• Title/Summary/Keyword: 드로잉 기법

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The Roles of Hand Drawing and Computer Assisted Drawing in Landscape Architecture Professional Practice (조경실무에 있어서 컴퓨터 드로잉과 핸드 드로잉의 역할)

  • Lee Sang-Woo;Ballew Lisa H.
    • Journal of the Korean Institute of Landscape Architecture
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    • v.34 no.3 s.116
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    • pp.91-103
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    • 2006
  • 조경설계의 도구로서 컴퓨터 드로잉 기술은 핸드드로잉이 제공할 수 없었던 많은 이점을 제공하여 주며, 그 중요성은 현 미국 조경설계 실무 및 교육에서 점점 커 가고 있는 실정이다. 하지만 조경교육 측면에서 핸드드로잉과 컴퓨터 드로잉을 어떻게 균형을 맞추어야 하는지 쉽지 않은 논쟁거리를 제공한다. 이러한 미국 조경교육계의 고민은 미국에 국한된 문제가 아니라 한국 조경교육에서도 진지하게 고려되어야 되는 문제로 보인다. 본 연구는 미국 달라스시와 포트워쓰시를 포함한 미 텍사스주 북부에 위치한 설계사무소에 근무하는 조경기술사를 취득한 조경설계가들을 대상으로 실시한 설문을 통하여 조경실무에 있어서 핸드드로잉과 컴퓨터 드로잉의 역할에 대하여 조사하였다. 달라스시와 포트워쓰시는 Carter & Burgess, HOK, Mesa Design Group, SMR, SWA Group, TBG Partners등 미국의 대표적인 조경설계사무소 대부분이 본사 혹은 지역사무소를 두고 있는 미 남부의 대표적인 금융, 건(축)설 분야의 대표적인 쌍둥이 도시로 알려져 있다. 설문조사 결과, 몇몇 개인 특성들이 일상적인 조경설계에 있어서 핸드드로잉과 컴퓨터 드로잉의 중요성에 대한 인지와 관계가 있는 것으로 나타났다. 또한 컴퓨터 드로잉 기술이 일상적인 조경설계 과정에서 빈번하게 사용되고 있음에도 불구하고, 핸드드로잉만이 제공할 수 있는 고유 역할이 있는 것으로 나타났다. 특히 조경디자인 아이디어를 발전시키는 과정에 핸드드로잉 기법이 중요한 역할을 하는 것으로 나타났다.

Historical Transformation of Types of Hand-Drawing and Their Hybridization in Landscape Architectural Design (조경 설계에서 손 드로잉 유형의 역사적 변천과 혼성화)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.5
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    • pp.71-86
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    • 2017
  • This work explores the historical transformation of manual landscape architectural drawings in terms of hybridization to uncover their inherent creative aspect. Landscape architectural drawing has duel functions; namely, scientific instrumentality and artistic imagination, which are relative, interchangeable, and transformable. These characteristics have been embodied in the forms of particular types of drawing, projections, perspective views, and diagrams, which are not so much clearly distinguishable as rather mutually complementary and hybridized. In particular, the pictorial views of plants in the forms of a perspective view or elevation were frequently hybridized to projection drawings of grounds and architectural structures, which is called planometrics. Particular drawing types have often emerged as suitable and thereby dominant forms, depending on the particular historical styles of landscape design. Sixteenth-century Italian Renaissance gardens and seventeenth-century French formal gardens were generally visualized in the form of projections. Eighteenth-century and early nineteenth-century English landscape gardens were frequently represented in a pictorial perspective view. In nineteenth-century America, different drawing techniques such as competition drawing, photography, and map overlay were specialized depending on their respective functions. Twentieth-century American modernists began to explore the diagram to deploy design strategies. In such transformation, however, the planometric, which considers both the ground plane and plant's frontal identities simultaneously and thereby is suitable to landscape design, was frequently used as a hybridization technique. In the mid-nineteenth century, a top view of plants replaced the planometric, and then, in the twentieth century, plants were no longer represented artistically, instead reduced to the forms of standardized flat symbols. The use of instrumental visualizations thereby gradually increased rather than the use of an imaginative representation for landscape architectural drawings.

