• 제목/요약/키워드: gestalt theory

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게슈탈트 이론에 의한 패션광고 효과에 관한 연구 (A Study on the effect of Fashion Ads based on the Theory of Gestalt Psychology)

  • 이의정;강경애
    • 한국의상디자인학회지
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    • 제18권3호
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    • pp.37-56
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    • 2016
  • Gestalt psychology is a theory of psychology to organize separate stimuli perceived by people's vision to incorporate them into significant types, and this also is applied in terms of the brand awareness of consumers. This study considered which influence the Gestalt psychology theories have upon the fashion consumers' information processing in fashion advertisement. The results are as follows. The principles of the totality and the perceptual organization in the Gestalt psychology are allowing fashion consumers to perceive information through advertisement and to be capable of understanding it a little more easily and clearly in the process. As for the principle of totality, an integrated Gestalt was formed by combining the stimulant elements of fashion ads and the brand schema of consumers. The principles of figure and background that were part of the perceptual organization theory enabled the consumers to pay attention to, choose and focus on some of the objects of perception in an easier and faster way. The principle of perceptual grouping was used to draw attention from the consumers by simplifying the objects of perception and then by combining them or making them look complete. Therefore the more advanced application of the principles and laws of Gestalt psychology is expected to make fashion consumers' way of looking at ads more well balanced and positive in a more efficient and convincing manner.

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형태 이론에 기반한 이미지 윤곽선 추출 방법 (Image Contour Extraction Method base on Gestalt Theory)

  • 하추자;김철원
    • 한국항행학회논문지
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    • 제13권2호
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    • pp.257-261
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    • 2009
  • 본 논문은 형태학 이론을 이용하여 이미지의 윤곽선을 추출하는 새로운 방법을 제안한다. 제안된 방법은 분할된 이미지를 형태학 기반의 근접성, 유사성, 연속성을 사용하여 객체들로 그룹화 한다. 즉, 이미지의 시각 계층에서 지각적 방법과 하향식 피드백을 이용하여 이질적인 시각적 형태들을 하나의 시각적 형태로 구체화 시킨다. 실험 결과 다른 방법에 비하여 좋은 성능을 보인다.

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애니메이션의 장면화(framing)에 관한 연구 - 게슈탈트(Gestalt)이론을 중심으로 (The study on framing of animation -Centering on Gestalt theory)

  • 선경희
    • 만화애니메이션 연구
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    • 통권6호
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    • pp.34-71
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    • 2002
  • Animation has been developed as a part of artistry, and maintained a correlation with other various genres such as art, film and music to bring changes in form and to seek new things. Recently, technological advancement also has supported digitalization of producing process with variety in its method. Basic unit of animation production is a frame. A set of frames which has an image of producer's intention comes to life as animation when constructed, connected and transformed. A producer usually goes through a series of trouble when deciding how to express one's intention in images. Framing in animation is a kind of visual information which reflects producer's visual perception. A producer does not simply characterize matters into geometrical figures or give circumstantial explanation, but does framing work that relies on expression. Artistic psychology based on Gestalt Theory does not concentrate on abstract artistic philosophy with conventional beauty as its center, but pursues ambiguity and coherence of formative arts to support on accepting systematic order. Therefore, the purpose of this study is to find theoretical assistance which may be fundamental part in framing of animation. First, ten elements of Rudolf Arnheim centering on Gestalt Theory shall be redefined as concepts. Based on its ground, I will attempt to analyze shape-quality of framing of conventional animation, and make an approach with my personal experimental project. From this research project, I intend to analogize systematic aspect of framing in animation and to make framing of animation possible to assist in actual production of animation.

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복식색과 색조합의 이미지 지각(제2 보)-여자 한복의 상.하 색조합 효과를 중심으로- (A Visual Image Perception of Clothing Colors, Color combinations of Korean Traditional Dress for Woman(Part 2))

  • 이혜숙;김재숙
    • 한국의류학회지
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    • 제22권8호
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    • pp.1052-1059
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    • 1998
  • The purposes of the study were to analyse the colors and, color combinations effect on the image perception using gestalt theory. The research method was a quasi-experimental with a between subjects design. The experimental materials developed for the study were a set of stimuli and a response scale. The stimuli was consisted of 17 drawings of females wearing Korean traditional dress, by using CAD simulation. A response scale consisted of semantic differential scales. The subjects were 1138 undergraduate students of Taejon city, Chungnam province and Chungbuk province. Their responses to the semantic differential scales were analyzed using factor analysis, ANOVA, Duncans multiple range test. Results were as follows; 1) The colors effect of blouse was significantly greater than the effect of skirt, and no interaction effect was found between blouse colors and skirt colors. 2) In bi-color combination dress set, the combined image of the two colors were compared to the image of the two mono color sets: No single principle was found, however, salient color (such as yellow) and unattractive color (such as green) seemed to act as central trait colors on the image perception. On conclusion the visual image of Korean traditional dress wearer was affected by central trait colors in bi-color combination, and this results support the gestalt theory with central traits.

