• 제목/요약/키워드: artistic methods

검색결과 211건 처리시간 0.023초

대학교문의 조형적 특성과 선호도에 관한 연구 (A Study on the Characteristics of the Form and the Preference of the Main Gates of Universities in Korea)

  • 김동찬;성현지
    • 한국조경학회지
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    • 제27권1호
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    • pp.110-121
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    • 1999
  • The purpose of this study is to focus on the characteristics of the form and preference of the main gates of universities. The gate of a university have both functions and artistic design aspects. Fifty-two universities selected for this study were placed all around country except for Je-ju island. The following two research methods were used for this study. 1) an analysis of form character through a classification of the types. 2) and analysis of preference to the gates through a side show. The results are summarized as follows: 1. Main gates of universities were classified by covered-type and uncovered-type in existence of cover. And they were classified by eighteen types in detail. 2. Visual preference have been analyed by using the regression, the result is as follows: Y=-0.357+0.630 X$_4$+0.377X$_1$+0.075X$_2$-0.015X$_3$($R^2$=0.971, X$_4$;harmony, X $_1$;speciality, X$_2$;softness, X$_3$;complex) 3. The gate of Chung-Ang university(Ahn Sung campus) is the highest of all the universities at the average of preference 4.32 through result of slide show. Covered type has a higher preference than uncovered type. This has a good modification and decoration in front side type of main gate.

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원시주의(Primitivism)를 반영한 패션디자인에서의 소재표현기법 연구 (A Study on Textile Expression Technique Influenced by Primitivism shown in Fashion Design)

  • 김진영;간호섭
    • 패션비즈니스
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    • 제14권5호
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    • pp.112-127
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    • 2010
  • Primitivism is a concept that expresses and organizes natural feelings of human beings which is hard to be identified by a rigid definition. It means "staying in the beginning or the initial state, not evolving or developing, and not affected by human beings from the intact natural state". Based on this meaning, the artistic style features inherent natural beauties, as well as plain and inornate design. These features have been reflected in a variety of art pieces. The aesthetic features shown in the primitivism art pieces can be categorized into four different aspects: naturalness, folksiness, sentimentality, and humorousness. These features, influencing modern fashion, have been reinvented by a number of fashion designers. They also adopted ideas from the fancy clothes and ornaments created in carefree life style of the regions retaining their primitive cultures, such as Africa, Oceania, and Pacific coasts, and applied those ideas to various silhouette, colors, patterns, and textiles. Particularly as for textile expressions, they tried printing techniques using the patterns motivated from primitive folk symbols or the nature, applied objet of primitive materials and elaborated ornaments that represent folk and primitive feelings, and employed the primitive techniques such as knotting, crude cutting, or natural draping, to reinvent them as textile expressions in modern fashion.

전시디자인기업 구성원의 마음챙김이 자기효능감 직무만족을 통해 직무성과에 미치는 영향 (he Effect of Mindfulness of Exhibition Design Employees on Jab Performance Through Self-Efficacy, Jab Satisfaction)

  • 정수형;황찬규
    • 디지털산업정보학회논문지
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    • 제14권1호
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    • pp.57-75
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    • 2018
  • The growth of the Exhibition Design Industry has been exponential both internationally and domestically since the composition and fusion of Artistic Culture and information. Since the introduction of various Display Techniques, such as, augmented reality, Virtual Reality, and 3D interactive applications, the Exhibition Display Industry has seen innovative development. Furthermore, this has transpired a new wave of change and globalization in social network and thru creative Exhibition Design this has become a turning point in the Exhibition Design Industry. The aim of this research is to find Influencing factors of domestic Exhibition Design Industry members. These factors thru self-efficacy and job satisfaction will study objectively to find what influences duty result and help members of Exhibition Design Industries to work comfortably and to increase productivity we are proposing effective and efficient development methods. To do this, we are suggesting a research model applied on variables of the mindfulness theory which is based on the emphasized unconsciousness which represents the existence of the mind. To objectively verify this research model, we have conducted surveys on Exhibition Design Industry workers and a Material Designer in Seoul.

