• 제목/요약/키워드: digital aesthetic

검색결과 291건 처리시간 0.029초

넷아트의 유희적 소통을 위한 작품분석 및 구현 (Work Implementation and Analysis for Playful Communication of Netart)

  • 김병원;김종서;곽훈성
    • 한국콘텐츠학회논문지
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    • 제8권12호
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    • pp.81-90
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    • 2008
  • 디지털 테크놀로지의 발달로 정보화 사회의 패러다임이 변화됨에 따라, 디지털 매체의 특성을 이용하는 미디어 아트와 넷아트는 기존의 작품처럼 일방적인 전달이 아닌 움직이고 반응하는 등의 상호작용성이 강한 작품들로 점차 진화하고 있다. 이러한 영향으로 최근에 디지털 미디어 기술을 매체로 한 다양한 실험적인 예술작품들이 네트워크 공간에서 제작되고 있으며 예술과 디지털의 결합을 시도하고 있다. 본 논문에서는 넷아트의 특성과 유희성의 관계에 대하여 살펴보고 넷아트에서 구현되어 나타난 인터랙티브와 네트워크적 특성 그리고 유희성과의 관계를 분석하였다. 이러한 분석을 바탕으로 하여 전통적 캐릭터인 도깨비 형상에 대한 해학적 정서를 넷아트의 유희적 개념으로 표현하여 새로운 미학적 경험을 제공하고자 한다.

A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • 디자인학연구
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    • 제20권2호
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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디지털 제작방식의 필름 채색 (Drawn-on-film) 애니메이션 기법 연구 (A study of drawn-on-film animation technique by digital production method)

  • 이광훈
    • 디지털융복합연구
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    • 제14권8호
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    • pp.399-406
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    • 2016
  • 필름 채색(Drawn-on-film) 애니메이션 기법은 어떠한 영상 콘텐츠 분야 속에서 주도적으로 이용되거나 주목 받지 못한 기법으로서 본 연구를 통해 과거 실험적 기법을 새롭게 발굴 모색하여 애니메이션 장르의 미래적 방향과 미학적 측면을 강화하고자 하는 의미가 있다. 연구의 내용은 연구자가 교육적 프로그램 개발을 위해 필름 채색(Drawn-on-film) 애니메이션 기법을 실제 교육현장에서 응용하고 학습에 활용하며 얻은 결과물과 경험적인 정보, 그리고 이를 통해 새롭게 창출된 기법 등을 체계화하여 소개했다. 이 과정에서 대안적 디지털 제작 시스템을 제안하여 제작 과정들을 비교 실연하였고 궁극적으로 애니메이션 장르의 기법 발전에 도움이 될 수 있도록 연구하고 제시했다.

디지털 물성을 이용한 모듈화 표피생성방법 연구 - 디지털 파라메트릭디자인 중심으로 - (Modularized Membrane Generation Method by Using Digital Property - Based on digital parametric design-)

  • 박정주
    • 한국실내디자인학회논문집
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    • 제19권1호
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    • pp.137-147
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    • 2010
  • The purpose of this study is to research a method of creating a new type of boundary by repeated disposition of single unit of modularized membrane successively. In the contemporary architectural indoor space, more highly dimensional analysis of boundary is required and the necessity of establishing boundary of a new concept that may satisfy cultural value, social value and artistic value as a whole as well as aesthetic and functional merit has been increased. In order to create a membrane that may fulfil the requirements of the diversified programs of space like this, an approach of complicated mechanism and high-dimensional calculation are required. At this time, digital GA modelling, parametric modelling technique may expand its range of possibility. One thing to be noted at this juncture is that indefinite expandability involved in digital modelling technique, modelling by grid of absolute and relative coordinates and convenience of systematization may surpass limitation of analogue or simple numerical calculation being progressed in the past. And in order to create solid process including unit modelling or pattern formation, Precise calculation process of computer is necessitated inevitably.

