• Title/Summary/Keyword: 회화 작품

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Body Painting Convergence Design Using Grotesque Painting Works (그로테스크 회화 작품을 응용한 바디페인팅 융합 디자인)

  • kwak, ju-young;Kang, Eun-Ju
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.209-217
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    • 2019
  • This study examined the concept and characteristics of grotesque painting and its history and presented body painting convergence designs using paintings of each age as basic data on creative and unique body painting design. For the purpose, this study theoretically examined the concepts, characteristics and expressing techniques of grotesque and body painting, analysed images of grotesque paintings in each age and represented convergence body painting based on the results. As a result, it was discovered that paintings including grotesque paintings provided infinite imagination and diverse themes for body painting artists. It means that artistic works can work efficiently for future body painting design. Also, it is expected that they will inspire those who want to study them more academically and in an organized way and body painting will have an independent area in art.

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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A Study on Painterly Representation in the Animated Film , Focusing on Visual Representation and Narrative Features (애니메이션 <아버지와 딸>의 회화적 표현에 관한 연구 - 시각적 표현 및 서사적 특징을 중심으로)

  • Kim, Min-kyu
    • Cartoon and Animation Studies
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    • s.51
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    • pp.59-82
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    • 2018
  • This study notes that the concept of painterliness, as defined by Heinrich $W{\ddot{o}}lfflin$, can apply to represent features in $Micha{\ddot{e}}l$, Dudok de Wit's animated short film Father and Daughter. It intends to examine the animated film's visual representation and narrative features in terms of painterliness. Comparing the Renaissance art style of the 16th century to the Baroque art style of the 17th century, $W{\ddot{o}}lfflin$ conceptualized the features of painterly style. In respect to this animated film, the images drawn by drawing tools are represented are represented by irregular and ambiguous shapes and meet $W{\ddot{o}}lfflin^{\prime}s$ conditions for painterly representation. Such a representation method in this animated film effectively functions as a double entendre or ambiguous narrative, while playing a key role in representing lyricism. In this animated film, painterliness contrasts with clarity, which commercial animated films provide, and plays a critical role in the representation methods utilized by auteurist animation directors. Painterliness in animated films is an element that should be highlighted, especially in the contemporary world where the forms of representation are becoming increasingly monolithic due to digital techniques. Continued research is greatly needed on this subject matter. Based on Father and Daughter, this study aims to examine the method of painterly representation that can be used in animation films, to explore its meaning and to underscore the importance of diversity in the forms of representation in animated films.

Convergence evaluation method using multisensory and matching painting and music using deep learning based on imaginary soundscape (Imaginary Soundscape 기반의 딥러닝을 활용한 회화와 음악의 매칭 및 다중 감각을 이용한 융합적 평가 방법)

  • Jeong, Hayoung;Kim, Youngjun;Cho, Jundong
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.175-182
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    • 2020
  • In this study, we introduced the technique of matching classical music using deep learning to design soundscape that can help the viewer appreciate painting and proposed an evaluation index to evaluate how well matching painting and music. The evaluation index was conducted with suitability evaluation through the Likeard 5-point scale and evaluation in a multimodal aspect. The suitability evaluation score of the 13 test participants for the deep learning based best match between painting and music was 3.74/5.0 and band the average cosine similarity of the multimodal evaluation of 13 participants was 0.79. We expect multimodal evaluation to be an evaluation index that can measure a new user experience. In addition, this study aims to improve the experience of multisensory artworks by proposing the interaction between visual and auditory. The proposed matching of painting and music method can be used in multisensory artwork exhibition and furthermore it will increase the accessibility of visually impaired people to appreciate artworks.

The Sutability of VR Artwork as an Immersive Learning Tool (몰입적 학습 도구로서의 VR 예술작품의 적합성)

  • Rhee, Boa;Kim, Jusub
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.223-226
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    • 2016
  • 본 논문은 최근 출시된 반 고흐 VR 예술작품의 2D 및 3D 콘텐츠에 대한 경험을 분석했다. 두 가지의 콘텐츠에서 쾌락적 특성이 강하게 나타났으며, 원작의 재생산된 작품으로서가 아니라 새로운 창작물로 인지되었다. 콘텐츠의 일반적 특성과 마찬가지로, 몰입감의 경우에도 2D 보다는 3D 콘텐츠에 대한 평가가 더욱 긍정적으로 이루어졌으며, 두 가지의 콘텐츠에서 가장 높게 평가된 몰입감 요인은 주의집중력으로 제시되었다. 특히 3D 콘텐츠의 경우, 다감각적 촉진은 가상공간에서의 현존감(presence)과 관련된 육체적 움직임에 대한 역동성에 영향을 미쳤으며, 원작에 대한 현존감은 가상공간에서의 현존감과 몰입감으로 대체되었다. 3D 기반의 콘텐츠는 학습에 대한 내재적 동기부여를 비롯, 그룹 토의의 활성화, 예술작품 및 작가에 대한 관심 증가 등의 몰입형 학습 도구로서의 효용성이 유의미하게 나타났다. 비록 2D 및 3D 콘텐츠의 몰입학습을 위한 도구로서의 적합성이 예술작품에 대한 감상 및 해석도구로서의 적합성보다 높게 제시되기는 했지만, 예술작품의 진정성과 아우라라는 관점에서 보면 '회화적 동일성'은 존재했지만 콘텐츠의 재창조적 특성으로 인해 '미학적 동일성'은 보장되지 못했다. 이러한 현상은 VR 예술작품의 콘텐츠 제작 목적의 상이함 뿐만 아니라 기술적 정교함 및 예술적 전문성 결여에 기인한다.

