• 제목/요약/키워드: Optical illusions

검색결과 17건 처리시간 0.018초

이상적인 인체미 구현을 위한 복식 디자인의 착시효과 - 고대 이집트 시대부터 낭만주의 시대까지 - (Optical illusions in Clothing Form Designs for the Ideal Beauty of Human bodies - from the Ancient Egypt to the Romantic Period -)

  • 이옥희
    • 복식
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    • 제51권4호
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    • pp.15-30
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    • 2001
  • The purpose 7f this study is to investigate the change of the ideal beauty of human bodies and the related clothing form designs from the ancient Egypt to the Romantic Period in the aspect of optical illusions effects to achieve the ideal beauty so that we can accumulate the knowledges for the modern clothing form design and the related optical illusion effects. The scope of this study is limited to the female body forms and female dress forms. The analysis on the optical illusions in the dress forms of the various period relied on the literatures and some representative photographs and figures. The important results are as follows : 1. In the body Priority type designs of Egypt, Greece and Rome, the natural Beauty of human bodies was represented by H type silhouett, the smooth and transparent drapery materials were used with radiant line pleats resulting in slant optical illusions. 2. In the clothing priority type designs of Byzantine, Gothic, Renaissance, Baroque, Rococo and Romantic Period, manteau, cotehardie, hennin and poulain were used to emphasize long arms and legs, high waists, belly curves and large heads resulting in optical illusions of vertical emphasize. Also long train, farthingale and panier were used to emphasize body expansion resulting in the optical illusions of Titchener alld Lipps. Large and complex patterns showed the optical illusions of Aubert. 3. In the clothing priority/body concealment type of Byzantine period, thick materials with precious gems and voluminous silhouettes were used to emphasize body expansion resulting in optical illusions of materials.

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'넨도' 가구의 디자인 특성에 관한 연구 (A Study on Design Features of 'Nendo' Furniture)

  • 김기범
    • 한국실내디자인학회논문집
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    • 제24권3호
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    • pp.68-78
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    • 2015
  • Nendo, which was established in Tokyo in 2002, is a design company established by Oki Sato, which is gaining reputation as a new design group representing Japan through numerous design tasks encompassing diverse design sectors, such as architecture, interior, furniture, graphic, and products. This study was conducted to investigate the formative features of Nendo furniture by reviewing 133 pieces of Nendo furniture designed for the last ten years and identify the general characteristics of Nendo furniture by reviewing the time of launch, product launch type, and furniture type. As a result, the design features of Nendo furniture are as follows: First, the shapes of basic materials including boards, lumber, and bars are maintained intact and Nendo furniture has simple and moderate design without complicated or decorative elements. Second, Nendo furniture has simply embodied a design characterized by simple transformation, minimization of furniture elements, and rearrangement. Third, Nendo presents new and simple furniture differentiated from other pieces of furniture using optical illusions. Such expressions of optical illusions which are hardly found in preexisting furniture are a major feature of Nendo furniture. Fourth, a majority of chairs of Nendo cause optical illusions with the minimized size. In addition, their top boards made of transparent glass and mirror cause optical illusions with the properties of materials. In short, design of Nendo furniture is characterized by formative expressions, expressions of optical illusions, and differentiated use of materials. Fifth, Nendo keeps launching new furniture items in various exhibitions. As a result, Nendo makes furniture with its own unique characteristics based on its diverse studies and experiments which are applied to furniture design in a realistic way. In summary, design of Nendo furniture is characterized by simply embodied design based on small differences in daily life, minimalism with simple and moderate shapes, and its own witty uniqueness based on formative expressions, expressions of optical illusions, and use of materials differentiated from other furniture brands.

이산 도트 자극에서 시각적 착시를 인식하는 시각 모델 (A Visual Model for the Perception of the Optical illusions from Discrete Dot Stimuli)

  • 정은화;홍경호
    • 정보처리학회논문지B
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    • 제10B권6호
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    • pp.639-646
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    • 2003
  • 본 논문은 일련의 불연속적인 도트 자극으로부터 시각적 착시현상을 추출하는 신경회로망 모델을 제시한다. 제안된 모델은 시각 정보처리 경로에서 발견되는 시각 세포들의 특성을 근거로 한다. 본 연구는 일련의 이산 도트 자극들이 개별적인 도트들로 인식하지 않고 연속적인 가상의 윤곽으로 인식하는 시각적 착시 현상을 나타내는 생리심리학 실험을 기초로 하여 도트 자극의 시각적 착시를 구현한 것으로서 실험에서는 가상 다각형 형태로 배치된 6에서 10개의 도트자극들을 사용한다. 이 실험 데이터는 Smith & Vos가 생리심리학적 실험에서 다룬 데이터와 유사하다. 제안된 모델은 이산 도트자극으로부터 연속적인 착시 윤곽을 성공적으로 추출한다.

