745 research outputs found

    How sketches work: a cognitive theory for improved system design

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    Evidence is presented that in the early stages of design or composition the mental processes used by artists for visual invention require a different type of support from those used for visualising a nearly complete object. Most research into machine visualisation has as its goal the production of realistic images which simulate the light pattern presented to the retina by real objects. In contrast sketch attributes preserve the results of cognitive processing which can be used interactively to amplify visual thought. The traditional attributes of sketches include many types of indeterminacy which may reflect the artist's need to be "vague". Drawing on contemporary theories of visual cognition and neuroscience this study discusses in detail the evidence for the following functions which are better served by rough sketches than by the very realistic imagery favoured in machine visualising systems. 1. Sketches are intermediate representational types which facilitate the mental translation between descriptive and depictive modes of representing visual thought. 2. Sketch attributes exploit automatic processes of perceptual retrieval and object recognition to improve the availability of tacit knowledge for visual invention. 3. Sketches are percept-image hybrids. The incomplete physical attributes of sketches elicit and stabilise a stream of super-imposed mental images which amplify inventive thought. 4. By segregating and isolating meaningful components of visual experience, sketches may assist the user to attend selectively to a limited part of a visual task, freeing otherwise over-loaded cognitive resources for visual thought. 5. Sequences of sketches and sketching acts support the short term episodic memory for cognitive actions. This assists creativity, providing voluntary control over highly practised mental processes which can otherwise become stereotyped. An attempt is made to unite the five hypothetical functions. Drawing on the Baddeley and Hitch model of working memory, it is speculated that the five functions may be related to a limited capacity monitoring mechanism which makes tacit visual knowledge explicitly available for conscious control and manipulation. It is suggested that the resources available to the human brain