497 research outputs found

    Results of an observational study on sketching

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    We present the results of an observational study on sketching. Artists were asked to sketch a small number of objects and comment on how and why they made the marks they did. We summarize these findings, from low-level details on individual marks through the drawing construction order. Based on these observations we provide suggestions for future research directions in 3D sketching

    Designing and Producing CITRINE: A Reflective Essay on Designing a Fashion Collection and My Personal Fashion Philosophy

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    After four months of extensive creative research and material sourcing, a 6-piece spring/summer ready-to-wear fashion collection came into creation to celebrate the modern woman. Bold, graphic, versatile, and feminine describe both the collection and the woman of today who balances discipline and a vivacious passion for life and humanity. All-natural textile fibers of silk, cotton, and various laser cut leathers were utilized to create the collection of day-to-evening wear constructed by Samantha Davis

    Process of character design for animated films: an analysis of elderly characters

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    Esta dissertação explora o processo de design de um personagem para um filme de animação. Tendo como referências os filmes de animação criados pela Disney e Pixar. De forma a focar os conceitos obtidos sobre o processo de design de personagens foi escolhido um grupo em específico de personagens para serem analisados, a escolha foram personagens idosos. Procurou-se perceber como é que os idosos são vistos pela sociedade contemporânea e vários autores académico referem que é dos grupos etários que mais sofre com preconceitos. Paralelamente a está pesquisa foram selecionadas várias personagens idosas de filmes de animação da Disney e Pixar, de modo a compreender como é que estas são representadas visualmente. No total de 86 filmes produzidos pela Disney e Pixar apenas 1 filme teve um idoso como personagem principal, Carl Fredericksen, de 78 anos. Carl é protagonista em Up (Docter, 2009) e por ser uma personagem tão peculiar e única foi analisado como caso de estudo. A metodologia utilizada foi baseada em literatura académica e documentários sobre design de personagens, a indústria da animação e sobre seniores. Vários filmes da Disney e Pixar foram visualizados e stills recolhidos para exemplificar os conteúdos explicados na dissertação. Esta dissertação procura explicar o processo de criação de um personagem para um filme de animação a qualquer pessoa interessada na área e pode ser também utilizada para a criação de um personagem senior. É importante criar personagens apelativas para que se diferenciem e fiquem na memória dos espectadores e a criação de mais personagens idosas em filmes de animação pode ajudar a combater estereótipos perante os idosos.This dissertation explores the process of character design for an animated film, having as references the animated films created by Disney and Pixar. In order to focus on the concepts obtained about the process of character design it was chosen a specific group of characters to be analysed, elderly characters. It was sought to understand how the elderly are seen by contemporary society and several academic authors refer that it is one of the age groups that suffers most ageism. In parallel to this research, several elderly characters from Disney and Pixar animated films were selected, in order to understand how they are visually represented. In the total of 86 films produced by Disney and Pixar, only 1 film had an elderly as the main character, Carl Fredericksen, 78 years old. Carl is the protagonist in Up (Docter, 2009) and because he is such a peculiar and unique character, he was analysed as a case study. The methodology used was based on academic literature and documentaries about character design, the animation industry, and about seniors. Several Disney and Pixar films were viewed and stills collected to exemplify the contents explained in the dissertation. This dissertation seeks to explain the process character design for an animated film to anyone interested in the area. It can also guide in the creation of a senior character. It is important to create unique and appealing characters that stay in the viewers’ memory, and the creation of more senior characters in animated films can help to combat stereotypes towards the elderly

    Eco-Inclined Fashion Products; Expressing The Green Quality Through Design Lines

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    The purpose of this study was to express the message of eco-fashion through design principles form follows function; by fully utilizing materials, avoiding fabric waste and enhancing collection of clothing using eco-design principles. The final product circulated within the exploration of basic shapes that had eventually lead to a solid form of a fashion product. The product was built according to design criteria that consist of usability, aesthetic and technical input. These criteria are formulated according to the findings of the three research questions in relation to global warming and fashion industry’s issue. The literature review indicated the importance of new approaches in eco fashion. Collaboratively, modular system, durability and efficiency are the qualities identified in product design that may be implemented in fashion product. This active self-experiential practical process exercised critical thinking, problem solving, using technology and minor engineering in fashion product. Data were collected in two phases; firstly in justifying the issue and secondly, collecting contextual and visual evidences in relation to the research questions. Methods for collecting data included ethnographic, market research, visualization and user testing. The findings from this study included four main designs that features more than one function for each design, which proved that modular system efficient design and durable material were relevant in the study. The essence of designing in this project is using simple shapes that lead to sophisticated for