The Impact of Optical Illusions on the Vestibular System

  • Ozturk, Seyma Tugba;Serbetcioglu, Mustafa Bulent;Ersin, Kerem;Yilmaz, Oguz
    • Journal of Audiology & Otology
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    • 제25권3호
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    • pp.152-158
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    • 2021
  • Background and Objectives: Balance control is maintained in stationary and dynamic conditions, with coordinated muscle responses generated by somatosensory, vestibular, and visual inputs. This study aimed to investigate how the vestibular system is affected in the presence of an optical illusion to better understand the interconnected pathways of the visual and vestibular systems. Subjects and Methods: The study involved 54 young adults (27 males and 27 females) aged 18-25 years. The recruited participants were subjected to the cervical vestibular evoked myogenic potentials (cVEMP) test and video head impulse test (vHIT). The cVEMP and vHIT tests were performed once each in the absence and presence of an optical illusion. In addition, after each test, whether the individuals felt balanced was determined using a questionnaire. Results: cVEMP results in the presence of the optical illusion showed shortened latencies and increased amplitudes for the left side in comparison to the results in the absence of the optical illusion (p≤0.05). When vHIT results were compared, it was seen that the right lateral and bilateral anterior canal gains were increased, almost to 1.0 (p<0.05). Conclusions: It is thought that when the visual-vestibular inputs are incompatible with each other, the sensory reweighting mechanism is activated, and this mechanism strengthens the more reliable (vestibular) inputs, while suppressing the less reliable (visual) inputs. As long as the incompatible condition persists, the sensory reweighting mechanism will continue to operate, thanks to the feedback loop from the efferent vestibular system.

The Impact of Optical Illusions on the Vestibular System

  • Ozturk, Seyma Tugba;Serbetcioglu, Mustafa Bulent;Ersin, Kerem;Yilmaz, Oguz
    • 대한청각학회지
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    • 제25권3호
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    • pp.152-158
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    • 2021
  • Background and Objectives: Balance control is maintained in stationary and dynamic conditions, with coordinated muscle responses generated by somatosensory, vestibular, and visual inputs. This study aimed to investigate how the vestibular system is affected in the presence of an optical illusion to better understand the interconnected pathways of the visual and vestibular systems. Subjects and Methods: The study involved 54 young adults (27 males and 27 females) aged 18-25 years. The recruited participants were subjected to the cervical vestibular evoked myogenic potentials (cVEMP) test and video head impulse test (vHIT). The cVEMP and vHIT tests were performed once each in the absence and presence of an optical illusion. In addition, after each test, whether the individuals felt balanced was determined using a questionnaire. Results: cVEMP results in the presence of the optical illusion showed shortened latencies and increased amplitudes for the left side in comparison to the results in the absence of the optical illusion (p≤0.05). When vHIT results were compared, it was seen that the right lateral and bilateral anterior canal gains were increased, almost to 1.0 (p<0.05). Conclusions: It is thought that when the visual-vestibular inputs are incompatible with each other, the sensory reweighting mechanism is activated, and this mechanism strengthens the more reliable (vestibular) inputs, while suppressing the less reliable (visual) inputs. As long as the incompatible condition persists, the sensory reweighting mechanism will continue to operate, thanks to the feedback loop from the efferent vestibular system.

착시효과를 응용한 여자 청바지 디자인 - 선의 착시를 중심으로 - (Design of Blue-Jean for Women that Apply Optical Illusion - Focusing on Linear Optical Illusions -)

  • 류경옥
    • 복식
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    • 제60권3호
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    • pp.1-9
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    • 2010
  • The purpose of this study is to develop Blue-Jean Design for Ideal Body Shape. The final aim of Fashion design is looks beauty of people by optical illusion. This study is based on Gestalt therapy and, is blue jeans design using optical illusion of vertical line for ideal beauty body image. Optical illusion for blue-jean design effect to achieve the ideal body shape. We can accumulate the preceding study for modern clothing from design and the related optical illusion effects. Vertical line stitches have all the advantages especially in pants design. I design blue jeans using optical illusion theory. The results of this study are as follows: First, Vertical line helps that jean has the long body shape effectively. Second, Jeans which have two or more vertical lines is more effective than simple Jean in order to make slim body shape. Third, Appropriate position of horizontal lines can be effective to make long body shape. Fourth, Top stitch, pin-tuck and pleats can be applied to vertical or horizontal lines instead of cutting lines.

착시를 이용한 예술형태에 관한 연구 - 옵아트와 애니메이션을 중심으로 - (A Study of Art Forms Using an Optical illusion - Focusing on op Art and Animation -)

  • 방우송
    • 한국콘텐츠학회논문지
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    • 제6권5호
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    • pp.76-84
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    • 2006
  • 인간은 사물에 대해 그릇된 지각을 할 때가 있는데 이를 착각이라고 하고, 시각을 통해 느끼는 착각을 착시(錯視)라고 한다. 이러한 착시를 대상으로 하는 연구와 실험은 심리학적인 측면에서 뿐만 아니라 회화, 디자인, 애니메이션 등 많은 예술의 장르에서 다른 형태로 발표되어 왔다. 본 논문에서는 회화와 디자인에 많은 영향을 준 옵아트와 착시의 일종인 잔상의 원리를 이용한 애니메이션의 기본개요를 정리하고 색의 명도와 채도 그리고 색의 대비와 밝기에 따라 나타나는 착시를 이용한 예술작품의 원리를 분석, 학생들을 대상으로 그들의 지각의 정도를 설문조사 하였다. 착시를 이용한 예술형태의 연구는 오랜 시간동안 예술의 중심장르로 간주된 회화와는 다른 그리고 애니메이션을 포함한 영상예술에 있어서 또 다른 표현양식의 길이라고 생각한다.