for imagining nonexistent objects are a cultural adaptation of visual mechanisms which evolved in early hominids for responding to confusing or incomplete stimuli from immediately present objects and events. Sketches are cultural inventions which artificially mimic aspects of such stimuli in order to capture these shared resources for the different purpose of imagining objects which do not yet exist. Finally the implications of the theory for the design of improved machine systems is discussed. The untidy attributes of traditional sketches are revealed to include cultural inventions which serve subtle cognitive functions. However traditional media have many short-comings which it should be possible to correct with new technology. Existing machine systems for sketching tend to imitate nonselectively the media bound properties of sketches without regard to the functions they serve. This may prove to be a mistake. It is concluded that new system designs are needed in which meaningfully structured data and specialised imagery amplify without interference or replacement the impressive but limited creative resources of the visual brain

    Online region computations for Euler Diagrams with relaxed drawing conventions

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    AbstractEuler diagrams are an accessible and effective visualisation of data involving simple set-theoretic relationships. Efficient algorithms to quickly compute the abstract regions of an Euler diagram upon curve addition and removal have previously been developed (the single marked point approach, SMPA), but a strict set of drawing conventions (called well-formedness conditions) were enforced, meaning that some abstract diagrams are not representable as concrete diagrams. We present a new methodology (the multiple marked point approach, MMPA) enabling online region computation for Euler diagrams under the relaxation of the drawing convention that zones must be connected regions. Furthermore, we indicate how to extend the methods to deal with the relaxation of any of the drawing conventions, with the use of concurrent line segments case being of particular importance. We provide complexity analysis and compare the MMPA with the SMPA. We show that these methods are theoretically no worse than other comparators, whilst our methods apply to any case, and are likely to be faster in practise due to their online nature. The