환경설계에서 경관드로잉의 의미와 방법론에 관한 연구 (A Study on the Meaning and Methodology of Landscape Drawings in the Environmental Design)

  • 변찬우
    • 한국조경학회지
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    • 제26권4호
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    • pp.95-104
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    • 1999
  • The Landscape Drawing is the main medium for constructing better environment which provides human beings with a place for dwelling well, even though it has some limitations. To provide places for people's daily lives, by what measure do we design\ulcorner, by what measure do we give dimension\ulcorner, and how can we appropriately measure the place with drawing\ulcorner On any given site, of course, much has already happened, i.e, there is history. Any adequate interpretation of such a site should poetically take into account the present effects of its absent past. The findings to reveal the meaning and methodology of landscape drawings in the environmental design with a case study are as follows: (1) The value of landscape drawings is the poetic, artistic interpretation which we sense and bodily experience through the simultaneous exposure of the site's temporal, spatial, and tactile conditions. (2) The landscape drawing should represent the invisible (imaginary) world as well as the visible (physical) world. (3) There can be classified as two methods in representing the rich experience of a place: expression and notation. Expression is the abstract representation and do not have a direct relationship to construction due to its ambiguous and connotative structure. But notation is constructional due to it's purely objective symbol system which is obviously denotative structure. (4) Collage is a medium of specific act that can represent the complex layered phenomena and the rich experience of given site. (5) The landscape drawings represent not only topographical space which can be measured objectively, but also topic which can be cognized culturally.

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미술의 요소와 원리에 근거한 만 2세 표준보육과정 교사용 지도서 미술활동 분석 (An Analysis of the Fine Arts Activities on the Standard Childcare Curriculum Guidebook(for 2 years) for Teachers Based on the Elements and Principle of Fine Arts)

  • 김순희;이순복
    • 한국보육지원학회지
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    • 제14권4호
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    • pp.63-83
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    • 2018
  • Objective: The purpose of this study was to analyze how the elements and principles of fine arts were reflected in art related activities in the teacher's manual on standard childcare curriculum for a period of 2 years. Methods: The analysis criteria for the elements of fine arts were modified and complemented based on Kim and Gang(2011) and the same was done for the principles of fine arts based on Lee et al(2015). Results: First, as a result of analyzing the art contents according to life theme in art related activities, 'artistic expression' appeared the most in all nine life themes. Second, as a result of analyzing the art related contents in the standard childcare curriculum for 2 years based on the elements of fine arts, plane, texture, shape, color, volume, line, spot, space, composition, light and shade appeared in order. Third, as a result of analyzing the art related contents on the principles of fine arts, movement, emphasis, variety, unity, rhythm, proportion, balance and pattern appeared in order. Conclusion/Implications: The results of this research suggest that the childcare activities have to be devoloped in order to provide the balanced experiences with fine arts activities.

한 장의 2차원 이미지를 이용한 동양화적 비사실적 랜더링 (Oriental Painting non-photorealistic Rendering by using a Single 2-D Image)

  • 방승주;박경주
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제16권3호
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    • pp.366-370
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    • 2010
  • 본 논문에서는 한 장의 2-D 이미지를 입력으로 받아 자동적으로 동양화처럼 보이는 그림으로 바꾸어 주는 비 사실적 랜더링(NPR) 시스템을 제안한다. 동양화의 선은 두께가 다양하고 끝이 갈라지는 특성이 있고, 농담의 변화를 주어 대상 물체의 입체감을 표현하는 경향이 있다. 본 논문에서는 이미지의 외곽선 추출을 바탕으로 curvature를 사용하여 선을 따라 변하는 두께를 가진 선을 생성한다. 또한 기존에 수채화 스타일에서 제안된 농담 표현방법과는 반대로 지역적인 세부표현을 증가시키고 광역적인 농담을 줄여준다. 본 논문은 외곽선 추출, 선 그리기를 통하여 다양한 두께의 선을 표현해 주는 방법과, 이미지의 필터링과 intensity 변환을 통한 농담을 표현하는 일련의 연속적인 방법을 제안하다.

