• Title/Summary/Keyword: Visual Methodology

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A study of fashion illustration applying grotesque characteristics (그로테스크의 특징을 활용한 패션 일러스트레이션 연구)

  • Heo, Seungyeun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.1
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    • pp.35-45
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    • 2019
  • This study was initiated to add value to fashion illustration as a genre of plastic art, as its importance as a progressive visual art is growing. The research purpose is to analyze characteristics of Grotesque, a subculture that emerged from the challenges and problems of groups which deviated from social and cultural trends, and to develop fashion design illustration utilizing the characteristics unique to that subculture. As a method of research, this study examined the characteristics and expression methods of Grotesque, which appeared in fashion literature, referenced a prior study of Grotesque, and developed fashion design illustration using Grotesque as a based. The result of this study are as follows. First, the characteristics of Grotesque that are applicable to fashion illustration were derived as 'evil, aversion, playfulness, heterogeneity, and abnormality'. Second, the expressive elements of Grotesques, reflecting the beauty of ugliness, present a methodology for developing new and creative fashion design illustrations. Third, it was found that Grotesque fashion illustration is a visual tool that is suitable for expressing the problematic origins of human existence, values, alienation, and social chaos. Fourth, 'arthropod' motifs were identified as a suitable theme for extracting the newly integrated Grotesque images through the process of contradiction and confrontation between humans and objects. Fifth, the Grotesque fashion illustrations could be understood in terms of plastic arts, and could provide a gateway to rediscovering human dignity. Based on the finding, we expect that creative design thinking and development that combines the motifs of various themes and Grotesque's expressive methods will proceed more deeply and specifically.

A Study on Structural Aspect of Storytelling in Contemporary Cinema -Focused on the style of Structural Film and Apichatpong Weerasethakul's Film- (현대영화에 나타난 스토리텔링의 구조적 경향에 관한 연구 -구조영화와 아피찻퐁 위라세타쿤의 영화양식 비교를 중심으로-)

  • Seo, Won-Tae
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.325-333
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    • 2014
  • The purpose of this research is to analyse the structural aspect of storytelling in contemporary cinema which is focused on the Apichatpong Weerasethakul's film. The structural/materialist filmmakers insisted the formal experiment of film form itself and the methodology to create meaning by using it. Apichatpong Weerasethakul accepted and recreated aesthetic result of the structural/materialist film to transform his own cinematic style. As a result, he expanded his film aesthetic to post-modern film aesthetics. For this, he created the structure of film by using diegetic and non-diegetic sound and image creatively. The conventional storytelling method of contemporary cinema is based on the classic theory of 'poetica' of Aristoteles, which creates illusory diegesis of cinema. but Apichatpong Weerasethakul seeks and re-constructs storytelling methodology based on the product of structural/materialist film.

The Problem of multi-dimension communication and 21st century Media Art (21세기 다차원 커뮤니케이션과 매체예술의 문제)

  • Park Ki-Woong
    • Journal of Science of Art and Design
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    • v.3
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    • pp.5-32
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    • 2001
  • At the beginning of 21st Century, human desire of communication is forwarding to the Cosmos The way of Communication is going to be not by simple methodology but by the complicated methodology with high technology. It will not be monologue communication but be interactive communication, that will make intelligence Infra, which could be able to communicate from the location of information is present to which is not present; and the multi-media which will be able to solve the technical problems of these communication; will be developed continually. In the genre of plastic art, there are no exception in these changedness. More developed and proceed to develope intermedia could be able of intercommunication. The more development of technology could be able to the more development of new plastic art. Furthermore the development of science make the genre of art to be changed. There are no exception of this changedness in any part of society, The art always has been guided by the person who has proceeding idea for new value. The 21st century plastic art will be in the procedure of the intercommunication. Human-being's concern is to communicate with Universe, and that will be multi-dimension$(4{\cdot}5{\cdot}6{\cdot}7{\cdots}dimension)$ communication beyond our usual recognition. To conjoin this, the possibility of cyber space expressing is going to be considered, and the way is being done by the development of the Media Art, which is able to go and back to the cyber-space. And the message will be so complicate beyond our recognition. Because we will need to communicate with various newly-built vocabulary, so we need to magnify the repertories of new vocabulary.