Digitalized Dynamic Fashion Design: Graphical Patterns in Motion

  • Choi, Kyung-Hee
    • 한국의류산업학회지
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    • 제21권4호
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    • pp.420-431
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    • 2019
  • This paper evaluates the potential of dynamic graphical patterns in future-driven fashion design using computer graphics that enables changes to the visual appearance of a textile for aesthetic, expressive or communicative purposes. In particular, it focuses on experimenting with the possibility of creating digitalized dynamic fashion garments that are illustrated digitally using motion graphics developed collaboratively in a virtual space. Three objectives were formed and addressed. First, a dynamic graphical pattern was defined that also investigated the cases of tangible and virtual dynamic patterns in textiles and garments to identify current situations and future prospects in terms of functional techniques and expressive effects. Ten digital fashion illustrations were then created in collaboration with a group of graphic designers and motion artists to visualize dynamic graphical patterns changing over time. Four types of dynamic fashion illustrations were also introduced in their methodological and expressive aspects. Last, some findings resulted from digital works that led to implications for future studies on tangible dynamic fashion designs. This study proposed that computer graphics and digital imaging technologies integrated into a virtual fashion that creates eye-catching and futuristic dynamic fashion designs that can customize colors and patterns according to the desires of wearers or users.

가로손가락손바닥활을 이용한 다발성 벗겨짐 손상 손가락 재접합술 - 증례보고 - (Case Report of Avulsion Amputation of Multiple Digits: Use of Rerouting the Transverse Digital Palmar Arch)

  • 김재인;최환준;김준혁;탁민성;김용배
    • Archives of Reconstructive Microsurgery
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    • 제18권2호
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    • pp.79-83
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    • 2009
  • Purpose: Avulsion injuries of digits have been presented for a long time as complex management problems. Despite of microsurgical advances, it is difficult to achieve good functional results and their management remains somewhat controversial. However, in a finger there are three transverse digital palmar arches. The middle and distal transverse digital palmar arches are consistently large(almost 1 mm) and may be used for arterial vessel repairs either proximally or distally, depending on the length and direction needed. 39-year-old man presented with avulsion amputation of the ulnar three digits, was operated using only arterial anastomosis with rerouting the transverse digital palmar arches. Methods: Replantation was performed using the artery-only technique. Because the digital arteries had been damaged, we did that the transverse digital palmar arches were transposed in an inverted Y to I configuration and were lengthened with rerouting them for the purpose of direct anastomosis of the digital artery. Venous drainage was provided by an external bleeding method with partial nail excision and external heparin irrigation. Results: The authors conclude that complete avulsion amputations with only soft tissue at the distal to insertion of the flexor digitorum superficialis tendon were salvageable with acceptable functional results. All three fingers survived. Conclusion: With technical advancements, the transverse digital palmar arches play an important role for finger amputation. Three digital palmar arches give us additional treatment option for the finger amputation. In this case, replantation with only-arterial anastomosis was successful and we obtained good aesthetic and functional outcome.

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3D 가상착의를 활용한 미래주의 패션 디자인 (Development of futurism fashion design based on 3D digital clothing technology)

  • 최설맹;이윤미;이연희
    • 복식문화연구
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    • 제30권5호
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    • pp.732-751
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    • 2022
  • In this study, we aimed to apply 3D digital printing to basic clothing production and to propose futuristic fashion design and production methods that correspond to contemporary trends. Literature on future trends, dynamism, mechanical aesthetics, and experimentalism were used to define the characteristics of "futurism." Based on theoretical considerations about futurism, we created fashion designs using 3D digital printing methods. These designs were produced using the aesthetic characteristics of futurism; the 3D digital clothing program; and application of digital printing technologies to futuristic silhouettes, colors, and materials. The results were as follows: First, with the application of futurism as a fashion motif, we pursued collaboration between artistic work and fashion, and we then explored the possibility of creative expression. Second, harmony between achromatic and chromatic colors revealed even better dynamism and activeness, and the potential to express dynamism was observed. Third, with the development of fashion design processes based on 3D digital printing methodologies, it was found to be possible to eliminate the limitations of time and space, solve problems related to limited budget or communication, and positively influence the fashion industry by enhancing convenience and diversity. Fourth, with the development of fashion design that utilizes digital printing, it was found that problems related to time, space, or limited budget were able to be solved, as compared to the use of traditional printing and image reproduction.

