• Title/Summary/Keyword: visual art

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Applying TRIZ Theory to Fashion Design - Focused on Rei Kawakubo's Fashion Design - (트리즈(TRIZ)이론에 의한 패션디자인의 적용 - 레이 가와쿠보의 패션디자인을 중심으로 -)

  • Kim, Sung Hyon;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.62 no.7
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    • pp.79-96
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    • 2012
  • Creativity is a rising topic in the current society. The emphasis on creativity is valued as a key factor for success in all areas including but not limited to politics, economy, culture, arts and design. The field of Fashion design is probably one of the few areas that talk about creativity as a necessary quality to survive. The purpose of this study is to introduce TRIZ(Teoriya Reshniya Izobretatelsskikh Sadatch) as a theoretical tool to generate creativity in fashion design. TRIZ is a creative method of problem solving based on data analysis of outcomes invented by engineering. The fundamental concept of TRIZ has been researched through documentary studies, and practical case studies of product designs are used. Fashion design cases from Comme des Garcons by Rei Kawakubo are used to apply TRIZ in fashion design. Rei Kawakubo's design philosophy has been studied through fashion writings and visual sources in books, exhibition catalog, www. style. com and online shopping mall sites. This study has selected four principles among forty inventive theories of TRIZ: segmentation; asymmetry; consolidation; and preliminary action to apply to Rei Kawakubo's fashion design. As a result, TRIZ can be applicable to fashion design as a creative thinking methodology. By using the four principles of TRIZ, this study shows how Rei Kawakubo's design enhanced its efficiency and aesthetics of the products and was distinguished from existing items. It is meaningful to demonstrate a possibility of adopting engineering based creative methodology in fashion design to widen the perspective and to raise a question for the need of interdisciplinary creative methodology with traditional aesthetic approach in fashion design.

A Study on the Aesthetic Thought and Expression Tendency of Contemporary Architecture from the Concept of the Uncanny (언캐니 개념으로 바라 본 현대건축의 미적사유와 표현경향 연구)

  • Park, Kyoung-Ah
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.164-173
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    • 2013
  • This study aims to analyze the aesthetic thought and expression tendency appeared in contemporary architecture by looking at today's architectural art based on the concept of the uncanny that Sigmund Freud contended as an aesthetic principle, of the aesthetic concepts tossed around to define the contemporary times in the aesthetics field and discuss the architectural analysis possibility of the concept of the uncanny. The generation structure of the uncanny that generates experiences of fear and surprise is classified into dual structure, trauma, threatening structure, and repetition compulsion. This is the principle that evokes a sense of experiencing subject, incorporates sensibility, and vitalizes internal process. This is also the methodology to organize and structure the concept of the uncanny. When seen from the four factors drawn from the concept of the uncanny and aesthetic expressions, the uncanny expression characteristics of contemporary architecture includes isolation, subversion, trace, absence, oblique line, flotation, concealment, and disturbance. Isolation and subversion refers to producing the space of the pressure of tension and relaxation caused by repression and relief from repression and eliciting the maximum expansion of the sense of space through spatial change. Trace and absence indicates being able to elicit more intense emotions from the experiencing subject by applying the images of alienation and absence in the way to reproduce historical trauma. This happens by implementing the potential value of physical activity. Oblique line and flotation means visual impulse. This happens in the way to visualize uneasy points. This causes uncanny by threatening the survival. Finally, concealment and disturbance refers to creating unpredictable space. The concept of masquerade and maze space composition are applied in the way to activate spatial perception, including space exploration and unintended subject's forced selection. As stated above, the uncanny expression characteristics shown in contemporary architecture can be presented as indicators that are available to analyze the undecided and diversified contemporary architecture aesthetically. In this respect, this study has great significance.