뉴미디어 환경에서 공간디자인 프로세스 변화에 관한 연구 (A Study on the Process Change of Spatial Design in a New-Media Environment)

  • 강인경;윤재은
    • 한국실내디자인학회논문집
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    • 제18권6호
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    • pp.142-149
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    • 2009
  • User and media are in close coalition with each other in the 21st century's era of New-Media. The new users exposed to the New-Media environment have a complete understanding of the digital media environment, and are also taking on the role of an active identity in the formation of culture in new media. In the field of spatial design, creative spatial interfaces designed through various methods derived from the New-Media environment and technology that weren't even imaginable in the past ultimately came to exist in a mutual relationship with the user, the people. This study is in the same context as studies looking into the establishment of design in media art and digital media space in the New-Media environment. Media art is an outcome arising from the demand towards new art combined with the attempts towards accepting various media as a means for artistic expression. Media art seizes to being a mere part of art, but more. This study aims to look into the theoretical basis of New-Media and define the design process through the expressional characteristics and triggered thoughts thereof. Lastly, the results of the research will be put together to produce the final results. Such analysis process will be the basis of the creation of a new paradigm and spatial thought, and allow people to be concerned about the various changes in spatial formation.

4차 산업혁명시대 노인 간호 (Gerontological Nursing in the Era of the Fourth Industrial Revolution)

  • 탁성희
    • 노인간호학회지
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    • 제20권sup1호
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    • pp.160-165
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    • 2018
  • Purpose: There is a need to examine changes in the health care environment and the impact on gerontological nursing care in the era of the Fourth Industrial Revolution. In this article recent healthcare paradigm changes, gerontechnology, high tech and high touch, person-centered approaches are discussed. Methods: A narrative review was used. Results: Cyber physical system, artificial intelligence, advance and convergence of bioengineering, and information communication technology are changing the health care paradigm to "precision", "prediction" and "personalization". Entry into the global aging society and the surge in the elderly population worldwide has led to searches for a new means to prepare for projected demands of this growing population. Thus, efforts such as gerontechnology have been made to apply and utilize recent innovative science and technology in order to promote the health and life of elders. There is a great emphasis on the convergence of high tech and high touch, in which humanistic and artistic approach are critical in order to assure that technology is beneficial to human beings rather than harmful. Conclusion: Positive healthcare experiences among patients and their families are emphasized by utilizing new technology and employing high touch while providing personalized care with a person-centered approach.

혼종모형을 이용한 암묵적 간호지식의 개념분석 (Concept Analysis of Tacit Nursing Knowledge)

  • 김현주;김주현
    • 대한간호학회지
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    • 제48권6호
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    • pp.637-655
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    • 2018
  • Purpose: The purpose of this qualitative study is to investigate the nature of tacit nursing knowledge practiced in the clinical field in Korea using hybrid models, and to clarify the definitions and attributes of the concept. Methods: The definition and nature of tacit nursing knowledge, obtained through a review of the extensive literature at the theoretical stage of the research, and the analysis of the in-depth interview data conducted by the career nurses in the fieldwork stage, are compared and analyzed. Results: The tacit nursing knowledge was found in three dimensions as knowledge related to the person, the clinical situation work context, the self, the others, and the task. The tacit nursing knowledge was defined as personal nursing knowledge and artistic skills that show up as unconscious behavior patterns, learned informally, and internalizedthrough repeated clinical practice experience based on professional nursing knowledge. Conclusion: Tacit nursing knowledge has been widely used in clinical practice and has been shown to have a great impact, directly or indirectly, on clinical nursing. Therefore, individual and organizational efforts are needed for validation and clarification using the generation, sharing, collection, and peer review of sound implicit nursing knowledge to ensure that it is properly applied.

중국 전통 문양 요소의 모바일 게임 UI에서의 응용 (Application of Traditional Chinese Pattern Elements in Mobile Game UI)

  • 왕준;유석호
    • 디지털융복합연구
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    • 제19권4호
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    • pp.285-289
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    • 2021
  • 중국 전통 문양은 독특한 예술적 특성과 실용적 가치를 지닌 특이하고 매력적인 시각적 기호로 활용될 수 있다. 모바일 게임 UI 디자인에서 중국 전통 문양은 인터페이스 디자인에 중요한 의미와 가치를 지닌다. 본 연구는 중국 전통 문양의 기본요소를 추출해 모바일 게임 UI의 디자인에 적용하고, 휴대전화 UI의 디자인에 전통 문양의 보다 편리한 활용 등을 목적으로 하고 있다.중국 전통문양에 대한 문헌 분석과 휴대전화 UI 사례를 분석해 모바일 게임 UI에서 중국 전통문양 원소의 디자인 원칙과 디자인 방법을 정리했다.모바일 게임 UI의 전통적인 문양요소를 디자인하기 위한 디자인 참고와 방향성을 제공한다.