• Title/Summary/Keyword: formative language

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A Comparative Study of the Houses of Mies van der Rohe and Le Corbusier (미이스 반 데르 로에 주택과 르 꼬르뷔제 주택의 비교 연구)

  • 김용립
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.21-31
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    • 2004
  • There are probably no architects of the 20th Century who had more influence on modern architecture than Mies van der Rohe and Le Corbusier. Although the two architects share one thing in common, namely, both are master of modernism, each has developed unique architecture of his own. The objective of this study is to investigate the characteristics of their works through a comparison analysis of the Ideas, design principles and architectural language reflected in the works, focusing on the houses. this study will also aim to provide a foundation for a new design that harmonizes the design principles and architectural language of the two. Through the study the following common points and differences were found between the houses of the two. A) Common points: Both architects avoided ornamentation In houses while placing weight on the functions of houses and they tried to plan rational floor plans by separating the wall from the structure. B) Differences: \circled1 The houses of Mies express the structure in a straight forward manner, while those of Corbusier are formative houses focusing more on shapes. \circled2 The shapes of the houses of Mies are limited to basic shapes, quadrangle while those of Corbusier employ various geometric curves. \circled3 Using steel and glass, the houses of Mies are light and transparent. On the contrary, using concrete, the houses of Corbusier are somewhat bulky with Three-dimensional changes. \circled4 The houses of Mies show the value of moderation based upon the classical principles of design, while the houses of Corbusier show the value of moderation based upon geometry. \circled5 The houses of Mies feature horizontal intoners with flexibility. However, Corbusier's houses have vertical interiors with some changes in the cross sections. \circled6 In terms of material, the interiors of Mies' houses employ materials with various tones and textures, while interiors of Corbusier's houses are painted in simple white. Summing up these characteristics, it could be said that the houses of Mies have logical and rational beauty, whereas the houses of Corbusier have more emotional beauty.

Study on the Pattern Design where Hangeul Calligraphy is Utilized (한글 캘리그래피(Calligraphy)가 활용된 패턴 디자인에 관한 연구)

  • Kim, Mi-Hyun
    • Journal of the Korean Society of Costume
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    • v.61 no.8
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    • pp.32-44
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    • 2011
  • This study will explore the application of the Korean alphabet 'Hangul' and its calligraphy on fashion design. Hangul is well known for its great formative characteristics. Its calligraphy has unique features that express the implicative meaning of the Korean language while simultaneously displays beautiful shapes that draw the viewer's eye. When Hangul calligraphy is applied on the pattern design, it can be an excellent opportunity to demonstrate the visual beauty of Hangul. The purpose of this study is to develop the pattern designs that utilize the Hangul calligraphy and apply them in various fields of fashion. The detailed concepts of this study are as follows. First, the theoretical concepts and characteristics of both Hangul calligraphy and pattern design will be understood. Second, the aesthetic characteristics of calligraphy will be drawn by case analysis on the artworks of famous calligraphers such as Kim Jong-geon, Kang Byeong-in, Lee Sang-hyeon, Lee Gyu-bok and other representative calligraphers who design the beauty of Korean calligraphy by handwriting and brush-writing. The obtained results will be used to explore the desirable direction of fashion design. Third, eight pattern motif fashion works that utilize Hangul calligraphy in accordance with the arrangement of different characteristics of fashion design will be presented.

Interactive drawing with user's intentions using image segmentation

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.73-80
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    • 2018
  • This study introduces an interactive drawing system, a tool that allows user to sketch and draw with his own intentions. The proposed system enables the user to express more creatively through a tool that allows the user to reproduce his original idea as a drawing and transform it using his body. The user can actively participate in the production of the artwork by studying the unique formative language of the spectator. In addition, the user is given an opportunity to experience a creative process by transforming arbitrary drawing into various shapes according to his gestures. Interactive drawing systems use the segmentation of the drawing image as a way to extend the user's initial drawing idea. The system includes transforming a two-dimensional drawing into a volume-like form such as a three-dimensional drawing using image segmentation. In this process, a psychological space is created that can stimulate the imagination of the user and project the object of desire. This process of drawing personification plays a role of giving the user familiarity with the artwork and indirectly expressing his her emotions to others. This means that the interactive drawing, which has changed to the emotional concept of interaction beyond the concept of information transfer, can create a cooperative sensation image between user's time and space and occupy an important position in multimedia society.

