• 제목/요약/키워드: photoshop

검색결과 246건 처리시간 0.028초

한국 전통신발을 이용한 한국적 이미지 패션신발 문화상품 개발 (Development of Fashion Shoes with Korean Image as Cultural Goods by Using Korea Traditional Shoes)

  • 박혜령;차은진
    • 한국의상디자인학회지
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    • 제11권2호
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    • pp.99-115
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    • 2009
  • Recently, the development of design of cultural goods is focusing on excessively workmanship-oriented craft items. However, an advanced strategy that is practical and develops market-oriented goods in the world needs to be suggested from now on and the selection of goods item aimed to world market is very urgent. Therefore, the purpose of this study was to design practical and worldwide market-oriented shoes with Korean traditional image as a cultural goods. As software tools, 2D Adobe Illustrator Adobe Photoshop and 3D MAX 8.0 Photoshop CS were used to design the shoes. From 8 types of pattern design to which Koran traditional pattern was applied and 7 types of shoe design to which Korean traditional shoes were applied, 60 types of planar shoes design coating developed pattern designs were made. Furthermore, 3D design of cultural goods of shoe made possible to observe it three-dimensionally and accurately from the top, the front and the side respectively. Finally, 43 types of cultural goods of shoe to which Korean traditional shoes were applied were designed successfully according to traditional patterns and colors. The systematic database was established based on the developed pattern design of the shoes and might make the best use of the development of related design of cultural goods. Although there were partly some limitations in the aspects of design and material development of Korean traditional shoes, this study would help the economics of shoe industry in Korea producing high value-added products.

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촬영 조건에 따른 지문 사진의 품질에 관한 연구 (Estimation of Fingerprint Image Quality in Accordance with Photographing Conditions)

  • 유제설;전소영;김규연;김지연;김채원;장윤식
    • 한국콘텐츠학회논문지
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    • 제17권6호
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    • pp.287-295
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    • 2017
  • 본 연구에서는 지문을 촬영할 때 촬영 조건이 지문 사진의 품질에 미칠 수 있는 영향에 대하여 해상도 측면에서 알아보았다. 두 개의 융선이 정확히 분리되고 식별되는 것은 지문 사진의 법과학적 가치에 있어서 매우 중요한 역할을 하며 이것은 두 개의 융선 사이에 존재하는 경계영역의 화소를 수치화하여 확인할 수 있다. 본 연구에서는 동일한 지문을 대상으로 ISO에 의한 품질의 변화, 촬영 시 발생하는 흔들림에 의한 품질의 변화, 촬영자의 경험과 기술에 의한 품질의 변화를 Adobe photoshop CS 6을 사용하여 분석하였다. 그 결과 ISO에 의한 품질의 변화는 큰 차이가 없었다. 또한, 손에 들고 촬영할 경우에는 일반인 그룹과 현직 과학수사요원 그룹 간에 유의미한 차이는 없었다. 그러나 삼각대를 사용 여부에 따른 지문의 품질에는 유의한 차이가 있었다. 따라서 본 연구는 미세한 융선과 특징점 까지 촬영해야 하는 지문 근접촬영 시 삼각대를 사용하는 것이 중요하다는 사실을 실험을 통해 입증하였다는 것에 의의가 있다.

사진 조명 기법과 디지털 기법을 이용한 사진 탁본 연구 (A Study on the Photographic Rubbing by using Photographic Lighting and Digital Techniques)

