• 제목/요약/키워드: Visual optical illusion

검색결과 37건 처리시간 0.025초

아나모르포즈(anamorphose)지각현상에 의한 공간 표현 연구 (A Study on the Expression by Anamorphose Phenomenon)

  • 이정윤;김개천
    • 한국실내디자인학회논문집
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    • 제23권4호
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    • pp.63-71
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    • 2014
  • Anamorphosis is highly favored in modern days as the atmosphere of pursuing unusual manners is growing while transformation and distortion of images are freely available. This research is to understand the affect of these distorted images on space designs and the close connection between anamorphosis and visual perceptions, and to identify the new perceptual phenomenon created through it, and the methods of expressing those. Four expressional methods were defined through the process of studying Anamorphosis based on its definition by Niceron, examining artworks such as paintings and photographs, and case-studying example spaces of visual perception experiments. Expressing anamorphosis through visual perceptions are broadly categorized to directional, dimensional, flatness, and optical. The analysis of 10 case projects suggests that the experimental spaces offer joys of finding and interpreting metaphorical forms and meanings caused by the four characteristic categories above. Also, they artificially show the boundaries between reality and virtual spaces in 2-dimensional or 3-dimensional spaces, and form hyper-boundaries, new experience, and an internal mechanism that is vague and chaotic. Therefore, this research concludes that anamorphosis which is a distorted perspective, is not only a simple measure to overcome perspectival errors, but is an existence suitable to the current era, that will extend its potential and value in spatial design.

패션 사이버 교육(敎育)을 위한 아바타 제작(製作)및 활용(活用) - 체형(體型)에 따른 디자인요소(要素)의 착시효과(錯視效果)를 중심(中心)으로 - (Avatar Application for Fashion Cyber Education - Focused on Optical Illusion of Design Elements according to Body Shapes -)

  • 임현정;박혜원
    • 패션비즈니스
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    • 제9권4호
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    • pp.1-15
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    • 2005
  • Interesting education which utilizes cyber visual and audio multimedia effects, we regard it as a very effective education but those programs are not prepared yet. So, the purpose of this research is to provide a new direction for cyber fashion education with the use of avatars as the multimedia factor to increase student's interest and understanding. First, we investigated the present situation of fashion cyber education and the present avatar usage situation online, and also we searched literature and the internet to investigate the general theory of design. Second, we used Adobe photoshop 7.0 to make avatars, then, we used Macromedia Flash MX to design the avatar on our web site, and to make it look more realistic. According to the research results, cyber fashion education is usually used as marketing in certain areas, and for middle school, and high school students it is mainly used as text and lecture videos. When searching for fashion sites that use avatars, we found that most fashion shopping malls use them. Because avatars can give visual effects and also increase interest and fun, they can increase concentration and understanding and can be effective in fashion cyber education.

포스트모던 사회의 패션에 표현된 옵아트 (Op-Art in Fashion of Post-Modern Society)

  • 이민선
    • 복식
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    • 제54권5호
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    • pp.155-166
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    • 2004
  • OP-Art was not appreciated by painters and art critics. and according1y has been forgotten in art history. But recently Op-Art is revitalized in fashion and is in its palmy days. This study intends to re-assess the value of Op-Art, by reviewing its influence on fashion design in the post-modern society To this purpose, conceptual characteristics of Op-Art was analyzed. And then, on the bases of these characteristics, the figural characteristics and the meaning of Op-Art in fashion design of post-modern society was re-explained. Op-Art is characterized as an art of flatness of picture plane which uses repetition of simple forms and colors. It is also based on trick of visual perception. Finally. it creates an impression which is flickering or vibrating by means of optical illusion. These characteristics give birth to some features such as simplicity. anonymity and mobility in the Op-Art fashion. The meanings of Op-Art in fashion design in post-modern society are as follows. First, repetition of simple units employed in Op-Art produces feeling of simplicity. which makes the Op-Art fashion works perceived as polysemy. In other words, the feeling of simplicity can be interpreted In diverse perspectives within the social context of our society. The material civilization and technology civilization, which causes the alienation and standardization of man. can be the backgrounds of the Op-Art fashion. Second, Op-Art is an art based on perspectives of spectators. Anonymity in the Op-Art fashion enhances participation of spectators. which gives Op-Art a sense of affinity. Third, through the feeling of mobility created by optical illusion techniques. the Op-Art fashion expresses the opposition to the ideal body image made by power group. In post-modern society, Op-Art in fashion gives new meaning to art. Op-Art in fashion proposes new roles of artist and spectators, and new concepts of art related with roles of human beings. Through general sensibility of men, Op-art in fashion can express new recognition of the post-modern society.