machinery developed for the concurrency case could be of use in Euler diagram drawing techniques (in the context of the Euler Graph), and in computer graphics (e.g. the development of an advanced variation of a winged edge data structure that deals with concurrency). The algorithms are presented for generic curves; specialisations such as utilising fixed geometric shapes for curves may occur in applications which can enhance capabilities for fast computations of the algorithms' input structures. We provide an implementation of these algorithms, utilising ellipses, and provide time-based experimental data for benchmarking purposes

    μ‘°κ²½ λ“œλ‘œμž‰μ˜ 역사와 디지털 μž¬ν˜„μ˜ '포토-페이크'에 λŒ€ν•œ 비평

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    ν•™μœ„λ…Όλ¬Έ (박사)-- μ„œμšΈλŒ€ν•™κ΅ λŒ€ν•™μ› : μ‘°κ²½ν•™, 2017. 2. λ°°μ •ν•œ.이 μ—°κ΅¬λŠ” 디지털 μ‘°κ²½ λ“œλ‘œμž‰μ˜ μ‹œκ°ν™” ν…Œν¬λ‹‰κ³Ό 컴퓨터 ν…Œν¬λ†€λ‘œμ§€μ˜ 이용 방식이 μ—­μ‚¬μ μœΌλ‘œ μ–΄λ””μ„œ λΉ„λ‘―λ˜μ—ˆλŠ”μ§€λ₯Ό νŒŒμ•…ν•˜κ³ , 이λ₯Ό λ°”νƒ•μœΌλ‘œ 졜근 디지털 μ‘°κ²½ λ“œλ‘œμž‰μ— λ‚˜νƒ€λ‚˜λŠ” νšŒν™”μ  μ‚¬μ‹€μ£Όμ˜μ— λŒ€ν•œ 열망을 ν•΄μ„ν•˜κ³ μž ν•˜μ˜€λ‹€. ꡬ체적으둜, μ†μ—μ„œ 컴퓨터에 이λ₯΄λŠ” μ‘°κ²½ λ“œλ‘œμž‰ ν…Œν¬λ‹‰μ˜ 역사λ₯Ό ν¬κ΄„μ μœΌλ‘œ κ²€ν† ν•˜κ³ , λ“œλ‘œμž‰ 맀체가 μ†μ—μ„œ μ»΄ν“¨ν„°λ‘œ μ΄ν–‰ν•˜λŠ” κ³Όμ •μ—μ„œ 컴퓨터 ν…Œν¬λ†€λ‘œμ§€κ°€ λ‹΄λ‹Ήν–ˆλ˜ 역할을 νŒŒμ•…ν•œ ν›„, ν˜„μž¬μ˜ 디지털 ν”„λ¦¬μ  ν…Œμ΄μ…˜ λ“œλ‘œμž‰μ— λ§Œμ—°ν•œ μ‚¬μ‹€μ£Όμ˜μ  λ¬˜μ‚¬ κ²½ν–₯을 λΉ„νŒμ μœΌλ‘œ μ§„λ‹¨ν•˜μ˜€λ‹€. λ¨Όμ €, 손 λ“œλ‘œμž‰μ˜ 역사λ₯Ό κ²€ν† ν•˜μ—¬ μ‘°κ²½ λ“œλ‘œμž‰μ˜ νŠΉμ„±κ³Ό λ³€μ²œ 과정을 κ°œκ΄€ν•˜μ˜€λ‹€. μ‘°κ²½ λ“œλ‘œμž‰μ€ 도ꡬ성과 μƒμƒμ„±μ΄λΌλŠ” ν˜Έν™˜κ°€λŠ₯ν•˜κ³  μƒλŒ€μ μΈ 두 νŠΉμ„±μ„ μ§€λ‹ˆκ³  있고, κ·ΈλŸ¬ν•œ νŠΉμ„±μ€ νˆ¬μ‚¬, νΌμŠ€νŽ™ν‹°λΈŒ λ·°, λ‹€μ΄μ–΄κ·Έλž¨μ΄λΌλŠ” ꡬ체적 λ“œλ‘œμž‰ μœ ν˜•μœΌλ‘œ κ΅¬ν˜„λ˜μ–΄ μ™”λ‹€. μ΄λŸ¬ν•œ λ“œλ‘œμž‰ κ΄€μŠ΅μ€ 뚜렷이 κ΅¬λ³„λœλ‹€κΈ°λ³΄λ‹€ 였히렀 μƒν˜Έ λ³΄μ™„μ μœΌλ‘œ ν˜Όμ„±ν™”λ˜λ©΄μ„œ 섀계 경관에 λŒ€ν•œ 비전을 μ‹œκ°ν™”ν•΄ μ™”λŠ”λ°, 특히 식물 μ†Œμž¬λŠ” νšŒν™”μ  νΌμŠ€νŽ™ν‹°λΈŒ 뷰의 ν˜•μ‹μ„ μ·¨ν•œ 채 νˆ¬μ‚¬ λ“œλ‘œμž‰κ³Ό ν˜Όμ„±ν™”λ˜λŠ” κ²½ν–₯이 μžˆμ—ˆλ‹€. λ¬Όλ‘ , νŠΉμ • 지역과 μ‹œκΈ°μ— νŠΉμ • 정원 양식에 μ ν•©ν•œ λ“œλ‘œμž‰ μœ ν˜•μ΄ λ“±μž₯ν•˜κ³  λ•Œλ•Œλ‘œ μš°μ„Έν•˜λŠ” λ°©μ‹μœΌλ‘œ λ‚˜νƒ€λ‚¬λ‹€. 16μ„ΈκΈ° μ΄νƒˆλ¦¬μ•„ λ₯΄λ„€μƒμŠ€ 정원과 17μ„ΈκΈ° ν”„λž‘μŠ€ λ°”λ‘œν¬ 정원 μ„€κ³„μ—λŠ” νˆ¬μ‚¬ λ“œλ‘œμž‰μ΄ μ€‘μš”ν–ˆκ³ , 18μ„ΈκΈ°μ—μ„œ 19μ„ΈκΈ° 초 영ꡭ 풍경화식 정원 λ“œλ‘œμž‰μ—μ„œλŠ” νšŒν™”μ  λ¬˜μ‚¬κ°€ κ°•μ‘°λœ νΌμŠ€νŽ™ν‹°λΈŒ 뷰의 ν˜•μ‹μ΄ μ„ ν˜Έλ˜μ—ˆλ‹€. 