• Title/Summary/Keyword: Fine Art and Design

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Hierarchical Ann Classification Model Combined with the Adaptive Searching Strategy (적응적 탐색 전략을 갖춘 계층적 ART2 분류 모델)

  • 김도현;차의영
    • Journal of KIISE:Software and Applications
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    • v.30 no.7_8
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    • pp.649-658
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    • 2003
  • We propose a hierarchical architecture of ART2 Network for performance improvement and fast pattern classification model using fitness selection. This hierarchical network creates coarse clusters as first ART2 network layer by unsupervised learning, then creates fine clusters of the each first layer as second network layer by supervised learning. First, it compares input pattern with each clusters of first layer and select candidate clusters by fitness measure. We design a optimized fitness function for pruning clusters by measuring relative distance ratio between a input pattern and clusters. This makes it possible to improve speed and accuracy. Next, it compares input pattern with each clusters connected with selected clusters and finds winner cluster. Finally it classifies the pattern by a label of the winner cluster. Results of our experiments show that the proposed method is more accurate and fast than other approaches.

Career Development Art Program Using Avatars -Focused on Colorcode App- (아바타를 활용한 진로탐색 미술 프로그램 -칼라코드 앱을 중심으로-)

  • Kim, Jung-Young;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.181-187
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    • 2018
  • This study was to develop and apply the avatar art activity as a career search program to find out the possibility of oneself based on self-understanding and to find out the value of work. Furthermore, this study has suggested the effect obtained by appreciating their own business card and images in the use of color code media. Art program has been conducted for five sessions in 'past tense' 'present tense' and 'future tense' on first graders in Middle School. As a result education effect obtained from the art program for career exploration in manufacturing Avatar is as follows. First, there was an effect as to how students ended up knowing their inner strength through mind-map realizing their characteristics and personal interest. Secondly, Avatar was manufactured by enhancing an understanding about them through self-exploration. Third, students appreciated their 'business card' and 'video clip' by using color code media building self-leading attitude in realizing career design.

Knitwear Design through Application of Kazimir Malevich's Suprematism Painting (카지미르 말레비치 절대주의 회화를 응용한 니트디자인)

  • Kim, G-Rim;Kim, Young-Joo;Lee, Youn-Hee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.3
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    • pp.151-166
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    • 2007
  • The purpose of this study was to examine the Russian abstract artist Kazimir Malevich's works during the period of absolutism and thereupon, suggest some knitwear designs practical, decorative and creative. For this purpose, the researcher reviewed domestic and foreign literature, dissertations and academic journals to determine the Russian abstract fine art and the significance of Kazimir Malevich's works in the history of arts and thereupon, examined Malevich's works or the champions of absolutism in terms of their geometric formative elements or forms and colors. The results of this study can be summarized as follows; First, paintings may be important motives for the contemporary costume designs, while being a major driving power for development of some original designs depending on artists' personal thoughts and expression techniques. Second, this study is deemed to suggest creative and original techniques and motive applications for fashion designs by introducing the elements of Kazimir Malevich's paintings into costume designs, and provide for an opportunity to suggest new values by combining arts and fashion. Third, the knit jacquard technique, one of the major techniques for the knit design works using Kazimir Malevich's absolutism works, is considered a tubular jacquard featuring the deepest sense of thickness. The intarsia technique is preferred in the recent trend for light fabric because it features clear background patterns and allows for thinner fabric. Lastly, it is hoped that this study will serve to expand the domain of expression by means of an art marketing or meeting between arts and fashion in our contemporary industries.

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A Study on Languages and Socialities of Children in Multi-cultural Families Using Fine Arts (미술을 활용한 다문화 자녀의 언어와 사회성에 관한 연구)

  • Do, Kyung-Eun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.793-801
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    • 2013
  • Our society is moving from a monocultural society of a homogeneous nation to a multi-cultural society as a lot of foreigners are flowing into the country with the advent of globalization and with an effort to secure labor force for economic growth. So, multi-cultural families composed of members using different languages spring up everywhere, but the children in these multi-cultural families have difficulties in acquiring Korean language and are socially maladjusted because of the bilingual environment. The goal of this study is to help enhance the language capabilities and socialities of the children in the multi-cultural families through fine arts using artistic methods. The study method was to analyze the high-quality effects of the fine arts with the theoretical research materials and theses showing the real conditions of the multi-cultural families. And I proposed some ways to improve the linguistic abilities and socialities of the children in the multi-cultural families with the utilization of fine arts. As a result, Firstly, An active use of the bilingual instructors and artistic multimedia is educationally necessary to overcome language restrictions. Secondly, Various ways to utilize fine arts are necessary to improve learning abilities of other subjects. Thirdly, Artistic plays and experiential activities need to be largely applied to education to enhance the abilities of emotional control and socialities. Finally, Integrated culture and art education is essential not only for creativities and socialities but also for personalities for community life.