  • 장선필;한상준
    • 보존과학회지
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    • 제25권4호
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    • pp.363-371
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    • 2009
  • 이 연구는 사진 조명 기법과 디지털 기법을 이용한 사진 탁본을 통해 기존 탁본을 대체할 수 있는지 알아보는 것에 목적이 있다. 조명 기법은 전자플래시를 사용한 질감 묘사 이론에 근거했으며, 명문의 판독이 목적이므로 조명을 양 측면에서 조사하여 음각된 명문을 강조하였다. 촬영한 사진은 포토샵을 이용해 명문을 강조하는 방향으로 수정하였고 이 과정에서 지의류로 인해 비석에 생긴 얼룩을 약화시킬 수 있었다. 특히 비문 일부가 훼손 혹은 박락되어 명문이 희미한 경우에도 디지털 기법을 이용하면 어느 정도 판독의 가능성을 보여주었다. 또한, 기존 탁본으로는 할 수 없는 비석의 재질, 풍화상태, 박락 등에 대한 기록을 따로 하지 않아도 촬영과정에서 자연스럽게 기록이 되므로 문화재 연구와 보존, 복원 등에 도움을 줄 것으로 생각한다.

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Extraction of Computer Image Analysis Information by Desk Top Computer from Beef Carcass Cross Sections

  • Karnuah, A.B.;Moriya, K.;Sasaki, Y.
    • Asian-Australasian Journal of Animal Sciences
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    • 제12권8호
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    • pp.1171-1176
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    • 1999
  • The precision and reliability of the Computer Image Analysis technique using a desk top computer for extracting information from carcass cross section scans was evaluated by the repeatability (R) and coefficient of variation (CV) for error variance. The 6th and 7th ribs cross section of carcasses from 55 fattened Japanese Black steers were used. The image analysis was conducted using a desk top computer (Macintosh-Apple Vision 1710 Display) connected to a scanner and an image capture camera. Two software applications, Adobe Photoshop and Mac Scope were used interchangeably. The information extracted and measured were individual muscle area, circumference length, long and short axes lengths, muscle direction; distance between any two muscle centers of gravity; cross section total area, lean, fat, and bone. The information was extracted after the processes of scanning, digitization, masking, muscle separation, and binarization. When using the Computer Image Analysis technique by desk top computer, proper digitization and selection of scanning resolution are very important in order to obtain accurate information. The R-values for muscle area, circumference, long and axes lengths, and direction ranged from 0.95 to 0.99, whereas those of the distance between any two muscle centers of gravity ranged from 0.96 to 0.99, respectively. For the cross section total area, lean, fat, and bone it ranged from 0.83 to 0.99. Excellent repeatability measurements were observed for muscle direction and distance between any two muscle centers of gravity. The results indicate that the Computer Image Analysis technique using a desk top computer for extracting information from carcass cross section is reliable and has high precision.

인체 골격의 X-ray 투사 이미지를 활용한 패션디자인 (Human Skeletal X-ray Projection Images Applied Fashion Design)

  • 박정인;이연희
    • 한국의상디자인학회지
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    • 제17권3호
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    • pp.13-27
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    • 2015
  • The purpose of this study is to understand the general process from textile design till fashion design and to understand the relation between the body structure by using the x-ray technique. The research method was to see background of the anatomic feature and human skeletal X-ray projection through historical aspect of publications, the Internet, and paper. In terms of production, in order to present a design that takes into account the unique silhouette of the human body without distorting the shape of the human skeleton, X-ray images that were reconstituted using a computer graphic tool (Photoshop CS) were reproduced into the fabric as intense images through the digital Textile Printing technique that is capable of expressing fine and delicate details, and applied into the design. An original design was developed that emphasized the impression of the human body being projected and the shape of the human skeleton realistically expressed in terms of silhouette and detail. The results are as follows: First, Body has a anatomic formative characteristic and its formativeness becomes as a great motive for the artistic expression and thereby it becomes more unique and available for new design expression. Second, Using the 'body frame' as the motive of the research, there's mainly tried to make an unique expression. Third, according to reconstructing human skeletal X-ray projection by using Adobe Photoshop CS2, it can be expressed strong and unique design. Forth, DTP which is being used as an essential technique, expresses the body frame realistically and being used the special type of functional product and silk. Likewise by discovering the diverse formativeness of our body frame and reflecting the sense of humanity into the pieces there's been able to make and develop an unique fashion design. I sincerely hope there is a hug progress in this research in this area.

