• Title/Summary/Keyword: Graphic Thinking

Search Result 31, Processing Time 0.023 seconds

A Study on the Creative Expression of Fashion illustration - Focusing on The Expression of Elements - (패션일러스트레이션의 창의적 표현 방법 연구 - 표현 요소를 중심으로 -)

  • 성유정;유영선
    • Journal of the Korean Society of Costume
    • /
    • v.52 no.7
    • /
    • pp.13-25
    • /
    • 2002
  • The purpose of this study is to develope a creative expression technique in fashion illustration through analyzing applied techniques of the elements related to creative expressions in fashion illustrations. They were investigated in view of line, form, texture, color, space and the results were summarized as follows. In the creative expression using line in the fashion illustration. emotional effects of line created by specific character of mediums and duplicated lines have been applied to visualize movements of the objects. In shape, the transformed figure by destructing. covering or eliminating a part of the figure or the dress has been adapted. In texture. the invented texture reconstructed from actual texture has been applied, collage technique. computer graphic being used to give various images of texture. The creative expressions using color have been achieved by the shading. and spreading effects and the symbolic meaning of color for creating a spatiality in a picture plane and to give emotional effects and visual concentricity. In space, the color perspective together with detailed description. the combination of various points of view and liner perspective have been used to create depth and illusional space in pictorial plane.

A Study on the Attributes of Fractal on M.C. Escher′s Works (에셔(M. C. Escher) 작품의 프랙탈 속성에 관한 연구)

  • 류시천;윤찬종
    • Archives of design research
    • /
    • v.15 no.1
    • /
    • pp.5-14
    • /
    • 2002
  • Fractal which was named by Mandelbrot in 1975 and its theory have been taken notice of many fields of scholarship, namely mathematics, physics, geography, architecture, art, philosophy and so on. If we approach Fractal on the basis of the designing cogitation, it can be used not only as one of materials to take a crease thinking in design, also as a due of the methods to assess the design problem with a new point of view. Based on above background, in this study, it was studied on the graphic artist, Morits Collelius Escher who has been well known as the great artist of illusion," and on the attributes of Fractal which were contained in his various work\ulcorner As a reset, the four attributes, namey ′fractal dimension′, ′self-similarity, ′recursiveness′and ′infinity were founded in his works. Also, it was founded that Escher had employed the attributes of Fractal in his almost works for "the representation of the condition of unified-duality," that is to say, for the union of two different dimensions. After this, it is expected that this study shoed be extended to the development of the principle of Fractal-Design on the basis of ′Fractal which can be defined as the phenomenon of repetitious pattern between chaos and order and′the formative beauty of Fractal′.

  • PDF

Development of STEAM Program Using the Infographic and 3D Modeling for Creative Problem Solving Ability (창의적 문제해결력 향상을 위한 인포그래픽과 3D모델링을 활용한 STEAM 프로그램 개발)

  • Jeon, JeeHyun;Kim, DongHo
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.1
    • /
    • pp.67-76
    • /
    • 2017
  • Recently, the Ministry of Education is pursuing various educational reforms for the cultivation of creative talent in preparation for the fourth industrial revolution. In this study, we developed STEAM program using the info-graphic and 3D modeling. As a result of applying the developed STEAM program to 2 classes of 6 grade in ${\circ}{\circ}$ elementary school in Seoul, it showed that creative problem solving ability of all students participating in the program has improved. Particularly, Motivational component has shown the greatest improvement among the creative problem solving ability elements. Through the results of this study, it is expected that various STEAM programs using the infographic and 3D modeling will be developed and applied in the field of elementary school for the cultivation of creative talent with creative thinking ability in preparation for future society.

A Study on the Modelling Interface in Design With an emphasis on linear perspective and CAD programs (디자인의 모델링 인터페이스 투시도법과 CAD 프로그램을 중심으로)

  • Park, Hae-Cheon;Lim, Chang-Young
    • Archives of design research
    • /
    • v.20 no.1 s.69
    • /
    • pp.203-218
    • /
    • 2007
  • Does CAD technology have a possibility to promote new logics of design thinking and form-creation? Starting with such a question, this study inquires into soical constructions of linear perspective and CAD programs. Using a concept of the modelling interface as an analytical frame, this study discusses; 1) a historical process in which the linear perspective, as a drawing-oriented modelling interface, had permeated its geometrical principles into the artificial environment and justified them in a dimension of the aesthetic discourse, 2) technological contexts in which computer-based modelling interfaces such CAD programs were developed and separated from the tradition of the linear perspective, with the introduction of new kinds of modelling algorithms and graphic user interfaces.

