• Title/Summary/Keyword: Fine Arts

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A Study on the Organic Concept of Frank Lloyd Wright's Architecture and Furniture Design (프랭크 로이드 라이트의 건축과 가구디자인의 유기성 연구)

  • Baik, Eun;Lee, Hyun-Jung
    • Journal of the Korea Furniture Society
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    • v.20 no.2
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    • pp.154-165
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    • 2009
  • Frank Lloyd Wright is an architect who established the concept of organic architecture and in his organic architectures, he applied studies on the inflow, growth and development of natural elements of shapes, pursued naturalism in the shapes and functions and connected them organically with each other. His furniture as appeared in his constructions shows geometric plasticity based on naturalism and achieves an integration of shapes, materials and functions while forming a space. The organic nature from the viewpoint of digital which is a new concept of the 21st century is greatly affecting construction and furniture designs. Designs having new organic concepts are emerging in furniture which is organically related with construction to achieve organic harmony with new plastic spaces. Therefore, studies on Wright are more significant as a cornerstone for new theories under development.

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Picircle - New Image Viewer Interface Design (Picircle - 새로운 이미지뷰어인터페이스디자인 제안)

  • Han, Yoon-Jeong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.83-88
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    • 2006
  • 우리가 사용하는 이미지뷰어프로그램은 정보전달에만 치중되어 있고 감성적인 부분이 차지하는 바가 적다. 또한 사람들에게 디지털카메라로 찍은 사진들을 보는 것은 많은 과정을 필요로 하고 큰 노력을 요한다. 게다가 다른 사용자들과 즉각적으로 공유하기도 힘들다. 이 같은 문제점들을 해결하는 새로운 이미지뷰어인터페이스를 제안해본다. 기존의 이미지뷰어프로그램들을 분석하고 그에 대한 결과와 문제점을 찾은 후 새로운 디자인 키워드를 제시하였다. 단순함(Simplicity), 즉각성(Instancy), 공유(Sharing), 감성(Sensitivity) 이렇게 네 가지 키워드이다. 사진(Picture)은 이미 지나간 과거이다. 이러한 사진의 시간개념을 Timeline 에 적용하고, 이를 원(Circle)이라는 모양으로 나타내어 사진을 볼 수 있게 하였다. 원이라는 새로운 형태의 인터페이스는 사진을 보다 쉽고 즉각적으로 공유할 수 있다. 데모버젼으로서 매크로미디어 플래시 액션스크립트로 프로그램을 하고 파워메이트(Powermate)를 장치(Device)로 사용하여 시연하였다. 이 인터페이스는 사람들이 쉽게 접할 수 있는 장소면 아무 곳이나 설치가 가능하다. 카페나 회의장소에서 가장 적합하게 어울릴 것이다. 사용자는 다른 이들과 함께 즉각적으로 간단한 방법으로 함께 감성을 나눌 수 있다. 새로운 인터페이스디자인이 사람들에게 쉽게 인지되어, 보다 편리하게 이미지를 확인할 수 있는 가능성을 제시한다.

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Proposition for Duplicaion of Traditional Costumes for Alternate Exhibition (대체전시용 복식유물의 제작을 위한 제안)

  • Park, Sung-Sil;Park, Chi-Sun
    • Journal of the Korean Society of Costume
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    • v.58 no.5
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    • pp.232-246
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    • 2008
  • The museum starts from drawing many visitors by opening remarkable exhibitions, and finally aims to realize the social and educational value. However artifacts on exhibition have antithetic conditions like limitation of collection, problems of preservation, etc. Already the museum exhibited paintings and fine arts reproduced with complete fidelity, so artistic artifacts have meet the aims of exhibition. we would like to make an alternative proposal about costume relics in this way. Costume relics need to reproduce in two ways. The one way is to reproduce with complete fidelity and the other way is to restore the original form. The reproduction and restoration need a concrete survey, historical research, textile like artifacts. Furthermore it is important to reconstruct breakage and discoloration. Permanent exhibition consisted of reproductions helps appreciating as well as protecting artifacts, so exhibition effect will be enhanced.

A Study on Expressing Renku with 3DCG Animations and its Evaluation

  • Takada, Nobuhiko
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.632-637
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    • 2009
  • Recently Renku (Haikai no Renga) is getting popular as well as Haiku in Japan. It was built up by Basho Matsuo, who was the most famous Haiku poet. It is said that Kyoshi Takahama proposed the name of "Renku" to distinguish it from "Renga" and "Haiku" in 1904. Renku meetings are held like Haiku ones regularly now in each place, and in several universities, they conduct a class exercise of Renku continuously. It is very important for plural persons to work together cooperatively. Poetry, Tanka, Haiku and Renku are usually composed of only letters. It sometimes happens that we add pictures to make them more attractive and to aim at synergy by collaboration (letters and pictures). However, the study to produce 3DCG animations of Renku has not been reported very much. Sowe studied to produce 3DCG animations work based on the rule of Renku and its evaluation.