19μ„ΈκΈ° μ€‘ν›„λ°˜ μ‘°κ²½μ΄λΌλŠ” μ˜μ—­μ΄ ν™•λ¦½λ˜μ–΄κ°€λ˜ μ‹œκΈ°μ˜ λ―Έκ΅­μ—μ„œ λ“œλ‘œμž‰μ€ μš©λ„μ— 따라 λΆ„ν™”λ˜κ³  λŒ€μƒμ§€ 쑰사에 μ ν•©ν•œ 맡 μ˜€λ²„λ ˆμ΄ 기법이 λ“±μž₯ν•˜κΈ° μ‹œμž‘ν•˜μ˜€κ³ , 20μ„ΈκΈ° μ΄ˆμ€‘λ°˜ 미ꡭ의 λͺ¨λ”λ‹ˆμŠ€νŠΈλŠ” 섀계 μ „λž΅μ„ μ‹œκ°ν™”ν•˜κΈ° μœ„ν•΄ λ‹€μ΄μ–΄κ·Έλž¨μ„ μ΄μš©ν•˜κΈ° μ‹œμž‘ν–ˆλ‹€. ν•˜μ§€λ§Œ μ΄λŸ¬ν•œ λ‹€μ–‘ν•œ λ“œλ‘œμž‰ 방식은 그것이 μΆœμ—°ν•œ μ΄ν›„μ—λŠ” λŒ€μ²΄λ‘œ 곡쑴해 μ™”κ³ , λ“œλ‘œμž‰μ˜ 도ꡬ성과 상상성은 μ’…μ’… μƒν˜Έ λ³΄μ™„μ μœΌλ‘œ ν˜Όμ„±ν™”λ˜μ–΄ 섀계 경관을 μ‹œκ°ν™”ν•˜μ˜€λ‹€. λ‘˜μ§Έ, ν˜„μž¬ μ‘°κ²½ 섀계에 μ΄μš©λ˜λŠ” μ£Όμš” μ‹œκ°ν™” ν…Œν¬λ‹‰μ˜ 맀체가 μ†μ—μ„œ μ»΄ν“¨ν„°λ‘œ μ΄ν–‰ν•˜λ˜ μ‹œκΈ°λ₯Ό κ²€ν† ν•˜μ—¬ 이 λ•Œ 컴퓨터 ν…Œν¬λ†€λ‘œμ§€κ°€ λ‹΄λ‹Ήν–ˆλ˜ μ£Όμš” 역할을 λΆ„μ„ν•˜μ˜€λ‹€. λŒ€μ²΄λ‘œ μ»΄ν“¨ν„°λŠ” 손 λ“œλ‘œμž‰μ˜ ν…Œν¬λ‹‰μ„ λͺ¨λ°©ν•˜κ±°λ‚˜ 컴퓨터 파일의 ν˜•μ‹μœΌλ‘œ λ²ˆμ—­ν•˜λŠ” 기계적 λ„κ΅¬λ‘œ κΈ°λŠ₯ν–ˆλ‹€. λ¨Όμ €, κ²½κ΄€ 정보λ₯Ό κ³Όν•™μ μœΌλ‘œ μ‹œκ°ν™”ν•˜λŠ” μ΄μ•ˆ λ§₯ν•˜κ·Έμ˜ 맡 μ˜€λ²„λ ˆμ΄ 기법, 일λͺ… λ ˆμ΄μ–΄ μΌ€μ΄ν¬μ˜ 맀체가 μ†μ—μ„œ GIS μ†Œν”„νŠΈμ›¨μ–΄λ‘œ μ΄ν–‰ν•˜λŠ” 1970–80λ…„λŒ€μ—, μ»΄ν“¨ν„°λŠ” μ†μœΌλ‘œ 처리되던 맡 μ˜€λ²„λ ˆμ΄ λΆ„μ„μ˜ 인벀토리, κ°€μΉ˜ 평가, μ‹œκ°ν™”λ₯Ό λŒ€μ‹  μ²˜λ¦¬ν•΄μ£ΌλŠ” 효율적 기계 λ„κ΅¬λ‘œ κΈ°λŠ₯ν•˜μ˜€λ‹€. λ˜ν•œ, μΊμ„œλ¦° κ΅¬μŠ€νƒ€ν”„μŠ¨κ³Ό 쑰지 ν•˜κ·Έλ¦¬λΈŒμŠ€λŠ” 1980–90λ…„λŒ€λΆ€ν„° λžœλ“œνΌμ„ μŠ€ν„°λ””ν•˜κΈ° μœ„ν•΄ 물리적 λͺ¨ν˜•μ„ λ§Œλ“€μ–΄μ™”κ³ , 이 κ³Όμ •μ—μ„œ CAD μ†Œν”„νŠΈμ›¨μ–΄λŠ” κ·ΈλŸ¬ν•œ λͺ¨ν˜•μ„ μ‹œκ³΅ λ„λ©΄μ΄λΌλŠ” νˆ¬μ‚¬ λ“œλ‘œμž‰μœΌλ‘œ λ²ˆμ—­ν•˜λŠ” λͺ¨μ‚¬ λ„κ΅¬λ‘œ κΈ°λŠ₯ν•˜μ˜€λ‹€. 1980–90λ…„λŒ€ 이브 λΈŒλ¦¬λ‹ˆμ–΄, μ•„λ“œλ¦¬μ•ˆ ν—ˆμ¦ˆ, μ œμž„μŠ€ μ½”λ„ˆ 등이 λ§Œλ“€μ–΄μ˜¨ 물리적 재료λ₯Ό μ΄μš©ν•œ μ½œλΌμ£Όμ™€ λͺ½νƒ€μ£Ό 기법도 1990λ…„λŒ€ ν›„λ°˜λΆ€ν„° ν¬ν† μƒ΅μœΌλ‘œ λŒ€ν‘œλ˜λŠ” κ·Έλž˜ν”½ μ†Œν”„νŠΈμ›¨μ–΄λ₯Ό 톡해 μ œμž‘λ˜κ³  μžˆλŠ”λ°, 이 κ³Όμ •μ—μ„œλ„ κ·ΈλŸ¬ν•œ μ†Œν”„νŠΈμ›¨μ–΄λŠ” λŒ€μ²΄λ‘œ μˆ˜μž‘μ—…κ³Ό μœ μ‚¬ν•œ 절차λ₯Ό μ²˜λ¦¬ν•˜λŠ”λ° 이용되고 μžˆμ—ˆλ‹€. μ˜ˆμ™Έλ‘œ, μ œμž„μŠ€ μ½”λ„ˆλŠ” 2001λ…„ ν”„λ ˆμ‰¬ν‚¬μŠ€ 곡λͺ¨μ „ λ‹Ήμ„ μž‘μ—μ„œ κ·Έλž˜ν”½ ν…Œν¬λ†€λ‘œμ§€μ˜ 잠재λ ₯을 ν™œμš©ν•˜μ—¬ ν”Œλžœ μ½œλΌμ£ΌλΌλŠ” ν…Œν¬λ‹‰μ„ 발λͺ…ν•˜κ³  이λ₯Ό 섀계 아이디어λ₯Ό λ°œμ „μ‹œν‚€λŠ” 생성적 λ„κ΅¬λ‘œ μ΄μš©ν–ˆλ‹€. μ…‹μ§Έ, 졜근 디지털 ν”„λ¦¬μ  ν…Œμ΄μ…˜ λ“œλ‘œμž‰μ— λ§Œμ—°ν•œ μ‚¬μ‹€μ£Όμ˜μ  λ¬˜μ‚¬ κ²½ν–₯을 λΉ„νŒμ μœΌλ‘œ μ§„λ‹¨ν•˜μ˜€λ‹€. λŒ€μ€‘κ³Όμ˜ μ˜μ‚¬ μ†Œν†΅μ΄ 점차 μ€‘μš”ν•΄μ§€λ©΄μ„œ μ‘°κ²½ μ„€κ³„μ—μ„œ ν”„λ¦¬μ  ν…Œμ΄μ…˜ λ“œλ‘œμž‰μ˜ μ œμž‘μ΄ μ°¨μ§€ν•˜λŠ” 비쀑이 컀지고 있고, μ—¬κΈ°μ„œ κ²½κ΄€μ˜ 외양을 μ‚¬μ‹€μ μœΌλ‘œ λ¬˜μ‚¬ν•˜λ €λŠ” κ²½ν–₯이 μžˆλ‹€. μ‘°κ²½κ°€λŠ” μ—­μ‚¬μ μœΌλ‘œ 섀계 κ²½κ΄€μ˜ 외양을 νšŒν™”μ μœΌλ‘œ λ¬˜μ‚¬ν•˜λŠ” 기법에 μ΅μˆ™ν–ˆκ³ , 포토샡과 같은 κ·Έλž˜ν”½ μ†Œν”„νŠΈμ›¨μ–΄λŠ” κ·ΈλŸ¬ν•œ 기법을 효과적으둜 μ²˜λ¦¬ν•΄λ‚΄λŠ” λ„κ΅¬λ‘œ 이용되고 μžˆλ‹€. μ΄λŸ¬ν•œ κ²½ν–₯은 사진 합성을 톡해 λ§Œλ“€μ–΄μ§€λŠ” νΌμŠ€νŽ™ν‹°λΈŒ λ·°μ—μ„œ 잘 λ“œλŸ¬λ‚˜λŠ”λ°, ν¬ν† μƒ΅μ˜ λ‹€μ–‘ν•œ λͺ…λ Ήμ–΄λ₯Ό ν†΅ν•΄μ„œ 사진 재료의 쑰립 흔적이 μ§€μ›Œμ§€κ³  νšŒν™”μ  ν™˜μ˜μ„ λ§Œλ“€μ–΄λ‚΄λŠ” λ‹€μ–‘ν•œ νš¨κ³Όκ°€ λ§μž…ν˜€μ Έ ν˜„μ‹€μ˜ 경관을 ν¬μ°©ν•œ ν•œ μž₯의 μ‚¬μ§„μ²˜λŸΌ 보이도둝 μƒμ‚°λ˜κ³  μžˆλ‹€. 