A study of 3D animation using projection mapping in the space on the utilization (프로젝션 매핑을 사용한 3D 애니메이션의 공간에 따른 활용 사례 분석 연구)

  • Lee, Sooyeon
    • Cartoon and Animation Studies
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    • s.33
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    • pp.449-467
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    • 2013
  • Contemporary 21st century, the rapid development of technology has achieved due to the emergence of various digital devices, a variety of media to the diversification of the limits of visual representation is reduced. Therefore, the combination of technology and art, visual arts, giving limits of getting it free to the public will feel fresh new visual impact. Such a new approach to light of a combination of technology and art, a variety of fine art and motion picture of the visual arts, such as has been recognized as a new genre. Of the resolution of the projector by utilizing the current reality and unreality beyond the boundaries of the building or structure in the city, as a schematic design of the screen projected structure and mapping of the art technology in an attempt to integrate recent has been studied in various ways. The projected structure design and the mapping of the art technology in an attempt to incorporate recent research has been diverse. In this study, as a new technology of a projection mapping to study the technique of looking for the definition of mapping practices to maximize the effectiveness of Visual Perception 3D animation was applied to a case study. A combination of 3D animation and project mapping in the future the fusion of art and technology to meet the zeitgeist with new possibilities of visual art to create synergies that is expected.

The Pursuit of Individual Freedom in Rudi Gernreich's Fashion Designs (루디 건라이(Rudi Gernreich)패션 디자인에 나타나는 개인적 자유에 대한 추구)

  • Lee, So-Young
    • Journal of the Korean Society of Costume
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    • v.38
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    • pp.123-142
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    • 1998
  • 본 논문에서 패션 디자인(fashion design)을 평가하는데 있어서 새로운 방법론적 접근 방식을 제시해 보려하였다. 즉 패션 디자이너의 디자인에 대한 철학을 이해함으로서 패션에 대한 근복적인 면에 대해 보다 나은 이해를 갖도록 하는 접근 방식을 모색하려는 것이다. 본 논문의 분석대상은 디자이너 루디 건라이(Rudi Gernreich : 1922-1985)와 그의 작품들인데, 그의 작품들에 나타나는 급진적인 성향 뒤에 숨어 있는 그의 디자인 철학을 집중적으로 분석함으로써 작품과 철학의 상관관계를 조명하려는 것이 그 주된 목적이다. 기존의 그에 대한 평가는‘파격적 패션’,‘소설 스테이트먼트(Social Statement)’,또는‘시각적 창출’등의 표현으로 극히 피상적인 것이었다. 반면에 그가 어떠한 경로로 이러한 디자인을 구상하게 되었는지 또는 그가 현대의상에 얼마만큼의 영향을 미쳤는지에 대한 연구는 극히 소수에 불과하였다. 본 논문의 초점은 건라이의 패션 디자인을 그가 중요한 가치로 믿고 있었던‘개인적 자유에 대한 추구’의 반영으로써 재 평가해 보려는 것이다. 이것의 입증을 위해서 그의 디자인들을 역사적, 사회적 그리고 미학적인 관점에서 분석하였다. 먼저 그의 디자인 철학을 도출하기 위해 그의 개인적 배경에 대한 상세한 검토를 하였고, 그의 디자인과 관련된 자료와, 현존하는 작품들과 그에 따른 참고문헌들에 대한 분석 조사 작업을 하였다. 이 작업을 통해 필자는 건라이의 작품들을 세 개의 주된 주제들, 즉,‘부분적 누디즘(Partial Nudism)’,‘유니섹스 모드(Unisexs Mode)’, 그리고‘옵 아트 패션(Op-art Fashion)’으로 구분하였다.‘부분적 누디즘(Partial Nudism)’과‘유니섹스 모드(Unisex Mode)’는 60년대 중반에서 70ssu대 초반에 출현한 유스 컬츄어(Youth Culture)에 부합하는 그이 디자인의 반영으로써 성의 혁명, 여성 인권운동과 동성애자 인권 운동과 같은 사회이슈들과 그의 디자인이 갖는 상관관계를 보여주는 것이다.‘옵-아트 패션(Op-art fashion)’은 건라이 디자인의 미학적 요소에 초점을 맞추고 있다. 그의 작품에 나타나는 인체와 옵-아트 원리의 관계를 조명해 보고, 건라이가 옵-아트와의 연계하에 그의 디자인을 어느만큼 예술적으로 승화시켰는지를 보여주고 있다. 각 주체들은 건라이 작품들의 개별적인 분석을 통해 논하였다. 본 논문은 보다 넓은 관점에서의 건라이의 디자인에 대한 재 평가로 결론을 지었다. 이러한 재평가 작업을 통해 패션 디자인계에 미친 그의 공헌의 역사적 중요성을 강조하고 현대 패션에 그의 영향이 계속 미치고 있는 이유를 설명하려 하였다.