A Design of Art-Robot Technique for Drawing Shade and Shadow of a Picture (그림의 명암과 그림자 표현을 위한 아트로봇 기술 설계)

  • Song, Myeongjin;Kim, Paul;Lee, Geunjoo;Kim, Sangwook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1027-1030
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    • 2011
  • 휴머노이드 로봇 중 초상화를 그리는 로봇이 있지만 다양한 영상을 입력받아 명암 및 그림자까지 그림을 그리는 로봇은 흔하지 않다. 기존의 화가로봇들은 사용자의 얼굴을 영상으로 입력받아 윤곽선만 추출하여 그리는 방식으로, 입력된 영상으로부터 로봇 암을 제어하는 과정에서 제대로 동기화가 이뤄지지 못해 드로잉 속도가 느리고 원본 영상과 비교 시 차이가 많이 난다. 본 연구에서는 입력된 영상으로부터 명암과 그림자를 인식하여 표현해 줌으로써 입체감 있는 그림의 드로잉이 가능하다. 또한, 로봇 암의 미세한 컨트롤을 통해 드로잉 선 두께를 제어함으로써 자연스러운 그림을 그리고, 드로잉 속도가 향상되어 정확도를 높일 수 있게 하는 휴리스틱 암 제어 기술을 제안한다. 이를 구현하기 위해서는 영상으로부터 명암, 그림자의 농도에 따라 레벨을 결정하고, 레벨을 바탕으로 주변 명암 픽셀들을 평활화 하여 좌표 집합을 추출한다. 좌표 값들로 부터 유효 궤적을 분석하여 로봇 암이 이동할 경로를 추출하고, 효율적인 드로잉 기법을 통해 명암을 표현하여 드로잉하려 한다.

A Design of Real Time Drawing Techniques and Systems of Human Portrait for Humanoid Robot (휴머노이드 로봇을 위한 실시간 초상화 드로잉 기법 및 시스템 설계)

  • Song, Myeongjin;Kim, Baul;Ryu, Yunji;Lee, Geunjoo;Kim, Yongduk;Kim, Sangwook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.1410-1413
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    • 2010
  • 유비쿼터스와 로봇 제어기술이 융합하여 상호작용 하면서 로봇 기술이 빠르게 발전하고 있다. 그 중 인간의 생각과 행동을 대신 해주는 서비스 로봇인 휴머노이드 로봇에 대한 관심이 높아지고 있다. 본 연구는 휴머노이드 로봇을 이용하여 초상화를 실시간으로 빨리 그리는 새로운 기법과 그 기법을 적용하는 소프트웨어 시스템을 제안한다. 이때 사람을 인지하는 것, 종이위에서 붓(펜)이 움직이는 궤적과 속도를 제어하는 기술이 핵심이다. 더욱이 유비쿼터스 환경에서 중요한 컨트롤 포인트로 인식되고 있는 모바일 기기를 이용한 로봇 제어 기술도 계획 중이다. 본 과제에서는 로봇의 궤적을 최적화 하여 드로잉 속도를 빠르게 하고, 더 부드럽고 자연스러운 초상화를 드로잉 하며 실시간과 적응성을 높인다.

Extraction of Line Drawing From Cartoon Painting Using Generative Adversarial Network (Generative Adversarial Network를 이용한 카툰 원화의 라인 드로잉 추출)

  • Yu, Kyung Ho;Yang, Hee Deok
    • Smart Media Journal
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    • v.10 no.2
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    • pp.30-37
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    • 2021
  • Recently, 3D contents used in various fields have been attracting people's attention due to the development of virtual reality and augmented reality technology. In order to produce 3D contents, it is necessary to model the objects as vertices. However, high-quality modeling is time-consuming and costly. In order to convert a 2D character into a 3D model, it is necessary to express it as line drawings through feature line extraction. The extraction of consistent line drawings from 2D cartoon cartoons is difficult because the styles and techniques differ depending on the designer who produces them. Therefore, it is necessary to extract the line drawings that show the geometrical characteristics well in 2D cartoon shapes of various styles. This study proposes a method of automatically extracting line drawings. The 2D Cartoon shading image and line drawings are learned by using adversarial network model, which is artificial intelligence technology and outputs 2D cartoon artwork of various styles. Experimental results show the proposed method in this research can be obtained as a result of the line drawings representing the geometric characteristics when a 2D cartoon painting as input.

A Study on the Possibility of Cyber Art Education : Focusing on a Drawing Course (사이버 미술교육의 가능성 연구 : 드로잉 수업을 중심으로)

  • Jue, Juliet
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.663-668
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    • 2017
  • This study was conducted to examine the possibility of developing a drawing course in online education and to assess the satisfaction and dissatisfaction of students. The drawing class consisted of a conceptual understanding of the drawing, learning actual techniques and performing drawing tasks. This course was rated on the content satisfaction scale and the course evaluation scale when it was developed in 2014 and partially modified in 2016. Both the content satisfaction and lecture evaluation showed similar scores to the average for all subjects in the school. Specifically, 'organization of content' received good reviews, while 'interaction' received a low rating in the content satisfaction scale. Additionally, 'enthusiasm' and 'response sincerity of teacher' received high ratings, but 'overall satisfaction' was low in the course evaluation scale. Finally, the self-assessment of students was also low. These results indicate that students want more practice and more active interactions.

