• Title/Summary/Keyword: illusion change

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A Study on the Computer Textile Pattern Design using Modeling Element of Natural Dyeing Works (천연염색 작품의 조형요소를 이용한 컴퓨터 직물 패턴디자인 연구)

  • Sul, Jung-Hwa
    • Fashion & Textile Research Journal
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    • v.6 no.1
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    • pp.17-22
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    • 2004
  • The purpose of this study was to obtain the basic element of patterns, which is the motif, from the existing art works and use it to create and simulate a variety of patterns to show the practical use of the computer. Natural dyed works of geometric shapes like squares and 1/4 of circles, each dyed with a different natural dyes, were produced and motifs were extracted. Then using the 4D box in Adobe Photoshop v.6.0, the developing pattern change and simulation effects when using different patterns and different repetition settings were examined. Observations were made as the motifs were replicated. Different patterns like a diagonal line, a square and a circle appeared. In order to find out the effects according to the changes, the motifs from work's square portions, circle centre, and the composition of eight motifs were extracted and used. The repeated patterns according to the extracted motifs simply showed that in the case of just repeating and arranging, square patterns appeared. By replicating and arranging, the motif and the allophone were matched and patterns with regular lines were formed, like a twill, pointed twill line. By setting the direction to Y and X in the repetition methodes, a typical half-drop arrangement or a brick pattern arrangement were formed according to 1/4, 2/4, 3/4, 1/3, or 2/3 in changes. Also the steepness of the slope changes quickly or in turn slowly as the rhombus shape appears. However in the case of a composed motif, an ogee pattern appeared. Lastly, by 3-D mapping patterns like a slant line, pointed twill patterns, diamond patterns, and the repeat patterns of a motif with a circle and a line combined, and a circle motif, an optical illusion could be observed.

The Adolescents' Experience in Drug Abuse (청소년의 약물남용 경험)

  • Kim, Kway-Bun;Lee, Kyung-Ho
    • Journal of Korean Academy of Nursing
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    • v.30 no.4
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    • pp.917-931
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    • 2000
  • This study was to provide understanding for the juvenile problem of drug brought about by industrialization, and the importance people that we should take a role in helping to resolve the problem. The purpose of this study lies in approaching the effective methods to prevent Korean adolescents from being involved in drug by examining the factors of their experience. The method of this study is designed to grasp the adolescents' drug experience, its meaning, its structure and the nursing intervention ways. By applying a phenomenological approach which is based on a qualitative research method, the researchers hoped to reveal key data in each group. It has been carried on from October 1998 until September 1999 with sample of 5 adolescent inmates in K mental hospital located in Seoul. The data were collected by sereous personal deep interviews and observations. Collected data were analyzed according to the phenomenological method suggested by Giorgi. The results of this study are as follows: First, pleasure seeking: curiosity, joy, and fun; Second, affiliation: formation of clique with the same age; Third, escape from reality: loneliness, emptiness, heroic mind, self- confidence, self-absorption, and comfort; Forth, feeble- mindedness: anxiety, fear, and temptation; Fifth, psychological unadaptation: wandering, forfeiture, and incompetence; Sixth, physical counteraction: headache, vomiting, loss of memory, loss of appetite and loss of sensibility; Seventh, psychological confusion: illusion, auditory hallucination and dream; Eighth, recovery of self-consciousness: repentance, desire and awareness This study results in the following suggestions of the nursing intervention 1. To cultivate a wholesome game culture for the adolescents. 2. To make up the group activities so that the adolescents can establish their sense of identity through a variety of group counseling program. 3. To foster the capability to cope with the change in the process of social accommodation. 4. To enforce the social life skill for the adolescents. 5. To practice the systematic education about drug use. 6. To develop the social education programs. 7. To help the adolescents build up their sense of identity by applying the adolescent cure programs. Above all, it is necessary that school and community as well as home should establish the educational environment paying special concern and consideration to the adolescents.

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Expressional Characteristics of Interior Design Presented in the Food and Beverage Spaces of Yukio Hashimoto (하시모토 유키오의 식음공간에 나타난 디자인 표현특성)

  • Ko, Myung-Ae;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.26 no.2
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    • pp.101-109
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    • 2017
  • The food and beverage spaces of modern industrial society have transformed from a simple space for meals into a space of culture, communication and experience as society becomes more complex and diverse along side economic growth. An interior designer who is rapidly rising on this flow of change is Yukio Hashimoto. While working for interior design firm Super Potato, which highlights food and beverage spaces, he was much affected by the expression methods of representative designer Takashi Sugimoto, who makes use of natural elements. By using these expression methods that make use of natural elements in his own creation of spatial ambience and elements of experience and by adding his own differentiated expression methods, he emphasizes an effective spatial expression for food and beverage spaces. The design characteristics of Yukio Hashimoto's food and beverage spaces are as follows. First natural elements like light and water are recreated as memories of nature after being established through a methodology that allows these elements to penetrate his own thoughts. Second, he pursues a hybrid design through the harmony between past tradition and current expressive techniques. Third, he expresses objets of light through a formative sense of shape expressed with light.. Fourth, he establishes an axis in the interior space by light and structure and endows a strong directionality that induces symmetric characteristics, gaze, and movement.. Fifth, he installs lights at the bottom of weighty materials and expresses a sense of floating by light. Sixth, he uses an illusion technique that makes use of the ambiguity and depth of space resulting from reflecting materials like mirrors. The study hopes that such design expression characteristics of food and beverage spaces can be used as data for interior designers to apply and develop a new design vocabulary.

