• 제목/요약/키워드: Movement Design

검색결과 2,416건 처리시간 0.033초

A Study of Costume on Gustav Klimt's Paintings (구스타프 클림트 회화에 표현된 의상에 관한 연구)

  • Jang, Sung-Eun
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • 제31권2호
    • /
    • pp.280-291
    • /
    • 2007
  • The purpose of this study is to research characteristics of costume which is expressed in Gustav Klimt's Paintings. In the end of 19th century and the beginning of 20century Vienna, considered to be the fashion Mecca after Paris, the creativity of such artists allowed the 'Anti-Fashion Movement' to set itself up against the frippery of the costume of the time. The Secession Movement received the effect of Art Nouveau and Symbolism and Klimt led of this movement as a forerunner in Vienna. Many women appealed in Klimt's Painting with unique costume which contrast to traditional fashion that period time. The characteristics of costume in his paintings are as follows. Firstly, Klimt drew in the women's costume which made by designers of Vienna Workshops, at one of motive of his work of art. Costume got a opportunity became a new art field, because there was no conceptual thinking of a fashion designer at that time. Secondly, the costume of Klimt' paintings had both anti-fashion design and elements of fashion, so he gained considerable support from leaders of high fashion who was the upper classes. Thirdly, both anti-fashion and fashion appeared in his painting at first period. Costume which made at the Vienne Workshop appealed portraits of Klimt paints at the second period. Klimt interested in Naturalism, Japonism, Orientalism and Greece style and expressed his characteristic techniques at the last period. Lastly, Klimt liberated the woman from a physical and spirit restriction through his various artistic presentations.

A Design and Implementation of a Simulation System for Autonomous Navigation of Intelligent Ship (지능형 선박의 자율운항제어를 위한 시뮬레이션 시스템의 설계 및 구현)

  • Lee, Won-Ho;Kim, Chang-Min;Choi, Joong-Lak;Kang, Il-Kweon;Kim, Yong-Gi
    • The KIPS Transactions:PartB
    • /
    • 제10B권4호
    • /
    • pp.403-410
    • /
    • 2003
  • ANS (autonomous navigation system) is an expert system which builds navigation plans, understands the current environment, and controls a surface ship. The most ideal way to test ANS is available after it is installed into a real surface ship. however, it is impossible to implement into a real ship. since it costs too much to develop the hardware interfaces just for testing. The most appropriate way for testing is to develop a simulation system for a surface ship and apply it. A simulation system for a surface ship consists of two sub-systems : one is a ship movement simulation system to imitate the physical movement characteristics of the ship, and the other is an environmental objects simulation system to build up surroundings of the ship. In this paper, we design and develop a surface ship movement simulation system which imitates its physical movement characteristics by using a motion equation for surface ship.

Designing of the pattern of Tight Pants, an article of Modern Dancewear, Made of Stretchy Materials (스트레치 소재를 사용한 현대무용 타이츠팬츠원형 설계)

  • 김순분;곽명숙;박채련
    • Journal of the Korean Home Economics Association
    • /
    • 제42권4호
    • /
    • pp.45-54
    • /
    • 2004
  • The Purpose of this study was to research and develop a Pattern of tight Pants, featuring excellent appearance, movement and suitability for the lower body, which are widely used as a basic item for modem dance, aerobic dance and dance sports, and to provide manufacturing data for the pants. This study was carried out with 118 People who majored in dance, using questionnaires asking questions about their understanding and preference of dancewear The experimental dancewear was produced, using 5 kinds of patterns for tight pants on the market, to find out the most excellent pattern in appearance and movement performance. Then, the most excellent pattern was again improved to produce a pattern for this study. The result of this study is summarized as follows. 1. Regarding shops where they purchased dancewear exclusive shops accounted for 97%, their average price was ₩30,000 to ₩50,000(51%), and dancewear separated between the upper and lower halves was most preferred(56%). Cotton span was preferably used for a dancewear material(71%), and their dissatisfaction of a fit accounted for 38% which appeared to be highly unsatisfied with its suitability. 2. When S types of experimental dancewear prepared with a comparative pattern were tested by the senses, it was shown that the comparative pattern of experimental wear number 5 with a strip w3s excellent in movement functions and appearance. 3. The basic items necessary to design the tight pants' study pattern were categorized into waist circumference, hip circumference, crotch depth and slacks length. The shrinkages of 15% in width, 10% in crotch length md 20% in inside leg length were applied, respectively, referring to previous studies and the experimental dancewears' comparative patterns. 4. When the improved study pattern for this study was tested by the senses, it showed higher scores in movement functions and appearance than the comparative pattern did, which confirmed the study pattern's improvement of functions and appearance.