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3D 디지털 기술을 활용한 패션 디자인 개발에 관한 연구 (A Study on the Application of 3D Digital Technology for Fashion Design)

  • 김지언
    • 복식
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    • 제57권2호
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    • pp.45-58
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    • 2007
  • This study shows that clothes are made just the same as the real thing in the virtual space through 3D digital technology. This study is significant to expand the area of fashion design in the virtual space. This study analyzes the practical use of the third dimension computer graphics in the aspect of fashion, and it is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. "Temporary bridge" is a rainbow bridge which connects nature, man and technology, and also the past, present, and future. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing rotor and texture used on 3D simulation. The conclusion are as follows : First fashion design process, which consists of design conceptualization, design definition, and computer design process, composed of body modeling, clothing modeling, texture mapping, rendering by lighting and camera establishing are compared. Second, fashion design process is applied to digital technology. Third, the method of body modeling is both that of direct modeling in 3D Studio Max and that of importing DXF file from poser. And the method of direct clothing modeling in 3D Studio Max are two methods, polygon modeling and nurbs modeling. Polygon modeling is more satisfied than nurbs modeling in the aspect of expression to clothing and round face. Forth, this study applies textures and colors transformed by photoshop on manufactured 3D Clothes. According to this result, fashion designers are able to confirm a customer or client in their design minds viewing 3D simulation by various textures. colors and angles. It is able to advance digital fashion show in the future.

한국 전통 당초문양을 활용한 텍스타일 디자인 개발 (A study on Textile Designs Incorporating Korean Traditional Arabesque Pattern)

  • 이연순;권현정;이정은
    • 한국의류산업학회지
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    • 제10권4호
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    • pp.479-488
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    • 2008
  • The purpose of this study was to re-interpret the traditional patterns in modern point of view and connect them to the apparel textile design to use them widely in our real life. For this, a documentary research on the traditional patterns and arabesque patterns was made first, and then, through the manual and photoshop workings, two apparel textile designs were suggested. As a result, the followings were acquired: First, the arabesque pattern, which is a traditional pattern of Korea, has a continuous life power and a natural formative characteristics. In its pattern, there is an abundant possibility of change. So, it has a wide usability regardless of time and space. As the symbolic image of the arabesque pattern is connected with the instinctive beauty sense of human beings, it has shown the more adhesive affinity that any other materials. Second, two kinds of textile design were suggested. The motif of work 1, "Fragrance of Woman," was the richness and the harmony, and so a lotus arabesque pattern was selected to present its concept, "Classic Elegance." The expression technique was to use a manual work and cloths to make it a voluminous one. The motif of work 2, "Green Field" was to show the clean beauty with a lotus arabesque pattern. Its concept was the "Natural Elegance," and the expression technique was to repeat the motif by using the Adobe Photoshop to complete the work.

제프 쿤스(Jeff Koons)의 작품을 응용한 라운지 웨어 디자인 (The Application of Jeff Koons' Works in Lounge Wear Design)

  • 박나리;이윤미;이연희
    • 복식문화연구
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    • 제17권2호
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    • pp.270-282
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    • 2009
  • The purpose of this study was to inquire into lounge wear and Jeff Koons and to design lounge wear in which the works, Balloon Dog(1994$\sim$2000) and Hanging Heart(1994$\sim$2006), of Jeff Koons was applied. The concept of design was appealed as sensuousness, activeness, and comfort. The target of design was teens and those in their 20s. Knit or woven fabric in 100% cotton/silk and cotton blended was selected. The design had fitted silhouette and the items were bras, panties, pajama pants, shorts, robes, slippers etc. Adobe Illustrator CS2 and Adobe Photoshop CS2 program were used for the design. In the lounge wear in which Balloon Dog applied, main color was red, blue, and green with pale tone and frills and pleats were selected for the details. Elastic blended fabric was used for the comfortable. Variety application of color and patterns were conducted for rhythmical visual. In the lounge wear design in which Hanging Heart applied, main color was also red, blue, and green with pale tone. Halter neck and robes were selected for the sexy looking. Cool and soft feelings were pursued through use of cotton and silk blended fabrics or stripes patterns. The result of this study may give valuable information to merchandisers and designers who develop lounge wear. It may also provide designers who use computer program such as Adobe Illustrator and Adobe Photoshop as design tools with useful examples.

