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      • 더블코딩(Double Coding)기법을 이용한 인테리어와 패브릭 연구

        김호연,권영민 홍익대학교 미술디자인 · 공학연구소 2005 미술디자인 논문집 Vol.- No.10

        Modern interior design is expanding diversely, with the rapid development of technology and change of era. The basic of interior space that is rapidly changing consists of floor, wall and ceiling, and these are formed by materials, materials for structure or finishing materials. In the modern interior space, materials are utilized to present an atmosphere that meets the trend of the dissolution of post-modernism and the trend of the minimalism. Accordingly, in this study, designers who take serious view on the relation of space and material, and the relation focusing on completed works, in modern interior design were investigated. The interrelation of the representation of each material, organic space, minimal space, and the space of Oriental fusion style were investigated through the works of modern interior designers. Surface Fabric design enormously help architects and interior designers embody their own ideas more effectively. Moreover the deversity of fabric design expend the concept of cultural space as it provides various graphic elements that reflect human desire for multi cultures.

      • 가상현실작품을 통해 본 버추얼 리얼리즘

        김진엽,신보슬 홍익대학교 미술디자인 · 공학연구소 2005 미술디자인 논문집 Vol.- No.10

        Thanks to the digital technology including internet, mobile technology, wearable computing, we can live not only one real reality but also several realities. Actually we live in virtual reality somehow with many technological equipment. Even though we still don't know about what is exact "virtual reality". It means we don't have any guide line for developing virtual reality technology. But technology should be guided by humanities or art. Otherwise it could make some disasters like world war, or dystopia which was expressed in many SF novels. In this context, the purpose of this paper is to make clear the specific meaning of virtual reality, especially about the 'word' virtual, and introduce the virtual realism which was addressed by Michael Heim. Virtual reality should be 'realistic' in general. But the word of 'realistic' is very vague and ambiguous. When we look over the art history, we will find there are many different realistic art works such as realistic landscape, realistic expression of people's inner mind, etc. Even we agree with that realistic means "mimesis" of out world, we still have some problem to think over. Because "mimesis" has no clear origination, and it is not founded in Hesiodos or Homeros. Furthermore mimesis has no relation with the visual till B.C. 5. The meaning of mimesis like today set up B.C. 5 by Socrates, Plato, and Aristotle. At that time, mimesis didn't mean about augmentation of real reality, but just creating of illusion, fake, not-real object. Those kind of conceptual difficulties make trouble when we discuss about virtual reality in the deep sense and it takes much more time to research. In this paper, I don't focus on these things, rather do much more practical approach through the engineering meaning of virtual reality, and virtual reality art works. In order that we have clear idea about virtual reality, first we should make clear the concept which still has much confusion. In general, virtual means fake, not-real, illusion. but it means in the computer science that it is not real existent, has no physical material, but it functions as if it has physical existence like 'virtual memory'. The important thing is it functions "as if" it is in real. Jaron Lanier who coin this word 1989 for the first time, use 'virtual reality' in this context. "Virtual Reality" means VLP-research and ANSA Ames Institution use the system for virtual environment workstation project, later commercialized by data suit, data glove, and HMD in the specific sense. The other form of virtual reality is CAVE which has been developed by EVL(Electronic Visualization Laboratory), Chicago University, Illinois. CAVE is the room that has 3 walls and floor projection. It is the most developed form of virtual reality till now, people fully immersed on the world that computers make. In any case, virtual reality is important because it is not only the technological aspect, but also it is the "as~if" reality world, through immersion, interactivity, intensity of information, it can interactive with people, and also it can make affect perception of inter-actor. Michael Heim proposed "virtual realism" in his second book Virtual Realism. Before explain about virtual realism, he mentioned two different ways toward the technology. One is 'naive realism' which stirred by Unabomber. After Unabomber manifest was on Washington Post, there was a steak of the Unabomber's Ludite passion. Resisting the Virtual Life by James Brook and Iain Boal was one example. They considered the world as only real physical, can be touched, be seen, be tasted one and computer was only tool, should be remain tool. Heim said they are scaring what happened yet. The other side of "naive realism" is "idealists" such as Elvin Toffler. They think everything can be controlled by technology, and new technology open