• Title/Summary/Keyword: Real painting

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A Study on Types of Design Composition and Characteristics of Patterns Expressed in Persian Carpets (페르시아 카페트에 표현된 디자인 구도 및 패턴특징에 관한 연구)

  • 김희선
    • Journal of the Korea Fashion and Costume Design Association
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    • v.5 no.1
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    • pp.25-32
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    • 2003
  • The purpose of this study is to categorize the types of design composition and analyse the characteristics of patterns expressed in persian carpets. For this study, 188 works of Persian carpets were selected out in the book "Carpet & Rug" and contents in the internet sites of www. carpetwordwide.net/, www.jafarnet.com/. The types of design composition expressed in Persian carpets were classified into the following categories. 1) Medallion design composition 2) Mihrab design composition 3) All over design composition 4) Vase design composition 5) Garden design composition 6) Moharamat design composition 7) Painting design composition 8) Tree of Life design composition 9) Plant Pattern design composition 10) Mosaic pattern design composition. Patterns expressed in Persian carpets were Mosk pattern, Tree of life pattern, Lotus pattern being related to their religion and Hunting picture patterns related to their real life. In particular, various patterns of beautiful flowers, plants, trees, animals such as birds, insects and stream, beauriful landscapes were expressed in Persian carpets.

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A Study on Furniture Design Using Digital Technology - Focused on the Analysis of Expressive Aspects - (디지털 테크놀로지를 이용한 가구디자인 연구 - 표현양상의 분석을 중심으로 -)

  • Baik, Eun;Park, Minchan
    • Journal of the Korea Furniture Society
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    • v.25 no.3
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    • pp.173-181
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    • 2014
  • Since the onset of the 21st century, digital technology has been widely adopted in various fields of art; it has enabled artists or designers to try diverse and brand-new ways of expression in literally every possible field of art, including painting, sculpture, and other design work. Furniture design is no exception. From the initial design step to the final production of furniture, modern digital skills are broadly utilized, creating a whole new set of designs that would otherwise be hardly conceivable and realizing a highly efficient furniture-making mechanism. More recently, the 3D printing technique, which is called a 21st century alchemy, has been successfully commercialized and is getting more popular, heralding yet another innovative shift in the area of furniture design and production. In this context, this study discusses the background of the furniture design using digital technology, and identifies the correlations between the modern digital technology and furniture design by redefining the concept of such digital technology. By reviewing multiple real-life cases, some of the key digital expressions found in modern furniture design are also analyzed. This study aims at suggesting the reason why digital technology is significant and promising in diverse ways for the development of modern furniture design.

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Real-Time 3D Oriental Color-Ink Painting (Kubelka-Munk모델을 응용한 실시간 3차원 수묵담채화 렌더링)

  • Oh, Crystal S.;Nam, Yang-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.1-7
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    • 2005
  • 본 논문에서는 3D 게임이나 가상현실, 인터렉티브 아트 등의 실시간 환경의 컨텐츠 제작에 활용가능한 수묵담채화풍의 렌더링 기법을 제안한다. 제안된 기법은 기존의 3차원 수묵화 렌더링 연구에서는 다루지 않았던, 색채표현법과 그 합성법을 중심으로 연구되었다. 색채표현법의 경우, 일반적으로 삼색을 단계적으로 겹쳐서 표현하는 수묵담채화의 특성에 따라, 실제 그림을 그릴 때에 적용되는 삼색의 혼합방법과 순서가 자동으로 적용될 수 있는 삼색기반 구조를 통해 농담과 질감효과를 표현했으며, 또한 이러한 삼색레이어의 합성을 위해서는 안료의 광학적 성질을 반영하여 실제 회화매체에 가까운 색상을 재현할 수 있는 Kubelka-Munk(KM)모델을 적용한다. 기존의 KM모델은 비사실적 렌더링 연구 분야에서 수채화, 유화 등 서양화를 대상으로 한 색채 합성에 적용되어 왔기 때문에 기존의 연구에서 제시한 방법만으로는 삼색레이어가 겹쳐질 때 나타나는 수묵담채화의 특징과 천연 재료를 사용하는 동양 안료의 색상을 정확히 반영할 수 없었다. 따라서 본 논문에서는 실제 수묵담채화에 이용되는 전통안료의 색상 분석을 통해 KM모델에 적용할 파라미터들을 추출하고, 앞에서 설계한 삼색 기반 구조에 따라 색상을 합성하는 방법을 제시한다.