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Rational Spirit for Painting Theory of the Song Dynasty (宋代画论中的理性精神)

  • Chen, Gu Xiang
    • (The)Study of the Eastern Classic
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    • no.59
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    • pp.405-428
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    • 2015
  • Painting theorists in Song dynasty often spoke 'Li' when they talked about paintings. But 'Li' of the song dynasty is not limited to the 'ethics'. First, it includes visible 'natural's truth', such as the differences of 'geography' and 'physics' between the depicted objects. Second, it also includes 'common sense' which was based on both the observation and the thinking. The theorists thought if the 'common sense' was improper in the painting, the whole work was invalid. Thirdly, it also includes 'the reasonable sense in special situation', which requires great imagination ability and elaborative faculty. For example, when playing wind instruments and stringed instruments in the same time at the same concert, the painter should accurately draw the different gestures of musicians according to that the wind instrument is 'sound when the finger lift' and the stringed instrument is 'sound after the finger have left' in that moment. Fourthly, it includes 'art reason', theorists call it as 'ShenLi' or 'MiaoLi'. 'ShenLi' or 'MiaoLi' require the creator to join the spiritual concept besides his observation and thinking. For example, 'banana in snow' is neither observed available nor thought of available, but is the result of spiritual concept of creators for seeking everlasting. And at last, it certainly includes 'the principle of ethics'. Painters often highlighted the ethical relations of the feudal nation and the value of individual gentleman through the allegory story of figure painting and even the sudden composition in the landscape painting. 'Geography', 'physical', and 'common sense' are required the meticulous observation and the rational thinking for the painted object. And 'the reasonable sense in special situation', 'the art reason', 'the principle of ethics' are required enhancing painting style in the painting artistic conception and realm of life based on the nuanced observation, making 'technology' into the 'Tao'. This is the six reasonable increasing requirements for the painting work. Therefore, 'seeking the final reason' is the fundamental spirit of painting theory of Song Dynasty.

Surface Detailed Painterly Rendering Using Heightfield Map (하이트필드 맵을 이용한 회화적 질감 표현)

  • Ryoo, Seung-Taek
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.4
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    • pp.1-5
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    • 2006
  • This paper introduces the surface detailed painterly rendering using heightfield map. To do this, we implement painterly rendering using normal mapping and displacement mapping method by heightfield map. The suggested method can apply to the 3D visualization program and game engine for representing the surface detailed realtime rendering using GPU Programming.

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Automatic Color Palette Extraction for Paintings Using Color Grouping and Clustering (색상 그룹핑과 클러스터링을 이용한 회화 작품의 자동 팔레트 추출)

  • Lee, Ik-Ki;Lee, Chang-Ha;Park, Jae-Hwa
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.7
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    • pp.340-353
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    • 2008
  • A computational color palette extraction model is introduced to describe paint brush objectively and efficiently. In this model, a color palette is defined as a minimum set of colors in which a painting can be displayed within error allowance and extracted by the two step processing of color grouping and major color extraction. The color grouping controls the resolution of colors adaptively and produces a basic color set of given painting images. The final palette is obtained from the basic color set by applying weighted k-means clustering algorithm. The extracted palettes from several famous painters are displayed in a 3-D color space to show the distinctive palette styles using RGB and CIE LAB color models individually. And the two experiments of painter classification and color transform of photographic image has been done to check the performance of the proposed method. The results shows the possibility that the proposed palette model can be a computational color analysis metric to describe the paint brush, and can be a color transform tool for computer graphics.

Painterly Rendering Reflecting 2D Image Relighting and Color Change (2D 이미지 재조명에 따른 색채변화를 반영한 비사실적 렌더링)

  • Hwi-Jin Kim;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.399-402
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    • 2023
  • 본 논문에서는 빛에 영향에 따른 유화의 변화를 보여주기 위해 2D 이미지 재조명과 색채변화를 반영한 회화적 렌더링 방법을 제안한다. 이 방법은 2D 이미지를 재조명하고 해당 음영 값을 가중치로 하여 색채변화를 반영해 렌더링한다. 이때 재조명의 경우 2D 이미지를 3D 이미지로 근사 추정하여 노말값을 결정하고 해당 값과 조명 위치값 사이의 각을 음영 값으로 추출하여 반영한다. 조명 위치는 사용자가 지정 가능하며 빛에 영향에 따른 색채변화 결과는 기존에 연구된 결과를 참조한다. 본 논문에서는 기존의 로컬 이미지에 근사한 자동 회화적 렌더링이 보여주는 단순하고 평면적인 결과에 비해, 재조명을 통해 빛바랜 색과 양감을 반영함으로써 현실에 존재하는 작품처럼 생동적이고 입체적인 렌더링 결과를 제공하여 문화예술작품으로의 표현 및 색채변화 예측-복원에 기여하고자한다.

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