• Title/Summary/Keyword: Canvas

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Color Path : A Location Based Drawing and Storytelling Project (위치기반의 드로잉과 스토리텔링 연구)

  • Woo, Suk-Young;Park, Seung-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.65-78
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    • 2007
  • The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.

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The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • s.19
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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Study of the Image Design Components of Urban Landscape Media Facade (도시경관 미디어파사드의 영상디자인 구성요소 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6478-6483
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    • 2014
  • Media facades project images on the external walls of a building as a screen. Such facades can recover the cultural emotions of users tired of a high level of market competition in urban spaces and develop into urban aesthetics and be reinterpreted as an image design as the city becomes a topic as well as the target projected. From a cultural perspective, the artistic possibility and strengthening of publicness of media facades are discussed. One of the considerations is that it should be the medium communicating with the building or surrounding of the projected target. Urban landscape media facades, such as 2014 Gwanghwamun media facade, 2014 Sejong Center for the Performing Arts media facade and 2013 Namsan media facade were compared and analyzed. As a result, four types of image design components could be derived such as motifs, concepts, stories and projection types. Media facade, which is establishing itself as a new technological genre beyond canvas and theater screens, should contain messages, themes and technological advances as a higher level of the urban symbolic art form in the future. This paper derived the components of image design through the comparative analysis of symbolic urban landscape media facade.

Study for the meaning of facade as media (디지털영상으로써 미디어파사드의 매체적 의미성 연구)

  • Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.31
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    • pp.209-226
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    • 2013
  • With rapidly changing multimedia environment, various artistic changes and digitalized up-to-date social infra, urban environment construction based on culture contents has been activated. The large image in front of urban building that is expressed as media-façade, increasing rapidly in a recent period, is not a new thing at all. In addition, IT technology molten in city space is testing the possibility of new media through the meeting with architecture. However, unlike its infra enlargement, the definition about media-façade is not clear so the system was constructed in a level of night lightscape or outdoor image advertisement. The purpose of this guideline is the regulation from the negative aspect rather than the possibility of various visual, artistic media expressions. Therefore, it could not show essential concept of media-façade. Moreover, most of companies or building owners focus on short-term profit and marketing effect rather than prepare various contents so they can not use constructed infra properly. After all, in many cases, they discolor the meaning of media-façade. This paper is a pilot study to grasp the current definition of media-façade to construct right guideline of media-façade. On the basis of this study, it will prepare academic definition of media-façade and construct the guideline for design evaluation.

A Visual Programming Environment for Medical Image Processing (의료영상처리를 위한 시각 프로그래밍 환경)

  • Sung, Chong-Won;Kim, Jin-Ho;Kim, Jee-In
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.8
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    • pp.2349-2360
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    • 2000
  • In medical image processing, if new technologies arc developed, they arc applied to real clinical cases. The results are to be analyzed by doctors to improve the new technologies. So, it is important for doctors to have a tool that helps the doctors in applying the new technologies to clinical cases and analyzing the clinical results. In this paper, we design and implement a visual programming environment where non-programming experts, such as medical doctors, can easily compose a medical image processing application program. A set of image processing functions are implemented and represented as icons. Thc user selects functions by clicking correslxmding icons. The users can easily find necessary' functions from the visualized library. A user selects a function from the visualized library and [Jut the function node into a canvas of Visual Programming Interface. The user connects nodes to compose a dataflow diagram. The connected dataflow diagram shows the now of the program. Hyperbolic Tree is helpful in visualizing a set of function icons in a single screen because it provides both the whole stmcture of the function Iihrary and the details of the focused functions at the same time. We also developed a CUI builder where the user interfaces of the medical image processing applications are composed. Therefore. non'programming experts such as physicians can apply new medical image processing algorithms to clinical cases without performing complex computer programming procedures.