  • PDF

Study on the Digital Character and Realism in the Digital Age -Focused on the CG Works of the ACM SIGGRAPH Asia- (디지털 시대: 디지털 캐릭터와 리얼리즘 -ACM 시그래프 아시아 출품작을 중심으로-)

  • Choo, Hye-Jin
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.439-461
    • /
    • 2014
  • Art has evolved into remarkable changes in its art form maintaining a close link with the contemporary scientific technologies that gave birth to new tools of expression in each era. Animation is an art form in an inextricable connection with technological aspects because it was spawned by the technical background like movies. In this regard, animation is often viewed very strongly by technical advancements in terms of an aesthetic approach. John Whitney Sr., one of the pioneers in computer graphics arts, turned his attention to the new technology called computer graphics as a means to visualize images and movement. The advent of a new medium had a strong influence not only on tools and means for novel expression but also on the gradual shift in thinking about arts and even the audiences' taste. In the 1980s, animation was combined with computer technology and the rapid progress of computer graphic technology opened up the era of new visual aesthetics, Today, the development of digital technology presents a different dimension of realism, either advocating hyperrealism by digital actors or presenting new illusionism by classic cartoon characters emphasized in a distortion or metamorphosis from a real life in order to consolidate animation realism. Based on the two perspectives mentioned above, this study can identify methods of digital character appropriation focused on the works of the ACM SIGGRAPH Asia and find how the relationship between art and technology has changed the digital realism and evolved the digital character as the digital technology has developed.

A Design and Effect of STEAM PBL based on the History of Mathematics (수학사를 활용한 융합적 프로젝트기반학습(STEAM PBL)의 설계 및 효과 분석)

  • Lee, Minhee;Rim, Haemee
    • School Mathematics
    • /
    • v.15 no.1
    • /
    • pp.159-177
    • /
    • 2013
  • This study is a case study of STEAM education. We have developed teaching and learning materials, suggested teaching method, and analysed the result for exploring the potential and effect of STEAM. The content of this study is based on the history of mathematics. Science (S) is related to the 24 divisions of the year, the height of the sun, the movement of heavenly bodies. Technology (T) is related to the exploration with graphic calculators. Engineering (E) is related to design sundial and research on the design principles. Art (A) is related to literature review about mathematical history, the understanding of the value of the mathematics. Mathematics (M) is related to the trigonometric functions. We have considered that Project-Based Learning is proper teaching and learning for STEAM education, we have designed the STEAM PBL and analysed the results focused on the developing integrative knowledge, mathematical attitude including mathematical value, the competencies of 21 century. The result of this study is as follows. We find that STEAM education activates students' collaboration, communication skills and improves representation and critical thinking skills. Also STEAM education makes positive changes of students' mathematical attitudes including the values of the mathematics.

  • PDF

Service Design for Road Environment of School Zone applied with Behavioral Psychology (행동심리를 활용한 스쿨존 도로환경 서비스디자인 개발)

  • Kim, Eok;Kim, Nak-Su
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.8
    • /
    • pp.128-140
    • /
    • 2013
  • The cause of traffic accidents and driver behavior is affected by psychological factors, because the behavior of drivers and pedestrians, and to identify the psychological linkage analysis to explore improvements in service design approaches are becoming increasingly important. Service design is a service-oriented development methodology that make invisible and intangible elements into visible and higher-value. Accordingly, through design thinking to action for development of products and a pleasant road environment were studied for school zone by discovering underlying issues to resolve in terms of service design. First, survey of domestic road psychological and behavioral problems were derived through the analysis of the causes of traffic accidents and researched the concept of school zones by analyzing the ideas. To reduced the width of the lane manipulate the speed of the vehicle and to cross the crosswalk safely. In order to encourage the flow of vehicle traffic, new solutions are proposed by offering robot traffic lights, graphic design of crosswalk, space, and the fence and convergence public design and services.

Types of Concept Figuration in Landscape Design based on Memory (기억에 기반한 조경설계의 개념 형상화 유형)

  • An, Seung-Hong
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.45 no.6
    • /
    • pp.171-184
    • /
    • 2017
  • The designers pursue the thoughtful and wide thinking through the accumulation of knowledge and cultivation of insights for making use of high-level design philosophy and language. The purpose of this study is to investigate characteristics of concept figuration types based on designer's 'memory' in landscape design. The results of this study are as follows. First, the design idea starts to be based on the language and image memory of the designer. The figuration types are composed of the verbal and visual view which are representative communication means. Second, the verbal concept figuration of landscape design consists of two types. The symbolic language of the title as a design theme can be a 'phrase', and it should have a hierarchial balance between the master and the sub. 'Descriptive shape of conceptual scenario' is a text that expresses the concept narratively in order that the reader virtually experiences designed landscapes. Third, visual concept figuration of landscape design is divided into three types. 'Simple visualization of a diagram' is easily embodied through a simple graphic using symbols, comments, images and key words. 'Concept sketch and shape of core idea' is useful to grasp the core of the idea such as physical element, form attribute of space and spatial relation at the initial phase of the concept. 'A collage and montage that create a new shape with a combination of images' are a collection of materials and images that provide a new perspective. These are tools to depict them in a compressed way after recording landscapes phenomenon.

