• 제목/요약/키워드: Visual Art Elements

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Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권3호
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

시각적 부조화를 통한 로버트 벤추리 건축과 팝아트의 방법적 유사성에 관한 연구(1) (A Study about the Methodological Similarity of Robert Venturi's Works and American Pop Art in the Light of Visual Dissonance(1))

  • 신유림;임석재
    • 건축역사연구
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    • 제21권4호
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    • pp.59-70
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    • 2012
  • This study aims to find methodical similarities between pop art and Robert Venturi's works. Pop art and Robert Venturi's works gave attention to periodical changes and wanted to communicate with the public. This study approaches a topic from psychological viewpoints, especially visual dissonance. The results are as follows: 1. Manufactured Products ; Commercial Ornaments ${\rightarrow}$ Character Changes in Experienced Stimulation 2. Daily Elements ; Traditional Elements(Classic) ${\rightarrow}$ Contextual Effect of Canonic Representation In these cases, visual dissonance attracted a lot of public attention, and people would develop new meanings of objet. Pop art and Robert Venturi's works indicated value change in post-industrial society, therefore, this study can help to understand the correlation.

미술관 애플리케이션의 인터랙션 요소 및 감성디자인에 관한 연구: 애플리케이션 아트키를 중심으로 (A Study on the Interaction Elements and Emotional Design of Art Museum Applications: Focusing on Application Art Keys)

  • 후천위안;안병진;이병국
    • 한국멀티미디어학회논문지
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    • 제24권5호
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    • pp.727-735
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    • 2021
  • The purpose of this study is to evaluate visual arts in interactive technology in art museum applications and to analyze the impact relationship between interactive technology and the five senses. This study was conducted to survey respondents who had used art museum applications. The results are as follows. First, this study evaluates the differences in perception of art museum applications according to the general characteristics of the respondents. They show that there are differences in gender, marital status, age, and social income. Second, this study identifies the impact of five senses and synesthesia on interaction design among emotional design elements. They reveal that visual, auditory, tactile components, and synesthesia have significant effects on interactive design. This study reveals that emotional design elements of art museum applications affect interaction design. Also, it suggests that research on interaction design reflecting five senses is continuously needed to improve audience satisfaction and revitalize art museum applications.

미술 전시를 위한 건축 공간 설계 사례 분석에 관한 연구 - 레미 조그(Rémy Zaugg)의 이론을 적용한 스위스 미술관들을 바탕으로 - (A Study on the Exhibition Space Design for Visual Art - Based on Rémy Zaugg's Writings -)

  • 윤재원;최춘웅
    • 한국실내디자인학회논문집
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    • 제22권1호
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    • pp.299-306
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    • 2013
  • While artists and architects both recognize the importance of well-designed exhibition spaces, they have rarely shared, through direct and open communication, their thoughts on what constitutes an ideal architectural context for art. Remy Zaugg's text offers a rare and valuable insight on artists' conception of an ideal space for art, and his words and diagrams have directly influenced some of the successful architectural projects for art in the recent past. By analyzing the original content of Zaugg's writings, and highlighting Zaugg's key design elements from three sample projects, all of which mention Zaugg's text as a direct reference, we can compile a list of core design elements for constructing an ideal space for art. Three museums closely incorporated all but two of Zaugg's seven core planning elements, and the remaining two recommendations on the luminous ceiling and gallery distribuition were more subjectively interpreted. These deviant components in turn become unique features to each project, suggesting proper areas of intervention for architects as authors.

조형요소인 점, 선, 면을 적용한 네일아트 디자인 연구 (A Study on the Nail Art Design Applying Point, Line, and Plane as Forming Elements)

  • 고정민
    • 융합정보논문지
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    • 제10권11호
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    • pp.265-271
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    • 2020
  • 본 연구는 네일아트의 시각적 표현을 위해 공간을 구성하는 조형의 기본요소인 점, 선, 면을 적용한 네일아트를 제시하여 네일아트 디자인의 창의적인 발상과 예술적인 영역의 확대에 도움이 되고자 한다. 연구방법은 전문서적과 선행연구, 인터넷 웹사이트를 통해 조형요소의 개념과 특성을 고찰하였다. 다양한 표현 기법과 함께 점, 선, 면의 특성이 네일아트에 어떻게 적용되며 시각메세지로 표현되고 있는지를 각 특성에 따라 분석하여 총 6작품을 제작하였다. 본 연구는 조형요소인 점, 선, 면이 가지는 특성을 예술적으로 접근하여 재해석함으로써 네일아트 표현에 대한 시각을 새롭게 모색하고 이를 활용하여 네일아트 디자인의 무한한 가능성을 높이는데 기여하고자 한다.

미술구문론의 인지심리학적 접근가능성 (A Cognitive Psychological Approach to the Pictorial Syntactics)

  • 김복영;박병주
    • 조형예술학연구
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    • 제3권
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    • pp.225-247
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    • 2001
  • The analysis of art work that is objective and theoretical needs the help of the cognitive psychology, for the pictorial semiotics requires psychology. The first step to the analysis of art work is about the visual elements and their relations. But the semiotics is lack of the method of the analysis of art work and the some authors don't have treated or been interested in psychological analysis. The main problem of visual semiotics is the density of pictorial representation. It makes the semantic of art work impossible at the very early process of analysis. But the density is not only a matter of visual representation, verbal language also has this problem. The point is that art work functions more art than denotation, but verbal language does more denotation than art. This difference makes difficult to apply the method of language or semiotics to visual art. The possibility of pictorial syntax or perceptual semantics should begin considering the unification of perception and semantics. In principles these two field can be unified. At atomism and holism these are parallel. Therefore perceptual semantics is possible The cognitive psychology can help to formulation of perceptual semantics. At first, the visual representation is incremental and it can be divided at three steps. In these steps each sensation, perception and cognition level has their own role. Perceptual representation of art work should be specified at these three levels. And each of these levels, the special properties of art work should be drawn and examined in the possibility of semiotics. The investigation of psychological levels and semiotic level should be circulated. It will help to formulate the method of analysis of art work.