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Plagiarism Inspection of S/W Programs, Documents and Plagiarism Inspection Proposal of Intellectual Properties such as Fine Arts and Ancient Literatures (프로그램, 문서에 대한 표절 감정과 미술품, 고문헌등의 지적재산권에 대한 표절 감정 방법의 제안)

  • Cho, Dong-Uk;Choi, Byung-Kap
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11b
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    • pp.753-756
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    • 2003
  • 본 논문에서는 프로그램 소스 코드로부터 표절을 감정하는 기술적 방법론에 대한 고찰과 자연어 형태로 쓰여진 팔에 대한 표절 형태 및 이를 감정하기 위한 기술적 방법들에 대해 살펴보고자 한다. 또한 미술품이나 고문헌등에 대한 저작자의 진위 여부 및 표절 감정은 저자뿐만 아니라 소장자의 재산가치 평가 및 문화재 관리측면에서 대단히 중요한 문제이기 때문에 이를 기술적으로 처리하기 위한 방법론을 제안하고자 한다. 최종적으로 실험에 의해 븐 논문의 유용성을 입증코자 한다.

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Critical Discourse of Postmodern Aesthetics in Contemporary Furniture (II) - The Characteristics of New Design Furniture in terms of the Postmodern Aesthetics of Communication

  • Moon, Sun-Ok;Vesta A. H. Daniel
    • Journal of the Korea Furniture Society
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    • v.12 no.1
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    • pp.113-124
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    • 2001
  • This study explored the characteristics of contemporary furniture called New Design furniture design in terms of aesthetics of communication in the postmodern era. Qualitative conceptural analysis as the principal methodology was used to explore the characteristics of New Design furniture, which is accessible to the broadest possible public. Thereby, the communicative elements of symbol, metaphor, narrative, animation, imagination, humor, and/or wit expressed in New Design furniture were analyzed according to the designers'concept and work. As a result the postmodern aesthetics of communication made New Design furniture accessible to the largest number of People through cultural considerations in New Design furniture as it influences designers 'concept and work. However, it showed problems of New Design furniture in connection with postmodern aesthetics affecting mass production. Therefore, the designers have begun rethinking, redefining, and redesigning their furniture aesthetically, functionally, economically, and ecologically.

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A Study of Woodenware Design in the Traditional Lacquer/Lathing Technique (전통 옻칠/갈이기법을 이용한 목기 디자인에 관한 연구)

  • Yoon Yeoh-Hang
    • Journal of the Korea Furniture Society
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    • v.14 no.1
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    • pp.59-69
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    • 2003
  • When harmonized with modem design, the Korean traditional lacquered woodenware with a history of about two thousand years has the potential to appeal to the global sense of industrial craftsmanship as it is superior to any in terms of material used and is very friendly environmentally. To maximize this potential, however, it is necessary to develop a firm infrastructure for the supply of lacquer, including the forestation for the lacquer wood, the production of lacquer, the improvement of refining skills, and the development of better paints. Also ways must be found to induce the craftsmanship at the turning lathe to be elevated to a major independent industrial craft. Only then the mass-produced lacquered woodenware for everyday use and as tourist goods, showing the best merits of the Korean lathing technique, will be displayed and accepted with a new appreciation.

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Development of the Real-Time Reactive Particle Contents Induced by Compensation Mentality (보상심리로 유도된 상호작용에 의한 실시간 반응입자에 관한 콘텐츠 개발)

  • Park, Geotae;Kim, Jihyang;Kim, Youyoung;Choi, Yunyeon;Lyu, Jaeha;Kim, Sangwook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.99-100
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    • 2016
  • 본 연구는 경제적 가치가 있는 돈, 상품 등을 입자로 대체하여, 관람객의 행동에 대해 보상을 제공하는 "3D interactive reward system"을 만들었다. 관람객의 움직임과 속도에 따라 보상물의 종류, 생성량을 변화시켜 보상심리를 자극함으로써 보다 관람객의 관심과 적극적인 참여를 유도하고 동시에 자연스럽게 가상의 Fuzzy현상을 체험하고 소통할 수 있도록 시도하였다.

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Study of strengthening Metaphor for increasing the experience of presence in internet of things -Invisibly Visible (사물인터넷에서 프레즌스의 경험증대를 위한 메타포 강화연구 -보이지 않게 보이게)

  • Kwon, yang-hee;Lyu, jae-ha;Kim, sang-wook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.97-98
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    • 2016
  • 뉴미디어 아트에서 사용자의 몰입(sensor immersion)은 작품의 메타포(Metaphor)를 강화하고, 사용자에게 프레즌스(Presence)를 증대시켜 줄 수 있는 중요한 요인이 된다. 미디어 아트 Invisibly Visible은 3D 영상콘텐츠와 함께 응답형 물리환경을 실제 공간에 제공함으로써 사물인터넷(Internet of Things) 세상에서 사람중심의 행위가 예술작품의 자연스러운 참여형태로 이루어지는 뉴 미디어 아트의 새로운 장이 될 수 있으리라 기대한다.

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A Study on Data Elements of Digital Contents in Art Documentation System (미술콘텐츠 디지털화를 위한 데이터요소에 관한 연구)

  • 황동열
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.13 no.1
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    • pp.93-113
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    • 2002
  • Through art historians’ways of studying and theoretical examinations of using art contents, it investigated appropriate data factors derived from something in common between the documentation in art museums and the studies in studies in fine arts, and also presented what kinds and levels of data factors were needed in digitalization of art contents.

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