• Title/Summary/Keyword: Illusion Depth

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Expressional Characteristics of Interior Design Presented in the Food and Beverage Spaces of Yukio Hashimoto (하시모토 유키오의 식음공간에 나타난 디자인 표현특성)

  • Ko, Myung-Ae;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.26 no.2
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    • pp.101-109
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    • 2017
  • The food and beverage spaces of modern industrial society have transformed from a simple space for meals into a space of culture, communication and experience as society becomes more complex and diverse along side economic growth. An interior designer who is rapidly rising on this flow of change is Yukio Hashimoto. While working for interior design firm Super Potato, which highlights food and beverage spaces, he was much affected by the expression methods of representative designer Takashi Sugimoto, who makes use of natural elements. By using these expression methods that make use of natural elements in his own creation of spatial ambience and elements of experience and by adding his own differentiated expression methods, he emphasizes an effective spatial expression for food and beverage spaces. The design characteristics of Yukio Hashimoto's food and beverage spaces are as follows. First natural elements like light and water are recreated as memories of nature after being established through a methodology that allows these elements to penetrate his own thoughts. Second, he pursues a hybrid design through the harmony between past tradition and current expressive techniques. Third, he expresses objets of light through a formative sense of shape expressed with light.. Fourth, he establishes an axis in the interior space by light and structure and endows a strong directionality that induces symmetric characteristics, gaze, and movement.. Fifth, he installs lights at the bottom of weighty materials and expresses a sense of floating by light. Sixth, he uses an illusion technique that makes use of the ambiguity and depth of space resulting from reflecting materials like mirrors. The study hopes that such design expression characteristics of food and beverage spaces can be used as data for interior designers to apply and develop a new design vocabulary.

Stereoscopic Imaging and Interpretation of the three Dimensional Seismic Data by Numerical Projection (뉴메리컬 프로젝션에 의한 3차원 탄성파 데이터의 영상화 및 해석)

  • 정성종;김태균
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.13 no.6
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    • pp.490-500
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    • 1988
  • In recent years the acquisition, processing and interpretation of three dimensional seisimic data, for the purpose of locating gas and reservoirs, have become practical. This paper exlores one way in which the volume data can be searched and visualized, which may aid the interpreter. The illusion of looking at a three dimensional volume can be obrained by fusing a stereoscopic pair of pictures. Each picture can be made by projecting each data point of the volume into a plane from a point where the eye is placed. The data valuse along any projection line can be summed to form the picture, or only a segment along the line can be selected. By selective projection, the volume can be searched and obscuring layers removed. The stereoscopic pictures show the physical models in there ture spatial positions. Projection of the envelope function of the seismic traces is shown to give improved depth perception compared with projection of the position amplitudes.

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A Qualitative Study on the Psychological Meanings of Wearing Female High-Heeled Shoes (하이힐 착용 심리에 대한 질적 연구)

  • Cho, Sun-Myoung;Kim, Hee-Sun;Koh, Ae-Ran
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.9
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    • pp.1361-1373
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    • 2009
  • This study analyzed female motives and psychological experiences related with high-heeled shoes. Data was collected through in-depth interviews with seven females having more than forty pairs of high-heeled shoes. Exploratory data are classified into physical aspects and mental aspects, and the meaning of wearing high-heeled shoes were derived and discussed. First, with high-heeled shoes, the participants tried to make an ideal physical appearance, 1) to make an aesthetic illusion of a longer, more slender body 2) to make a more glamorous bodyline and toned legs. Second, the psychological experiences were as follows: 1) Wearing high-heeled shoes, they felt self-confidence in appearance and had feelings of satisfaction, fulfillment, and superiority. 2) High-heeled shoes gave wearers an increased sexual appearance in addition to a feminine attitude and independent mind. Accordingly, wearers thought they could make males compliant with a better sexual look in private and public life. 3) Through buying or putting on high-heeled shoes, women could change their mood, have mental stability, and channel sexual desires. 4) Some women made the secret self with the collected high-heeled shoes for sexual fantasies. 5) They thought that painful bodies or feet were not cumbersome. In addition, some wearers thought high-heeled shoes were a natural extension of their bodies.

The Influence of Arshile Gorky's & Jackson Pollock's Painting on Modern Fashion (Arshile Gorky와 Jackson Pollock의 Painting이 현대의상 직물 문양에 미친 영향)

  • Chung Heungsook Grace
    • Journal of the Korean Society of Clothing and Textiles
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    • v.16 no.3 s.43
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    • pp.197-207
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    • 1992
  • Expressionism, is as diverse as the artists invo)ved, in a very broad sense two main tendencies may be noted. The first is that of the Action painters, concerned in different ways with the gesture of the brush and the texture of the paint. It included such major artists as Arshile Gorky, Jackson Pollock, Willem De Keening, and Franz Kline. The other group consisted of the Color Field painters, concerned with the statement of an abstract sign or tranquil image in terms of a large, unified color shape or area. Here must be included Mark Rothko, Barnett Newman, Ad Rdinhardt, as well as, to a degree, Adolph Gottlieb, Robert Motherwell, and Clyf(ord Still. In this paper, 1 selected two artists Arshile Gorky and Jackson Pollock independent charac-teristics and studied the influence of their Action painting on the fabrics of modern fashion. However, it should be noted it was never the intention of the critic Harold Rosenberg, in coining this term, to imply that Action painting was a kind of athletic exercise. Nor is it true that the furious and seemingly haphazard scattering of the paint involved a completely uncontrolled, intuitive act. There is no question that, in the paintings of Jackson Pollock, Arshile Gorky and many of the other Abstract Expressionists, the element of intuition or the accidental plays a large and deliberate part; this was indeed one of the principal contributions of Abstract Expressionism which had found its own inspiration in surrealism's 'psychic automaton'. However, nothing that an experienced and accomplished artist does can be completely accidental. Aside from their intrinsic quality, the spun-out skeins of poured pigments contributed other elements that changed the course of modern painting. There was the concept of the all-over painting, the painting seemingly without beginning or end, extending to the very limits of the canvas and implying an extension even beyond. The feeling of absorption or participation is heightened by the ambiguity of the picture space. The colors and lines, although never punctur-ing deep perspective holes in the surface, still create an illusion of continuous movement, a billowing, a surging back and forth, within a limited depth. To study the influence of Abstract Expressionism on the fabric of modern fashion, 1 selected and examined four fashion magazines: Collezioni published in France, Bazaar in Italy, Gap in Japan and Vogue in the U.S.a. froim January 1989 to June 1991. As a result of this review I found that some fabrics used in modern clothing are printed in a dripping, pouring and splashing style without any meaning or form. Slides included in the presentation show that modern fabrics which are printed in such a style were influenced by Abstract Expressionism. The slides also show that these abstract prints are well suited to modern fashion design.

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Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.