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.
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.
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.
These days, the fantastic in opposition to classic beauty becomes a genre of creative body expression. The purpose of this study was to analyze the expressive characteristics of body types and meanings in recent fantastic fashion illustration. The method of this study was to analyze recent documentaries, fashion books, internet web site and so forth. The results were as follows: In literatures, pictures and movies, the category of the fantastic body's expressive types were classified as dominant mutant based on SF, multi body or fragment body by disruption, heterogeneous compound based on myth, personified humanoid and non substance in supernatural boundary. The dominant mutant based on SF was expressed image morphing, composition of machine image with body and modern metamorphosis of classic SF body. It means propensity to post-feminism and reservation of meaning analysis based on human unconsciousness. The multi body or fragment body by disruption in fashion illustration was expressed distorted composition of same body pictures, replacement of different bodies, deconstruction and partial omission of body and composition of meaning or non meaning images. It means permanence of self and basic narcissism. The heterogeneous compound based on myth was expressed general composition or optical illusion of various and aggressive animal motive. It means reinterpretation of original myth, metaphor of basic femme fatale, pursuit of permanence and sign of primitive mind in unconsciousness. The personified humanoid was expressed real human body description of mannequin or ball joint doll and anthropomorphism of robot image. It means representative satisfaction and nostalgia of childhood. The non substance in supernatural boundary was expressed grotesque description of ghost, zombie, vampire, angel, fairy, using of symbolic red, black color and non body. It means human's basic desire about immortality and taboo. Through the result of these study, the expression of fantastic body in fashion illustration will expend expressive method and we will understand human and cultural codes of today.
I paid attention to the fact that surrealism emerging in early 20th century has been resurfacing in the 21st century. It may be because of the increasing interest on the space showing the surrealistic features as people in these days prefer the experimental and dramatic space beyond repetitive daily life. I tried to identify the expressive characteristics in the interior space adopting the depaysement technique among a variety of expression techniques of surrealism. To this end, this paper selected 10 interior design projects by Fabio Novembre and Marcel Wanders since 2000s. As the methodology, chapter 2 examined the theories to identify the expression targets and approaches of depaysement around the art paintings. Next, the standard for case analysis in this paper was established by investigating the existing theses related to interior and space design with depaysement as the key word. The expressive characteristics of depaysement identified from the existing researches were classified into morphological, figurative, material and space program. Those programs were developed as the classification system in this paper. Chapter 3 described the design background and features of Fabio Novembre and Marcel Wanders. On the basis of the features and analysis framework identified in chapter 2 and 3, chapter 4 analyzed the features of depaysement observed in the works by both designers. The conclusion was presented in chapter 5. For the expressive characteristics of depaysement observed in the space by both designers, Novembre created optical illusion using distortion or overlap on the morphological aspect. Wanders showed mainly the feature of changing the scale. In accordance with the analysis on expression principles, the features including spatial continuity, ambiguity of border, visual amusement and uncertainty were differentiated in all spaces.
As life is changing, modern people are interested in culture life more than the past and as a result Art Exhibition increases. Nowadays many methods of exhibit are introduced, especially Direct experience. Trick Art Experience exhibition introduced Direct experirence to a work of art for interests and used props, objets, images, and sounds for maximizing experience element. Trick Art Experience exhibition added humor as imitating famous painting and gave a deep impression through the optical illusion technique which make flat structure look three-dimensional structure. Recently, demands for Experience exhibition which are like Trick Art increase. This study figure out pros and cons through a comparison analysis of direction and component about Trick Art Experience exhibition and find a check list about making an audience active about experience. From now on, we have an object about showing design data including customer satisfaction measurement to make various expressions of direction and component about Experience Art through a case analysis. We have firsthand visited case spaces to experience the spaces and prepared a check list for the relevant types of expressions. Referring to the exhibit work classification system, components that correspond to Trick Art Experience exhibition were grouped according to constituting items. Among the types of expressions, the levels of satisfaction with Experience exhibition and Participating exhibit were found to be high and the level of satisfaction with Heart Moving exhibit was found to be low through surveys. Among the components, the levels of satisfaction with stereograms and formative effect elements were found to be high and those of spatial changes and media effects were found to be low through surveys. Therefore, the expressions should be reinforced and the components should be improved.
A leather quality inspection by naked eyes has known as unreliable because of its biological characteristics like accumulated fatigue caused from an optical illusion and biological phenomenon. Therefore it is necessary to automate the leather quality inspection by computer vision technique. In this paper, we present automatic leather qua1ity classification system get information from leather surface. Leather is usually graded by its information such as texture density, types and distribution of defects. The presented algorithm explain how we analyze leather information like texture density and defects from the gray-level images obtained by digital camera. The density data is computed by its ratio of distribution area, width, and height of Fourier spectrum magnitude. And the defect information of leather surface can be obtained by histogram distribution of pixels which is Windowed from preprocessed images. The information for entire leather could be a standard for grading leather quality. The proposed leather inspection system using machine vision can also be applied to another field to substitute human eye inspection.
This study focuses on the Russian Constructivist Textile Design in the post-revolutionary period, of the early 20th century. Russian textile of the time is highly valued in the west in terms of innovative changes in aesthetic directions, which has become one of the most important centers for the development of new textiles, or the origin of industrial design. Most of brilliant mass-production patterns were produced specially by the pioneers of constructivists such as Stepanova and Popova who were influenced by 'Maxism' through the Revolution regarded themselves as productivists for the proletariat. They were inspired by the avant-garde movements, which were involved with traditionalism, futuristic mechanism, stylization of nature, pure geometrical and abstract form. Early textile design was based on the relationship between the graphic methods of design and the technology because they regarded art as physical, intellectual and technical production. They created all the excitement made from the primary simplest forms of precise mathmatical shapes, such as the circle, the triangle, the rectangle and horizontle and vertical lines. These geometric design can be interpreted as the mechanization of the artists'labor, or methods in line with the technology of mass production, however partly roots in the rich tradition of Russian decorative art. On the other hand, stable crystalline construction on the surface reflect urban architectural complex, and the world of industry in graphic form. They were interested in illusion of movement, cinematic movement of vertical linear rhythms, optical formations and vibrations, by composing a multi-leveled constructions by several spatial planes, or color-field, and combining structures of several intersecting matrices, and superimposing parts of the forms on each other. All these characteristics of the Russian textile designs reflect the complex interactions between 'art and society' of Constructivist's idea and represent the traits of the epoch.
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.
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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