A Study on the Analysis of the Directional Information Sign to Destinations and Spatial Configuration in the Exhibition Spaces of Museum (박물관 전시부문의 관람객 유도사인과 공간구조)

  • Lim, Che-Zinn;Park, Moo-Ho
    • Korean Institute of Interior Design Journal
    • /
    • 제15권6호
    • /
    • pp.205-212
    • /
    • 2006
  • The premise of this study is that an ultimate objective in planning an exhibition space is spectators' experiences shaped by a result of their first-hand experiences and responses within an exhibition space, and this result can be recognized in the spectators' movement. Thus, the sign system that can directly affects viewers' main line of flow and movement patterns was examined vis--vis a mutually complementary relation in a triangular composition with the structure of exhibition space and the exhibition contents. Based on the findings, predictive values before and after a complementary application of the sign system to the structure of exhibition space was analyzed and its validity was assessed. The results of this research analysis were drawn as follows. It was shown that an understanding of the locations of direction signs and the degree of recognition can function as an important factor to predict viewers' movement, along with an understanding of topological characteristics of an exhibition space. In terms of the connection and disconnection of space units that form the space structure, it suggests that the distribution of signs and the degree of recognition can adjust the degree of connection and disconnection. Even though exhibition spaces for research subjects were selected from a relatively large number of museums, but the research was limited with a focus on the structure of exhibition space and sign systems. Thus, it is proposed that future studies should be conducted by including varieties of exhibition and environmental factors.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제12권5호
    • /
    • pp.2313-2326
    • /
    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

Design of a Chain-Type Modular Robot (체인형 모둘러 로봇의 설계)

  • Lee, Bo-Hee;Lee, Sang-Kyung;Kong, Jung-Shik
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • 제19권5호
    • /
    • pp.674-682
    • /
    • 2009
  • The modular robot is one which was developed to get over limit of the space movement for the mobile robot. The chain type robot in particular is connected by series each other and this form expression method is simple and easy to really make a docking method efficiently. However, the related studies were focused on the movement that used to be combination, and the movement of a cell independent mainly does not consist and have a problem to dock only in a direction, not to be connected with all directions. Therefore, we suggested a modular structure for quick, independent movement to solve such a problem and had own autonomy. In addition, we are intended to get some effectiveness for connection mechanism using one locking motor. In this paper, we dealt with the design for the mechanical and electrical points and docking algorithm including communication method. All of the structure is verified with real action experiment through the shape expressions of various application platform.

The Stability of Bridge Abutment Reinforced by Pile-slab on Soft Ground Undergoing Lateral Flow (측방유동 연약지반상 파일슬래브로 보강된 교대의 안정)

  • Hong, Won-Pyo;Song, Young-Suk
    • Journal of the Korean Geotechnical Society
    • /
    • 제22권8호
    • /
    • pp.13-24
    • /
    • 2006
  • A site investigation has been performed for bridge abutments constructed on soft ground, which are deformed laterally by backfill. As the result from the evaluation of lateral movement in bridge abutment, the foundation piles were not considered as the passive pile at the design stage and the period for soft ground improvement was not proper. In order to prevent lateral movement of bridge abutment, the pile slab is proposed as a countermeasure. This method can effectively prevent the lateral flow of soft ground, since the overburden surcharge due to backfill on soft ground would be effectively delivered to bedrock through the piles in soft ground. The instrumentation system is designed and installed to investigate the behavior of bridge abutment on soft ground reinforced by pile slab. The instrumentation results show that pile slab effectively resists to the lateral movement of bridge abutment due to backfill. Also, the surcharge loads due to backfill are transmitted to the bedrock through piles. It confirms that the pile slab effectively resists to the lateral movement of bridge abutment due to backfill and the applied design method is reasonable.