네크라인과 헤어스타일이 얼굴 이미지 및 형태 지각에 미치는 영향 (Effect of Neckline-Hairstyle Combinations on the Perception of Face Image and Type)

  • 이영미;서미아
    • 복식문화연구
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    • 제6권4호
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    • pp.13-25
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    • 1998
  • This study focuses on the visual effects of various neckline-haristyle combinations on the perception of face image and type. The study employed a model with oval face and examined 35 combinations made up of five necklines and seven hairstyles. Looking at various face images depending upon different necklines, in case of round, V, boat square, and high necklines, long wave hair and medium wave hair produced a feminine image of marked individuality; long straight hair that covers the forehead and medium straight hair gave an image of charm and purity as well as an image of neatness; and long straight hair short cut hair showed an intellectual image. Regarding the perceptual type of face depending upon the different necklines of round, V, square, and high, the long straight hair covering the forehead and medium wave hair had the effect of an optical illusion that made the face look short and round; and short cut hair made the face line look distinct and the face look oval and slender.

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복식디자인 요소가 얼굴지각에 미치는 영향 (Effects of Clothing Design Factors on the Perception of Face)

  • 이미정;이인자
    • 복식
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    • 제44권
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    • pp.104-116
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    • 1999
  • This study was intended to make an inquiry into the effect of lines, shapes and colors (achromatic colors) as apparel design elements on the perceptions of facial size, brightness and shape through an empirical research based on the theories of visual perception and optical illusion that have been studied in Gestalt Psychology, which becomes the basis of apparel design principles. It was shown that the facial size was influenced by the collar size, the degree of neckline cut, and the thickness of the trimming line. The white scarf with the white jacket made the face look darkest while the black scarf with the black jacket made the face look brightest. When the neckline had the characteristic of the line contrasted with the facial shape, the oval-shaped face was perceived to be the most ideal. When the facial shape and the neckline shape were similar, the facial shape was perceived to be more highlighted.

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배기팬츠 엉덩이둘레 여유분과 밑위길이 여유분 변화에 따른 시각적 이미지 - 20대 여성을 중심으로 - (Image differences based on changes in hip circumference and crotch length in baggy pants - Focused on women in their 20s -)

  • 최은주;서미아;어미경
    • 복식문화연구
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    • 제20권6호
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    • pp.912-922
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    • 2012
  • With a long crotch length and much ease in the hip area, baggy pants are visually expressed in a variety of designs when compared with regular pants. The purpose of this study is to define the image differences of various baggy pants designs according to hip circumference and crotch length ease. To that end, this study deduced the visual image variable of experimental baggy pants and analyzed visual images according to changes in hip circumference and crotch length. Nine baggy pants with different levels of hip circumference and crotch length ease were produced as experimental pants. The image of each pair of experimental baggy pants was evaluated based on pictures taken of the pants worn by a woman in her 20s with a standard body figure. The image assessment team was composed of 105 clothing majors. The research results are as follows. Four visual image factors of experimental baggy pants were extracted: whole body compensation, lower body compensation, hip compensation, and waist compensation. Among the 4 factors, the whole body compensation factor was shown as the most representative factor. The body compensation image was higher with less hip circumference ease in the experimental baggy pants, and more hip circumference ease created the optical illusion of a larger body figure, presenting a significant difference between waist circumference and hip circumference. The lower body compensation factor, hip compensation factor, and waist compensation factor all showed a significant influence on changes in hip circumference ease. This result shows that changes in hip circumference ease exerted more influence on the body compensation image than did changes in crotch length ease. The results of this study provide basic data for predicting visual images according to differences in the level of ease in baggy pants, helping people select clothing suitable to their preferences and body shapes.

