• 제목/요약/키워드: Character making

검색결과 395건 처리시간 0.025초

박물관 수장환경의 개념설정과 설계지표에 관한 연구 -박물관 환경디자인에 관한 기초적 연구(7) (A Study on the Concept Establishment and Index of Preservation Environment in Museums -A Basic Study on the Environmental Design of Museum(7)-)

  • 임채진
    • 한국실내디자인학회논문집
    • /
    • 제21호
    • /
    • pp.129-138
    • /
    • 1999
  • Generally part of museum collections are cycled exhibition space centering around preservation space, and that is a important mechanism of collections circulation in a museum. The reason why with a few exception most of collections have been lasting its life during over hundreds of years with adapting itself to natural features, so scheme of preservation facilities should be made up with understanding and analysis generic character of collections, and then establish proper temperature and huminity environment. So, this study is based on a fact that the collections' physical and chemical conditions vary in the relics a degree of transforatiov. And by making a suitable ganering environment, this gradual study is to provide planning factors for an architectural guide to make museum ganering environment organized and resonable.

  • PDF

지류문화재 보존수리에 있어서 한지의 섬유 배향성 분석 연구 (The Study of Hanji and Washi Fiber Orientation using Image analysis)

  • 한윤희;송정주
    • 한국문화재보존과학회:학술대회논문집
    • /
    • 한국문화재보존과학회 2006년도 제24회 학술대회발표 논문집
    • /
    • pp.11-15
    • /
    • 2006
  • This work aims to clarify the character and selection of repair papers, based on fibre orientation information of paper cultural properties under restoration; using nondestructive image analysis applied to micrographs of paper surfaces. Image analysis using fast Fourier transform with suitable modifications was demonstrated to be an effective means to determine angle and intensity of fiber orientation as a nondestructive method. In the case of contemporary repair papers, the Japanese handmade paper exhibited a high anisotropy value, while the Korean handmade papers exhibited low anisotropy values. Korea and Japanese traditional hand making papers were well distinguished. Korea and Japanese papers made in the traditional ways showed its own characteristic orientation behavior in accordance with the motion of a bamboo wire.

  • PDF

스토리텔링을 위한 모멸형 케릭터 연구 (A study of contempt characters for storytelling)

  • 이강현
    • 디지털융복합연구
    • /
    • 제11권12호
    • /
    • pp.777-784
    • /
    • 2013
  • 작가가 현실을 어떻게 인식하고 또 어떻게 형상화시켰는가를 고찰하는 것은 문학작품의 가치를 규명하는 필수적 과정이다. 시대적 현실상황과 작품사이에는 일정한 대응관계가 있는데 이 양자를 매개하는 것은 바로 작가의식이기 때문에 이러한 작업이 선행되어야 한다. 문학적 인식행위는 작품의 외면적 현실을 통해 삶의 내재적 본질을 파악하는 과정이다. 문학작품은 이러한 기능을 수행하기 위하여 현실을 문학자체의 예술적 방법으로 형상화시켜야 한다. 문학작품의 본질을 파악하기 위해서는 작가가 어떠한 예술적 방법으로 현실성을 획득하고 또 형상화시켰는가를 규명해야한다.

TFT-LCD 패널의 구동 파형을 위한 파라미터 최적화 설계에 관한 연구 (A Study on Optimizing Parameter for Driving Waveform of TFT-LCD Panel)

  • 하종호;김광태
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2003년도 하계종합학술대회 논문집 V
    • /
    • pp.2851-2854
    • /
    • 2003
  • The purpose of this paper was to find out the stabilized and effective value of RC-parameter by using PSpice simulation, considering that gate signal voltage can be distorted by RC-delay of signal line. the results of this study were as follows: TFT-LCD with high quality resolution increased the number of gate signal line and this made TFT on-time shorter over-width of signal line to improve the performance of TFT made the electrostatic capacity increase and the time constant higher, making problems and errors. and owing to the decrease of the aperture ratio, an electro optic character of LCD, we must consider the capacity and the condition of production process in deciding the width and the thickness of the gate signal line.

  • PDF

플라스틱 가구디자인의 조형세계에 관한 연구 (1960년대부터 1970년대 반디자인을 중심으로) (A Study of Formative World with Plastic Furniture Design (Focused on the anti-design in 1960s ${\sim}$1970s))

  • 오세자
    • 한국가구학회지
    • /
    • 제19권1호
    • /
    • pp.11-21
    • /
    • 2008
  • For ages, Furniture, it has been improved for human aesthetic needs as well as human life as a tool. In the 1960s, it's the age of an ideological conflict. And its war made the hippie-culture come out. And, it was economically bountiful. The epoch-making development of the scientific technology made the result of space development, conquering the moon in the first of the mankind. Made the appearance of the Anti-design against the modern design which was the also, it traditional values and the mainstream. The plastic has merits, low-priced, light, being perfectly able to do mass production of the all kind of shapes' furniture with all-desired colors. It was the wonderful material for the expression of the short-life character, the irony, the kitsch, and an intentional decoration to being chased by anti-design. And the result, the plastic furniture in the people's daily-life has well represented with reflecting the mind of the people in that age.