이 μ—°κ΅¬λŠ” κ·ΈλŸ¬ν•œ μ‹œκ°ν™” 기법과 이미지λ₯Ό 포토-페이크둜 μ •μ˜ν•˜κ³ , κ·Όλž˜μ— 개졜된 ꡭ제 곡λͺ¨μ „ μΆœν’ˆμž‘μ˜ ν”„λ¦¬μ  ν…Œμ΄μ…˜ λ“œλ‘œμž‰μ„ μ‚¬λ‘€λ‘œ ν•˜μ—¬ κ·Έκ²ƒμ˜ ꡬ체적 쑰건을 λΆ„μ„ν–ˆλ‹€. 포토-페이크의 쑰건은 보이지 μ•ŠλŠ” ν”„λ ˆμž„κ³Ό κ΄€μ°°μžμ˜ 자리, ν™˜μ˜μ„ λ§Œλ“€μ–΄λ‚΄λŠ” 방법, λ°°κ²½μœΌλ‘œμ„œμ˜ κ²½κ΄€κ³Ό κ΅¬κ²½κΎΌμœΌλ‘œμ„œμ˜ 인물, 그리고 디지털 μ•„μš°λΌμ΄λ‹€. 포토-페이크 μ œμž‘μ—λŠ” μ΄μ „μ˜ μˆ˜μž‘μ—…μ—μ„œ 이용되던 ν…Œν¬λ‹‰μ΄ μž¬λ“±μž₯ν•˜λŠ”λ°, κ·ΈλŸ¬ν•œ 기법은 18μ„ΈκΈ° ν”½μ²˜λ ˆμŠ€ν¬ λ―Έν•™μ΄λ‚˜ 17μ„ΈκΈ° μ—­μ‚¬μ£Όμ˜μ  풍경화λ₯Ό λΉ„λ‘―ν•œ μ‹œκ° λ¬Έν™”μ˜ 영ν–₯을 λ°›κ³  μžˆμ—ˆλ‹€. 포토-페이크 μ΄λ―Έμ§€λŠ” λŒ€μ€‘λ“€μ˜ μ‹œμ„ μ„ μ‰½κ²Œ μ‚¬λ‘œμž‘μ„ 수 μžˆλŠ” 효과적 μ˜μ‚¬ μ†Œν†΅ μˆ˜λ‹¨μ΄μ§€λ§Œ, λ™μ‹œμ— μ‹œκ° μ΄λ―Έμ§€λΌλŠ” ν•œκ³„ λ•Œλ¬Έμ— κ²½κ΄€μ˜ 닀감각적 νŠΉμ„±μ„ μ˜¨μ „ν•˜κ²Œ μ‹œκ°ν™”ν•˜κΈ°λŠ” νž˜λ“€λ‹€. λ”°λΌμ„œ κ·ΈλŸ¬ν•œ 기법은 μ‘°κ²½κ°€μ˜ 섀계 경관에 λŒ€ν•œ 비전을 잘 λ“œλŸ¬λ‚΄λ„λ‘ ν™œμš©λ˜μ–΄μ•Ό ν•  것이닀. λ˜ν•œ κ²½κ΄€μ˜ μ™Έμ–‘λΏλ§Œ μ•„λ‹ˆλΌ κΈ°λŠ₯ 정보λ₯Ό μ‹œκ°ν™”ν•˜λŠ” 삼차원 λͺ¨λΈλ§ 기법, λ‹€μ–‘ν•œ λ“œλ‘œμž‰ μœ ν˜•κ³Ό ν…Œν¬λ†€λ‘œμ§€μ˜ ν˜Όμ„±μ  이용 방식은 κ²½κ΄€μ˜ λ‹€μ±„λ‘œμš΄ ꡭ면을 νƒκ΅¬ν•˜κ³  섀계 아이디어λ₯Ό λ°œμ „μ‹œν‚€λŠ” 창쑰적 λ„κ΅¬λ‘œ ν™œμš©λ  수 μžˆλ‹€. μ‘°κ²½κ°€μ˜ 섀계 아이디어λ₯Ό κ³§λ°”λ‘œ ν˜„μ‹€μ— μ‘°μ„±ν•  수 μ—†λ‹€λ©΄, κ·ΈλŸ¬ν•œ μ•„μ΄λ””μ–΄λŠ” λΆˆκ°€ν”Όν•˜κ²Œ μ–΄λ– ν•œ ν˜•μ‹μ΄λ“  μ‹œκ°ν™”μ˜ 과정을 거치게 λœλ‹€. 섀계 아이디어λ₯Ό μƒμ„±ν•˜κ³  λ°œμ „μ‹œμΌœλ‚˜κ°€λ©° λ™μ‹œμ— 디지털 ν…Œν¬λ†€λ‘œμ§€μ˜ 잠재λ ₯을 μ΄λŒμ–΄λ‚Ό 수 μžˆλŠ” μ‹œκ°ν™” ν…Œν¬λ‹‰μ˜ 창쑰적 μ‹€ν—˜μ΄ μ‘°κ²½ 이둠뿐만 μ•„λ‹ˆλΌ μ‹€μ²œμ—μ„œ μΆ©λ§Œν•΄μ§€κΈΈ κΈ°λŒ€ν•œλ‹€.This dissertation explores historical landscape architectural visualization techniques and ways of using computer technology and then offers a critique of the pervasive trend towards realism in the recent digital landscape representation. Specifically, it examines historical representational techniques in landscape design from manual drawings to recent computerized visualsit also explores the role of computer technology in landscape representation during media transition from hand to computer and critically analyses the trends of realistic pictorial depiction in recent digital landscape visualization. Firstly, examining the history of manual drawings, this research provides a comprehensive understanding of the characteristics and functions of