• 제목/요약/키워드: Sketching

검색결과 54건 처리시간 0.024초

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
    • 한국멀티미디어학회논문지
    • /
    • 제12권12호
    • /
    • pp.1736-1744
    • /
    • 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.

  • PDF

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

  • 남상훈;채영호
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2009년도 학술대회
    • /
    • pp.56-61
    • /
    • 2009
  • 공간 스케치에서 그리고자 하는 모델의 종류에 따라 효율적인 입력장치가 다르게 정의될 수 있다. 범용적인 공간 스케치 시스템에서 다양한 형태의 완드 형태를 지원하여 그리고자 하는 모델 또는 모델의 특정 부분에 적합한 완드의 형태를 바꾸어 가며 사용함으로써 효율적인 공간 스케치를 수행할 수 있다. 모델을 스케치 하는 중에 완드의 형태를 변형하기 위하여 기존의 메뉴를 사용하지 않고, 완드의 자세 또는 경로를 조절함으로써 완드의 타입과 형태를 바꾸는 완드 스타일을 제안하였으며, 완드의 입력 데이터를 격자 기반의 드로잉 기법을 사용하여 공간 스케치 시스템에 적용하였다.

  • PDF

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

  • Lee, Jung Soo
    • 패션비즈니스
    • /
    • 제21권3호
    • /
    • pp.58-66
    • /
    • 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.

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

  • 최은희
    • 한국실내디자인학회논문집
    • /
    • 제19권4호
    • /
    • pp.31-38
    • /
    • 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
    • /
    • 제1권1호
    • /
    • pp.67-77
    • /
    • 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.

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

  • 김용일;한재수
    • 한국디지털건축인테리어학회논문집
    • /
    • 제11권3호
    • /
    • pp.53-59
    • /
    • 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.

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

  • 남상훈;채영호
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2008년도 학술대회 1부
    • /
    • pp.103-108
    • /
    • 2008
  • 3 차원 공간 모델링을 하기 위한 스케치 시스템의 경우, 3 차원 공간상의 입력 장치를 이용하는 것이 디자이너의 의도를 가장 정확하게 표현할 수 있다. 하지만, 3 차원 공간상의 스케치는 공간 입력 장치의 디자이너 사용에 따라 오차가 방생할 수 있다. 이러한 오차를 줄이기 위하여 디자이너가 일반적으로 사용해 온 드로잉 방식인 다중의 스트로크를 데이터로 사용하여 의도한 모델링을 수행하게 된다. 다중의 스트로크를 실시간으로 처리하기 위해 공간상에 정의된 격자를 이용한 모델링 방식을 사용하였다. 곡면을 구성하기 위한 격자간의 관계 및 다중의 스트로크를 처리하기 위한 주변 격자간의 관계를 정리하고, 이를 이용한 스케치 시스템을 구현하였다.

  • PDF

가상 공간 개념 스케치를 위한 음향 반향을 포함하는 새로운 곡선 모델링 도구 (A New Curve Modeling Tool with the Acoustic Reflection for the Virtual Spatial Conceptual Sketch)

  • 최상민;김학수;채영호
    • 한국멀티미디어학회논문지
    • /
    • 제12권2호
    • /
    • pp.281-289
    • /
    • 2009
  • 본 논문에서는 공간 스케치에 일반적으로 나타나는 깊이 입력 오차를 줄이는 효과적인 공간 입력을 구현하기 위해 깊이 값 인지를 도와주는 한 면 혹은 두 면의 가상 음향 반향판을 통한 새로운 상호작용 기술을 소개하고, 다양한 실험을 통해 음향 반향판을 가진 가상의 벽이 현실적인 가상 개념 디자인을 위한 효과적인 피드백으로 사용된 것을 보여 준다. 제안된 아이디어를 이용하여 깊이 값이 일정한 평면에서는 한 면 가상 음향 반향판의 피드백을 이용하여 모델과의 일치도를 약 35% 높일 수 있었고, 기울어진 평면에서는 두면 반향을 이용하여 한 면에 비해 악 4%의 일치도를 증가시킬 수 있었으며, 곡면 꽃병에서는 약 15%의 일치도를 증가시킬 수 있었다.

  • PDF

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

  • 권정훈;이정인;채영호
    • 한국정보과학회논문지:소프트웨어및응용
    • /
    • 제33권10호
    • /
    • pp.868-876
    • /
    • 2006
  • 2차원 평면 입력을 통한 모델링에서는 입력 값을 3차원 데이타로 바꾸기 위한 기능과 메뉴들이 필요하지만 가상공간 디자인을 위한 3차원 입력 시스템은 입력 값을 곧바로 3차원 데이타로 변환될 수 있다. 하지만 3차원 입력시스템에서 효율적인 곡면 모델링 방법, 특히 곡면 변형 방법은 제안되지 않고 있다. 본 논문에서는 기존의 변형방법이 3차원 입력시스템에서 적용되었을 때 발생할 수 있는 문제점을 제시한다. 그리고 디자이너가 접근하기 쉬운 목표곡선을 이용한 변형을 제안한다. 이와 같은 3차원 목표곡선을 이용한 변형을 통해 디자이너가 보다 쉽게 3차원 입력시스템에 접근하여 가상공간 스케칭 및 디자인을 구현할 수 있다.