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Schema Integration Methodology and Toolkit for Heterogeneous and Distributed Geographic Databases

  • Park, Jin-Soo
    • Journal of Korea Society of Industrial Information Systems
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    • v.6 no.3
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    • pp.51-64
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    • 2001
  • Schema integration is one of the most difficult issues in the heterogeneous and distributed geographic database systems (GDSs). As the use of spatial information in various application areas becomes increasingly popular, the integration of geographic information has become a crucial task for decision makers. Most existing schema integration techniques described in the database literature, however, do not address the problems of managing heterogeneities among complex objects that contain visual data and/or spatial and temporal information. The difficulties arise not only from the semantic conflicts, but also from the different representations of spatial models. Consequently, it is much more complex to achieve interoperability in the area of geographic databases. This research attempts to provide a solution to such problems. The research reported in this paper describes a schema integration methodology and a prototype toolkit developed to assist in schema integration activities for GDSs.

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An Empirical Study on Quantitative Evaluation of Cognitive Function (인지기능의 정량적 평가를 위한 측정 모델 소프트웨어 개발 및 실험적 검증 연구)

  • Ryu, Wan-Seok;Kim, Hyung-Gun;Chung, Sung-Taek
    • Progress in Medical Physics
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    • v.21 no.1
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    • pp.42-51
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    • 2010
  • Imaging studies using MRI, PET, and/or MEG have been primary evaluation methods to quantitatively assess cognitive function. Recent advances in computational technology and information technology may allow a novel evaluation methodology to quantitate cognitive function more cost-effectively. In this study, we developed a software package composed of a series of tests to evaluate cognitive ability combined with a user-friendly touch screen input device. This cognitive assessment tool can quantitate concentration, numeric memory, associative memory, topological memory, visual and muscular reaction, and acoustic reaction over a relatively short testing time. We performed an empirical study on eighty normal subjects aged 20 and 59 years old using the developed evaluation methods. Age-related cognitive deterioration after 40 years old was confirmed. There was no difference in cognitive ability between male and female in the same age group. This study demonstrates the feasibility of a simple but effective evaluation software tool to quantitatively assess cognitive ability. This methodology may provide improved accessibility and reduced costs to perform cognitive function studies to compare between various subject groups.

Design and Implementation of Motion-based Interaction in AR Game (증강현실 게임에서의 동작 기반 상호작용 설계 및 구현)

  • Park, Jong-Seung;Jeon, Young-Jun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.105-115
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    • 2009
  • This article proposes a design and implementation methodology of a gesture-based interface for augmented reality games. The topic of gesture-based augmented reality games is a promising area in the immersive future games using human body motions. However, due to the instability of the current motion recognition technologies, most previous development processes have introduced many ad hoc methods to handle the shortcomings and, hence, the game architectures have become highly irregular and inefficient This article proposes an efficient development methodology for gesture-based augmented reality games through prototyping a table tennis game with a gesture interface. We also verify the applicability of the prototyping mechanism by implementing and demonstrating the augmented reality table tennis game. In the experiments, the implemented prototype has stably tracked real rackets to allow fast movements and interactions without delay.

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A Study on the Methodology of Bioregional Approach for Coastal Area Management - Focus on the Case of Bioregional Classification in the Bay of Hampyong - (연안지역관리를 위한 생물지리지역 접근방법에 관한 연구 - 함평만의 생물지리지역 구분사례를 중심으로 -)