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게슈탈트 시지각 이론에 의한 3D 애니메이션의 조형성 -한국 영화 <웰컴투 동막골>을 중심으로- (Formative Properties of 3D Animation based on the Theory of Gestalt -Centering of Korean film -)

  • 김경은;윤영두
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
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    • pp.279-284
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    • 2006
  • 미디어의 발달로 표현의 영역이 넓어진 영화 예술분야도 급속도로 성장해 왔다. 최근 한국 영화에서도 특수 효과(SFX)의 하나인 컴퓨터 그래픽스(CG)를 이용한 디지털 영화에 관심과 인력이 형성되고 있다. 본 논문에서는 형태가 갖는 게슈탈트 이론에 근거하여 한국 영화에서 3D 애니메이션이 삽입되어 2005년 최고의 흥행을 이루었던 <웰컴투 동막골>을 중심으로 그 조형성을 고찰하였다. 그 결과, 3D 애니메이션을 영화에 삽입함으로써 제작자의 의도에 따라 실사에서 느낄 수 없는 환영성이나 가상적인 세계를 이끌어 갈 수도 있으며 이는 촬영상의 공간의 제약을 받지 않는 자유로운 공간성이 적용되었음을 확인하였다. 또한, 지각의 대상에 전체성을 부여하며 완결을 필요로 하는 게슈탈트 이론에 의해 부분적인 애니메이션의 설정일지라도 영화의 의미를 파악하고 이해할 수 있는 역할을 할 수 있다는 것을 알 수 있었다.

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디지털미디어 환경(環境)에서 디자인 특성(特性)에 관한 연구(硏究) - 실내제품(室內製品) 디자인을 중심으로 - (A Destructive Method in the Connection of the Algorithm and Design in the Digital media - Centered on the Rapid Prototyping Systems of Product Design -)

  • 김석화
    • 조형예술학연구
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    • 제5권
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    • pp.87-129
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    • 2003
  • The purpose of this thesis is to propose a new concept of design of the 21st century, on the basis of the study on the general signification of the structures and the signs of industrial product design, by examining the difference between modern and post-modern design, which is expected to lead the users to different design practice and interpretation of it. The starting point of this study is the different styles and patterns of 'Gestalt' in the post-modern design of the late 20th century from modern design - the factor of determination in industrial product design. That is to say, unlike functional and rational styles of modern product design, the late 20th century is based upon the pluralism characterized by complexity, synthetic and decorativeness. So far, most of the previous studies on design seem to have excluded visual aspects and usability, focused only on effective communication of design phenomena. These partial studies on design, blinded by phenomenal aspects, have resulted in failure to discover a principle of fundamental system. However, design varies according to the times; and the transformation of design is reflected in Design Pragnanz to constitute a new text of design. Therefore, it can be argued that Design Pragnanz serves as an essential factor under influence of the significance of text. In this thesis, therefore, I delve into analysis of the 20th century product design, in the light of Gestalt theory and Design Pragnanz, which have been functioning as the principle of the past design. For this study, I attempted to discover the fundamental elements in modern and post-modern designs, and to examine the formal structure of product design, the users' aesthetic preference and its semantics, from the integrative viewpoint. Also, with reference to history and theory of design my emphasis is more on fundamental visual phenomena than on structural analysis or process of visualization in product design, in order to examine the formal properties of modern and post-modern designs. Firstly, In Chapter 1, 'Issues and Background of the Study', I investigated the Gestalt theory and Design Pragnanz, on the premise of formal distinction between modern and post-modern designs. These theories are founded upon the discussion on visual perception of Gestalt in Germany in 1910's, in pursuit of the principle of perception centered around visual perception of human beings. In Chapter 2, I dealt with functionalism of modern design, as an advance preparation for the further study on the product design of the late 20th century. First of all, in Chapter 2-1, I examined the tendency of modern design focused on functionalism, which can be exemplified by the famous statement 'Form follows function'. Excluding all unessential elements in design - for example, decoration, this tendency has attained the position of the international style based on the spirit of Bauhause - universality and regularity - in search of geometric order, standardization and rationalization. In Chapter 2-2, I investigated the anthropological viewpoint that modern design started representing culture in a symbolic way including overall aspects of the society - politics, economics and ethics, and its criticism on functionalist design that aesthetic value is missing in exchange of excessive simplicity in style. Moreover, I examined the pluralist phenomena in post-modern design such as kitsch, eclecticism, reactionism, hi-tech and digital design, breaking away from functionalist purism of modern design. In Chapter 3, I analyzed Gestalt Pragnanz in design in a practical way, against the background of design trends. To begin with, I selected mass product design among those for the 20th century products as a target of analysis, highlighting representative styles in each category of the products. For this analysis, I adopted the theory of J. M Lehnhardt, who gradated in percentage the aesthetic and semantic levels of Pragnantz in design expression, and that of J. K. Grutter, who expressed it in a formula of M = O : C. I also employed eight units of dichotomies, according to the G. D. Birkhoff's aesthetic criteria, for the purpose of scientific classification of the degree of order and complexity in design; and I analyzed phenomenal aspects of design form represented in each unit. For Chapter 4, I executed a questionnaire about semiological phenomena of Design Pragnanz with 28 units of antonymous adjectives, based upon the research in the previous chapter. Then, I analyzed the process of signification of Design Pragnanz, founded on this research. Furthermore, the interpretation of the analysis served as an explanation to preference, through systematic analysis of Gestalt and Design Pragnanz in product design of the late 20th century. In Chapter 5, I determined the position of Design Pragnanz by integrating the analyses of Gestalt and Pragnanz in modern and post-modern designs In this process, 1 revealed the difference of each Design Pragnanz in formal respect, in order to suggest a vision of the future as a result, which will provide systemic and structural stimulation to current design.