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Effect of Hominis Placenta on cutaneous wound healing in normal and diabetic mice

  • Park, Ji-Yeun;Lee, Jiyoung;Jeong, Minsu;Min, Seorim;Kim, Song-Yi;Lee, Hyejung;Lim, Yunsook;Park, Hi-Joon
    • Nutrition Research and Practice
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    • v.8 no.4
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    • pp.404-409
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    • 2014
  • BACKGROUND/OBJECTIVES: The number of diabetic patients has recently shown a rapid increase, and delayed wound healing is a major clinical complication in diabetes. In this study, the wound healing effect of Hominis placenta (HP) treatment was investigated in normal and streptozotocin-induced diabetic mice. MATERIALS/METHODS: Four full thickness wounds were created using a 4 mm biopsy punch on the dorsum. HP was injected subcutaneously at the middle region of the upper and lower wounds. Wounds were digitally photographed and wound size was measured every other day until the 14th day. Wound closure rate was analyzed using CANVAS 7SE software. Wound tissues were collected on days 2, 6, and 14 after wounding for H/E, immunohistochemistry for FGF2, and Masson's trichrome staining for collagen study. RESULTS: Significantly faster wound closure rates were observed in the HP treated group than in normal and diabetes control mice on days 6 and 8. Treatment with HP resulted in reduced localization of inflammatory cells in wounded skin at day 6 in normal mice and at day 14 in diabetic mice (P < 0.01). Expression of fibroblast growth factor (FGF) 2 showed a significant increase in the HP treated group on day 14 in both normal (P < 0.01) and diabetic mice (P < 0.05). In addition, HP treated groups showed a thicker collagen layer than no treatment groups, which was remarkable on the last day, day 14, in both normal and diabetic mice. CONCLUSIONS: Taken together, HP treatment has a beneficial effect on acceleration of cutaneous wound healing via regulation of the entire wound healing process, including inflammation, proliferation, and remodeling.

A Study of the Value of Psychological Recognition on The Pictorial Composition (화면구성에 있어서 심리적 인식에 관한 연구)

  • Moon, Chul
    • Archives of design research
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    • v.13 no.1
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    • pp.111-120
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    • 2000
  • Certain complex forces are existing at the other side of a canvas. These are visual arrangements and within the arrangement, even the simple combination of dots and lines create more than visual patterns. No matter what form that visual art has taken, it is performed in a certain space and it is constucted with various visual elements. For effective communication, visual elements must form a stable sturcture by extablishing organic relationship among each other. These requires an understanding of the human visual characteristics and psychonology, because human sight senses the same biological and psychological visual elements differently in its force and weight, according to the position within a given space. Although the structure which controls such force and weight exists within a peice of work, it is a internal plan of the work that actually controls the communication through a man\ulcorner psychological reactions towards the horizontal and virtical structures within it. Moreover it is a visual statement that effectively expresses a theme or a message. This thesis has studied visual structures through the analysis of art pieces regarding of these kind of a visual picture plane, characteristics of a picture plane formed by a structure of force existing on the other side of the picture and the theory of visual balance. In addition, the aim of this study is to help designers who deals with visual image works to understand the visual structures and psychological recognitions and to apply these picture plane compositions at their real work by recognizing the psychological power within the construction elements.

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Green in Film Color: Life and Matter (영화의 초록, 생명과 물질)

  • Kim, Jong-Guk
    • Cartoon and Animation Studies
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    • s.49
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    • pp.399-423
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    • 2017
  • When thinking about the essence of color, green is the image that is settled on the plant itself, and it is also the color shining by the sun. Physics tries to explain green of plants in the correlation of sun and moon, and the history of art contemplates how it is expressed on the canvas. The film attempts to represent a realistic green using camera or computer specific to the medium. Many color theorists who explore the essence of color do not trust the mechanical and reductive scientific colorism that began in Newton and seek a completely different way of exploring in psychology and aesthetics. Like Goethe, who opposed Newton, they do not distinguish the human as subject and the color as object, but focus on the internal grounds of the relationship between subject and color. The representation of color in film is a combination of physics and art. Film color can be expanded to the spiritual dimension beyond the previous emotional and aesthetic, even beyond the physical and mental domains.

