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Analysis on the pattern of digital art following the transferring process of media
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김동호 Kim Dongho |
JEWNR 12(0) 1-10, 2005 |
ABSTRACT
We analyzed the process involving the transition of media which has changed along with the development of science via vertical structure. We try to identify the problem with the method of interpreting the history of fine art which uses the existing vertical structure in summing up such background, and provide the opportunity to re-establish the trend of modern fine art via the horizontal structure on the basis of pluralism. Therefore in this study, we classified the type of modern art into three categories on the basis of what is tangible and intangible: `reactive fine art including the tangible and intangible` `tangible fine art` and `intangible fine art`. Such classification provides a useful system to summarize new type of fine art that has been classified randomly or remained difficult to classify under the existing method of classification. In light of that, through this classification, we intend to look at the type of forms of digital art that is the foundation of intangible art. The digital art that is being performed most vigorously at the moment is linked by the integration and interaction with complex media, and the distinction is ambiguous because it develops along with the advancement of computer. This includes very diverse fields, and now those elements make use of concept of interaction and communication for many parts. In addition, the digital art is performed in a virtual space called cyberspace, not a physical space. This indicates an era where the virtual fact is created, not an era where the fact that existed is expressed. Therefore, we try to look at both merit and weakness of digital art derived from such a process, providing a good opportunity to systemize.
keyword : Media, Pluralistic, Tangible, Intangible, Digital Art.
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Research about the geometric expression of modern visual language - focused on fractal geometry theory -
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김지면 Kim Ji Myun |
JEWNR 12(0) 11-20, 2005 |
ABSTRACT
I wish to argue about fractal geometry that we can see easily in surrounding nature. Nature has source of variety and surround our surroundings in design, and principle of design is discovered easily, and do image included within whole that various members are unified also. Human have made by ideal geometry form discovering possibility of form and pattern and rationalize this observing nature that is source of these design. It may be that application possibility of technology is increased to get another our interest with entrance on the stage of new value. Consciousness structure and technology become fair structural conversion in area of art and culture according to variableness. Often, people is dry science and do not give any emotion and have thought as thing which distance is far with art. But, in complex shape of nature inside as two one complementary method that experience nature with science and art my of do knowing rule understand and the rule took side the connection expression enemy by one figure. The representative theory is fractal geometry. Apply my my order of chaos inside that become, optical beauty of chaos of order inside accommodation by design in fractal geometry. Practical grafting between science and art is attempted abuzz to various direction going through fractal geometry by science Fractal is one direction presentation to do re-creation to fit in purpose of space, I can speak as theory that ready meter that can become new esthetics of nature and science and art. That is, analyzes order systematically the modeling enemy through observation the fractal(fractal) enemy who is indwelled within native conformation and extracts and utilize by form of sight. Investigates geometrical theoretical background through comprehension of fractal, and examined terminology justice of fractal and objective contents of the connection doctrines. The penal servitude enemy, with member state of image and characteristic image accident of fractal wishes to grasp process that is expressed by form by lifts geometrical side of fractal and finds visual concept and formal special quality.
keyword : 프랙탈, 기하학, 공간, 질서, Fractal, Geometry, Space, Order
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The Effects of Web based Cooperative Learning Using STAD Model in Computer Graphic Instruction
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김창국 Kim Chang Kug , 김창순 Kim Chang Soon |
JEWNR 12(0) 21-34, 2005 |
ABSTRACT
This study aims to identify the effect of Web-Based STAD cooperative learning utilized in computer graphic instruction on learners` attitudes toward instruction, their achievements and satisfaction. In order to achieve the purpose of this study, the following specific research questions were selected: Research Question 1: Is there any difference among three groups in computer graphic instruction by types of learning? Research Question 2: Do academic achievements of three groups in computer graphic instruction vary with types of learning? Research Question 3: Do levels of satisfaction with computer graphic instruction differ among three groups? The subjects of this study were 96 students of 3 classes who are attending “Photoshop(III)”, one of the courses of `Practical Computer`, which is currently a required cultural subjects of P University in 2005. The experimental study was carried out dividing those students into three groups: an existing learning group where its members are composed by the STAD instruction model; a project cooperative learning group where its constituents were selected by the STAD instruction model and performed a joint work; and a feedback cooperative learning group where each member performs tasks individually but feedbacks are exchanged only within the group. All three groups received face-to-face instructions from professors while learning through data, assignment, and Q & A boards. Two of three groups, which were constituted by the STAD cooperative learning teams with each team consisting of four members, performed all the cooperative learning activities through chat, discussion, and team learning rooms. Web-based computer graphic instruction were given for 8 weeks in total except the orientation session.
