• Title/Summary/Keyword: 형태발상

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The Generation Model of Problem Solving as a Reinterpretation on Polya Thesis (해법(解法) 발생(發生)의 연추적(連推的) 모형(模型) -기존의 폴리아(Polya) 틀에 대한 재해석-)

  • Jo, Dong-Ho
    • Communications of Mathematical Education
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    • v.3
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    • pp.229-249
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    • 1997
  • 폴리아가 그의 저서 ‘How to Solve It.'에서 주창한 문제 해결의 모형은 이렇게 해석될 수 있다. 곧, 절대 다수의 수학 문제는 조건문 (p${\rightarrow}$q)의 명제 형식으로 분해된다는 것이다. 그리하여 순조롭게 발생되는 문제 해법의 전과정은 아래와 같이 마치 징검다리를 놓듯 추이율(transitivity)을 연거퍼 적용하는(이른바 연추적이라 함) 절차이다. (p: 주어진 정보) ${\rightarrow}$ ${\cdots}$ ${\rightarrow}$ ${\cdots}$ ${\rightarrow}$ (구하는 정보: q) 이것은, 일반적으로, 추이율이 성립하는 모든 관계(relation)의 연추적 확인 과정으로 확장될 수 있다. 요컨대 항진식 (p${\rightarrow}$r) ${\wedge}$ (r${\rightarrow}$q) ${\rightarrow}$ (p${\rightarrow}$q)의 보장 아래 관계의 추이율 xRz ${\wedge}$ zRy ${\rightarrow}$ xRy 로 연결되는 온갖 경로를 포괄한다. 이상과 같이 정식화되는 이 도식의 한계와 효용은 (1) 모든 문제가 조건문의 형태를 갖추고 있는 것은 아니며, (2) 조건문 형식의 문제라도 해법이 반드시 연추적으로 발생되는 법도 아니고, (3) 더구나 이것이 해법 발생의 만능 열쇠는 아닐뿐더러, (4) 발상을 촉진하는 데는 교육공학적으로 더 정교한 배려가 필요하므로, (5) 초보 단계에서 행동 수정을 위한 치유 목적으로 사용됨이 바람직하다.

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Concentrated on the Methodological Proposal on the Various Form Generation (심미적 영향요소인 비례를 적용한 디자인 프로세스 구축에 관한 연구 -다양한 형태발상에 대한 방법론적 제안을 중심으로)

  • 홍정표;이경화
    • Science of Emotion and Sensibility
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    • v.5 no.1
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    • pp.49-60
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    • 2002
  • The aims of the study are first, in other to meet the demand for a new product design process, to review the prototype theory and to find out the conceptual structure of product aesthetics, which is another properly thought to be as important as the typical pattern in an effort to patch up the theory second to help designers overcome the limits of idea generation and create consumer oriented designs with a high success rate by setting up a new product design process that is established through the application of the aesthetically influential factor 'proportion'based on the preceeding studies that tested product aesthetics measuring devices. In other words, this study tries to find out product categories, making use of the prototype theory to introduce an ideal proportion for product design, recognizing the importance of proportion by conducting product pattern analysis: to create a differentiated method that can product consumer oriented designs, even if it only manipulate proportion and to establish a new design process that can systematically explain the methodology for various form generation that applies proportion. This study reviews the theoretical aspects of concepts pertaining to the above … and, based on them, empirically tests them by patting to use the programs, for proportion manipulation. This study was conducted in the following way: To begin with, this study takes out proportion out of some aesthetically influential factors that has a great impact on the way consumers prefer certain product designs and tries to see how proportion affects the consumer preference when consumers select a product. In addition, we could analyze the difference between the ideal proportion that consumers prefer and the traditional golden proportion produced through theoretical studies. The correlations between preferred proportion and ideal proportion, and preferred proportion and golden proportion could be shown. In order that we may create form variations through more detailed proportion manipulation on the basis of the ideal proportion verified as preferable, we again applied the proportion factor to the process utilizing PDS(proportion Distortion System). In the way the restraint of form generation could be pursued. All in all, this study makes an attempt to set up a design process to create new product forms through the application of Proportion.