  • PDF

국내 건축 스테인드글라스의 현황과 과제 - 기법의 수용과정과 공방현황을 중심으로 - (The present condition and problem of Architectural Stained glass decoration in Korea - Focused on the Acceptance of the technique and the present state of the studios -)

  • 김정신
    • 한국실내디자인학회논문집
    • /
    • 제34호
    • /
    • pp.140-148
    • /
    • 2002
  • This Study is concerned with the present condition and prospect of architectural stained glass in Korea. Stained glass had been architectural art from the origin. But it had declined since the Renaissance era, and began to revive in the early 20th century. The stained glass inflowed with church architecture occasionally by the western missionaries. And it has been developed actively since 1980' with the boom in church building. There are about 30 studios which are making stained glass in Korea, but very few studio work true architectural stained glass. Stained glass is still treated as simple decoration or 2-dimensional mosaic. Architect and interior designer even have little understanding of architectural character of stained glass.I have considered the problems and prospected architectural stained glass which inspire modern architecture with human sensitivity in Korea.

Top-down Behavior Planning for Real-life Simulation

  • Wei, Song;Cho, Kyung-Eun;Um, Ky-Hyun
    • 한국멀티미디어학회논문지
    • /
    • 제10권12호
    • /
    • pp.1714-1725
    • /
    • 2007
  • This paper describes a top-down behavior planning framework in a simulation game from personality to real life action selection. The combined behavior creating system is formed by five levels of specification, which are personality definition, motivation extraction, emotion generation, decision making and action execution. Along with the data flowing process in our designed framework, NPC selects actions autonomously to adapt to the dynamic environment information resulting from active agents and human players. Furthermore, we illuminate applying Gaussian probabilistic distribution to realize character's behavior changeability like human performance. To elucidate the mechanism of the framework, we situated it in a restaurant simulation game.

  • PDF

마야 데렌의 영화적 시간과 공간: '인위적 리얼리티' (Cinematic Time and Space in Maya Deren's Films: 'Artificial Reality')

  • 허은희
    • 한국멀티미디어학회논문지
    • /
    • 제21권10호
    • /
    • pp.1211-1220
    • /
    • 2018
  • Maya Deren is well known as the 'mother' of the American avant-garde films by her first short, Meshes of the Afternoon (1943). One of the major contributions of Maya Deren's theoretical body of work to the visibility was the invention of a new vocabulary for independent film-making such as 'film-poems', and 'choreo-cinema'. To create experimental film forms, she chose poetry, dance, architecture and music as a metaphor to describe her images. On the top of these arts, Maya uses camera works and editing system to achieve an 'artificial reality' whose character is miraculous in that living whole, in order to help the audience to experience a protagonist's psychological journey.

영화의상에 관한 국내 연구의 동향 분석 (Domestic Research Trend in Film Costume)

  • 신혜원;김희라
    • 복식
    • /
    • 제64권7호
    • /
    • pp.1-10
    • /
    • 2014
  • The purpose of this study was to analyze domestic research trends in film costumes and to suggest future research directions. 122 articles published in 17 KCI journals from 1996 to Oct. 2013 were classified by year, journal, research method, film genre, country of film-making, analyzed subject, and contents of research. Film costume-related research was initiated in 1996 and the largest number of articles were reported in 2005~2009. Many of these researches were reported in Journal of the Korean Society Costume. Most film costume-related researches were qualitative based on co-analysis of literature and film. Film analysis was done on melodrama genre and was done Korean or American film. Large portion of the research was on costume analysis. Film costume-related research was mostly focused on character's plasticity and symbolism.

디자인 센터의 카페테리아 계획안 (Design Plan for the Cafeteria in the Design Center)

  • 이란표
    • 한국실내디자인학회:학술대회논문집
    • /
    • 한국실내디자인학회 2006년도 춘계학술발표대회 논문집
    • /
    • pp.59-62
    • /
    • 2006
  • This design plan aims at the presentation of the representative character of Design Center by making a new image of the cafeteria that is located in the 1. floor. To create an ambience of intercommunication and relaxation, it must be set up the basic concepts like Mobility, Flexibility, Transparence and Color-Play. As the design solutions : - first of all the 360 grade reversible and removable dividers are installed around the 5 pillars - in accordance with the basic concepts Mobility and Flexibility the cubic form construct that plays not only a role of a kitchen, but also a role of a counter, is designed to be relocated at one's own. - the various kinds of seating module and the chill-out zone are introduced to bring out the functionality and the aestheticity simultaneaously - to make a contrasting image to the glass surface of the yellow-, orange- and red-colored dividers, the black chairs and tables are arranged in the middle.

  • PDF