keyword : 컴퓨터그래픽, 웹 기반 협동학습, STAD 수업모형
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Research about Attribute of U-Health Care Product Design under the Ubiquitous Environment
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남주헌 Nam Ju Horn , 최명식 Choi Myoung Sik |
JEWNR 12(0) 35-44, 2005 |
ABSTRACT
In this paper, it suggests role of health care product from Ubiquitous environment with development of medical service technology, it also offers the appropriate time and place for design attribute to be used, and suggests that it must be equipped with automatic active control system as an intelligent agent regarding recognition of situation. Health care product is based on physical approach and based on Wearable Technology free interface must be accomplished. In Ubiquitous environment Health Care product should consider users and their context, prospect, Interface areas between products, also suggests attribute of product, and finally will discuss the direction of how to develop its design in future.
keyword : Ubiquitous, Health Care, Product design
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A Study on Storytelling Based Web Interface design
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박준우 Park Jun Woo , 유금 Ryu Guem |
JEWNR 12(0) 45-54, 2005 |
ABSTRACT
The word World Wide Web (WWW) is no longer an unfamiliar word to us. The paradigm of people`s living patterns has changed greatly through the medium called the Internet. This is a clear proof the online world is as important to people`s lives as the offline world. As the Internet permeated through people`s lives, the design industry also experienced great change. The design field of the Graphic User Interface (GUI) has begun to receive more attention than the field that used to be the biggest design field, the field of publishing and product design. This is probably a natural phenomenon originating from the need to satisfy the increase in demand from users who use the Internet. Even those who formerly used to want just a simple screen layout and a GUI with good usability now want a more interesting and good looking screen. As opposed to the old 1 dimensional (dot, line),2 dimensional (surface), and 3 dimensional (space) designs, the public now want a 4 dimensional design that reflects the idea of time. The inclusion of time means a design that has a story. Digital storytelling is one of the most important thing that can satisfy the public`s desire for such items. This research will examine the concept and characteristics of web interface design, the concept of digital storytelling and its application and use in our society through examples. Based on the date from these researched examples, the interface design of modern web sites will be analyzed according to the various design factors. Based on this data, an examination is made on how GUI design can develop through the application of digital storytelling methods on the various design factors, and finally an examination is made into how digital storytelling can be applied to hyperlinks as well. The major result of this research is finding out how overall GUI design has evolved with the introduction of digital storytelling
keyword : GUI, Digital Storytelling, Web site
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Examination of a package design in Ubiquitous era
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안상락 An Sang Lak , 박정희 Park Jeong Hei |
JEWNR 12(0) 55-64, 2005 |
ABSTRACT
Mark Weiser proposed Ubiquitous in 1990s. He defined it as a world in which accessing computer is possible everywhere. With getting into the era of the information revolution, design also went through a great change. The role of the package design is to keep and store products safely, at the same time being an advertisement. Recently, a lot of interests led to not only the goods but also the image of a company, a cognitive action, and even customers`desire of the better lives. However as Ubiquitous era came up, a great change happened to designs. This treatise examines how the package design changes for a human as well as ubiquitous era. Furthermore, this study prospects what change may happen to the design and how it influence the design as communication changes in the future.
keyword : ubiquitous, package design
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A Study on the Moving Typography in TV Commercials
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엄기준 Um Gi Jun |
JEWNR 12(0) 65-76, 2005 |
ABSTRACT
Nowadays typography is expressed through various kinds of multimedia in different ways. Especially in TV commercials typography is being used aggressively to enhance the ability to deliver certain messages in a limited time. Furthermore, moving typography is becoming available with the development of digital hardware and software devices. Here a research on the usage of typographies in TV commercials is conducted with an analytic approach if characteristics of typography and motion being used in the typography. Also in this research, typography used in the TV commercials of 80`s and 90`s is compared with that of today. A study on the moving typography used in foreign TV commercials is done to effectively predict the future direction of the moving typography of our TV commercials.
keyword : Moving typography, TV commercials
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The Lord of the Rings Ⅲ Applied MAYA - Special Effect expressive 「The Return of the King」
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위신복 Wie Sin Bok |
JEWNR 12(0) 77-86, 2005 |
ABSTRACT
This paper tried to analyze the special effect, which is seen in 「The Return of the King」, the final series of 「The Lord of the Rings」 that was directed by Peter Jackson and produced by WETA Company. In the scene of Gollum Plains that was custom-designed with facial system, it was found that they motion-captured the real actors` performance and then made the modelling and animation work with MAYA, and thus put life into the characters at Gollum Plains. In the special effect seen at the fight scene at Pillennor Plains, and they described by synthesizing the digital horses made by MAYA. In addition, it is expected that computer animation using MAYA will provide excellent functions in the aspect of special effect and move up the development of image field by one more advanced level in the future.