the new ideal utopian world to us. But Heim points out that it is too much idealized positive attitude. At first, virtual realism is considered synthesis between naive-realism(thesis) and idealism(anti-thesis) following Hegel. But it is a little bit different with Hegelian logic. It is much more close relation with practice like communication, real daily life activities. Virtual realism is to make balance the ideal and the real. for balance, he suggest several guide lines. To summarize his suggestions, we should have clear idea about (1) how people use the word 'virtual reality' in daily life, and (2) the relationship new layer of reality with computer. we should (3) refuse to fear an all-pervasive technology monster. (4) Realism in virtuality refers not to photo-realistic illusions or representations. Reality also means a pragmatic functioning in which work and ply fashion new kinds of entities. VR transubstantiation but does not imitate life. (5) Realism in virtuality refers not to photo-realistic illusions or representations. Reality also means a pragmatic functioning. (6) Current hardware and software permit us to glimpse the virtual world, but we stand only at the doorstep of virtual reality. We should therefor bracket the current attacks on "virtual life" and "virtual community" (7) Virtual reality technology will great jumping up by 2005. Until then, VR remains a just "technology". Now is the time for constructive criticism. (8) Realism in VR results from pragmatic habitation, livability, and dwelling, much more than scientific calculation. (9)Observe closely those spots where high-end VR touches earth-centered applications. (10) VR can help us critically examine the stress that pervades our culture. Virtual reality can integrate the individual whose neuro-physiology has been torn apart by violence, anxiety, and incessant shock. Neither idealistic nor realistic, virtual realism points to a path of pragmatic healing. Virtual realism suggest a new way of interpretation about virtual reality. As he mentioned, virtual reality is not copy of (real, physical) reality. It is very important point, because we admit that virtual reality is not representational reality, then we will have much more possibilities to explore that world. Most virtual reality art works well present these features and possibilities. I look over some famous virtual reality works based on Information Arts: Intersections of Art, Science, and Technology by Stephen Wilson. He categorizes, for example VR world as metaphor, alternative objects and creatures, explains VR art works in this context. On this paper, I choose representative works by category and closely examine them. <Placeholder>by Brenda Laurel and Rachel Strickland was chosen for Unorthodox Spaces and Character. It is the installation piece which focus on the action with narrative. Laurel and Strickland work together with dancers, actors to explore people movement, and architecture to build up new kind of virtual world. They said they would like to make something different virtual reality from commercial, violent virtual reality. It reflect somehow our physical reality, but it is not direct depiction. Michael Naimark's <Be Now Here> is in the context of panorama tradition. He use unique camera which with wide angle lenses and 60 frame-per-second that he and his ex-colleague developed, to shoot historical places like Angkor Wat. <Osmos> by Char Davis also mentioned. <Osmos> which is well know by the special interface, breathing, is a representative work for unorthodox spaces. Morice Benayoun's <World Skin> is chosen for the virtual reality world as metaphor. It is a work using CAVE, people can explore with camera that is very used to us. Also, Jeffrey Shaw's several works shouldn't be missing. <Dialogue with Knowbotic South> by Knowbotic Research is examined. It gives people to extraordinary chance to explore the data space with 'knobot' and 'touchwand'. The other unfamiliar world that VR works present to us is shown by <Home of Brain>by Monica Fleishmann and Wolfgan Strauss. The world of this work consists of the most important and famous thinkers, Josep Weisenbaum, Marvin Minskey, Paul Virilio and Vilém Flusser. This work make user with HMD and data gloves navigate in their thoughts, and allow to make controversy between thinkers as s/he wants. About the virtual realty and theater, Mark Reany is introduced with his pieces <Adding Machine>, <Machinal>. His works are combine actual theater performing with virtual reality equipment. For example, <Machinal> is the first piece to connect virtual reality and live video image. As I reviewed, virtual reality art works explore the new world which is not possible to experience in daily life. They mimic the real world but not in that sense of photo-realistic representation or copy, but they try to research how work our perception. If we can say that the mimesis of virtual reality, it might be possible in this perceptual ways. In general, virtual reality works present "virtual realism" by Michael Heim. And this kind of approach could open new way of virtual reality future. Virtual Reality is not copy of Reality, it is another Reality that we are allowed to explore.