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웹툰의 질적 향상을 위한 제작 프로그램 단순화와 첨예화 연구 (Research on Simplification and Harpening of Production Programs for Quality Enhancement of Webtoons)

  • 길문섭
    • 디지털융복합연구
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    • 제14권12호
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    • pp.389-395
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    • 2016
  • 경제 불황으로 새로운 탈출구를 찾던 한국만화는 2000년 초 인터넷이라는 공간이 생기면서 자연스럽게 웹툰 시대로 진입 하게 된다. 웹툰이라는 새로운 개념의 만화는 이전의 만화가들이 다수의 문하생으로 만화를 그렸다면 웹툰은 혼자서 그리는 경우가 대부분이다. 본 연구는 웹툰 작가들이 웹툰을 그리기 위해서는 여러 프로그램을 읽혀야 하며 인터넷환경 등을 알아야 한다. 이렇게 힘든 환경속에서 빠르게 잘 그려야 하는 작가 입장에서 어려운 점이 한두 가지가 아니다. 이제는 단순한 웹툰 프로그램개발이 필요한 시점에 와 있으며 대안이 무엇인지 알아본다. 웹툰 작가가 웹툰을 제작하는데 가장 핵심이 되는 포토샵, 코믹스튜디오, 사이툴, 클립 스튜디오 등 프로그램들의 특성과 장단점을 알아보고 웹툰에 최적화된 기능이 무엇인지를 연구하였다. 스토리 만화 등으로 최적화되어 있는 프로그램들을 웹툰으로 활용할 수 있는 새로운 프로그램 들을 제시한다.

휴양지역의 조우 평가기준 설정을 위한 시각매체의 활용시 움직임의 효과 (Effects of Movement When Using Visual Media to Determine Encounter Standards1a)

  • 김상오
    • 한국환경생태학회지
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    • 제23권4호
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    • pp.309-316
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    • 2009
  • 휴양지역의 평가기준 설정을 위한 다양한 시각매체의 활용가능성에 대한 관심이 높다. 그러나 기준평가를 위한 시각 매체의 유용성은 시각매체가 얼마나 정확하게 현장 상태를 반영하는가에 달려있다. 본 연구는 정적 이미지와 동적 이미지를 이용하여 산정된 조우기준을 비교함으로써 움직임의 효과를 평가하였다. 연구대상지는 무등산도립공원 내 중머리 지역이었다. 총 50명의 대학생이 실험실 조사에 참여하였으며 Photoshop과 Flash 컴퓨터 프로그램을 이용하여 제작된 정적이미지와 동적 이미지의 허용도를 평가하였다. 조사결과, 정적 이미지와 동적 이미지 간에 최대허용수에 차이가 없는 것으로 분석되었으며 전반적 조우규범측정곡선도 거의 동일한 것으로 나타났다. 이미지 노출 순서와 움직이는 사람의 비율에 따른 조우기준도 조사되었다. 그러나 본 지역과 같은 특정 상황에서 조우기준을 개발하기 위하여 정적 이미지 대신 보다 복잡한 방법을 요구하는 동적 이미지를 이용함으로써 얻는 이점은 없다고 판단된다. 보다 정교한 매체이용에 따른 장단점에 대하여 토의하였으며 다른 자원환경 평가에 움직임 또는 소리와 같은 요소들이 조우규범에 미치는 영향에 대한 보다 많은 연구가 요구된다.