Expression Factors of Pace and Dynamics in Drawing Animation - Focused on Japanese Hero TV Animation Series - (드로잉 애니메이션에서 속도감과 역동성의 표현 요소 연구 - 일본 초인물 TV 애니메이션 중심으로-)

  • Kim, Hyun-Woo;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.40
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    • pp.109-137
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    • 2015
  • As Digital technology developed, drawing animation, using traditional production method which expresses many feelings with drawn lines loses the youth group, the primary audience, to the realism of the digital cinema. Drawing animation, which drew attention of the youth by the spectacles in the film such as hectic pace, dynamics and punch, declined for a while. However, it has been developed a way to express pace and dynamics of its own by establishing an effective directing method, which combines digital technology as it is needed. This study has a purpose to investigate what causes the dynamics and feeling of fast movement of the character in Japanese limited animation. Though some action-animated films that heroes with supernatural powers take the leading role that feeling of velocity and dynamics are emphasized we compare the directing method before and after the introduction of the digital technology. This research reaches the conclusion by factoring each Bergson and McLuhan's discussion to the intervention of indexical signs and the audience's participation according to skipping technique. This study has a significance of researching the element of drawing animation that maximizes the expansion of the senses by defying the limitation of the law of physics through its unique way of directing together with growth of the hero films, which will continue.

Spiral Drawing-based Real-time Crystallization Mosaic Tchnique (나선 드로잉 기반 실시간 결정화 모자이크 기법)

  • Kim, Jae Kyoung;Kim, Young Ho;Park, Jin Wan
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.137-144
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    • 2018
  • In the past, mosaics were made by laying cloth on the floor and manually tiling the tiles. However, due to recent developments in technology, the data storage method has evolved from analog to digital, so that image representation and conversion can be realized through computer. Also, various expression techniques of mosaic are developed, and it is also used as a method of art representation in digital. There are various studies on the production process of mosaic. The proposed method is a crystallization mosaic that spreads spirally in real time and uses 3D quartz as a tile element. Although existing researches are mostly focused on the purpose of rendering images in more detail, this technique combines untried spiral drawing and crystallization, and attempts to explore new expression techniques in 3D space by attempting a new mosaic method in 3D space. 'Spiral Crystallization Photo', based on this technique, was selected as Top27 in MWU Award 18 and exhibited at Unite Seoul 2018.

A Study on the evaluation technique rubric suitable for the characteristics of digital design subject (디지털 디자인 과목의 특성에 적합한 평가기법 루브릭에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.525-530
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    • 2023
  • Digital drawing subjects require the subdivision of evaluation elements and the graduality of evaluation according to the recent movement of the innovative curriculum. The purpose of this paper is to present the criteria for evaluating the drawing and to propose it as a rubric evaluation. In the text, criteria for beginner evaluation were technical skills such as the accuracy and consistency of the line, the ratio and balance of the picture, and the ability to effectively utilize various brushes and tools at the intermediate levels. In the advanced evaluation section, it is a part of a new perspective or originality centered on creativity and originality, and a unique perspective or interpretation of a given subject. In addition, as an understanding of design principles, the evaluation of completeness was derived focusing on the ability to actively utilize various functions of digital drawing software through design principles such as placement, color, and shape. The importance of introducing rubric evaluation is to allow instructors to make objective and consistent evaluations, and the key to research in rubric evaluation in these art subjects is to help learners clearly grasp their strengths and weaknesses, and learners can identify what needs to be improved and develop better drawing skills accordingly through feedback on each item.

Blank Design for the General Shaped Deep Drawing Products by F.E.M (유한요소법을 이용한 임의의 단면 딥드로잉 제품의 소재형상설계)

  • Kim, Sang-Do;Park, Min-Ho;Seo, Dae-Gyo
    • Transactions of Materials Processing
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    • v.4 no.4
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    • pp.302-321
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    • 1995
  • A method of determining an optimum blank shape for the non-circular deep drawing process is investigated. The rigid-plastic finite element method is introduced and the computer program code is developed. The ideal shape of a drawn cup with uniform wall height is assumed and metal flow is traced back-ward step by step to predict an initial blank shape of the ideal cup. For examples of the non-circular deep drawing products, three cases of drawn cup with quadrilateral punch shape are considered and optimum blank shapes for each case are proposed and compared with experimental results.

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