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현대 패션의 절개선 활용에 관한 연구 (A Study on Using the Cutting Lines in Modern Fashion Design)

  • 이정숙
    • 한국의류산업학회지
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    • 제9권2호
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    • pp.151-156
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    • 2007
  • Slashes, deprived from the Crusaders' military uniforms, take their places among the fashion terms in modern fashion, and they are represented with some techniques such as fraying fabrics or making holes. Slashes are also used in various ways across all the fashion areas including clothing to accessaries. Slashes, which were once used to represent a solid body and to make a body move suitably, are used not only to express the formative of clothing but also to allow wearing sensations and functionality to wearers depending on their daily lives and the movements of their activities in modern fashion design. Optical illusions of fashion, image variabilities, functionality and ornamentation, and design principles, which were once represented with materials, colors, and details mainly used in fashion designs, are represented using slashes in modern fashion.

비디오 게임에 대한 스펙터클적 관점에서 계약의 관점으로 이동 - 비디오게임과 플레이어가 맺는 연극적 계약 - (Transition from Spectacular Point of View to Contractual Point of View on Video Games - Theatrical Contract between Video Games and Player -)

  • 고규흔
    • 한국게임학회 논문지
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    • 제4권3호
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    • pp.29-42
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    • 2004
  • 비디오 게임은 하드웨어와 3D그래픽 기술의 발달에 따라 90년대 후반 이후 전적으로 환영을 추구하고 영화의 형식을 답습하는 쪽으로 진화의 방향을 잡아가고 있기 때문에 스펙터클 중심의 미디어로 인식되고 있는 것이 사실이다. 그러나 비디오 게임은 그 태생적인 특성 때문에 기존의 환영 중심의 오락물처럼 투명한 미디어가 될 수 없다. 그 구조를 살펴보면 플레이어로 하여금 지속적으로 미디어의 존재를 각성시켜 환영으로부터 벗어나게 하는 요소가 발견되기 때문에, 플레이어는 엄밀히 말하면 환영에 도취되는 것이 아니라 내부의 콘텍스트와 일정한 거리를 유지하는 관계를 취하고 있다. 오히려 게임은 환각에 의존하기보다 연극에서 발견되는 일종의 컨벤션과 유사한 플레이어와의 계약에 의존하여 플레이어의 적극적 상상력을 개입시켜 내부의 불완전한 요소를 투명화 시킨다고 할 수 있다. 본 연구에서는 비디오 게임에 나타나는 환영 붕괴 요소를 찾아 분석하고 이것이 플레이어와 게임 사이에 탄생시키는 연극적 계약에 관해 논하고자 한다. 연구의 취지는 스펙터클 오락물로서의 비디오 게임에 대한 인식을 재고하여 게임문화의 미래적 진화방향을 탐색하는데 있어 도움이 되고자 함이다.

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19세기후반 전환시대 Navajo 인디언직물의 고찰 (A Study of Navajo Textiles in the Transitional Period)

  • 정미실
    • 대한가정학회지
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    • 제40권8호
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    • pp.37-48
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    • 2002
  • The purpose of this study was to survey Navajo's textiles of the transitional period(1868-1890) and to examine appearance background of those textiles. The two study questions were central to the project. 1) What were characteristics of eye-dazzler and pictorial in the transitional period? 2) How developed was the American trader's role? To perform the purpose, literatures on this subject were surveyed, investigation of textiles in Arizona State Museum and Historical Museum of Arizona were accomplished. The results of this study were as follows: 1. Eye-dazzler is called because of their small, serrate triangle and diamond patterns in intense, contrasting colors. Eye-dazzler mostly used Germantown yam and wedge-weave technique. Germantown was a plied yam colored with synthetic dyes. Wedge-weave technique used optical illusions and an undulating technique to create an effect of motion and rhythmic symmetry. 2. The Americans began to intern Navajos at Bosque Redondo, New Mexico in 1863. During their stay at Bosque Redondo, the Navajo came into greater contact with Rio Grande blankets. The influence of designs of these becomes increasingly important in the eye-dazzler. 3. Pictorial materials included rich new sources the railroad provided and living environment of animals, plants, hogans, neighbors, deities that interested the Navajo. Also, sandpainting textiles were a pictorial. Three types of textiles utilized: yei, yeibichai, and sandpainting tapestry. 4. The arrival of the railroad caused many changes for the lives and textiles of the Navajos. The railroad brought a new client into the Navajo, and the Navajos attempted new textiles with design-inspiring fresh materials to adjust taste of the eastern purchasers.