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Research on the impact of digital media art on tourism cultural communication

  • Sun, Xiangbo;Hong, Chang-kee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.70-78
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    • 2023
  • Culture is the soul of tourism, and communication is the key to the inheritance and development of tourism culture. Therefore, culture and communication are essential for the development of tourism. Digital media art is a new form of art that combines technical, artistic, and media-oriented elements. Its artistic expression and crossover communication capabilities drive its usage in cultural tourism communication. This paper examines the influence of digital media art on tourism culture communication and development by elucidating the concept and characteristics of tourism culture communication and digital media art, applying the theoretical knowledge of communication, and deriving the specific characteristics of digital media art on tourism culture in terms of the transmission-reception relationship, content, medium, and effect. The role and value of digital media art in disseminating and developing tourism culture are discussed. We aim to provide valuable insights for the dissemination of tourism culture.

현대 상업공간 실내에 나타난 설치적 오브제의 표현특성에 관한 연구 (A study on Characteristics of Installation object Appeared in Interior of contemporary Commercial Space)

  • 김기영;김문덕
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
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    • pp.203-208
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    • 2008
  • Installation art in 20th century shows an expanded trend as a result of material, time, or spatial expansion of subject, therefore subjects could be either materials or non-materials. This trend says that three elements-objet, space, and spectator-is inseparable essence of installation art. Nowadays, the borderline between installation art and everyday human life is getting indistinctive, and both Installation art and human life are becoming a part of another. By adapting the flexibility of installation art into the interior space, more interaction could happen, therefore, people will recognize spatial and visual character of Interior space as a visually satisfying Installed object. The main goal of this study is to understand changing of spatial composition in consequence of expressional variety as a result of dispersion of spatial elements. Especially, this study gives a fundamental ideas about private character of installations art in commercial spaces and expressional character of modern installations.

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예술 지능에 기반한 호텔 객실의 디자인 사례 분석 - 은신처와 감각을 활용한 생명감 체험을 중심으로 - (Design Case Analysis of Hotel Room Based on Artistic Quotient - Focused on the Experience of Livability Using Refuge and Sense -)

  • 김나연;이현수
    • 한국실내디자인학회논문집
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    • 제26권6호
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    • pp.116-125
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    • 2017
  • The study is aimed to analyze cases of hotel room designs based on the 'Art Quotient'. It is focused on design elements of livability, analyzing the space design in terms of biophilic design and experiential marketing. This paper proposes a direction for hotel design based on the analysis result. The scope of the study includes the cases of 17 hotels in the area of Seoul achieving five stars in Korea. This paper presents an analysis whether the room space of hotels provide a user-oriented life experience from the perspective of biophilic design and experiential marketing. In this study, we focused on the concept of 'refuge', one of the biophilic design elements that express the value of life sense, and the element of 'sense', one of the strategic experiential modules of experiential marketing. After analyzing the hotel case studies, the space was evaluated using five factors of art quotient as a design method to provide a life experience in the hotel room. Analysis of the design space from the viewpoint of refuge, rather than architectural elements, proved that decorative elements appeared most commonly in all hotel rooms. Further, through an analysis based on the measures of 'sense', an experiential element, visual elements were mostly enforced in among the elements of the five senses. In other words, when designing a hotel room space, visual elements such as color, pattern, furniture, lighting and style are mainly utilized. Examining the analysis of the design elements from the point of view of the art quotient, the rooms of all the hotel's suite types include elements of 'communication'. Most of the hotel rooms focused on stimulating the aesthetic sensibility of customers. This resulted in the elements of 'immersion' showing poor results. In conclusion, it is necessary to provide the five senses of the arts index in a balanced manner to provide a life experience through the five senses.

게임 과몰입과 중독에 영향을 미치는 게임 요소와 메커니즘 연구 (Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction)

  • 윤찬;우탁
    • 한국게임학회 논문지
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    • 제18권6호
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    • pp.131-142
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    • 2018
  • 게임 문화가 성장함에 따라 게임중독과 과몰입에 대해 정확하게 이해하기 위한 연구의 필요성이 커지고 있다. 이를 위해서는 먼저 게임의 요소와 메커니즘이 가진 위험성을 이해할 필요가 있다. 본 연구에서는 우선적으로 기존 학자들이 게임 요소와 메커니즘을 어떻게 나누고 있는지 알아본 후, 과몰입을 주의해야 하는 게임 요소들을 선택적으로 도출하였다. 시각, 경쟁, 확률로 분리하여 각 요소를 구성하는 메커니즘을 세부 항목으로 나누어 살펴보았으며, 이 결과 시각적, 경쟁적 요소는 사용하는 메커니즘에 따라 과몰입의 위험성이 달라지며, 확률 요소 중 도박 메커니즘은 중독의 관점에서 바라보아야 한다는 것을 도출해 낼 수 있었다.