The purpose of this study aims at the development of architectural design thinking which has been studied in the Kant's Epistemology to examine the Schema theories. In this point of view, the related theories are reviewed through Expression Form, representation of architectural knowledge and so on. One of these words, the Schema that formed by transcendental an Experience and Memory of transcendental an Experience, not only Play an important Part in the designer's thinking system about a specific problem but also appeared by distinctive features(image) and included by connotation as like a designer's ideology. Speaking briefly, thinking of a designer familiar with us as abstract confusion can be confined such methodological tools as schema, and image, etc., which we can easily understand the relationship among them through mechanism of Kant's [Concept-Schema-Intuition]. Evidences collected from case studies and its application on architectural design yield following results. First, design thinking can be defined as Kant's Epistemology composed of the schema and its extended factors(architectural-schema). Second, design thinking can be revealed different characteristics depending on the degree of the schema and architectural-schema. Lastly, the methodology will be proposed after application of the result to architects' works.
The purpose for this paper is to categorize and analyze the aesthetic characteristics of graphic factors in contemporary fashion design by media source. Focused on play-instinct visual expression in contemporary fashion design and adopted media source following the way of communication design. A variety of literatures and online sites for graphic factors in contemporary fashion was studied. The standard of media source is classified as graphic media-source: photography media-source, typography media-source, illustration media-source. With this standard, expressed ways are as followings. First, graphic media-source in play-instinct expressional fashion design is mostly borrowing existed character or using designer's brand logo. Second, photography media-source in play-instinct expressional fashion design is placed photograph of social issued people in front of shirt. Third, typography media-source in play-instinct expressional contemporary fashion design is mostly expressed social messages or designer's name in brand. Fourth, illustration media-source is the best way to express play-instinct visual expression. Based on these, aesthetic characteristics of graphic factor in contemporary fashion by media source are classified as three: social words, playfulness and information transference. Frequency ratio using media source per aesthetic characteristics is different and these are able to categorize expression way and image feature. In conclusion, expressional way of graphic factors in contemporary fashion design became diverse as social and cultural changing. Frequency of graphic factor use in contemporary fashion is increased than before. This paper suggested that fashion design is one of the way of communicating with people and should be analyzed graphic factors in contemporary fashion design.
Due to the development of digital cinema, Animations are no longer a peripheral part of movies and become major role in making films, including live action movies. This kind of change makes the distinctive line between animations and live action movies vague. In order to prevent such side-effect, this study is aimed at building solid territory again between the two by reviewing the difference and, based on it, looking for effective cinematic techniques to produce synthesized and digitalized images. First of all, consideration on mise-en-scene is crucially required to tell this line. The mise-en-scene is a director's own unique style in making films. In other words, it is a symbol expressed by him/her. With the mise-en-scene, competitive directors explore huge possibility of image expression and know how to use it audiences can understand. Therefore, I look into a set of studies on the mise-en-scene and methodological problems because it is thought that the mise-en-scene is an important element to distinguish way of expression in animations, live action movies and digital cinema. In addition, owing to these fundamental differences, both movies have their own limitation on representation even though they imitate it each other. Synthesized images produced by both representation may not overcome that limitation and even worse bring up the lack of expression and the increase on unfamiliarity, which reduce audiences' interest. But ironically speaking, digital cinema accept each representation. And it serves as hindrance to narrative's delivery not to balance each of it. Therefore, digital cinema that integrate animations and live action movies should keep an eye on the overuse of images and pursue balanced mise-en-scene.
The purpose of this research is to identify the concrete imagery terms that characterize Korean cultural identity and to express Korean feelings and images through those words. We classified the selected imagery terms into the elements of design, the principles of design, abstraction, expression and function. As a result, new aspects of the Korean Image are as follows. 1, It recognized that the colors representing the Korean image are not only achromatic but also splendid. 2. Noble images with common images have taken up a large part of Korean traditional image. 3. Pleasant images as well as sad images should be presented as a new perspective to express Korean cultural identity. 4. Indirect image rather than direct image appears frequently, while positive/active image appears frequently. Since this image accounts for a large portion of Korean present image it cannot be overlooked as Korean traditional Image. 5. Korean traditional architecture is expressed as functional and rational. Up until now, representative imagery terms about Korean cultural identity appear to be positive and active and we know that Korean feelings and images are implying more variety to the image generally recognized at this time. Therefore, if today's various information technology, and values are compared and the continuity and changes of designs are appropriately combined above Korean cultural identity with these results, this will provide an essential direction for the development of global Korean designs.
Journal of the Korea Fashion and Costume Design Association
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v.22
no.4
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pp.115-125
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2020
Rider jackets were once reserved for military uniforms but have become an important styling item in recent fashion trends. The design characteristics of the rider jacket are rooted in symbolism, and the image associated with a rider jacket is in line with the challenging of authority and being a member of the rebellious youth subculture. Usually, young people with anti-social tendencies wore jackets, and some styles were used as a medium to express their emotional homogeneity, and they received favorable responses as the items represented them. The design characteristics of a rider jacket can be largely divided into resistance against the older generation, violence, challenging cultural norms, sexuality, and resistance, as well as embodying violent characteristics, including strength, courage. and male chauvinism. The reason for the development of these challenging characteristics are disparagement and anger of the lower class, who were excluded from mainstream society. Rider jackets can be viewed negatively due to the kind of message it is conveying against mainstream society. Among the sexual features were leather pants, short-length leather rider jackets, glossy metal accessories, and belt buckles, which also highlighted gay and decadent images that came to be associated with the jackets. The drapery created various kinds of wrinkles according to the way of dressing, and it had beautiful expressiveness while serving to express the body more beautifully. Drapery can be classified according to the aesthetic characteristics or expression techniques, and if the type of drapery is classified according to the morphological characteristics, it can be classified into variable and fixed structures, depending on whether the part to which the drapery is applied is fluid or not. In other words, it depends on the dressing method or the intention, and if the drapery technique is directly applied to the garment or is attached to the form. This fashion design proposal may have the greatest significance in that it sought to propose a new style incorporating a drapery technique with a strong feminine image to a rider jacket, which traditionally was associated with a masculine image.