Analyzing and Solving GuessWhat?! (GuessWhat?! 문제에 대한 분석과 파훼)

  • Lee, Sang-Woo;Han, Cheolho;Heo, Yujung;Kang, Wooyoung;Jun, Jaehyun;Zhang, Byoung-Tak
    • Journal of KIISE
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    • v.45 no.1
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    • pp.30-35
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    • 2018
  • GuessWhat?! is a game in which two machine players, composed of questioner and answerer, ask and answer yes-no-N/A questions about the object hidden for the answerer in the image, and the questioner chooses the correct object. GuessWhat?! has received much attention in the field of deep learning and artificial intelligence as a testbed for cutting-edge research on the interplay of computer vision and dialogue systems. In this study, we discuss the objective function and characteristics of the GuessWhat?! game. In addition, we propose a simple solver for GuessWhat?! using a simple rule-based algorithm. Although a human needs four or five questions on average to solve this problem, the proposed method outperforms state-of-the-art deep learning methods using only two questions, and exceeds human performance using five questions.

"The Light": An Experimental Moving Image which uses Color, Trace, and Interactivity of Light to Measure Quantitative Presence ("The Light": 정량적 프레즌스 측정을 위한 빛의 색, 빛의 움직임, 빛과의 인터랙션을 이용한 추상영상 실험)

  • Jeon, Seongsin;Kim, Seong Whan
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.12
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    • pp.587-592
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    • 2017
  • In this paper, we raise a question: what makes presence in artistic works. Presence has been defined as a physiological and emotional feeling which feels that he or she is immerged in a specific artworks when he/she is very interested in the artwork. We design and implemented an abstract media art "The Light" which uses the color, trace, and interactivity of light to measure quantitative presence. Frequency spectrum of light on specific object which we perceive makes color; Motion of light and its impact on object makes shape which perceived in our human visual system; Interactivity or perceived distance between object and observer makes intensity of perception. We experimented our images with subjective survey which includes PQS (presence questionnaire survey) and objective test using brain signals (EEG). From our interactive experimental moving images tested on 30 subject, we conclude that we can make more presence as we interact more with images. Photo-realistic images is just pass-by and it is transformed to abstract images, as we more focused on the images, and the essential components of the abstraction includes color, trace, and interaction with subjects.

A Study on Modern Costume Design applied the Formativity of Korean Traditional Cloth Wrappers (전통조각보를 응용한 현대 의상 디자인 연구 - 면 구성적 특징을 중심으로-)

  • 조해정;김정희
    • Archives of design research
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    • v.13 no.1
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    • pp.7-18
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    • 2000
  • Study of Costume Design Applied The Formativity of Korean Traditional Cloth Wrappers Costume has been coexistion with man ever sine human history began, and in modem society its role in man's living, culture and art has become so great that It is now an object most refreshing and of extensive concern to man. This study, based on the expressive quality and purity of Korean traditional cloth wrappers which have the formativity continuously pursueing new visual inspirations, is to seek new expressional diversities and rediscover our traditional beauty and at the same time to present possibilities of reflecting more unique, new spirit of the times inherent in our culture and of creating certain formative world of design value. In studying, literary reference as atheoretical background, analysis of the formative characteristics of traditional cloth wrappers through corrobcrative data preserved as a cultural asset at museums, and actual making of eight works in total based on the results of analysis have been paralled.

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Current status and issues of motion drawing education for animation (애니메이션을 위한 모션드로잉 교육의 현황과 과제)

  • Lee, Jong Han;Park, Sung Won
    • Cartoon and Animation Studies
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    • s.35
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    • pp.129-153
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    • 2014
  • This study is a process of studying an alternative educational model and a preceding analysis process of the study where a teaching method considering the expertise of animation is applied with a perspective of effectively increasing the animation drawing ability. The animation field which is the image contents is a visual art that delivers the story through the movement of the subject, and when looking only at the education related to the drawing, the items required for expertise should be clarified and the development of a systematic curriculum and teaching method is required. Therefore in this study, it aims to review the necessity of education model development by analyzing the educational contents and domestic and foreign curriculums that corresponds to the categorization of motion drawing considered with expertise of animation. As a result, it will be used as a basis for planning the educational model of a subject in the category of motion drawing. This process corresponds to the analysis phase of ADDIE educational model development and in the future, as an attempt for integrated studies, will lead to a study of developing and applying the educational model based on the functions of brain and creative mechanism.

