• Title/Summary/Keyword: Viewpoint Expression

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A study on the expansion of spatial expression in webtoon (웹툰에서의 공간 표현의 수직적 확장에 대한 연구: 강도하의 <로맨스 킬러>, <큐브릭>을 중심으로)

  • Seo, Che-Hwan;Ham, Jae-Min
    • Cartoon and Animation Studies
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    • s.20
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    • pp.63-74
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    • 2010
  • For several decades in history of cartoon, it was about the era of publishing tendency based on printing technique just until few years before now. The media critic Marshall McLuhan said, "The cartoon of the 20th century have characters of printing or woodblock printing yet. Coming in to the 1980s, unlike traditional printing, cartoons of more various form appeared such as 'Moving cartoon, CD-ROM cartoon, Click-cartoon'. These phenomenons diversified and accelerated during the electronic equipments and internet that cartoon were able to be produced and distributed on not printing forms were progressing and popularizing. Like these, base on the progress of various forms in webtoon, this study will suggest 3 concept about expansion of Spatial Expressions of expression and cognition such as 'Reminiscent of The Vertical Image', 'The Vertical Panorama' and 'The Morphing into Spaces'. Also, , , the works of Doha Kang who is in the spotlight as the webtoonist of avant-garde and dynamic works, will be examined and analysed as the texts. Doha Kang was selectied as a 'Contemporary Twenty Webtoonist in Korea' from a survey of the cartoon's experts in korea by Bucheon Cartoon Information Center in 2009. He has recognized as the most experimental and be influential webtoonist from beginning of webtoon era to today. In this context, the analyses of his two works that was published in 2007, 2009 each, will helps understanding from diverse viewpoint about webtoon's expressions and structures. Furthermore, this study helps focus on values of webtoon as expansion art of Spatial Expression.

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A Study on the Possibility of Digital Design in Architectural Design (건축디자인에서 디지털디자인의 적용가능성에 관한 연구)

  • Chang, Young-Hee
    • Journal of The Korean Digital Architecture Interior Association
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    • v.2 no.1
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    • pp.1-8
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    • 2002
  • Purpose of this study is studying direction that change of design by development of new digital technology. And with new technology, find direction of architectural design. Digital technology for architectural design demonstrates hightechnology or is not limit. Must recognize change for our idea and necessity. We can know change in relation of photography and impressionism. Idea and hitting on a thought which is arts by new technology changed. Finally, we must develop techniques of design on the basis of technology and look for possibility of new expression. Digital medium expands communication with designer and customer because there is special quality of nonlinearity, interactivity and audiovisuality unlike old medium. Digital medium can take advantage of techniques of new design. Can construct R&D and database of design and improve quality of design. Designer must master use skill to take advantage of digital technology in design. Because quality of design becomes different according to degree that use. Also, developer of digital technology must supply design tool such as previous design method. Creativity that architectural design that allow fetters in digital technology can understand design in new viewpoint is required. Architectural design may be magnified by architectural design that allow fetters in multimedia. We may see experience between new time and space of architectural design and reappearance space reappeared in cyberspace. Architect is going to run role as developer of culture. Value and technology of digital design may offer more more possibility and an opportunity since Intustrial-Revolution.

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Improving data reliability on oligonucleotide microarray

  • Yoon, Yeo-In;Lee, Young-Hak;Park, Jin-Hyun
    • Proceedings of the Korean Society for Bioinformatics Conference
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    • 2004.11a
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    • pp.107-116
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    • 2004
  • The advent of microarray technologies gives an opportunity to moni tor the expression of ten thousands of genes, simultaneously. Such microarray data can be deteriorated by experimental errors and image artifacts, which generate non-negligible outliers that are estimated by 15% of typical microarray data. Thus, it is an important issue to detect and correct the se faulty probes prior to high-level data analysis such as classification or clustering. In this paper, we propose a systematic procedure for the detection of faulty probes and its proper correction in Genechip array based on multivariate statistical approaches. Principal component analysis (PCA), one of the most widely used multivariate statistical approaches, has been applied to construct a statistical correlation model with 20 pairs of probes for each gene. And, the faulty probes are identified by inspecting the squared prediction error (SPE) of each probe from the PCA model. Then, the outlying probes are reconstructed by the iterative optimization approach minimizing SPE. We used the public data presented from the gene chip project of human fibroblast cell. Through the application study, the proposed approach showed good performance for probe correction without removing faulty probes, which may be desirable in the viewpoint of the maximum use of data information.

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The Principle of Dual Semiotic Process in Animation - Within Structuralism Semiotics - (애니메이션의 이중적 기호작용 원리 - 구조주의 기호학의 관점에서 -)

  • Joo Young-Sook;Kim Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1196-1207
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    • 2006
  • In this paper, study on organization factors and algorithm of semiotics in Animation text within Roland Gerard Barthes's Structurism semiotics theory. It is possible through this approach that we can analyse the effective mechanism which delivers messages(or text) of animation, instead of plain analysis of classical semiotics. and then It will be able to keep watch on the blind viewpoint of the pure aesthetics which does not consider a social duty. In the expression of single sentence by the view of Barthes's semiotics theory, the text of animation is 'one sign has duplex role'. when it is explained another, the animation of mass media is special processing that makes conception and significance. in other words, the order of domination likely natural rule assimilate mass people to itself by the animation of mass media

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A Study on the Strategy to Use Literature in Mathematics Instruction (문학 작품을 활용한 수학 학습 지도 방안 연구)

  • Kim, Jeong-Ha
    • School Mathematics
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    • v.11 no.1
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    • pp.187-206
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    • 2009
  • This study considers the role of Mathematics as a language and the value of reading in the mathematics class. Linking mathematics instruction to literature has become popular in recent year for variety of reason. We want to illuminate the meaning of literature-based Mathematics. We suggest the viewpoint of how to appropriately select math-related literature. The focus of this study is to suggest how to use children's literature to effectively teach mathematics. Through attention to the mathematics in literature, we motivate students and provoke students' interest for mathematics. Children's literature, what is more, helps students connect mathematical ideas to their personal experience and realize that mathematics is a spontaneous and natural expression of human minds. Literature in mathematics class provides students advanced mathematical thinking for problem solving.

