• Title/Summary/Keyword: Visual Expressions

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Study on the Fashion Design Applying Pictures of Butterfly in the Korean Folk Paintings (조선 민화 나비를 응용한 의상 디자인 연구)

  • Lee, Jong-Min;Lee, Mi-Ryang
    • The Research Journal of the Costume Culture
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    • v.14 no.5
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    • pp.828-839
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    • 2006
  • These days, by the accelerated developments of science and industries and the menaces of war and terror, humans have come to have instinct to recur and nostalgia to nature and thereby many art works and designs with natural objectives have begun to be produced. Also the design in 21st century requires creative products based on cultural speciality of the countries. As the examples, we may easily find the images of the countries from visual expressions or products when we get in touch with the products of so called advanced countries in design i. e. U.S.A. Japan, Germany, France, Italy, countries of Scandinavian peninsular. This study, in such stream of the times, was to express our culture's own originality on clothing design with butterfly that is one of natural thing as the material but limited the boundary to realistic butterflies in folk drawings of the times of Chosun. As for the technique of expression, used digital textile printing for best expression of the fine lines, realistic shapes and peculiar colors of the butterflies in Chosun folk drawings and used diverse materials as materials for printing for diversity of the designs. Thereby this thesis is purposed to grope the products with superior competitiveness in the world market by presenting the realistic butterflies in Chosun folk drawings as motives with cultural value native to Korea and applying them to clothing designs.

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A Study on the Continuity of the Image of Picture Book for Children (어린이그림책화면의 연속성에 대한 연구)

  • 유동관
    • Archives of design research
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    • v.16 no.4
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    • pp.233-242
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    • 2003
  • The illustrations of picture book for children transmit not only one image but also the summary and contents of the picture book by connecting images harmoniously. The images of picture book give children a variety of emotion and impression depending upon the location of image at various factors such as blank and form, texture and colors, and space feeling, etc. Therefore, the picture book for children has the continuity transmitting the flow of images by not only the contents of natural story but also uniform and rhythmical factors. The continuity of images can transmit images by visual ideas that are produced depending upon the connections of pictures between writings and picture, between images, and inside images. In such a way, children can understand the contents of story. The paper examines the continuity of the images of the picture book for children and describes correct expressions on harmonious connections of the images made based on children's individuality and ingenuity.

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A Research on Motion Graphic by Opening Title Sequence of Korea Movie (한국영화 오프닝타이틀 시퀀스를 통한 모션그래픽에 관한 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.618-625
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    • 2010
  • Receiving information and transmitting it is the most basic and important thing in numan society. And modern communication is not only transmitting objective information but also a visual communication which shows feeling of each emotions and image-motive. Introduction of Motion graphic which was grown by new media changed opening title sequence to a more expanded genre. The purpose of this research is to announce the new value of opening title sequence. Motion graphic will be used continually as an important way to communicate and also a guideline which could transmit exact informations and emotions to viewers with creative expressions.

A Study on the Expression Techniques and Characteristic of Hybrid Aesthetics in Contemporary Interior Design (현대 실내디자인의 하이브리드 미학적 표현기법과 특성에 관한 연구)

  • Kim, Eun-Ji;Lee, Jeong-Wook
    • Korean Institute of Interior Design Journal
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    • v.16 no.1 s.60
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    • pp.39-47
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    • 2007
  • In comtemporary interior design, hybrid form causes cognitive turnovers of aesthetics. Especially it offers much possibility to expression techniques in interior design and works as compound system, symbolic aggregate that makes and expands various meanings. The aesthetic ideology of hybrid design can be interpreted through the philosphic concept of art, sublime, reception, representation and explains expression techniques and characteristic in interior design through various transformation and meaning conversion. The expression techinique that is a form of openness, transcendental interpretation that exceed a dupilicate of meaning. can be classified as oxymoron, defamiliarization and interface. The characteristic that is based on those expressions appears as use of complex codes of visual images, decoding strategy, intertextuality of meaning. This research attitude can explain the thinking method of interior design by defining the epistemological scheme that is basically involved in expressional styles with characteristics of hybrid aesthetics. In order to be recognized as the object of aesthetics, hybrid has to be approached by interpretational methods of expression techniques. Consequently the characters of expression techniques in hybrid design can be investigated as one of the methodology in interior design plan.

A Program for Reusing Educational Flash Animations (교육용 플래시 애니메이션 재활용 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.199-210
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    • 2009
  • The development in information technology resulted in an interest for lifelong education, which caused a rapid growth in the educational web based e-Iearning industry. The spread of e-Iearning industries and educational facilities emphasized the need for educational contents with the purpose of online lecturing along with the rapid development of contents production technology. Flash contents provide multimedia, animation, and etc. with diverse and visual expressions, so the complicated interactions with the learner can be easily materialized. The advantage of having a high quality, user-centered interface is that it provides a trigger of interest and arousal of concentration for the user, but it is difficult for teachers to directly create or manipulate educational flash animation contents. This paper is written to technologically methodize the automation of educational programs that the teachers wish to make by reusing the educational flash animation contents.