The paper argues for the necessicity of revising many fundamental concepts that we use in everyday situations and in communication such as reality, thought, language, the world and finally the truth. The paper develops the argument that what the word ′truth′ actually signifies cannot be addressed just by explicating what philosophy, science or even religion denote but that it can only be answered fully by the study of language and therefore in a larger context linguistics. Language is the very tool that enriches the communication between one another due to its diverse significations that one may use when expressing one′s views, thereby making life more enjoyable. The paper develops why the above corresponding argument should be justified by developing three outstanding views as follows. The world or reality is indistinguishable from the common worldview that we associate with without the means of language. That the worldview is in essence inseparable from the mental and intellectual representation of it and the only means of expression lies with language. And finally, that the language is a complex signification in itself in every aspect. Language in short is the very essence of what we define as being ′poetic.′ With these arguments in mind, we may once again ponder the signification of Nietzsche′s words when he states that "to see science through the lens of art, and art through the lens of life."
Metal furniture design in this study from the 1960s to the present period of office space by Metal furniture design Metal furniture for social factors in the development. In other words, social and economic characteristics, and the country's formative characterize metal office furniture design characteristics and the development of culture is to provide an opportunity to understand. The scope of this study, including the development of office automation in the 1960s, causing a drastic change in the world at the time of furniture developed in Germany, Italy, the United States, Japan, and examine each country's furniture and metal furniture from the 1960s to the present design trends in office organize, and research methods literature and various data classification by age and by extracting the key trends are established form. The results of this study and the design tends to obscure the distinction between two different aspects of the design appear rarely common or different forms of expression are characterized by two. This furniture range has expanded to use metal and metal to minimize the negative aspects of a conventional flexible image is designed to suit the tastes of modern design and metal furniture design, interior space, except that now it is considered that the most can be identified.
Modern architecture's optical mechanism focused on Ocuularcentrism neglects the tactility of vision and tends to eliminate the optical and tactile dualism of traditional spaces by representing spaces and surfaces that are abstract and cold-hearted. In other words, all sensory experiences, except for visual experiences, are eliminated to make it impossible to create the substantial core of architecture that combines time, image, and surface textures. The fast-changing social trends, the emergence of new materials and technologies, and the corresponding development of various types of media since the Industrial Revolution have changed the paradigm of human perception and representation. With the development of media, other sensory experiences besides visual experience have been stressed and human perception has converted from single perspective to complex perspective. In result, new sensory items, such as visual tactility, have replaced the traditional vision-centered hierarchy. The composition of architectural surfaces has represented the functional and commercial needs of technology, structure, as well as the socio-cultural needs of the community. In contemporary times, it is being changed and developed by the new tactility and the corresponding expression of modern architecture. Based on the visual representation of tactility of architectural surface, this study used a composition of surface that combines various events, meanings, and senses to examine how architecture can mediate and reproduce viewers' visual experiences and discover the existential relationship between architecture and men.
The aim of this paper is to investigate the origin of prajñāpāramitā thought in Platform-Sutra, because the practices such as No-thought(無念)·No-image(無相)·No-staying(無住), Samadhi for one act(一行三昧), Seating meditation(坐禪) and Non- distinction of calmness and wisdom(定慧一體) are consolidated into the practice of prajñāpāramitā. The practice of No-thought, No-image and No-staying means an absolute stage which cannot be described in words. It is another expression of prajñā-samadhi or practice of prajñā -pāramitā whose concepts originate from Diamond-Sūtra, Vimalakīrtinirdeśa-sūtra, Mahāparinibbāna-sūtra, and Mahāprajñā-pāramitā-Sūtra. Samadhi for one act is to have an insight into the original nature in everyday life, which is a new development of practicing prajñāpāramitā. Seating meditation is another form of expression of Sudden Enlightenment to see into one's original nature(頓悟見性) through practicing prajñāpāramitā. This can be said a new kind of mixture of Buddhadhātu thought and prajñāpāramitā thought. Therefore prajñāpāramitā thought in Platform Sutra comes from Buddhadhātu thought and prajñāpāramitā thought. Those two thoughts consolidated in Platform Sutra, made the starting point of Zen Buddhism. At the same time, they further continued to be systemized into the thought of Zen Buddhism and eventually into the conclusion of Zen sect of Chinese Buddhism.
The Journal of Korea Institute of Information, Electronics, and Communication Technology
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v.11
no.4
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pp.340-345
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2018
The Compared to general sentences, the Equation uses a complex structure and various characters and symbols, so that it is not possible to input all the character sets by simply inputting a keyboard. Therefore, the editor is implemented in a text editor such as Hangul or Word. In order to express the Equation properly, it is necessary to have the learner information which can be meaningful to interpret the syntax. Even if a character is input, it can be represented by another expression depending on the relationship between the size and the position. In other words, the form of the expression is expressed as a tree model considering the relationship between characters and symbols such as the position and size to be expressed. As a field of character recognition application, a technique of recognizing characters or symbols(code) has been widely known, but a method of inputting and interpreting a Equation requires a more complicated analysis process than a general text. In this paper, we have implemented a Equation recognizer that recognizes characters in expressions and quickly analyzes the position and size of expressions.
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