• Title/Summary/Keyword: digital aesthetic

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The Characteristics of Directing in Digital Animation : Combination of Reality and Exaggeration (디지털 애니메이션의 연출 특성 -사실적 표현과 과장성의 융합-)

  • Kim, Yumi
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.27-34
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    • 2016
  • The application of computer graphics, which is characterized by reality, has even reinforced reality of image and motion expression in digital animation. But reality of digital animation succeeds to traditional aesthetic characteristics of animation for overcoming physical limitations of the real world and realizing imagination through transformation, rather than copying actuality as it is. But it does not succeed to drawing animation wholly. Digital animation adds cartoonish transformation, based on three-dimensional realistic expression and those animation situations look as if they get over realistic restrictions, while drawing animation constantly reminds of mediality in drawing motion, based on two-dimensional plane and handwork. n other words, cartoonish exaggeration that is intermittently inserted between these reinforced realities, expresses digital animation's own aesthetic characteristics as a dialectical sum by crashing into contrast coming from a cross between reality and imagination.

The Development of School Uniform Design for the Post-digital Generation (포스트디지털 세대의 교복 디자인 개발)

  • Mun, Jihyun;Na, Hyunshin
    • Fashion & Textile Research Journal
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    • v.14 no.5
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    • pp.758-765
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    • 2012
  • As the 21st century is the post-digital era, a mix of the hard digital and the soft analog realm, the school uniform designs for the post-digital generation need to be changed within this paradigm shift. Thus, this study is conducted with the purpose of developing the school uniform design that reflects aesthetic value and sensitivity of the post-digital generation. The definition and background of the post-digital generation is reviewed and the values of this generation are drawn based on the theoretical research. Also, through the survey of 205 high school girls in Seoul, the purchase, wear & fit, and suggestions for improvement of present school uniforms are investigated. Based on the studies above, the guidelines for designing school uniforms for the post-digital generation are established and the products are developed.

Aesthetic Characteristic Study on Sportswear Uniform - Concentrating on Sportswear Uniform Applying Ensign Image -

  • Kan, Ho-Sup;Kim, Tae-Hee
    • Journal of Fashion Business
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    • v.12 no.3
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    • pp.99-115
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    • 2008
  • International exchange gets active in nations with the increase of Internet use and heading toward digital age. Thus the communication conveying image of nations effectively plays an important role in an international society. Sports events are regarded as important international exchange events and good opportunities for public relations of one's own country and taken as tools of planting good images in other nations. This study surveyed the concept and history of uniform through the documents and previous studies in order to find the aesthetic characteristics of sportswear uniform applying the image of national ensign and investigates the origin and start time in Korea of selected 6 sports items. As a result of finding the expression way of ensign image and drawing the aesthetic characteristics by analyzing the use and variation of ensign colors, the use of colors other than ensign and reflection of ensign form in collected 60 sports uniforms, this study could draw the symbolical beauty, beauty of variation and beauty of brevity. First, symbolical beauty is the aesthetic characteristics expressing uniforms by using the pattern ensign symbolizes and ensign colors themselves or enlarging a part of ensign. Second, beauty of variation is the aesthetic characteristics creating geometrical new patterns in uniform through the distortion and exaggeration of ensign shape, or transforming the colors themselves of ensign. Third, beauty of brevity is the aesthetic characteristics using other colors only as decorative factor while applying the main colors of ensign to the most part of uniform, or unifying the uniforms with only one color of ensign. As a result of survey, the proportion of the symbolical beauty was highest in summer season and beauty of brevity and beauty of variation followed and the proportion of beauty of variation was highest and the symbolical beauty and beauty of brevity followed after that in winter season. This study found the way of expressing image of one's own country in sports uniform through this article, expecting the exact recognition on sports uniform and the diversity of sports uniform design in which the images of the nation are expressed more variously.

A Study on the Development of Coloring Game Aesthetic by the Application of Hallyu Korean Wave Image (한류 이미지 활용에 대한 컬러링 게임 미적요소 발전방향 연구)

  • Lee, Jun-Hee;Jung, Hyeong-Won
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.565-570
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    • 2020
  • This paper was intended to present a way to incorporate Korean content and products of Korean brands into functional coloring games that color them for the continued development of digital hallyu at this time of the world's derivation, as shown by the Korean Wave, a word that means more and more people like Korean culture worldwide. For the development of the Korean digital convergence functional game industry that can solve users' leisure time, we will compare and analyze the advanced image cuts provided by coloring games that have been commercialized and serviced, and seek ways to utilize the image of Hallyu contents that are not provided in existing coloring games. In the image cuts used in functional coloring games, we will find ways to utilize differentiated Hallyu content image cuts and study and present the direction of development of aesthetic elements of coloring games. Research on Korean Wave content, which has made use of our own aesthetic elements, should continue, and functional games using digital mobile device devices and game content elements utilizing Korean images in the Korean game industry will help spread Korean pop culture and digital Hallyu.