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The Systematic Form Generation of Product Design (제품디자인의 체계적 형태발상 연구)

  • 이문기
    • Archives of design research
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    • v.15 no.1
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    • pp.279-288
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    • 2002
  • The appearance of Internet, the 5th medium which has succeeded newspaper, magazine, TV, radio, creates WEB MAGAZINE to overcome the restriction of space and time. This paper has conducted the contents and visual points of view in webmagazine. Through case study, the following and identify for the analysis of the webmagazine contents and visual format. Firstly, communiation at webmagazine is carried out at the user-centered atmosphere. Secondly, Even through an aesthetic is emphasized in the webmagazine, when web designer compose of the web site, it is necessary to find the proper methodology under the basis of users behavior Thirdly, Although webmagazine required the visual form, we should know that the evaluation of webmagazine should be implemented by users. Therefore, webmagazine should be designed by the user-centered layout.

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Analysis of Art Makeup Design Applying Formative Principles based on lntegrated Art (통합예술을 토대로 조형원리를 적용한 아트메이크업 디자인 분석)

  • Na hyun An
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.901-907
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    • 2024
  • The desire to be beautiful naturally focuses on aesthetics, and the beauty industry is growing significantly accordingly. Among them, art makeup is developing in the beauty field as a creative and experimental art field that breaks away from the fixed framework centered on color and expression. Art makeup is a field that requires research on a new artistic form of art makeup that applies formative principles through design ideas based on integrated arts such as fashion, architecture, and art according to formative principles. Formative principles were classified into balance, unity, emphasis, and rhythm, and practical cases based on his applied integrated arts were divided into landscaping, architecture, flowers, painting, fashion, and interior design, and art makeup design using formative principles was analyzed. Accordingly, we aim to contribute to the development of new designs by explaining how makeup design forms that apply formative principles are being applied in the field of art makeup, exploring expansion into creative areas, and providing academic theoretical foundations and basic materials for the development of art makeup.

Storytelling Strategy of Visual-Image Contents base on Rhetoric Metaphors (수사학적 비유에 기반한 영상 콘텐츠의 스토리텔링 전략)

  • Kim, Kyoung-Soo;Kim, Hye-Suk
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.481-491
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    • 2013
  • This paper is introducing on a strategy of storytelling which is utilized as a core skill in developing cultural contents. The proposed storytelling method consists of three steps(planning, production, editing). The method of storytelling strategy is based on rhetoric metaphors and classifies rhetoric metaphors into three kinds of image metaphor, image personification and image simile. This thesis produced and studied 3 visual-image contents including 1 metaphor, 1 personification and 1 simile. As a result, visual-image contents can be a resonable method of the communicational act of visual-image contents with a rhetoric expression. This result will contribute to recognize the possibility of expressing visual-image contents by various figure. Recently, there are a lot of concernments on the expression by creative visual-image contents, but a theoretical study on creative idea for visual-image contents is insufficient. So, in the future, this thesis will be used for basic materials to express a creative visual-image contents, and also contribute to offering basic theories for visual-image contents study and teaching.