landscape representation and historical changes regarding specific techniques. Landscape architectural drawing has double functions, namely, illustration of not-yet-actualized landscapes (i.e. instrumentality) and generation of creative ideas (i.e. imagination), which are relative, interchangeable, and transformable. These characteristics have been embodied in the forms of particular types of drawing, projections, perspective views, and diagrams, whose characteristics are not so much clearly distinguishable as rather mutually complementary and hybridized in such a way that pictorial views of plants frequently are hybridized to projection drawings. Of course, particular drawing types or techniques have often emerged as suitable and thereby dominant forms, depending on particular historical styles of landscape design. Sixteenth-century Italian Renaissance gardens and seventeenth-century French formal gardens were generally visualized in the form of projections. Eighteenth-century and early nineteenth-century English landscape gardens were frequently represented in pictorial perspective view. In nineteenth-century America, the professional identity of landscape architecture started to be established and different drawing types were specialized depending on their respective functions. Furthermore, the map overlay method for site analysis emerged. Twentieth-century American modernists began to explore the diagram to deploy design strategies. However, such drawing types and methods have coexisted after their emergenceinstrumentality and imagination have been frequently hybridized for the visualization of future landscapes. Secondly, this work discusses the early history of the initial uses of major computer software to shed light on the major roles of such technologies in landscape visualization in the period of transition from conventional drawing tools. Computer technologies generally functioned as mechanical tools to imitate previous manual techniques and translate physical media into computer files. In the 1970s to 1980s, the medium of the map overlay analysis of Ian McHarg, namely, layer cake, changed from manual to computerized. In the transition of technologies, the computerized Geographic Information System served as a mechanical tool substituting the hand in that the GIS efficiently used methods similar to manual procedures, including inventory, evaluation, and visualization. Since