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A Study on the Formal Systematization within the 3D Modeling Designs - Focused on The Law of Grouping -

  • Gu, Ling-Feng;Jeon, Hyung-Jin;Pak, Hong-Sik
    • Journal of Multimedia Information System
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    • 제4권3호
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    • pp.107-114
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    • 2017
  • As to talk about computer aided 3D modeling, it can be conformed to the popular aesthetics based theory of heightening the organizing useful visual information. This thesis heightens the formativeness of the 3D modeling from the angle of the Gestalt psychology and attempts a finding of a method as also explains among the grouping laws of Gestalt. They are the definitions and the special features of 'The Law of Proximity', 'The Law of Similarity', 'The Law of Closure', 'The Law of Continuity', etc. And, through a logical, theoretical analysis, the relationships between such laws are found out. And the case examples of the uses of such laws in the 3D animation character designs and the situation in which such laws are applied to the things in the actual lives are analyzed. If it is intended to improve the formativeness of the 3D model forms, the rules of the simplicity, the safety, and the symmetry must be pursued according to the visual recognitions of the human beings. Because the actual objects are seen and touched, other than the visual pursuits by the human beings, the functionalities and the practicalities of the objects must be considered.

문양에 따른 소재의 감성이미지와 선호도 - 문양의 종류와 문양 색을 중심으로 - (Effects of Colors and Categories of Motifs on Evaluating Sensory Image of Fashion Fabrics)

  • 이소라
    • 복식문화연구
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    • 제16권5호
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    • pp.841-851
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    • 2008
  • The purpose of the study was to examine the effect of motif categories and motif colors on evaluating sensory image of fashion materials with the gestalt theory as the background. The research was conducted on a quasi experimental basis, with subjects numbering 187 male and 207 female college students. Data were collected in the period from march 19th to march 31st, 2007. A set of fabric stimuli and semantic differential scales were developed. The stimuli were thirteen fabric species(each measuring 12 by 13cm). Variables included; (a) motif colour(white, grey, pink and blue) (b) motif categories(plain, paisley, flower, stripes and zebra effect). The semantic differential scale to measure sensory image of fabric stimuli included 23 sets of bi-polar adjectives. The data were analysed by factor analysis and ANOVA and the major finding were as follows. 1) Four sensory dimensions emerged of importance: salience, attractiveness, comfort and softness. 2) The motif category effected on the four sensory image dimensions while the motif colour effected on salience, comfort and softness sensory dimensions. 3) An interaction effect was founded between motif category and motif colour. 4) Motif category showed significant effects on the preference and liking of the fashion, however the motif colour did not show any significant effects on the preference and liking. As a whole the results supported the gestalt theory and the results can be used for the marketing strategy for developing fashion fabrics.

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