Phenomena of Nonlinear Dynamics in Space Design (공간조형에 표현된 비선형 동력학 현상)

  • 임은영
    • Archives of design research
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    • v.15 no.4
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    • pp.379-390
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    • 2002
  • Science Revolution, which stands for new paradigm in an era as a transfer, usually is accompanied with a change in intellectual sphere. Futhermore, as there is an indissoluble connection between science and an, so the correlation of two realm lead to mutual prosperity in coexistence. Recently, concerns for the phenomena of non-linear dynamics in science and its quick adaptation in art made .it possible. What is important agenda for science and art is to suggest the process of creative evolution and its method, I believe. In order to attain these, different and contra way of thinking, spirit of research and venture for unpredictable things out of daily routine should be indispensible. In this study, I am offering and reviewing the space design based upon phenomena of nonlinear dynamics, drawn from concept of chaos in physics and mathematics. This study places a great emphasis on nonlinearity which should be understood as a whole, not partially, that enable a designer to find new cosmos and principles of creation. In addition to these, I wish that a designer would stop trying partial apply in nonlinear space. In fine, I hope this study enables a designer to adapt and generate nonlinearity as creative attribute in space by understanding of phenomena of nonlinear dynamics and its process as a whole.

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A Study on the Interactive Art Created by Embodiment of 2-D Paintings Into 3-D Imaging (2차원 회화작품이 3차원 영상으로 구현되어 창작된 참여예술에 대한 연구)

  • 김진희
    • Archives of design research
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    • v.14 no.3
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    • pp.127-134
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    • 2001
  • This study suggests a model of experimental visual artworks with interactive art forms in which 2-D paintings are transformed to interactive 3-D animation works. Multimedia programming was employed to evolve objective still paintings to the animation of computer 3-D images with respect to visual ideas derived from visual components in the still painting and to response to the reactions users. The format and technique of the art works are based upon the contents developed by the author and the research materials are selected from the surrealistic paintings of tile world-famous Belgian painter, Rene Magritte. In the present paper, following topics are discussed in detail: a study of various visual cases occurring in transforming still paintings to animation works containing interactive components; a study of 3-D imaging and image processing techniques to transform 2-D paintings to 3-D images; animation techniques for interaction and overall structuring techniques; multimedia programming and user interface.

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The Idea Effect of Pictorial Typography Class Using Artpropel (아트프로펠을 활용한 픽토 타이포그래피 수업의 발상 효과)

  • Hwang, Jin-Gu;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.263-273
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    • 2019
  • Pictorial typography is a fusion of image and type, which makes it possible to easily and quickly recognize information by complementing the boredom of characters and ambiguity of images. In this study, 6 classes were assigned to the 30 students in A specialization design class and applied artistic propel method to the pictorial typography design class, followed by the process of perception, reflection and creation, We analyze the two evaluation factors, functional and aesthetic changes, and verify the validity of the artpropel course. In the pre-post survey conducted in this study, the self - evaluation and the peer evaluation were improved. Functionality increased by 5.34 points in self evaluation, 5.4 points in peer evaluation, and 2.1 points in self evaluation and 1.8 points in peer evaluation. As a result, it can be seen that the pictorial typography class through the artpropel process helped to improve the functionality and aesthetic, and the effect of functionality was more significant than the aesthetic.

Study of Sibmi-yo(十味謠 ; 10 eyebrow poetry) image of Gyuhab-chongseo(閨閤叢書) (규합총서(閨閤叢書)의 십미요(十味謠) 이미지 연구)

  • Barng, Kee-Jung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.7
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    • pp.719-728
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    • 2018
  • Each country has its preferred image and how to convey it effectively. The study aims to find traditional Korean makeup methods and ways to effectively convey a preferred image. Among the ancient manuscripts of Joseon Dynasty, the book " Galgap Collection " has ten ancestors who express their favorite eyebrows in the form of a grandfather. In this study, we applied tens of thousands of words to the actual model to solve the problem and make up the methods of literature, the Internet, and example. The model stimuli were measured by conducting a street experiment of 10 makeup experts and 70 men and women's blinds. The result was that the " Gaewon- .aemi " type seemed to be the best, attractive and most consistent with the shape of the thinking eyebrows and the current fashion of eyebrows. In a variety of nonverbal ways expressed in the classics, the study looked at ways to use visual poetry to communicate effectively. This research will help transform design ideas and help understand cultural trends of different times.

Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.119-128
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    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

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