• Title/Summary/Keyword: fine art

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A Study on the Concept of Chaos and New Design Thinking (카오스개념과 새로운 디자인사고에 관한 고찰)

  • 김주미
    • Korean Institute of Interior Design Journal
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    • no.6
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    • pp.28-37
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    • 1995
  • As we approach the end of the twentieth century, it seems we need a new way to express the thoughts, needs, and values that are undergoing a drastic change and a new strategy to create diverse cultural forms that would reflect and incorporate such changes. In this study, I am introducing the chaos theory as a new way of thinking that would help counterbalancing the deter-ministic world-view and forging a harmonious unity of man and his environment. As a creative principle, the theory seems to offer an unlimited number of structural possibilities for art and design. In fine, this study discuss-es the reductive nature of modernist approach and offer instead the chaos theory that is more probabilistic and capable of greater diversity.

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A Study on Expressing Renku with 3DCG Animations and its Evaluation

  • Takada, Nobuhiko
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.632-637
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    • 2009
  • Recently Renku (Haikai no Renga) is getting popular as well as Haiku in Japan. It was built up by Basho Matsuo, who was the most famous Haiku poet. It is said that Kyoshi Takahama proposed the name of "Renku" to distinguish it from "Renga" and "Haiku" in 1904. Renku meetings are held like Haiku ones regularly now in each place, and in several universities, they conduct a class exercise of Renku continuously. It is very important for plural persons to work together cooperatively. Poetry, Tanka, Haiku and Renku are usually composed of only letters. It sometimes happens that we add pictures to make them more attractive and to aim at synergy by collaboration (letters and pictures). However, the study to produce 3DCG animations of Renku has not been reported very much. Sowe studied to produce 3DCG animations work based on the rule of Renku and its evaluation.

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라인 드로잉에 의한 디자인 조형능력의 측정실험

  • 우흥룡
    • Archives of design research
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    • v.14
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    • pp.53-60
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    • 1996
  • The most remarkable and characteristic problem of design is that of creativity of design. Originality is a part of creativity. In the process of designing, we used to handle design thoughts that shows some patte군 of divergent and productive thoughts. During design thinking, for example 'Idea sketch', We also are under Pattern Recognition and Gestalt principles organization. In this study, it is reorganized that the 'Originality Test of Line Drawing(OTLD)'is a measurement system for personal originality. There is a regression on two tests of OTLD, which has 1 Semester Interval. From the regression data, Test2 = 7.763 + 0.643Test1, F value : 55.219, Prob : 0.0001. We would suggest a measurement system for an ability of originality in design fields, but we couldn't find any reliability and validity for Fine Art fields. In this point, OTLD could be a development tool for design creativity.

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a typographic study on Yi Sang's poetry (이상' 시의 타이포그라피적 해석)

  • 안상수
    • Archives of design research
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    • v.9
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    • pp.601-616
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    • 1994
  • avant garde poet Yi Sang wrote his poetry with architectural and artistic inspirations. his artistic creativity was exploded by typographic expression. he lirerated the !iterated word into visible language also. he played with his-own-created-signs. fighted against the reality, traditions and cliches. his typographic characteristic poetry is an evidence for the lengthening the history of korean modern typography as a pioneer. because his experimental works is the great evident. so we evaluated the worth of it.

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A Layered Authoring Model for Constructing Interactive Virtual Environment

  • Ishiwaka, Michitoshi;Inoue, Seiki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.154-159
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    • 1998
  • It is difficult and important for virtual studio systems and media-art products to be designed effective interactions between a performance person, who appears in the studio, and virtual studio equipments, and, an appreciation person and artistic products. The difficulties originate with originate with no even-grained component and no framework of interaction design work. In this article, a layered authoring model is proposed in order to facilitate system designers and artists to construct the system more easily and flexibly using fine-grained media components. And some experimental interactive virtual environments based on the model are shown.

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Critical Discourse of Postmodern Aesthetics in Contemporary Furniture (II) - The Characteristics of New Design Furniture in terms of the Postmodern Aesthetics of Communication

  • Moon, Sun-Ok;Vesta A. H. Daniel
    • Journal of the Korea Furniture Society
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    • v.12 no.1
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    • pp.113-124
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    • 2001
  • This study explored the characteristics of contemporary furniture called New Design furniture design in terms of aesthetics of communication in the postmodern era. Qualitative conceptural analysis as the principal methodology was used to explore the characteristics of New Design furniture, which is accessible to the broadest possible public. Thereby, the communicative elements of symbol, metaphor, narrative, animation, imagination, humor, and/or wit expressed in New Design furniture were analyzed according to the designers'concept and work. As a result the postmodern aesthetics of communication made New Design furniture accessible to the largest number of People through cultural considerations in New Design furniture as it influences designers 'concept and work. However, it showed problems of New Design furniture in connection with postmodern aesthetics affecting mass production. Therefore, the designers have begun rethinking, redefining, and redesigning their furniture aesthetically, functionally, economically, and ecologically.