  • Kim, Kwi-Gon;Cho, Dong-Gil;Jung, Sung-Eun;Shin, Ji-Young
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.3 no.3
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    • pp.20-28
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    • 2000
  • The objective of this study is to establish a methodology of bioregional approach for coastal area management as a basis for planning and design. Focusing on the bioregional approach, this study reviewed currently prevailing approaches such as watershed approach and ecological unit approach for planning and management purposes. This research placed its geographical focus on the landward watershed of the Bay of Hampyong located in Chonnam Province, dealing efficiently with shortcomings of existing researches which mainly covered seaward tidal flats without considering outside effects. The main methods of the study are classified into indoor computerized map analysis and field work. For computer analysis, printed maps and digital maps have been analysed, and GIS techniques have been utilized for its synthesis and finalizations. Field work included on-site landscape analysis and verification of a tentative place unit boundary. As a practical step, criteria for classifying bioregion were presented and the selected criteria included : topography & water ways ; roads & administrative boundaries ; habitat types ; and visual enclosure. First, based on the data of topography and water ways, broad classification work was performed and corrections were made based on data drawn out from other criteria. A tentative place unit map was drawn and revised through field visits. This study encompassed an initial but integral part for bioregional approach in landward watershed management of a coastal area. As results of the study, the necessity and efficiency of bioregional approach which considers environmental and cultural components systematically have been presented.

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A Study on the Mythological Analysis of Animation (애니메이션의 신화적 분석에 관한 연구)

  • Kim Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.178-182
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    • 2005
  • From the result of analysis to animation, it can be detected the close relation between myth and animation. As Plato mention that myth is a story. Though it is common field for many researchers on myth and animation now, but it have been performing many researches only for animation narrative in the aspect of myth. Therefore this study will be examined that the ritual ceremony, the frequency of participation, and imagination of myth can be related with animation directly. The ritual ceremony is a similar activity to go to theater for watching animation. It can be merged into the unconsciousness state while awaken state. A high frequency of ritual ceremony can also be provide the experience of shortening a distance between the present and the ancient time of mythical aura. Last, imagination is an enemy of rational thoughts, however, it is vital source and material which was created by myth and it can also create new animation. It will be formulated a methodology for this paper which are three elements for an analogizing tool with new mythological approaches, it is inclusive method for animation and myth. So it can be applied and analyzed to other visual media with this methodology.

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A Hybrid Proposed Framework for Object Detection and Classification

  • Aamir, Muhammad;Pu, Yi-Fei;Rahman, Ziaur;Abro, Waheed Ahmed;Naeem, Hamad;Ullah, Farhan;Badr, Aymen Mudheher
    • Journal of Information Processing Systems
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    • v.14 no.5
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    • pp.1176-1194
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    • 2018
  • The object classification using the images' contents is a big challenge in computer vision. The superpixels' information can be used to detect and classify objects in an image based on locations. In this paper, we proposed a methodology to detect and classify the image's pixels' locations using enhanced bag of words (BOW). It calculates the initial positions of each segment of an image using superpixels and then ranks it according to the region score. Further, this information is used to extract local and global features using a hybrid approach of Scale Invariant Feature Transform (SIFT) and GIST, respectively. To enhance the classification accuracy, the feature fusion technique is applied to combine local and global features vectors through weight parameter. The support vector machine classifier is a supervised algorithm is used for classification in order to analyze the proposed methodology. The Pascal Visual Object Classes Challenge 2007 (VOC2007) dataset is used in the experiment to test the results. The proposed approach gave the results in high-quality class for independent objects' locations with a mean average best overlap (MABO) of 0.833 at 1,500 locations resulting in a better detection rate. The results are compared with previous approaches and it is proved that it gave the better classification results for the non-rigid classes.

Automated Generation of Multi-Scale Map Database for Web Map Services (웹 지도서비스를 위한 다축척 지도 데이터셋 자동생성 기법 연구)

  • Park, Woo Jin;Bang, Yoon Sik;Yu, Ki Yun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.30 no.5
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    • pp.435-444
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    • 2012
  • Although the multi-scale map database should be constructed for the web map services and location-based services, much part of generation process is based on the manual editing. In this study, the map generalization methodology for automatic construction of multi-scale database from the primary data is proposed. Moreover, the generalization methodology is applied to the real map data and the prototype of multi-scale map dataset is generated. Among the generalization operators, selection/elimination, simplification and amalgamation/aggregation is applied in organized manner. The algorithm and parameters for generalization is determined experimentally considering T$\ddot{o}$pfer's radical law, minimum drawable object of map and visual aspect. The target scale level is five(1:1,000, 1:5,000, 1:25,000, 1:100,000, 1:500,000) and for the target data, new address data and digital topographic map is used.