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Fantasy Expressed in Movie Fashion since 1990 - With a Focus on the Concept and the Expressive Effects of Fantasies - (1990년대 이후 영화 의상에 나타난 판타지 - 판타지의 개념과 조형적 특성을 중심으로 -)

  • Kim, Soo-Kyong;Lee, In-Seong
    • The Research Journal of the Costume Culture
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    • v.15 no.6
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    • pp.1063-1077
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    • 2007
  • The purpose of this research is to comprehend the various range of expressions of fantasies and to summarize the expressive effects of fantasies that appear most commonly in today's popular culture such as film and fashion. The followings are the results of the research: Fantasy means a genre of literary arts, which uses magic and supernatural figures as the themes or plots. The characteristics of the expressive effects of the costumes in fantasy movies are summarized as metaphor and symbol, hybrid, otherness, grotesque. After analyzing the costumes in fantasy movies, it is concluded that these characteristics can be conceptualized as the characteristics of the expressive effects in the field of fashion and they can be used as the basis in setting the visual images. This research also aims at recognizing and predicting the fashion trend by understanding closely at the popular cultures, using the films as a tool, which can be led to examining the possibility of combining various popular cultures.

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Development of a Web-based Calculus module using Mathematica (Mathematica를 이용한 웹기반 미적분 모듈의 개발)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.105-114
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    • 2001
  • This paper illustrates a calculus module which generates step-by-step solutions using J/Link that connects Java and Mathematica. Such a module provides intermediate and low level students with a practical environment where they can easily follow the solution paths on their own paces. The extra feature of this module depicts graphical images for a given function and its differentiated result to enhance the visual understandings of calculus concepts. Mathematica as a mathematical expert system that provides systematic mathematical knowledge to students with step-by-step solutions will be possibly extended to the tutorial or CMI development. The proposed module is implemented in a Java servlet that links to Mathematica FrontEnd. This approach results in adopting font systems to express two dimensional mathematical expressions in web documents as an alternative typesetting tool.

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A Study on Experimental Clothing of the Early 20th Century Italian Artists (20세기 초 이탈리아의 실험예술 의상에 관한 연구)

  • 이금희
    • The Research Journal of the Costume Culture
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    • v.9 no.1
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    • pp.111-126
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    • 2001
  • This study concentrates on the relationship between the early 20th century italian artists and their works in the field of clothing design. They advocated the creation of art for life and introduced a new type of work of art which I will call 'experimental clothing for art'. The experimental clothing for art showed its dynamic characteristics in the field s of line and form, color, pattern, and material. The Italian artists made simple and functionalistic dresses, using asymmetric, geometric cuts. in pattern making. They employed dynamic patterns in textile design and favored brilliant colors which they debunked as storage and traditional. With regard to material, they used unusual materials such as metal, net, wire, and paper and inexpensive materials. To investigations of the visual expression of experimental clothing for art in Italy have led us to the internal expressions which are avant-garde, dynamic & speed, functionality & popularity, ephemeral & transformable, and warlike. As a result of the reflection of the times and the artists's will and roles the experimental clothing for art in Italy implicated contemporary clothing in the early twentieth century and it was only laboratory art that underwent various experiments in canvas but a model of efforts for the at of living, which was anti-traditional. It offered a new future and created a new environment. It is left for future research how the experimental clothing for art developed in countries other than Italian.

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Study on Laughter-arousing Factors of Character Designs of Kakaotalk Emoticons (카카오톡 이모티콘 캐릭터 디자인에서 웃음 유발 요인에 관한 연구)

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.253-259
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    • 2015
  • The spread of smartphones enabled the two-way communication through the Internet, and character emoticons added fun and comfort to communication among users. To figure out laughter-arousing factors, a survey about emoticon designs of Kakaotalk Itemstore was conducted, targeting university students in their twenties. An interaction of 'user-preferred emoticons' and 'laughter-arousing emoticons' was analyzed. 90% of 'user-preferred emoticons' were 'humorous emoticons', and 84% of respondents answered that there is a relationship between 'user-preferred emoticons' and 'laughter-arousing emoticons'. Consequently, a high interaction between the 'rank of emoticons' and 'laughter-arousing emoticons' was derived. Also, factors of laughter-arousing emoticons were analyzed by studying the ranks of emoticon from 1st to 8th of Kakaotalk Itemstore. Two-divisional figures reminding pure kids, maximization of emotional expression by omission or exaggeration of mouth, and smoothness by concave curves aroused laughter. Intuitively understandable gestures were employed in terms of action. Furthermore, two-divisional figures' acting with comparably small body, hands and foot to their head, and people-mimicking motions of animals with cuteness and familiarity enabled arousal of laughter. In facial expressions, humorous articulation of sad, busy or mad expression enabled positive communion among users.

Image Processing Technique of the 3D Animation on Smartphone (스마트폰 상에서의 3D 애니메이션 영상처리 기법)

  • Ryu, Chang-su;Hur, Chang-wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.183-185
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    • 2013
  • As mobile devices have developed, flash animations suitable for the existing web have solved part of the weakness caused by the image quality deterioration and the transmission capacity, but it is difficult to express 3D stereo-scopic images. Also, for the real time-randering of visual expressions for animation and the device technique for smartphone to accord with commercial demands, it is required to develop the 3D image processing technique. This paper studied on the image processing method for 3D animation capable of 3D graphic rendering with view system of android and OpenGL M3G in an embedded system device and OpenGL ES 2.0 library.

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