디지털영화의 플랑세캉스 사용에 관하여 (About the Use of Plan-Sequence in Digital Films)

  • 이지현
    • 트랜스-
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    • 제3권
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    • pp.1-28
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    • 2017
  • 영화미학의 영역이 확장됨에 따라 고전적 연출의 미장센 개념 또한 그 영역을 확장하게 되었다. 본고는 영화 미장센의 개념을 공간적인 연관성을 통해 들여다보면서, 이를 프레임과 쇼트의 차원, 신과 시퀀스의 연속성 개념, 그리고 미학적 차원에서의 플랑세캉스 개념에 이르기까지 세부적 연관성을 통해 들여다보려 한다. 이 과정에서 디지털영화에서 플랑세캉스 사용에 관한 현재적 의미를 찾을 수 있을 것이라 기대한다. 현대영화에 이르러 미장센의 요소는 효율적인 측면에서 더 강조되는 측면이 있지만, 본고는 여전히 고전주의적 미학 체계가 여전히 중요하다는 점을 이르고 있다. 이를 위해 과거 리얼리즘 미학의 최고 테크닉으로 불렸던 플랑세캉스(plan-séquence) 개념이 현대의 디지털영화에서 어떻게 활용되고 있는지를 살핀다. 다양한 미장센의 영역 중에서도 특히 플랑세캉스의 '길게 찍기(long take)'는 사건을 준비하고 응용하는 과정에서 유용하게 활용되는 사실주의의 도구로 쓰인다. 영화 자체가 상업적으로 활용되는 현실의 영역에서, 디지털영화가 플랑세캉스 개념을 통해 '지정학적 무의식'의 알레고리를 활용할 수 있는 개념적 도구임을 본고는 말하고 있다. 이 과정에서 플랑세캉스가 이루고자 하는 거시적 목표가 '시각적 매개 변수'가 아닌, '지속시간'과 관련한 특정 의도로 보는 편이 더 적합하다는 것을 알게 된다. 이때 지속시간 개념이 크로노스(Chronos)가 아닌, 카이로스(kairos)로서의 '주관적이고 의식적인 시간'이라는 점도 본 연구 과정에서 드러나는 성과라 할 수 있다.

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크리스 커닝햄의 작품에서 표현된 그로테스크 신체 (Expression of Grotesque Body in Chris Cunningham' Work)

  • 김호;김재웅
    • 한국콘텐츠학회논문지
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    • 제9권2호
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    • pp.173-180
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    • 2009
  • 최근 신체는 미의 범주에서 점차 확대되어 환경에 의해 변형되는 유기적인 매체로 바뀌어가고 있다. 이러한 신체는 디지털 테크놀로지 기술 발달의 의해 변형되고 왜곡되어 더 현실감 있게 재현되고 있다. 이렇게 과장된 신체의 이미지에서 관객들은 그로테스크한 느낌을 받게 된다. 영국 감독 크리스 커닝햄은 그로테스크 신체를 주제로 영상작업을 시도하고 있다. 본 논문에서는 그의 작품의 디지털 미디어를 통한 카니발적, 언캐니적 그로테스크 신체 표현 방식의 단계와 그로테스크 신체 이미지의 궁극적인 목표에 관해 접근 하였다.

Digital Modelling of Visual Perception in Architectural Environment

  • Seo, Dong-Yeon;Lee, Kyung-Hoi
    • KIEAE Journal
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    • 제3권2호
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    • pp.59-66
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    • 2003
  • To be the design method supporting aesthetic ability of human, CAAD system should essentially recognize architectural form in the same way of human. In this study, visual perception process of human was analyzed to search proper computational method performing similar step of perception of it. Through the analysis of visual perception, vision was separated to low-level vision and high-level vision. Edge detection and neural network were selected to model after low-level vision and high-level vision. The 24 images of building, tree and landscape were processed by edge detection and trained by neural network. And 24 new images were used to test trained network. The test shows that trained network gives right perception result toward each images with low error rate. This study is on the meaning of artificial intelligence in design process rather than on the design automation strategy through artificial intelligence.