• Title/Summary/Keyword: Sketching

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A Two Layered Approach for Animation Sketching

  • Sohn, Ei-Sung;Jeon, Jae-Woong;Park, Tae-Jin;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.12 no.12
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    • pp.1736-1744
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    • 2009
  • In this paper, we present an animation sketching system using a two layered approach. Animation sketching is a popular technique to create informal animations but it is often suffered by the low-quality output due to a trade-off between convenience and complexity. Our aim is to support sketching practical animation scenes easily and fast while not complicating the simple sketching interface. The key idea is to combine two conceptual stop motion layers, a whiteboard and cutout animation layer, in a seamless interface. As a background, the whiteboard animation layer handles stroke-oriented objects, while the cutout animation layer takes charge of transform-oriented objects. We found that this approach enables users to express more complicated animation fast while still maintaining a concise sketching interface. We demonstrate the usability and flexibility through resulting animations from user experiments.

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The Intuitive Change of Virtual Wand Style in Spatial Sketch System (가상 완드 스타일의 직관적인 변형을 지원하는 공간 스케치 시스템)

  • Nam, Sang-Hun;Chai, Young-Ho
    • 한국HCI학회:학술대회논문집
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    • pp.56-61
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    • 2009
  • According to the target object for designer to sketch, an effective style or shape of input device can be defined differently. The general spatial sketching system that support various types of wand assist sketching effectively as changing suitable wand shape to the part of a target object. We suggest the idea of changing wand style by altering the posture of a 3D wand. This allows a designer to work in an intuitive way without being interrupted by complicated menus. We implement the various wand styles to the spatial sketching system with cubic-based drawing technique.

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The Role of Sketches in Fashion Design -Focus on a Case Study of a Professional Designer's Process-

  • Lee, Jung Soo
    • Journal of Fashion Business
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    • v.21 no.3
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    • pp.58-66
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    • 2017
  • This study investigated the key role of sketches in creative fashion design by observing the cognitive process of idea development through a professional's design problem solving using the medium of hand sketching. The three-part semi-constrained design experiment with a professional designer, in which the participant designer was provided a source of inspiration image and asked to design a small collection of outfits, identified a fashion designer's idea development process as involving two phases of sketch processes: lateral and vertical transformation. Analysis of the video/audio recording and corresponding interviews validated lateral transformation in the designer's use of sketches to represent interpretation of the provided inspiration source. Through sketching, the designer transferred fuzzy ideas onto paper. Vertical transformation was observed through the designer's modification of previous ideas after reflecting on earlier sketches, with various ideas divided, manipulated, discarded, regrouped, and combined through sketching activities. The designer's sketching process is valuable design knowledge that facilitates the idea development process and ultimately triggers generation of creative ideas. Understanding it may benefit practitioners and educators.

The Effect of the Digital Design Environment on Creative Design Thinking and Cognitive Processes - Focused on AutoCAD and SketchUp - (디지털 환경이 창의적인 디자인 사고와 인지과정에 미치는 영향 - AutoCAD와 SketchUp 사용을 중심으로 -)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.32 no.9
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    • pp.67-75
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    • 2016
  • This research adopted the assumption that the characteristics of digital tools differ from those of conventional tools and that these two tools affect creativity differently in the design processes. An empirical study was carried out to grasp the effect of the use of sketching and digital tools on students' creative behaviors and to ascertain any differences in behaviors. A coding scheme was developed to measure students' creative design thinking processes and spatial cognitive behaviors. Female senior students studying interior design at universities in Seoul participated in the study. They had all completed a basic modelling and sketching course. It was found that participants used digital tools as much as they did sketching in the early design process. The participants then used the digital tools to expand the visual notes that they developed during sketching while either reflecting on the design guidelines or thinking about the design. Further, duplex tool changeovers occurred naturally throughout the design process and allowed participants to find an appropriate solution and improved their creative thinking in the design processes. This research showed that interactions between sketching and digital tools have new potential in design processes and that each tool has different effects on students' design thinking and cognitive processes. Design education programmes and study guidelines should be developed to encourage students to creatively use design tools in the design process.

