaching material for learning history. Students learn the past and also understand history through Korean history textbooks. The Korean history textbooks are comprised of educational materials arousing students' interest. What is helpful to education in the visual form is photo materials. As visual data, such photo materials play roles not only in arousing students' interest more than texts filled with writings, but also in making students experience history of the time indirectly in more objective form. Since such photo materials are playing essential roles in Korean history textbooks, if photos with errors are used, it can create huge confusion. This study analyzed the reliability and suitability of photo materials in eight Korean history textbooks of high school, depending on each type of photo. Then it suggested the measures of composing photo materials in Korean history textbooks revised in the future. The future textbooks will contain more amount of photo materials with the higher weight of photo materials.