keyword : MAYA, Special Effect, Motion Capture
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A Strategic Study of the Cluster in Design Complex-Focused on Tacit Knowledge and Explicit Knowledge-
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유은경 |
JEWNR 12(0) 87-100, 2005 |
ABSTRACT
Globalization of economic activities indicates advent of the age of unlimited competition on the level of the world market. In the 21st century, which is defined as the age of region rather than the age of state, cities should compete with each other to survive. In this changing economic situation, clusters allow enterprises, colleges and research centers to gather at a place to form a network, so that they could do business, develop technology, procure components and human resources in collaboration as well as exchange information among them, thus creating synergy effect. The changed perceptions of companies that design is important as the core factor of product competitiveness in the 21st century is reflected in the reinforced supports of clusters to combination of design with technical development and marketing. For the success of design clusters, it is suggested to expand customized design education and foster global design leaders. Specialized local clusters, a type of clusters that can be developed into design complex, can be realized through place marketing in cities with favorable conditions. Examples of such cluster include movie and image design cluster at Chungmuro and Gangnam, animation design cluster in Bucheon, jewelry design cluster in Iksan and package design clusters in local cities connected with the local indigenous products. Specialized local clusters with some potentiality can be sought and a network can be formed connecting them. Central and local governments are suggested to give supports to colleges, research centers and marketing companies so that shortages of such organizations could be supplemented, and advertise the brand of local clusters through international events and local characters. The syndrome of PIMFY, a syndrome to gather all prospective and advanced industries at my cluster, however, should be avoided, because it would cause overall poor operation of the cluster. Local governments are suggested to accept clusters as a strategy for specialized local development.
keyword : design complex, cluster, Tacit Knowledge
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Graphic with successful of Domestic Online Game
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윤지현 Youn Ji Hyun , 이승환 Lee Seung Hwan |
JEWNR 12(0) 101-110, 2005 |
ABSTRACT
As this age is coming into information-oriented society in 21st century, all of us have lived in "multi-media age"based on communication and connection. Due to that, the life with on-line communication has clearly grown up, and the gap between the life in virtual world and that in the real is getting narrower. In 20th century, the rapid and remarkable development in science technology brought IT industry and this new industry has grown up combined with Entertainment industry. As a result, there bore Game Industry and it became one of the most important industries in this age. Especially, the field of internet game is on constant growth process and each kind of game is tending toward on-line. So it is prospected that game industry market is going to be leaded by combined on-line game system. This is the reason why worldwide top enterprises are struggling for commercial supremacy in the markets of this field, competing one another under the new motto, "Those who have command of the network have control of the world." In this study, looking into the history of game industry at large, the research about the importance of graphic on the game, the process of development and the development trend was conducted. Through the history of game industry, we are able to notice that the development in computer provided so great multi-media circumstances that now, the graphic built on 3D Unreal Engine can make an incredible graphic which is indistinguishable from the real. Combined with high-speed internet network, online games becomes a type of life style which also gradually reduces the gap between the online and offline. Thus, the online gamers can be satisfied through the games. The prosperity of online games is based on strong addictive nature of the games, 3D realistic images, and charming virtual world. Among these, the strong visual natures appeal to users throughout different age groups.Therefore, high quality graphic feathers can determine the success of the games as the graphic features are getting more important and some gamers judge the good games only by their visual images. This fact can be also verified by individual questionnaires. LineageII, a popular game both in domestic and international world was compared to some domestic games in order to find out the gamers` visual preferences. Domestic and international gamers showed some differences, yet they preferred full-3D realisticgraphics in which users can enjoy the games as they are the real heroin of them. Besides, domestic gamers also valued the features preferring romantic cartoon characters and delicate nature. The success of a computer game is not only determined by game-ability but also the its graphical aspects.Domestic game industry is most developed in online game field and we are one of the acknowledged leaders in the market. We also export many online gamesas well.However, there are still many things to work on to future game market. Technical and creative aspects need to be improved, yet programmers should invest more time and efforts enhancing graphics. In the future, there would not be much gap between the real world and the virtual world, and gamers will be more fascinated by and try to reflect more of themselves into the games.
keyword : Domestic Computer Game, Game graphic Lineage
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