The Surrealistic Features of Viktor & Rolf's Design (빅터 & 롤프 의상에 나타난 초현실주의 특성)

  • Lee, Young-Min;Lee, Youn-Hee;Park, Jae-Ok
    • The Research Journal of the Costume Culture
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    • v.15 no.2 s.67
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    • pp.352-367
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    • 2007
  • Viktor and Rolf, despite their short career in the field, has been continuously giving a fresh impact on fashion design by grafting a surrealistic approach to their design works. As a basis of this study, we review the features of surrealistic drawing and the surrealistic features expressed in surrealistic clothes. The purpose of this study is to analyze the surrealistic features detected in the clothes designed by Viktor and Rolf on the basis of the above standard and review and predict the future trend in fashion. As for the research method, we review the previous researches and analyze the drawing works by some representative surrealistic artists, in particular, Schiaparelli's clothes in the 1930s, the clothes of surrealistic trend since 2000, and Viktor & Rolf's clothes. The result of the analysis is as follows. The surrealistic features of Viktor & Rolf clothes can be found in the movement of natural objects, the movement of everyday materials, the movement of clothing items, and visual illusion on clothes. As a whole, the surrealistic features clearly stood out in their clothes. High technology will rapidly change the modern society and we humans are likely to resort to something fresh or different as our emotion and feelings are getting tired and weary. Something that stimulates our feeling and emotion hidden behind our reason or logic will be reflected in design far more than something complex and functional. For this reason, as it reveals human imagination inherently, surrealism is expected to establish itself as a mega trend in the future.

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Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

Aesthetic Approach of Digital Images - Focus on Realism - (디지털 이미지의 미학적 수용에 대한 연구 - 사실주의를 중심으로 -)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.146-154
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    • 2010
  • Argument on the postmodernism of philosophy and history, epic and effect, and culture and art is becoming more ambiguous in scope due to digital technology development. Digital technology makes to change of aesthetic approach over the length and breadth of art and culture including medium art. Analysis of Digital images is changed from presence of images to feature analysis of images which is made by digital technology, and raise the question of how to analyze the images of reproducing digital technology focused on realism. Digital image, focused on hyper reality, should be approached not by film aesthetic approach but by shot unit. Due to emphasizes image reality reproduction by frame unit and not the short unit of the narrative approach, the artistic approach should differ from previous realism practice. Particularly, when considering movies which is focused on illusion, the realistic approach should be realized not in the of realistic approach in narrative aspect but in the aspect of realistic approach in painting aspect.

A Study on Soban(dining table) Design Applying of Korean Traditional Architecture (한국 고건축 양식을 응용한 반(盤) 디자인)

  • Lee, Jong-Soo;Kim, Myeong-Tae
    • Journal of the Korea Furniture Society
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    • v.25 no.2
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    • pp.79-86
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    • 2014
  • Furniture can be a product of design and is considered a form of a decorative art. Architectural works are often perceived as cultural symbols and as works of art. Korean traditional architectural form and wooden furniture were improved by adding up an organic coordination in the interior space. Furniture adds beauty of life by being coordinated with the interior space with its particular characteristic in the form of architectural structure. Architecture and furniture are also being improved in a more natural and diverse way. Therefore, in this research, from the choice of the location, Korean traditional architecture is considered to be coordinated with the nature, and the technical skill is lessened to express its beauty. There is a presence of elegance yet robust combination of simplicity and beauty. In addition, the traditional architecture and wooden furniture are completely expressed structurally with coordination of the outstanding design and solid structure according to the thrifty living in the Confucian ideas which influenced the Korean traditional society. The representative of Korean traditional architecture, Baeheulrim pillar, has worked as motive because of its visual comfort caused by optical illusion and formative elements. The small portable dining table (Soban) which reflects the characteristic of Korean unique tradition and the sensitivity of Koreans has been reinterpreted through the motive in this research. As a result, it has shown the possibility as the design element to change the aesthetic structure. In the modern society, cultural identity plays a vital role. Therefore, this research can be used as reference for the new concept of furniture - making. It could be a combination of modern people, lifestyle and living space by creating the Korean image suitable for the modern society.