A Study on Costume Designer in Cinema (영화 의상 디자이너에 관한 연구)

  • Lee Hee-Hyun;Lee Yu-Kyung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.3
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    • pp.63-74
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    • 2005
  • The cinema costume designers carry out the creative works in a different way from the commercial fashion designers generating the new trends by season or year for a number of people. Costumes created by the cinema costume designers are for the people acting in the film screens such as heroes, heroines or extras. The cinema costume designers should not miss the overall flow of a cinema. Moreover, the prominent designers have to devise the costumes livening up every scene. Most cinemas with the prudent interests and attention on the costumes are favored by the public and gain the commercial success. In particular, the cinemas emphasize the visual effects such as setting, lighting and computer graphics and require the substantial budgets for preparing the costumes regardless of genres, while all other industrial fields will be the same. Such efforts are to deliver the meaning and aesthetics that the cinemas intend to show through the designs, colors and textures of costumes closed up in each scene. The costumes in cinemas are another linguistic system and have the symbolic form of compound and meaningful communication used by the directors. The costume design is required to produce the costumes that liven up the characteristics of heroes or heroines as well as to fit for the general artistic effects of films. Moreover, it has to express the characters in the films using the costumes suitable for the film genres. Cinema costumes are defined and refined, and the process can be angst-ridden. Each frame of film is a canvas and has its own proscenuium. Every garment worn in a theatrical production is a costume. Before an actor speaks, his wardrobe has already spoken for him. From the most obvious and flamboyant show clothing, to contemporary clothes using subtle design language, costume design plays an integral part in every film production. Costume design is a vital tool for storytelling. Costumes have always had enormous influence on world fashion. Costume designers are passionate storytellers, historians, social commentators, humorists, psychologists, trendsetters and magicians who can conjure glamour and codify icons. Costume designers are project managers who have to juggle ever-decreasing wardrobe budgets and battle the economic realities of film production. Costume designers are artists with pen and paper, form, fabric and the human figure.

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The Influence of Arshile Gorky's & Jackson Pollock's Painting on Modern Fashion (Arshile Gorky와 Jackson Pollock의 Painting이 현대의상 직물 문양에 미친 영향)

  • Chung Heungsook Grace
    • Journal of the Korean Society of Clothing and Textiles
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    • v.16 no.3 s.43
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    • pp.197-207
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    • 1992
  • Expressionism, is as diverse as the artists invo)ved, in a very broad sense two main tendencies may be noted. The first is that of the Action painters, concerned in different ways with the gesture of the brush and the texture of the paint. It included such major artists as Arshile Gorky, Jackson Pollock, Willem De Keening, and Franz Kline. The other group consisted of the Color Field painters, concerned with the statement of an abstract sign or tranquil image in terms of a large, unified color shape or area. Here must be included Mark Rothko, Barnett Newman, Ad Rdinhardt, as well as, to a degree, Adolph Gottlieb, Robert Motherwell, and Clyf(ord Still. In this paper, 1 selected two artists Arshile Gorky and Jackson Pollock independent charac-teristics and studied the influence of their Action painting on the fabrics of modern fashion. However, it should be noted it was never the intention of the critic Harold Rosenberg, in coining this term, to imply that Action painting was a kind of athletic exercise. Nor is it true that the furious and seemingly haphazard scattering of the paint involved a completely uncontrolled, intuitive act. There is no question that, in the paintings of Jackson Pollock, Arshile Gorky and many of the other Abstract Expressionists, the element of intuition or the accidental plays a large and deliberate part; this was indeed one of the principal contributions of Abstract Expressionism which had found its own inspiration in surrealism's 'psychic automaton'. However, nothing that an experienced and accomplished artist does can be completely accidental. Aside from their intrinsic quality, the spun-out skeins of poured pigments contributed other elements that changed the course of modern painting. There was the concept of the all-over painting, the painting seemingly without beginning or end, extending to the very limits of the canvas and implying an extension even beyond. The feeling of absorption or participation is heightened by the ambiguity of the picture space. The colors and lines, although never punctur-ing deep perspective holes in the surface, still create an illusion of continuous movement, a billowing, a surging back and forth, within a limited depth. To study the influence of Abstract Expressionism on the fabric of modern fashion, 1 selected and examined four fashion magazines: Collezioni published in France, Bazaar in Italy, Gap in Japan and Vogue in the U.S.a. froim January 1989 to June 1991. As a result of this review I found that some fabrics used in modern clothing are printed in a dripping, pouring and splashing style without any meaning or form. Slides included in the presentation show that modern fabrics which are printed in such a style were influenced by Abstract Expressionism. The slides also show that these abstract prints are well suited to modern fashion design.

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