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Analysis Framework using Process Mining for Block Movement Process in Shipyards (조선 산업에서 프로세스 마이닝을 이용한 블록 이동 프로세스 분석 프레임워크 개발)

  • Lee, Dongha;Bae, Hyerim
    • Journal of Korean Institute of Industrial Engineers
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    • v.39 no.6
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    • pp.577-586
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    • 2013
  • In a shipyard, it is hard to predict block movement due to the uncertainty caused during the long period of shipbuilding operations. For this reason, block movement is rarely scheduled, while main operations such as assembly, outfitting and painting are scheduled properly. Nonetheless, the high operating costs of block movement compel task managers to attempt its management. To resolve this dilemma, this paper proposes a new block movement analysis framework consisting of the following operations: understanding the entire process, log clustering to obtain manageable processes, discovering the process model and detecting exceptional processes. The proposed framework applies fuzzy mining and trace clustering among the process mining technologies to find main process and define process models easily. We also propose additional methodologies including adjustment of the semantic expression level for process instances to obtain an interpretable process model, definition of each cluster's process model, detection of exceptional processes, and others. The effectiveness of the proposed framework was verified in a case study using real-world event logs generated from the Block Process Monitoring System (BPMS).

Development of Automatic Recognition and Spray Control System for Reducing the Amount of Marine Coating paint (선박용 피도물 도료 사용량 절감을 위한 인식 및 스프레이 자동제어시스템 개발)

  • Jung, Young-Deuk
    • Journal of the Korea Safety Management & Science
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    • v.21 no.3
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    • pp.23-27
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    • 2019
  • The first aim of the study is to improve the productivity by uniformizing the thickness of coating and reducing quality-inspection time. The second aim is to cut down on the raw materials for coating by prevent the waste of spraying in the air during a painting process through a real-time coating-size-recognition monitering to fit the target components. To achieve the two aims, a simplified version of automatic coating control system for recognition of coating for vessels and Spray. With the sytem, following effects are expected: First, quality improvement will be achieved by uniformizing the film-thickness. Second, it will reduce the waste of coating paint by constructing the speed of the coating, the spray gun robot transfer time, and the number of DBs according to the size of the vessel. Third, as a 3D industry, it will be able to solve the difficulty of supply of labors and save up the labor costs. Therefore, in the future, further research will be needed to be applied to various products with DB design that designates the variable value, which is added for each type of pieces by comparing the difference between various types of workpieces and linear ones.

Wall Painting System using Robot (로봇을 이용한 벽화 시스템)

  • Jang, Ho-Yeon;Ryoo, Seung-Taek;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.592-599
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    • 2009
  • In this paper, I explain the design and implementation of an automated drawing system by communicating with a user. I made a system providing an UI for virtual environmental actual robot to interwork with environment to make a drawing that I was able to read work, and to help convenience of a user in computers. The UI of a system was used the AWT(Abstract Window Toolkit) in NetBean tools. To draw images, I got image information from SVG vector files. This system can make images according to the demand of users by using real-time communication. Also this kind of drawing process can be an artists performance, not only the final image as a result of the work. So I suggest that this real-time drawing process which is operated by user’s command can be considered as an artists performance.

Motion Areas based Painterly Animation using Various Edges (다양한 에지를 이용한 모션영역 기반 회화적 애니메이션)

  • Park, Young-Sup;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.1
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    • pp.1-10
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    • 2008
  • In this paper, we present a novel method for creating a hand-painted painterly animation, starting from a video input. One of the most important aspects in painterly animation is to maintain the temporal coherence of brush strokes between frames, which plays a vital role to warrant a smooth transition between frames. Our unique utilization of motion areas enables users to produce a smooth movement of brush strokes. The motion areas are the parts where objects move between frames and they are categorized in two main types. A strong motion area is the part where the movement of real edges and hidden edges is determined by the motion vector between frames. The real edge is the outline of an object and the hidden edge is the boundary to represent the direction of a grain of intensity in the areas with gradations. A weak motion area is the remainder after subtracting the strong motion area from the entire motion area. Temporally coherent painterly animation is achieved by re-painting the brush strokes on the canvas using two motion areas, resulting in a natural and hand-painted appearance.