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One Case of Dizziness Patients Suggested Benign Paroximal Positional Vertigo treated by Jaeumkunbitang-gamibang and Dix-hallpike maneuver (양성 발작성 자세변환성 현훈(Benign Paroximal Positional Vertigo, BPPV)으로 의심되는 현훈증 환자를 자음건비탕(滋陰健脾湯) 가미방(加味方)과 Dix-hallpike Maneuver로 치료한 치험 1례)

  • Shin, Sun-Ho;Jeong, Yong-Jun
    • The Journal of Internal Korean Medicine
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    • v.21 no.1
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    • pp.181-184
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    • 2000
  • Dizziness is one of common diseases clinically, it is defined as a hallucination or an illusion of motion that causes sensation disorder of circumstance, and described as circulatory. rotatory leaning. shaking sensation. In particular, benign paroximal positional vertigo(BPPV) is one of peripheral vertigo, it causes dizziness due to debris which has collected within a part of the inner ear. Chemically, debris are small crystals of calcium carbonate. They are derived from structures in the ear called 'otoliths' that have been damaged by head injury, infection, or other disorder of the inner ear, or degenerated because of advanced age. The symptoms of BPPV include dizziness or vertigo, lightheadedness, imbalance, and nausea, Activities which bring on symptoms will vary in each person, but symptom are almost always precipitated by a position change of the head or body. As for treatment of vertigo, it is differentiated as excess in the upper and deficiency in the lower(上實下虛) and treated in oriental medicine and are used to stability. antihistaminics . anticolinergics . vestibule control drug of GABA system in western medicine. Moreover, Dix-hallpike maneuver is applicated in diagnosis and treatment of BPPV patients. A case of dizziness patient suggested benign paroximal positional vertigo who is diagnosed as weakly dizziness(虛暈)showed prominent improvement by Jaeumkunbitang-gamibang(滋陰建脾湯) and Dix-hallpike maneuver.

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A Qualitative Study on the Psychological Meanings of Wearing Female High-Heeled Shoes (하이힐 착용 심리에 대한 질적 연구)

  • Cho, Sun-Myoung;Kim, Hee-Sun;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.9
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    • pp.1361-1373
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    • 2009
  • This study analyzed female motives and psychological experiences related with high-heeled shoes. Data was collected through in-depth interviews with seven females having more than forty pairs of high-heeled shoes. Exploratory data are classified into physical aspects and mental aspects, and the meaning of wearing high-heeled shoes were derived and discussed. First, with high-heeled shoes, the participants tried to make an ideal physical appearance, 1) to make an aesthetic illusion of a longer, more slender body 2) to make a more glamorous bodyline and toned legs. Second, the psychological experiences were as follows: 1) Wearing high-heeled shoes, they felt self-confidence in appearance and had feelings of satisfaction, fulfillment, and superiority. 2) High-heeled shoes gave wearers an increased sexual appearance in addition to a feminine attitude and independent mind. Accordingly, wearers thought they could make males compliant with a better sexual look in private and public life. 3) Through buying or putting on high-heeled shoes, women could change their mood, have mental stability, and channel sexual desires. 4) Some women made the secret self with the collected high-heeled shoes for sexual fantasies. 5) They thought that painful bodies or feet were not cumbersome. In addition, some wearers thought high-heeled shoes were a natural extension of their bodies.

Scaenae frons: Audience' Space, Actors' Space (Scaenae frons - 관객의 공간, 배우의 공간)

  • Cho, Eun-Jung
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.83-107
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    • 2007
  • The continuous struggle to establish virtual reality on the stage during the history of Western Theater has been centered upon the development of scenographic setting and devices. It began with the Classical Greek drama where the place of performance became separated from the place of the audience. These two places were united as the orchestra - the place of the Dionysiac festival in the earliest stage of the Greek theater. And the skene, once a storage building outside the theatrical area, became an essential factor of the scenic space to provide illusion of the other world where the actors dwell. As a natural consequence it followed the structural change of Roman theater where the stage became a high and wide platform and the skene converted into the permanent stone scaenae frons. Such a tradition of the Classical theater was revived in Italian Renaissance and Baroque theater, which succeeded Vitruvius' concept of scaenographia as well as the vestiges of Imperial Roman theater. The cases of Serlio, Palladio, and Andrea Pozzo reveal the way how Western theater conjured the fictional space by traditional representational scenery, including architectural background setting and painted devices. It resulted in the physical and emotional division of actors' space and audience's space. The rejection of representational scenery upon the stage by avant garde artists like Edward Gordon Craig in the early years of the twentieth century should be interpreted as an attempt to recover an emotional attachment of actors and the audience, which was the case of Greek antiquity. This new scenogrpahic endeavor in modern theater is to challenge the main purpose of traditional scaenae frons to establish the boundary of the illusional 'scene' of performance where the audience should remain as passive spectators, and instead, to try to unite the action of actors and the audience upon the stage as a 'place'.

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