A Study on Using Method of Analogy for Creativity Enhancement(1) - Experimental Study Focused on the Design Task of Commercial Space - (창의성 증진을 위한 유추의 활용방법(1) - 상업공간 디자인과제를 중심으로 한 실험연구 -)

  • Choi, Eun-Hee
    • Korean Institute of Interior Design Journal
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    • v.19 no.4
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    • pp.31-38
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    • 2010
  • The objective of this study is to find a educational method that is able to increase creativity using both left and right directed thinking with complementary cooperation. The premise of experimental study is that analogical inference is a great help to make a creative design, and design tasks of commercial space, fashion shop and herb cafe are given to 25 students, voluntary participants in experimental tests. Tests make a clear distinction between a case using verbal analogy from many keywords and another case using verbal visual analogy from keywords and visual images. Consequently, when students use both verbal and visual analogy in solving design tasks their creative ability qualitatively as well as quantitatively is higher than in using verbal analogy. However, when students are classified with high and low sketching group verbal visual analogy is effective for students with high sketching ability to enhance both practicality and originality. Even students with low sketching ability can improve originality remarkably by using verbal visual analogy. In experiment there is time limit, a hour, but in actual studio class it is desirable that an educator guides the latter to make up for the weak points in practicality of their design taking time. Further study will be progressed with the design tasks of residential space to compare with the findings of this study.

Development of educational software for beam loading analysis using pen-based user interfaces

  • Suh, Yong S.
    • Journal of Computational Design and Engineering
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    • v.1 no.1
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    • pp.67-77
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    • 2014
  • Most engineering software tools use typical menu-based user interfaces, and they may not be suitable for learning tools because the solution processes are hidden and students can only see the results. An educational tool for simple beam analyses is developed using a pen-based user interface with a computer so students can write and sketch by hand. The geometry of beam sections is sketched, and a shape matching technique is used to recognize the sketch. Various beam loads are added by sketching gestures or writing singularity functions. Students sketch the distributions of the loadings by sketching the graphs, and they are automatically checked and the system provides aids in grading the graphs. Students receive interactive graphical feedback for better learning experiences while they are working on solving the problems.

A study on the characteristic of problem solving process in the architectural design process (건축디자인과정에서 문제해결의 특성에 관한 연구)

  • Kim, Yong-Il;Han, Jae-Su
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.3
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    • pp.53-59
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    • 2011
  • In creative design, it is necessary to understand the characteristic of architectural design. In the world of design problem, a distinction can be made between those that are well-defined and those that are ill-defined. Well-defined problems are those for which the ends or goal, are already prescribed and apparent, their solution requires the provision of appropriate means. For ill-defined problems, on the other hand, both the ends and the means of solution are unknown at the outset of the problem solving exercise, at least in their entirety. Most of design problems is ill-defined, which is unknown at the beginning of the problem solving exercise. In order to solve the design problem, Designers take advantage of the search methods of problem space, such as global-search-methods(depth-first-methods, breath-first-methods), local-search-methods(generate and test, heuristics, hill-climbing, reasoning) and visual thinking, which is represented through sketching. Sketching is a real part of design reasoning and it does so through a special kind of visual imagery. Also in the design problem solving it have been an important means of problem exploration and solution generation. By sketching, they represent images held in the mind as well as makes graphic images which help generate mental images of entity that is being designed. The search methods of problem space and a visual thinking have been crucially considered in the architectural design. The purpose of this paper is to explore the property of design by means of the pre-existed-experiment data and literature research. The findings will help design the architectural design for more creative results.

A Novel 3D Modeling Technique by Spatial Tiling of the Pre-defined Cubical Grids (정의된 육면 격자의 공간 타일링에 의한 3차원 모델링)

  • Nam, Sang-Hun;Chai, Young-Ho
    • 한국HCI학회:학술대회논문집
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    • pp.103-108
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    • 2008
  • In case of the 3D Sketch System for spatial modeling, The use of 3D input devices in 3D environment is the best method to express designer's intention. However, the designer's 3D drawing skill is not accurate. 80, we use the multiple strokes used generally by 2D sketch. Multiple strokes make the designer recognize model's current drawing features and what he change We use the cubic-based drawing method to calculate many surfaces in real time. We arrange the relations of cubes for composing surfaces and multi strokes. We implement the sketch system taking cubic modeling and multiple strokes technique.

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Surface Deformation by using 3D Target Curve for Virtual Spatial Design (가상 공간 디자인을 위한 3차원 목표곡선을 이용한 곡면 변형)

  • Kwon, Jung-Hoon;Lee, Jeong-In;Chai, Young-Ho
    • Journal of KIISE:Software and Applications
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    • v.33 no.10
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    • pp.868-876
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    • 2006
  • 2D input data have to be converted into 3D data by means of some functions and menu system in 2D input modeling system. But data in 3D input system for virtual spatial design can be directly connected to the 3D modeling data. Nevertheless, efficient surface modeling and deformation algorithm for the 3D input modeling system are not proposed yet. In this paper, problems of conventional NURBS surface deformation methods which can occur when applied in the 3D input modeling system are introduced. And NURBS surface deformation by 3D target curves, in which the designer can easily approach, are suggested. Designer can efficiently implement the virtual spatial sketching and design by using the proposed deformation algorithm.