      • 나카무라 코우야(Nakamura Koya)에 관한 연구

        송번수,이정화 홍익대학교 미술디자인 · 공학연구소 2005 미술디자인 논문집 Vol.- No.10

        This thesis has a purpose in examining about 55years of expressed images, techniques, colorings, concepts, etc of Nakamura Koya, a dyeing artist representing the modern dyeing arts, and to understand the work of this artist. Nakamura is an artist who hard shifted traditional dying techniques into a whole new world of dyeing art which fits the senses of modern people. With the influence of this artist's father Nakamura Katsma, who was an abstract cultural asset of Yuzen, this artist cordially gets into the world of dyeing arts. The "Era of Darkness",which is one of earliest work, gets produced by a dyeing method of batik. In the motif aspect, the work goes through various transitions such as conception, imagination, objective shape, pattern, etc. The motif of this period is drawn considerably in a mode rn way even with the senses of this day and age. and the traces of the artist who was examining carefully the trends of paintings which were drawn in that era. Also, this artist had grafted the Japanese spirit onto the fresh imaginative pattern and this becomes conventionalized so that his abundant sense of modeling and unique arrangement of colors are expressed such that the original sentiments become vanished and a rather rational and refined impression could be intensely felt. This "Era of Darkness" by batik getsa wrapped up in the mid 1975 and gets shifted into the "Era of Many Colors" until right before being passed away. In this era, the traditional dyeing method of yuzen in which the style more free and where dyeing of curved patterns are possible, was used rather than the baltik which is appropriate for the formation of straight lines. This method is delicate and accompanies a number of processes which requires a lot of handiwork. Although the expression of patterns are shown differently according to some differences in the process, there are limits in becoming the piece of work by curved patterns. The artist sublated this fact and restores as a painting-like work by various attempts of expression. This method is continuously being researched and improved in Japan, his own country, and is being handed down by scientifically systematized. Therefore, the research of this artist may be used as a foundation in the method of expressing formulae, works, or other applied productions.

      • 중간영역적 사이공간의 적용을 통한 커뮤니티의 형성에 관한 연구 : 터미널의 비스타 중심으로 Focused on vista of Terminal

        조벽호,박운성 홍익대학교 미술디자인 · 공학연구소 2005 미술디자인 논문집 Vol.- No.10

        Although a city is demarcated and maintained with the background of plan principle and theoretical philosophy today, the city has grown over a long period of time, say hundreds of years, rather than it has been developed as intended in advance. Because of such as slow developing pace, physical environment can be constantly adjusted and adapted in line with the city functions. A city is not the goal itself, but a tool to be formed according to its use method. The medium to combine the part and whole in forming such city space is the place. The path of in between space with intermediary scope attribute is a part of large scale city environment place and network, and it plays a role to divide many residential areas and also functions as a supplementary role connecting the buildings in dry environment for the circulation of network. Even though the place becomes the beginning of external space centered on the buildings of city space, the path with intermediary scope attribute plays a functional role as structure forming the city; however, the path to humans functions as a existing arena as intermediary scope space, which cannot be seen as simply public space from the city perspective. Looking into the features of today's society, especially the features of modern city were greatly handled. As urbanization and networking progress, most buildings are produced in the cities; the reason is because many architects pay attention to therelation change between architecture and city and the change of living style of city people. There are various trends presenting new alternatives by urban environment scholars or architects. Kevun Lynch (1918~1976) concretely explains the city types of five methods as a means to analyze city in "The Image of City:" Path, edge, district, nodeand landmark Space that actualizes the results of new tools (methods) by regarding those as the process of forming space will be formed and built. These five are the city types already drawn by Lynch, and he predicted the places where the image of city will change. These are the terms to express the images of city, and the drawings accordingly are the diagrams. The analysis of Lynch is possible to be applied in the space building process indicated in the dual mixture of city space in the modern society mentioned in the main body. Also the mixture of complex structure is needed as a tool to express the content and shape. City space is the changeable thing. If it copes with the changing environment, the design meaning and possibility provided to us by the formation of city space and interior space in regards with the methodological solution used as an active tool in the interior design that integrates the diagram, after making a variety of information in the modern society regarding programmed datascape formation by the data analysis of physical and non-physical city space shown in the modern society in terms of building activities database and after transforming it to diagram is to be shown.

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