Fun Motifs Represented in Walter Van Beirendonck's Fashion (Walter Van Beirendonck 패션에 재현된 펀 모티프)

  • Lee, Sangrye
    • Journal of Fashion Business
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    • v.18 no.5
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    • pp.171-183
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    • 2014
  • In general, the idea of fun is understood to be associated with interesting things, playfulnesses, joy, pleasure, etc. The "fun culture," which seeks enjoyment and pleasure through life, is a characteristic of elements observed in today's society and culture. This exerts a powerful impacts on the business operation, marketing, and product manufacturing. Moreover, it is accepted as one of remarkable phenomena representing the changing trends of fashion in the 21st century. The objectives of this study were to analyze and categorize the fun motifs observed in fashion designer Walter Van Beirendonck 's collections, to examine their formative characteristics, and to establish academic approaches and analytic framework in studying the fun phenomenon emerging in fashion. As to research methods, this study laid a theoretical ground by reviewing the related literature and previous studies, and conducted a positive case study using the data on Walter Van Beirendonck's collections and exhibitions. According to the results of this study, the fun motifs represented in Walter Van Beirendonck's collections are largely categorized into "deviation from rules," "humorous and obscene graphic images," "introduction and transformation of heterogeneous elements," "women with male gender' etc. On the other side of Walter Van Beirendonck's fashion are sex, sexual humors, sexuality, fetishism, love, form, body, language, social phenomena, harmony between nature and life, consumerism, race, shamanism, tribal rituals, nation, cultural collision, transcendent things, science fictions, cyber Space, dream, alien, future, fairytale, fantasy etc. which are expressed by using fun motifs. Moreover, these themes are led to masculinity and fantasy.

Representation of the Body in Dress and Painting - Focusing on the Works of Francis Bacon and Rei Kawakubo - (복식과 회화에 표현되는 몸의 재현 - 프란시스 베이컨의 작품과 레이 카와쿠보의 컬렉션을 중심으로 -)

  • Yim, Eunhyuk
    • Journal of Fashion Business
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    • v.17 no.4
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    • pp.40-57
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    • 2013
  • In examining the relationship between fashion and art which are intimately interrelated, the body is a suitable subject in that it is the common object of representation. This study investigates and compares the images of the body in Francis Bacon's paintings from 1940s to 1970s and the formative aspect and aesthetic value of the abstract body images in Rei Kawakubo's designs since 1980s. The figures in Bacon's paintings are confusingly and atypically deformed as well as distorted, which are the combinations of the anatomies without references, not so much represented objects as experienced sense. Kawakubo's designs attempt to deform the body, moreover, she transforms the body; represent abstract forms without association with any other figures that exist, emphasizing sculptural or architectural shapes of garment. She suggests extensive visual language of dress by challenging the norms of beauty. The body in Bacon and Kawakubo's works is dispersive as well as complex in that the body images are deconstructed, fragmented, and exaggerated. Respectively, they articulate the perception of the body in postmodernism era by destroying the myth of subject; furthermore establish the aesthetics that transcend conventional ideals by reevaluating as well as refusing the standards of beauty.

Identification of 5-Jung-color and 5-Kan-color In Video (비디오에서 오정색과 오간색 식별)

  • Shin, Seong-Yoon;Pyo, Seong-Bae
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.1
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    • pp.103-109
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    • 2010
  • As color was used for formative language since a human activity was beginning, all the symptoms in the world that the human eye can see is present. In this paper, we identify Korea traditional color harmony for extracted key frames from scene change detection. Traditional color is classified as 5-Jung-color and 5-Kan-color, and determine whether to harmony. Red, blue, yellow, black, and white, called 5-Jung-color and pink, blue, purple, sulfur, and green, called the 5-Kan-color was identified. First, we extract edge using Canny algorithm. And, we are labeling and clustering colors around the edge. Finally, we identify the traditional color using identification method of traditional color harmony. The proposed study in this paper has been proven through experiments.