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A Study on Technophobia and Mobile Device Design

  • Ha, Joong-Gyu;Page, Tom;Thorsteinsson, Gisli
    • International Journal of Contents
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    • v.7 no.2
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    • pp.17-25
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    • 2011
  • Technophobia is described as the 'abnormal fear or anxiety about the effects of advanced technology', affecting one third of the population, causing health problems and the inability to work efficiently. The development of the mobile phone, both in its design process and its following socioeconomic success, has a prominent effect on our society in general; this point will be explicated in this paper. The negative effects of these developments have also been assessed with questionnaire-based interviews, focus groups and media analysis in order to focus on those who are most susceptible to the effects of technophobia, to discover the possible causes and to develop a solution for overcoming the phobia. The findings of the literature review and empirical research have been debated; the results proved inconclusive. All age and sex and groups displayed levels of anxiety around technology. Therefore, designers cannot afford to abandon these individuals in the future, and attention should be directed into inclusive product design. Therefore, various solutions have been suggested for support for these sufferers, such as tuition and bespoke, 'built to specification' mobile phones.

Using Colours to alter Consumer Behaviour and Product Success

  • Page, Tom;Thorsteinsson, Gisli;Ha, Joong-Gyu
    • International Journal of Contents
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    • v.8 no.1
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    • pp.69-73
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    • 2012
  • This paper aims to present colour theories and show how they can be used to explain consumer's preferences of some products over others. It will, furthermore, attempt to link these theories to the design industry and look at how colour associations determine product success. Due to associative learning and personal preference, the colours of objects can cause consumers to either favour or dislike products over those with identical functions and efficiency. Age and gender affect the preferred colour choices of the individual, making some products more popular to particular groups of potential consumers. Designers can utilise colour theories to ensure that they use the most appropriate colour schemes to maximise and appeal to their targeted market successfully. A survey was conducted with 100 participants. It demonstrates the associative links between colours, emotions and product categories. It can be shown that the colour of an object can contribute to its success or failure in the market based on a number of different criteria. The design must use colour confidently to evoke certain emotions or connotations and must be carried out appropriately. The designer also has to consider whom it is that be viewing it and making the decision of preference.

The effects of science·job competence through STEAM education based on a Fine Arts among Secondary School Students - Focused on the food design class using 3D printer - (미술교과 중심의 융합인재교육(STEAM)이 중학생의 과학·직업역량에 미치는 영향 - 3D프리터를 활용한 식품디자인수업을 중심으로 -)

  • Kim, Hyo-jung
    • Journal of Communication Design
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    • v.55
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    • pp.20-30
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    • 2016
  • This study was to verify the effect of art-education-oriented integrated human resource education (STEAM) on scientific competence and job competence of middle school students. The theme of the program developed for this study is "food design" using a 3-D printer. The 5 mockup lectures were developed for 237 students in ninth and tenth grades of Y Middle School in Gyeonggi-do Province, and the pre-/post-results were analyzed. As a result of analyzing the competence of STEAM education before and after the program, the job competence of general, science, and food science of students was improved after the program in general. Especially among three sub-areas of scientific competence, the change in component of research shows the most significant change in test statistics. The result of test statistics of food science job competence showed the most significant change among three sub-areas: general, scientific, and food science. This program was developed for on-site to be used for a school lecture, and the program may be reformed or used for different themes.

Phenomena of Nonlinear Dynamics in Space Design (공간조형에 표현된 비선형 동력학 현상)

  • 임은영
    • Archives of design research
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    • v.15 no.4
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    • pp.379-390
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    • 2002
  • Science Revolution, which stands for new paradigm in an era as a transfer, usually is accompanied with a change in intellectual sphere. Futhermore, as there is an indissoluble connection between science and an, so the correlation of two realm lead to mutual prosperity in coexistence. Recently, concerns for the phenomena of non-linear dynamics in science and its quick adaptation in art made .it possible. What is important agenda for science and art is to suggest the process of creative evolution and its method, I believe. In order to attain these, different and contra way of thinking, spirit of research and venture for unpredictable things out of daily routine should be indispensible. In this study, I am offering and reviewing the space design based upon phenomena of nonlinear dynamics, drawn from concept of chaos in physics and mathematics. This study places a great emphasis on nonlinearity which should be understood as a whole, not partially, that enable a designer to find new cosmos and principles of creation. In addition to these, I wish that a designer would stop trying partial apply in nonlinear space. In fine, I hope this study enables a designer to adapt and generate nonlinearity as creative attribute in space by understanding of phenomena of nonlinear dynamics and its process as a whole.

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