the 1980s, Kathryn Gustafson and George Hargreaves have used physical modelling, such as sand and clay models, for landform study. In realizing such models on site, the CAD software generally functioned to translate three-dimensional (3D) models to two-dimensional (2D) construction documents, i.e. projection drawings. In the next two decades, landscape architects, including Yves Brunier, Adriaan Gueze, and James Corner, deployed the collage and montage using mixed media and photographic materials. Since the late-1990s, manual techniques have been increasingly produced using graphic editing software, such as Adobe Photoshop, which generally functioned as a tool to perform processes similar to those of manual techniques. In Lifescape, the winning proposal in the Fresh Kills Park competition in 2001, as an exception, Corner fully exploited the potential of graphic software to explore creative visualization techniques, including plan collage, which was used to develop the design idea in the design process. Thirdly, this research offers a critique of the dominant trend towards realism in recent digital landscape representations. Since 2000, in landscape design, presentation drawings adopting a realistic depiction have gained increasing importance in communication with the public. Landscape architects, historically, have frequently used pictorial depictions of the appearance of landscapes as a dominant representational techniqueadvanced graphic editing software, including Photoshop, make it possible to achieve this desire for realism effectively. This trend is epitomized by perspective views using the composite photographic technique. In representations, discernible traces of cutting and assembling are removed, and visual effects are applied to create illusions via various commands and filters in the software. Thus, the complete representations are perceived as if they were a copy of an actual landscape. To refer to such representations, this dissertation coined the term photo-fake, whose several conditions (invisible frame and viewers position, illusions, landscape as theatre and human figures as spectators, and digital aura) were analysed by scrutinizing the visuals of recent international design competitions. These techniques often imitate previous manual methods, which historically date back to at least the eighteenth-century picturesque aesthetics and seventeenth-century historical