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A Virtual Sculpting System using Haptic Interface (햅틱 인터페이스를 이용한 가상 조각 시스템)

  • Kim Laehyun;Park Sehyung
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.12
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    • pp.682-691
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    • 2004
  • We present a novel haptic sculpting system where the user intuitively adds to and carves out material from a volumetric model using new sculpting tools in the similar way to handling real clay Haptic rendering and model deformation are implemented based on volumetric implicit surface. We enhance previous volume-based haptic sculpting systems by presenting fast and stable force computation on 3D models to be deformed. In order to bridge the gap between fast haptic process (1 KHz) and much slower visual update frequency(~30Hz), the system generates intermediate implicit surfaces between two consecutive physical models being deformed. It performs collision detection and force computation on the intermediate surface in haptic process. The volumetric model being sculpted is visualized as a geometric model which is adaptively polygonized according to the surface complexity. We also introduce various visual effects for the real-time sculpting system including mesh-based solid texturing, painting, and embossing/engraving techniques.

A Study on the characteristic of the tableware pottery and the Food Culture for Genre Painting in the 18th Chosun Period -Focused on the works of Dan-won Kim Hong-do- (풍속화(風俗畵)에 나타난 18세기(世紀) 조선시대(朝鮮時代) 식기(食器)와 음식문화(飮食文化) 연구 - 단원(檀園) 김홍도(金弘道)의 작품을 중심으로 -)

  • Kim, Mi-Hye;Chung, Hae-Kyung
    • Journal of the Korean Society of Food Culture
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    • v.22 no.6
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    • pp.653-664
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    • 2007
  • This study intends to consider about the food culture during the latterly Chosun Dynasty through the genre paintings which are depicted realistically about the total food life figures for example not only the foods, but also that people who eat and drink the food and eating implements, eating methods. There are 9 pieces of works Kim hong-do's which are the best appraisal on the incorporated Korean emotion and on the real life of general public. Those are selected for this study's characteristics through the literature consideration. The characteristics of the tableware pottery and food culture are following things. The first is a white porcelain's development and popularization. In the latterly Chosun Dynasty period, the development of the agriculture and commerce made been connected to the affluent food cultures, these made increase the porcelain's use of upper classes and these made been connected to the development of the porcelain's cultures. The second is the development of various pottery with a dark brown glaze manufactures. The development of agriculture and economy power made bring the development of the kinds of sauces and Kimchi culture with an inflow of foreign crops and these made making the large an earthenware pot or jar which could store something during the long time. The third is the development of the small dining table on the eating the bread of idleness. In the Chosun dynasty period, the food style was been unified to he eating the bread of idleness and been lowered. These made developed of various small dining table through the underfloor heating system's generalization. The fourth is the development of the spoon with the soup culture. It is the East Asia called that the spoon culture boundary, this show the characteristic that we use the spoon mainly compare with another countries. Finally, it is universal use of the fixed quantitative implements. They could live quantitative life with the scales which are jar of soy sauce, liquor jug, jar, scoop leading a set of tableware.

Brutal history of 'The Others' : Yeon Sang-Ho's Animation ('타자'들의 잔혹사 : 연상호 애니메이션)

  • Seo, Soo-Jung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.267-286
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    • 2014
  • Yeon Sang-Ho's Animation occupies an exceptional place in Korean Animation, being categorized as the kind of realism representing the pitiable actuality rather than the liberal and creative imagination. His animation appreciated as 'stories much more real than the reality' mainly depicts the world of 'the others' who resides on the periphery of the society in a rough and straightforward way. Yeon Sang-Ho's Animation represents the emotions and desire of characters as well as the heartless real world refusing the fantasy, through which it reflects the portraits of people living in post-capitalistic era seen from the microscopic view. This article investigates the textual characteristics, defining his animation as the Brutal history of 'The Others'. Two conditions which constitute the actual world in his works are the absurd social system and the characters who are afflicted with the trauma, belonging to the lower classes. Therefore, the landscape of real life which contains vicious victim, corrupted monster and being as 'homo sacer' looks like a painting of hell. Yeon Sang-Ho's Animation summons the shadow of ourselves which has been negated or neglected through the figure of 'the others' produced in post-capitalistic era and exposes our bare face and the uncomfortable truth by displaying the affected area of out society plainly. Furthermore, his works demonstrate the possibility of Korean animation as a representational language of facing the reality and searching for the truth.