Information Technologies as an Incentive to Develop the Creative Potential of the Educational Process

  • Natalia, Vdovychenko;Volodymyr, Kukorenchuk;Alina, Ponomarenko;Mykola, Honcharenko;Eduard, Stranadko
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.4
    • /
    • pp.408-416
    • /
    • 2022
  • The new millennium is characterized by an unprecedented breakthrough in knowledge and information and communication technologies, and the challenges of the XXI century require modernized paradigms of interaction in all spheres of life. Education continues to play a key role in national and global growth. The key role of education and its leadership in developing creative potential, as the main paradigm of the countries' stability, have significantly influenced educational centers. The developers of educational programs use information technologies as an incentive to develop creative potential of educational process. Professional training of the educational candidate is enhanced by the use of information technologies, so the educational applicants should develop technological skills to be productive members of society. Using the latest achievements in the field of information technologies for the organization of the educational process helps to form the operational style of education applicants' thinking, which provides the ability to acquire skills of processing information, that is presented in the text, graphic, tabular form, and increase the level of general and informational culture necessary for better orientation in the modern information space. The purpose of the research is to determine the effectiveness of information technologies as an incentive to develop creative potential of educational process on the basis of the survey, to establish advantages and ability to provide high-quality education in the context of using information technologies. Methods of research: comparative analysis; systematization; generalization, survey. Results. Based on the survey conducted among students and teachers, it has been found out that the teachers use the following information technologies for the development of creative potential of the educational process: to provide video and audio communication process (100%), Moodle (95,6%), Duolingo (89,7%), LinguaLeo (89%), Google Forms (88%) and Adobe Captivate Prime (80,6%). It is determined that modular digital learning environments (97,9%), interactive exercises tools (96,3%), ICT for video and audio communication (96%) and interactive exercises tools (95,1%) are most conducive to the development of creative potential of the educational process. As a result of the research, it was revealed that implementation of information technologies for the development of creative potential of educational process in educational institutions is a complex process due to a large number of variables, which should be taken into account both on the educational course and on the individual level. It has been determined that the using the model of implementation information technologies for the development of creative potential in educational process, which is stimulated due to this model, benefits both students and teachers by establishing a reliable bilateral connection between teacher and education applicant.

Analysis on Types of Scientific Emoticon Made by Science-Gifted Elementary School Students and their Perceptions on Making Scientific Emoticons (초등 과학영재 학생의 과학티콘 유형 및 과학티콘 만들기에 대한 인식 분석)

  • Jeong, Jiyeon;Kang, Hunsik
    • Journal of The Korean Association For Science Education
    • /
    • v.42 no.3
    • /
    • pp.311-324
    • /
    • 2022
  • This study analyzed the types of scientific emoticons made by science-gifted elementary school students and their perceptions on making scientific emoticons. To do this, 71 students from 4th to 6th graders of two gifted science education center in Seoul were selected. Scientific emoticons made by the students were analyzed according to the number and types. Their perceptions on making scientific emoticons were also analyzed through a questionnaire and group interviews. In the analyses for types of text in the scientific emoticons, 'word type' and 'sentence type' were made more than 'question and answer type'. And the majority of students made more 'pun using pronunciation type' and 'mixed type' than other types. They also made more 'graphic type' and 'animation type' than 'text type' in the images of the scientific emoticons. In the analyses for the information of the scientific emoticons, 'positive emotion type' and 'negative emotion type' of scientific emoticons were made evenly. The students made more 'new creation type' than 'partial correction type' and 'entire reconstruction type'. They also used scientific knowledge that preceded the knowledge of science curriculum in their grade level. The scientific knowledge of chemistry was used more than physics, biology, earth science, and combination field. 'Name utilization type' was more than 'characteristic utilization type' and 'principle utilization type'. Students had various positive perceptions in making scientific emoticons such as 'increase of scientific knowledge', 'increase of various higher-order thinking abilities', 'ease of explanation, use, memory, and understanding of scientific knowledge', 'increase of fun, enjoyment, and interest about science and science learning', and 'increase of opportunity to express emotions'. They were also aware of some limitations related to 'difficulties in the process of making scientific emoticons', 'lack of time', and 'limit that it may end just for fun'. Educational implications of these findings are discussed.