landscape paintings. Whereas the photo-fake image can easily capture the publics eye, it is difficult for the static visuals to achieve full embodiment of all of the multisensory characteristics of a landscape. Thus, photo-fake techniques need to be exploited to deploy a designers specific vision of the not-yet-actualized designed landscape. Furthermore, digital modelling of landscape performance and various hybridized techniques with different drawing types and technologies provide the opportunity to explore various aspects of landscape and stimulate design ideas during the design process. If a designers vision of a future landscape cannot be immediately realized on the actual site, then such visions inevitably need to be visualized in other forms. Thus, visualization techniques, both to generate creative idea and exploit the potential of digital technology, need to continue to be simultaneously explored in landscape theory and practice.I. Introduction 1 1.1. Research Purpose 1 1.2. Research Objectives and Theoretical Perspective 5 1.3. Literature Review 6 1.4. Structure 11 II. Rethinking the History of Manual Drawing 14 2.1. Hybridization of Instrumentality and Imagination 14 2.1.1. Instrumentality and Imagination 14 2.1.2. Hybridization 24 2.2. Manual Drawings in History 37 2.2.1. Projection: The Italian Renaissance and French Formal Gardens 37 2.2.2. Pictorial Representation: The English Landscape Gardens 44 2.2.3. Diverse Specialization of Drawing: The 19th-century America and Frederick Law Olmsted 51 2.2.4. Emergence of Diagram: Modernism in America 57 III. Technological Transition 63 3.1. Hand and Computer Drawings 63 3.2. Transition from Hand to Computer 72 3.2.1. Scientific Visualization of Landscape Information: Map Overlay Method 72 3.2.2. Landform Simulation: Model Making 88 3.2.3. Exploration of Perspective View: Collage and Montage 100 IV. Digital Landscape Representations Photo-fake 124 4.1. Pictorial in Digital Landscape Representation 124 4.2. Photo-fake 134 4.2.1. Defining Photo-fake 134 4.2.2. Photo-fake Conditions 143 4.2.3. Opportunities and Limitations of the Photo-fake 156 4.2.4. Korean Landscape Architecture 160 4.3. Beyond the Depiction of Appearance 164 4.3.1. Modelling Landscape Performance 164 4.3.2. Hybridization Strategies 172 V. Conclusion 177 Bibliography 180 List of Illustrations 192 ꡭ문초둝 201Docto
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