하이 웨이스트 스커트의 허리선높이와 스커트 길이 변화에 따른 시각적 이미지 차이 (Differences of Visual Image according to Changes in Waistlines and Lengths of High-Waist Skirts)

  • 권민정;어미경;서미아
    • 복식문화연구
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    • 제20권3호
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    • pp.309-318
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    • 2012
  • This study aimed to find the components of visual image by researching main image-related adjectives applied to high-waist skirts. In addition, it compared and analyzed the differences and mutual influences of visual images according to variations in the waistline and skirt length of high-waist skirts. The researchers made nine high-waist skirts-combinations of three different levels of waistlines and skirt lengths. The test involved 121 people who hold degrees in the field of Clothing and Textiles. The panels tested actual images of all models wearing the high-waist skirts shown on a computer screen. The results of the study are as follows.: Four factors affected the visual image as waist-height and skirt-length changed: attractiveness, upper-body compensation, length compensation, and hips compensation. Among these factors, attractiveness was estimated as the most important factor. The torso and the hip were highlighted as the waistline increased from 3cm to 11cm, due to the optical illusion of a tighter skirt wrapping the bust, waist, and hips. As the waistline increased, the stature and leg length increased, possibly revising the overall appearance. For the skirt length, a length measuring 20cm above the knees, proved to be most attractive. This resulted in elongated height and leg length, and a slimmer overall look.

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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현대 패션 사진에 나타난 유희성에 관한 연구 (A Study on Play in Contemporary Fashion Photographs)

  • 김종선;전재훈;하지수
    • 한국의류산업학회지
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    • 제18권3호
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    • pp.261-271
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    • 2016
  • The aim of this study was to gain an understanding of the element playfulness in fashion photographs related to openness and multiple significance in contemporary art. A total of 105 fashion photographs from US and UK Vogue magazine editorials and advertisements for the last five years were selected for the study. The photographs were analyzed in two main categories - the contextual element of themes, and the elements of visual expression; composition, models, objects and editing technology. The element of playfulness in the photographs were found to be divided into themes of infantile fantasy, social satire and situational dissonance, and elements of visual expression were found to express image distortion, expansion, exaggeration, reduction, and optical illusions. A photography type termed as infantile fantasy and social satire have descriptive characteristics and usually deliver the message by using models and objects to present a certain situation or express social satirical viewpoint and reflective attitude by using objects and photographic skills. A photography type termed as situational dissonance is characterized by immediately understood expressions and usually clarify the message by using a photographic technology such as editing the printed image or expect the model to express an exaggerated poses and ridiculous expressions, causing an optical illusion. Visually expressed and composed scene using composition, models, objects and editing technology is a specific character of photograph and due to the advances in computer editing technology it has been able to express the various playfulness.

주차건물 파사드의 인터페이스 디자인 표현 특성 연구 (A Study on the Characteristics of Interface Design at the Facade of Parking Garage)

  • 문은미
    • 한국실내디자인학회논문집
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    • 제20권5호
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    • pp.135-142
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    • 2011
  • This study applies the 'interface' as the concept to interpret the facade design of parking garages. This study investigates the characteristics of interface design in the parking garages to improve design qualities of parking garages as a daily living space as well as a public space in today's city. The facade of parking garage is an interface between the urban streets and the parking space. Three concepts of interface and design in parking garage are defined. The concept of interface is explained as a boundary surface which activates communication and interaction. In facade design of parking garage, three main concepts of interface design are screen, communication and mobility. Through the investigation of the examples, this study summarizes the characteristics of the facade design of parking garage as follow; first, the facade of parking garage is designed as a screen which represents immateriality by specially selected and arranged surface materials. The screen facade is designed as one homogeneous surface as well as an irregular pattern with operable louvers. Second, the facade of parking garage is designed as a communication media to deliver direct information. The representation of natural or artificial characteristics at the local areas is to communicate with the people in the community. Third, the facade of parking garage is represented mobility which a car symbolizes. It emphasizes various movements and visual changes by movements. People can experience the visual changes of the building facade as they walk or drive. The visual changes of the facade are caused by natural elements such as wind and light as well as an optical illusion.