Designing a Library Collaborative Instruction Using the Archives of the National Debt Redemption Movement: Focusing on the Korean History Subject in High School (국채보상운동 기록물을 활용한 도서관협력수업 설계: 고등학교 한국사 교과를 중심으로)

  • Miae Song;Ji-won Lee
    • Journal of Korean Society of Archives and Records Management
    • /
    • 제23권4호
    • /
    • pp.47-71
    • /
    • 2023
  • Korea is a record powerhouse nation with the largest number of Memory of the World in the Asia-Pacific; however, active utilization of archives for future generations has been lacking. Therefore, this study sought to enhance interest in archives and utilize them directly in school lessons. The Korean National Debt Redemption Movement's archives, which were selected as a Memory of the World, were used in the school lessons, and based on them, a library collaborative instruction design was developed. A library collaborative instruction is a collaboration between the high school Korean history subject and the library information literacy instruction, designed in three sessions. Through the literature research-based design, a library collaborative instruction plan, teaching and learning plan, and activity sheets were derived. Implementing this designed library collaborative instruction is expected to stimulate interest in the Memory of the World, linking curriculum and archives at schools and significantly expanding the users of the archives into teachers and students.

A Study on Eco-Friendly Jaquard Fabric Design Utilizing Natural Dyed Silk Screen Printing (천연염료 실크스크린 기법의 텍스타일 디자인 제작에 관한 연구)

  • Lee, Ae Ja
    • Fashion & Textile Research Journal
    • /
    • 제18권4호
    • /
    • pp.412-423
    • /
    • 2016
  • This paper explores the possibility, and suggests an experimental procedure, of industrial application of traditional textile design techniques, such as hand silkprinting and natural dyeing. Theoretical and traditional background of this study is William Morris and his followers' Arts and Crafts Movement from the late 19th century to the early 20th century, which laid the philosophical as well as technical foundations of modern textile design tradition. Based on the basic understanding of the design philosophy, and starting from the design techniques of Morris and his successors, I made some experimental and systematic color plans reflecting and exploiting the physical traits and structure of jacquard woven silk material fabrics. And I applied hand silkscreen printing techniques on the jacquard silk fabrics of my own making, while testing various color combinations of natural dyes. After finishing final processing of design samples, I could get textile design products which met the criteria of my original expectation, i.e., eco-friendly and aesthetic design samples that can also be produced in automatized mass production system of contemporary textile industry. The conclusion of this experimental study is that I can expect the natural dyeing techniques, jacquard silk fabrics design techniques, silkprinting techniques, and the basic processes used in this study to be safely applied for contemporary commercial textile industry utilizing automatized silkscreen printing system and digital printing devices.

An Outlook of Design Education in Japan and its Vision in the Future. (일본 디자인 교육의 개황과 미래의 비젼)

  • 김명석
    • Archives of design research
    • /
    • 제11권1호
    • /
    • pp.81-88
    • /
    • 1998
  • In the history of the design movement since 18708 in Japan, four eras can be seen; the first era started with the opening of Meiji era and oontinued to the World War I, the second era to the World War II, the third era from right after the second world war to 1960, and the fourth era after 1960. Before the second world war, the design education of Japan had been influenced by plenty of modem design movements which brought about in Europe such as Art and Craft Movement of William Morris, Deutscher Werkbund, and Bauhaus and by American industrial design after the World War II. Japan which early introduced western civilization established design department in universities in 1940 professing itself to be a original design education. And Japan has kept making progresses with the help of design policies of the government until now, and has seen the tornadoes of education revolution in every university after the oollapse of bubble eoonomy.

  • PDF