A study of space-performance with applied digital technology (디지털 메체를 적용한 퍼포먼스 행위적 공간연출에 관한 연구)

  • 황현숙;류호창
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.100-105
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    • 2001
  • The space in today's digital era is developing in a new direction with the changing paradigm, which is different from that in the analog era. The space that appeals to the advanced technology mobilizes all the five senses of the space user with the technical elements of the more variable fields and aesthetic productions, and creates an interactive environment by motivating the user's active participation through the digital media. The environmental device called digital media connects the function pace with living performance. Unlike in the analog space, the different sides of the digital media space create a human consciousness that corresponds to the realistic ambience, further contributing to the lively condition. For the main production technique in the digital medias performance-active space, there are electronic image production, changeable production, impromptu-active production, light and sound production, and total artistic production that lead to the progressive interaction between man and space.

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Aesthetic Value Reflected to Digital Virtual 3D Card Game Animation -Focused on the (디지털 가상 3D 카드게임 애니메이션에 반영된 예술적 가치 - 작품 제작 중심으로-)

  • 이선주
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.575-578
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    • 2004
  • This paper will intend to find the artistic value of playing card and 3D animation that is having much skill and entertaining points through digital virtual3D card animation . And this paper will consider the popularity and explore the creative cooperation relation of skill and art.

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The Problems of an Acute Angle Design in Architectural Form and Improvement Plan (건축의 형태에 있어서 예각(銳角) 디자인의 문제점과 개선방안)

  • Lim, Myung-Gu;Lee, Jae-Kook
    • Journal of The Korean Digital Architecture Interior Association
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    • v.3 no.2
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    • pp.20-29
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    • 2003
  • It is an obstacle to improve living environments that an acute angle architectural design is often seen. Though that design give a stress to the neighborhood, we can't prevent the design taking place. We must control architectural design, because it is important to public worth and urban aesthetic. To prevent selfish architectural design, it is recommend to extend design review and reflect neighborhood opinions.

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The Aesthetic Possibility of the Rotoscoping Techniques in the Short Film (단편 애니메이션 에 나타난 로토스코핑 기법의 미학적 가능성)

  • Kim, Loyou;Kim, Suhyun
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.55-56
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    • 2019
  • 본고는 캐나다 국립영화위원회(NFB, National Film Board of Canada)의 단편 애니메이션 (1999) 속에 재현을 위한 새로운 시도로서 로토스코핑 기법이 갖는 미학적 의미를 도출해내고자 한다. 이러한 연구를 통해, 관습적인 제작방식에서의 탈피와 응용이 창조적 정신을 갖춘 작가를 배양할 수 있음을 강조하고, 로토스코핑 기법의 새로운 미학 발견으로 인한 다양한 영상 분야 속 로토스코핑의 효과적 도입 가능성을 함께 제시하고자 한다.

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A Study on Differences of Aesthetic Experience in the Exhibition of Artworks and the Remediated Exhibition of Artworks: A Comparative Study between and (예술작품의 원작으로 구성된 전시와 원작을 재매개한 디지털 전시의 미적 경험에 대한 상이성 연구: <모네,빛을 그리다전(展)>와 <풍경으로 보는 인상주의전(展)>의 비교연구)

  • Rhee, Boa;Choi, Sumin;Hong, Yong Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.153-164
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    • 2017
  • This research concurrently conducts literature review and quantitative research methodology in order to compare aesthetic experience of and . From the perspective of viewing attitudes, two types of perception equally coexist in both exhibitions: convergent perception is predominant over distracted perception in IL while distracted perception is higher than convergent perception in MIE. However, the influence of convergent perception on the degree of satisfaction and immersion is proved only in MIE. In terms of roles of viewer, there is a tendency to weigh on passive role in both exhibitions. In particular, it is worth noting that the role is relatively high in MIE. The role of viewer do not correlate with on the degree of satisfaction and immersion, as well as modes of perception. The elements of aesthetic experience are highly rated and the use of previous knowledge acts as a positive influence on the role of viewers in IL. Through this study, we witness the fact that visitors who are familiar with traditional artworks depend upon both modes of perception as well as passive role of viewer in the digital exhibition. In conclusion, remediation through digital technology has blurred the boundary of the dichotomy of a viewing attitude and a role of viewer depending on exhibit media, consequently MIE bears both natures of traditional artworks and digital media.

A Study on the esthetic analysis for the Digital Image (Digital Image의 미학적 해석)

  • 최성원
    • Archives of design research
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    • v.15 no.4
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    • pp.169-176
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    • 2002
  • All kinds of artwork, including multimedia and digital image that has been subliminated into an af mediating two numbers 0 and 1 in recent age, are self-sufficient and autonomous in themselves. Nevertheless, each of those artworks can be realized as a real entity only if its appreciator is capable enough to explore some potential meaning out of it through his or her own perceptual work. According to Mikel Dufrenne, an artwork is composed of three existential tiers: "le sensible" or the sensible material; "fe representation" or the subject(le sujet), and "1′expression." Dufrenne contends that our esthetic perception can be realized by way of three steps that are comparable to those three tiers: perception of the presence of the body("le sensible"), contemplative perception by way of imagination("le representation"), and reflective perception ("1′expression") as a result of dialectics of sense and sensibility. This paper argues on the aesthetic perception with regard to digital image expressed by two numbers 0 and 1, putting focus on the epistemological role of sensibility(감) that explores "1′expression" a la Dufrenne.

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