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A Study of NPR Techniques for Artistic Expressions In Game Graphics (게임 그래픽의 예술적 표현을 위한 NPR기법 연구)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.59-70
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    • 2008
  • A game graphics, one of computer graphics, has grown rapidly and diversified expression techniques through continuous trials and studies. Rendering methods in game graphics are divided into two branches. The one is Protorealistic rendering method expressing realistic images like photos and the other is NPR(Non-Protorealistic rendering) method expressing emotion and artistry of human being. This paper analyzes how NPR techniques are used in game and what features are in their applications. And this paper suggests various effects for game graphics in an artistic viewpoint. So, this study aims at supporting production of more emotional, familiar and artistic games by understanding merits, demerits and applicabilities of recent NPR researches.

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A Study on the Art Make-up Reflected on Grotesqueness -Focused on face- (그로테스크 특성이 반영된 예술 분장의 연구 - 안면 분장을 중심으로 -)

  • Kim, Soong-Hyun
    • Journal of the Korean Society of Fashion and Beauty
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    • v.3 no.2 s.2
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    • pp.39-46
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    • 2005
  • Art-Make-up has resulted in occupying one of the central areas of this culture. Art Make-up is currently undergoing various changes. The viewpoint of modern make-up is the infiniteness of emotion such as the subjectively individualized expressions and aesthetic values breaking with conventional thought. The most significant change is the idea of the 'grotesque'. The purpose of this research is to re-clarify the development of the diversity, professionalism and artistic feature through the study of Art make-up based on the 'grotesque' style. This also strives to focus attention at observing the deep and mysterious workings of the human inner world. In order to explain the features of 'grotesque' Art make-up, six images below are presented. Firstly, Inharmonious images. Secondly, disgusting inhuman images. Thirdly, mechanical images. Fourthly, distorted and exaggerated images. Fifthly, diabolic and horrific images. And, lastly, playful images. These six images thoroughly demonstrate the 'grotesque' features. The fact at we can see the 'grotesque' features in Art make-up explains the enormous growth of Art make-up and the unlimited range of expression in this field. It also implies that the choice of material and theme is not restricted to universal artistic criteria. In closing, it is necessary that Art make-up is thought of not as actual art but more as a tool for its subjects. As a result, this research will provide valuable information for studies in the future.

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A Study on the Reproduction Method of Oriental-painting on 3D Space in Virtual Reality - Based on the case of "Haedol landscape painting" (가상현실 속 3D 공간에서의 동양화 기법 재현방법 연구 - "해돌 산수화"의 사례를 중심으로)

  • Park, Min-Ji;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.33-42
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    • 2019
  • This paper is the result of research on how to represent 'Landscape' of Oriental painting in 3D space within virtual reality. Based on the similarities between the characteristics of Oriental painting and virtual reality put together three features of painting and put them into the digital content. For the expression of painting style, we produced texture, represented spaces and shadows as a content development environment, and the view point with helper storytelling.

Transmission Cross Section of the Small Aperture in an Infinite Conducting Plane (도체 평판에서 소형 개구의 투과 단면적)

  • Ko, Ji-Hwan;Park, Soon-Woo;Cho, Young-Ki
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.30 no.4
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    • pp.300-306
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    • 2019
  • Transmission cross section(TCS) is described analytically as $2G{\lambda}^2/4{\pi}$ irrespective of the aperture shapes for various transmission resonant apertures, such as small ridged circular or H-shaped, U-shaped, or Jerusalem cross-shaped apertures in an infinite thin conducting plane. The proposed expression is validated by comparison with the numerical results obtained from the method of moments(MOM). The TCS characteristics of the transmission resonant cavity structure in a thick conducting plane are also studied and the equivalence between the two small aperture structures is reported from the viewpoint of transmission efficiency.

A Study on the Fahion Design of MÜNN from the Perspective of Defamiliarization (낯설게 하기(Defamiliarization)를 통해 본 Münn의 패션 디자인 고찰)

  • Lim, Boyeon;Kim, Jiyoung
    • Journal of Fashion Business
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    • v.26 no.4
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    • pp.1-17
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    • 2022
  • In the fashion industry, the demand for new perspectives to express creativity has always been high. Expression of new perspectives allows creative ideas to emerge, thereby breaking away from habitual and familiar perceptions. The purpose of this study is to identify and analyze how the theory of defamiliarization is being applied in fashion design by the brand Münn, which claims defamiliarization as a design philosophy. The study examined the concepts and the characteristics of Viktor Shklovsky by literature review and derived the main characteristics of the defamiliarization theory for fashion design analysis based on studies that used defamiliarization in other fields. Furthermore, after analyzing Münn's collection, we found how the main characteristics of defamiliarization derived from reviews were expressed in Münn's designs. The defamiliarization in Münn's collection was first, 'breakaway from stereotype' appeared through re-recognition of perception and unexpected use of heterogeneous materials. Second, 'distortion and analogy through image' was revealed through the East and West clothing-making methods, which broke away from the stereotype of image and the juxtaposition and cultural reconstruction of details. Third, 'transition of viewpoint' was shown as an avant-garde sense through the conversion of usage purpose of design, material, or items in which subjects and objects were converted with conceptual design and material or silhouette.