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Study of strengthening Metaphor for increasing the experience of presence in internet of things -Invisibly Visible (사물인터넷에서 프레즌스의 경험증대를 위한 메타포 강화연구 -보이지 않게 보이게)

  • Kwon, yang-hee;Lyu, jae-ha;Kim, sang-wook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.97-98
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    • 2016
  • 뉴미디어 아트에서 사용자의 몰입(sensor immersion)은 작품의 메타포(Metaphor)를 강화하고, 사용자에게 프레즌스(Presence)를 증대시켜 줄 수 있는 중요한 요인이 된다. 미디어 아트 Invisibly Visible은 3D 영상콘텐츠와 함께 응답형 물리환경을 실제 공간에 제공함으로써 사물인터넷(Internet of Things) 세상에서 사람중심의 행위가 예술작품의 자연스러운 참여형태로 이루어지는 뉴 미디어 아트의 새로운 장이 될 수 있으리라 기대한다.

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Characteristic of Expressionism on the European Designer's Works in the early 20th Century (20세기초 유럽 디자이너들의 작품에 나타난 표현주의적 특성)

  • 채금석
    • Journal of the Korean Home Economics Association
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    • v.34 no.2
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    • pp.5-30
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    • 1996
  • The purpose of this study is to observe artistic of Expressionism reflected to works of European costume designers by analizing works of seven major representative costume designers in the twentieth century. They are Mariano Fortuny, Paul poiret, Madelene Vionnet, Jean Patou, Jeanne Lanvin, Gabriel Chanel and Elsa Schiaparelli. These designers deployed individual and various creative costume design work with peculiar expresive techniques, which is based on the Expressionism. Although each creative work was made in extremely unique sense, there was comon expressive spirituality I their creative activity. The findings are as follows : 1. Based on the "Medieval-directed characteristic" which arose over all fields of art of those days, a modern and reformative clothing beauty was created by reanalyzing traditional motive. 2 Characteristic of Cubistic Expressionism were described in overall silhouette of clothing and fine decorative element. 3. Fantastic Expressionism, which pursued basic worth from the primitive and ethnic customs, effected costume style of early 20th century and draw such designers as Mariano Fortuny, Leon Bakst, Paul Poiet, Elsa Schiaqarelli to adopt intensive and primary color. And it also gave an impact against traditional concepts by accepting fantastic oriental Exoticism.Exoticism.

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TBBench: A Micro-Benchmark Suite for Intel Threading Building Blocks

  • Marowka, Ami
    • Journal of Information Processing Systems
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    • v.8 no.2
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    • pp.331-346
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    • 2012
  • Task-based programming is becoming the state-of-the-art method of choice for extracting the desired performance from multi-core chips. It expresses a program in terms of lightweight logical tasks rather than heavyweight threads. Intel Threading Building Blocks (TBB) is a task-based parallel programming paradigm for multi-core processors. The performance gain of this paradigm depends to a great extent on the efficiency of its parallel constructs. The parallel overheads incurred by parallel constructs determine the ability for creating large-scale parallel programs, especially in the case of fine-grain parallelism. This paper presents a study of TBB parallelization overheads. For this purpose, a TBB micro-benchmarks suite called TBBench has been developed. We use TBBench to evaluate the parallelization overheads of TBB on different multi-core machines and different compilers. We report in detail in this paper on the relative overheads and analyze the running results.

A Study on the Use of Art Information - In Relation to the Users′ Subject Background on the Fine Arts - (미술자료의 이용에 관한 연구 - 이용자의 주제배경과 관련하여 -)

  • 이현정;최성진
    • Proceedings of the Korean Society for Information Management Conference
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    • 1995.08a
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    • pp.101-104
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    • 1995
  • 미술분야의 경우 타주제분야와는 달리 정보이용에 있어서 시각적인 중요성(Visual Significance)이 특히 강조된다. 따라서 이용자들이 미술연구 및 작품활동ㆍ감상시 원작품이나, 원작품이 미술관에 소장되어 있지 않을 경우 원작품을 가장 본질에 가깝게 제공하는 대용매체인 시각자료에 대한 요구도가 다른 자료에 비해 훨씬 높을 것이라는 가정을 할 수 있다. 따라서 본 연구에서는 이러한 가정을 근거로 과연 이용자들이 미술도서관을 통하여 시각자료만을 집중적으로 이용하는지, 아니며 다른 자료를 더 이용하는지, 그렇다면 그 이유는 무엇인지를 밝혀서 미술도서관 이용자에게 보다 더 효율적인 정보봉사를 제공할 수 있는 이론적 근거를 마련하고자 한다.

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