Assessment Process Design for Python Programming Learning (파이선(Python) 학습을 위한 평가 프로세스 설계)

  • Ko, Eunji;Lee, Jeongmin
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.117-129
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    • 2020
  • The purpose of this paper is to explore ways to assess computational thinking from a formative perspective and to design a process for assessing programming learning using Python. Therefore, this study explored the computational thinking domain and analyzed research related to assessment design. Also, this study identified the areas of Python programming learning that beginners learn and the areas of computational thinking ability that can be obtained through Python learning. Through this, we designed an assessment method that provides feedback by analyzing syntax corresponding to computational thinking ability. Besides, self-assessment is possible through reflective thinking by using the flow-chart and pseudo-code to express ideas, and peer feedback is designed through code sharing and communication using community.

Development on the On-line/Off-line Learning Content Solutions & Tools for Education of Creative Talent base on Method of Formative Inspiration (조형발상기반의 창의력 교육을 위한 On-Line 및 Off-Line상의 교육 컨텐츠 및 교구개발에 관한 연구)

  • Chung, Seung-Ho;Choi, Eun-Suk;Kim, Dea-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.891-899
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    • 2009
  • We need education program and contents that satisfy on-off line's education maximize an initiative spirit development in an absence of UI design for infants and elementary students. For the multiplicity of inflection of these initiative spirit development education program, we need development of contents and teaching materials(Cre-kids) that can educate both in on-line and in off-line. Cre-kids are divided of four areas that are increased fluency, flexibility, originality and delicacy. Four areas are ideas of language, visual, making and computer. Through each area, we can develop children's systematic modeling idea ability. And we divide of fluency, flexibility, originality and delicacy each four areas and evaluate each aspect and mark for index. That is CDQ(Creativity Design Quotient). Through the evaluation result, we will be able to study about a modeling initiative spirit index.

A Study on The Curriculum for illustration Major (일러스트레이션 전공교육을 위한 교과과정 연구)

  • 곽영권
    • Archives of design research
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    • v.17 no.2
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    • pp.123-134
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    • 2004
  • Developing curriculum in the field of illustration is the main purpose of this study. During the past 30 years, illustration industry has achieved remarkable success in South Korea. Moreover the trends in styles are various today. Aspiring Korean illustrators were awarded prizes by authoritative international organization for their illustrated picture books lately. Regardless of achievement in the field of illustration, an adequate curriculum to educate illustrators was never developed. Facing the challenging circumstances of the 21th century, professors of illustration need to be specialized and they must study the ultimate curriculum of illustration. Since illustration is a visual language, the kernels of education for illustration are teaching the nature of visual communication, getting the objectivity of communicating and establishing a professional techniques for expression. Even though the basic formative arts training courses are fairly important to students who major in illustration, it is impossible to see the achievement with the current situation of curriculum. In order to make good products of illustration and competent illustrator, we must try to create education system which well-matched for an independent genre of illustration field. Besides 1 hope this study will be used as one of the teaching methods for the field of animation and cartoon as well as for the field of illustration.

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A Study on the Characteristics of Space Production for Art Museums Reflex Media Art (영상미디어 아트 공간연출 표현특성에 관한 연구 - 미술 전시장을 중심으로 -)

  • Yoo, Jae-Yeup
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.156-160
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    • 2004
  • Our time is called as the era of information-oriented society and up-to-date scientific technology, but it can be also called as the era of image. It is because the image has much influence upon our everyday life. In the deluge of images, the delivery of image Is a better and faster synergic tool than the delivery of language, and this trend is consistent with the phases of the times in which the analog modality of synergy is converted into the digital one. The image is a picture that is formed by a physical process, and is all the figures reflected by electronic equipments that reproduce the image. After the discovery of photograph in 1893, the image has been appeared first with the form of movie, and then with the form of TV. However, the appearance of such unidirectional synergic tools as movies and TV. has provided artists with some creative motives with which they intercommunicate their messages via some experimental bidirectional synergic tools. Among image-media arts, the performance of installation and participation is an important example that causes many changes through conceptional conversion, such as the conception of the time in space and formative characteristics. What satisfy this trend have been videos, lasers, holographic, and etc. Furthermore, the appearance of computer has provided a synesthesia, that is, a virtual reality, and mixed a real image with a visional one. The image-media art will realize better synergy through combining brand new machines, informational technology, and art, and have much influence upon our everyday life formatively and artistically in the future. with this study, through analyzing the meaning of relationship between image equipments and space.

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