Study on the American 6,70's Graphic Design Focused on 'Hurb Lubalin(1918 - 1981)' (미국 6,70년대 그래픽 디자인에 대한 연구 - 허브 루발린(Herb Lubalin, 1918~1981)을 중심으로 -)

  • Hong, Mihee
    • Cartoon and Animation Studies
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    • s.49
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    • pp.521-536
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    • 2017
  • Many artists who led European Modernism had emigrated to America from Europe in 1930's after Nazi gave many limitations on art activities. Those artists became professors at the American Universities and started to do design work. So that European Modernism started to be known and gave much influences in America. The designers who was influenced by European artists have stood out in their design work from 1950's. Herb Lubalin, Paul Land, Bradbury Thomson, Saul Bass etc are as the representative designers. Herb Lubalin is one of the most famous graphic designer in 1970's. This study researched historical background how European modernism design has influenced to America. And then analyzed about Herb Lubalin who has influenced from European modernism and led 1960,70's American graphic design. Herb Lubalin identified that typography can be used not only for its original communication function but also the visual expression. Herb Lubalin made numerous new typography expression with his variety experimental sprit and creativity. Also his many different kind of experimental typography raised up a printing techniques in this period.

The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
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    • v.15 no.1
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    • pp.49-58
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    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

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A Study of Fashion illustration Applying Formative of Folk Painting (민화의 조형적 양식을 응용한 패션 일러스트레이션 연구)

  • Lee, Ji-Soo;Chung, Eun-Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.8 s.145
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    • pp.1057-1067
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    • 2005
  • In the modem society, people try to represent and protect their traditional arts in aesthetic way along with the global society. The proposal of this thesis is about the fashion illustration that has adopted the folklike formative arts. 1 prefer the formative character rather then the universal character and I would like to use of folk paintings far the fashion illustration. Because the formative character of folk paintings is very expressional, we are able to draw a fashion illustration in easy, new, creative and less difficult way. The fashion illustration has to be a specialized field from the formative arts, and we need to study in a new way as well. We draw fashion illustration through the understanding of folk paintings and the study of analysis in formative. As a result of this study, we could draw a fashion illustration which is very abstract, exaggerative and simple. We also could expect the free hand drawing lines on this illustration. In these fashion illustrations, the human bodies let us fret the artists' tense, speed, and power. According to the important character of folk painting, which is the beauty of color, these fashion illustrations have expressed more color intensive. In the falk paintings there is a kind of rules to make color order, so the fashion illustrations that we drew have the bright and clear color combination. Because the folk paintings shouldn't be the artistic but should be the realistic, the fashion illustrations concentrate on the real subject. It is very natural looking that use the natural dyes in the fashion illustrations. According to this kind of art task, fashion illustration will be a certain part of the illustration in the modem society.

Photography's educational study : Against practical-based curriculum in photography education (사진의 교육적 연구 : 실기 중심 교육과정에 반하여)

  • Nam, Tack-Oon
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.359-367
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    • 2016
  • This paper aims to develop the photography education method based, not on the practical technique, the photo recording or the communication, but on the photo theory and the visual culture. This paper can be summarized as follows: First, it analyses the photo theory itself and photography education theory. It examines the studies of the important scholars of photography theory, namely Laszlo Moholy-Nagy, Walter Benjamin, Susan Sontag. It examines also the studies of the scholars who applied photography to education, that is, Victor Burgin, Simon Watney, David Bate. This paper examines how photography is related to education theory in general and where photo education can be situated in art education field.