    Distributed texture-based terrain synthesis

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    Terrain synthesis is an important field of Computer Graphics that deals with the generation of 3D landscape models for use in virtual environments. The field has evolved to a stage where large and even infinite landscapes can be generated in realtime. However, user control of the generation process is still minimal, as well as the creation of virtual landscapes that mimic real terrain. This thesis investigates the use of texture synthesis techniques on real landscapes to improve realism and the use of sketch-based interfaces to enable intuitive user control

    Heaven & Earth

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    Heaven & Earth is a graduate animated thesis film with a runtime of four minutes and 58 seconds. This animated short film is a playful take on the eternal struggle between humans and the heavenly forces that dictate weather conditions. Heaven & Earth combines elements from both Philippine folk art and classic American cartoons, exploring a stylistic hybrid borne out of influences that I have genuine affinity for. This animated short is in full color, and was produced using digital 2D animation. It was entirely animated in TVPaint, while the backgrounds were drawn and painted in Photoshop. For compositing and editing, I used Adobe Premiere and Adobe After Effects. In terms of audio, it has no dialogue – it is mainly driven by music and sound effects. For the sound design and musical score, fellow Filipino Arnel Barbarona was in charge, infusing the music and sound with a distinct folksy style. This paper outlines the whole process of making this animated short film, from story, pre-production, production, post-production, reception and evaluation

    ‘Make’ – konstruktion som ett uttryckssätt i klädesdesign

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    This master’s thesis addresses ‘make’, namely the technical phases in the garment creation process. The work presents a collection through a personal artistic concept utilising the development stages as a source for design ideas. The main aim for the thesis is to show how knowledge of ‘make’ can influence and strengthen creative expression rather than as merely a means to an end. The thesis consists of two parts: a theoretical and a practical component of a collection. The research was conducted through a literature review and a practice-based approach, where the creative process, development of, as well as the finished outcome, holistically highlight the benefits of integrating make into the core of the design. This opens up the discussion around the separation of designer from production, and the possibilities that can emerge with the designer having an integrated role. The theoretical component seeks to define the make-process, its connectedness to craft and craftsmanship, the rejection of it in favour of art connotations and to analyse the technical roles present in garment creation. The image making aspects of fashion are called to question and the prevalent emphasis on the fashion designer as a main figure, are challenged. Approaches that embrace the make-process are introduced, and pose alternatives with potential for systemic change (slow fashion), centralising the designer’s role (artisanal fashion), for embracing heritage and traditional craft (couture & tailoring), and by featuring it in the aesthetic (deconstruction). The thesis presents a collection titled ‘Strength of Body - Fragility of Mind’, an eight look collection designed around a personal concept. The design stages from conception to finished outcome are shown, with the emphasis on the make-process. Such methods - draping, pattern cutting, fitting and tailoring - are potential tools for development, but also reveal design elements. Overall, the research offers an insight into the make-process and its applications to the design process and as creative expressions within high-end designer fashion. Understanding of ‘make’ helps designers reflect more holistically around the garment creation process. Increased awareness has the potential to elevate the humanity and increase empathy towards the makers and doers behind garments.Denna magisteravhandling tar upp ‘make’ (tillverkning), det vill säga de tekniska faserna i skapandet av plagg. Verket presenterar en kollektion designad från ett konstnärligt koncept och använder sig av utvecklingsstadier som källa för designidéer. Det huvudsakliga syftet med avhandlingen är att visa hur kunskap om 'make' kan påverka och stärka ens kreativa uttryckssätt, istället för att bemötas som ett sista stadie. Avhandlingen består av två delar: en teoretisk och en praktisk. Forskningen har genomförts genom en litteraturöversikt och praxis-baserad forskning, där den kreativa processen, utvecklingsprocessen, samt det färdiga resultatet, holistiskt förklarar fördelarna med att integrera make-processen i sin design. Detta leder diskussionen till designerns roll genom att ifrågasätta att design skulle vara isär från produktion och framställer möjligheter för en integrerad roll. I den teoretiska delen definieras tillverkningsprocessen, dess koppling till hantverk och skräddarkonst undersöks, och orsaker till preferens för konst tas upp. Också de tekniska aspekterna inom skapandet av kläder analyseras. De bildskapande aspekterna av mode ifrågasätts och den förhärskande betoningen på modedesignern som ett ensamt geni utmanas. Tillvägagångssätt som betonar tillverkningsprocessen och alternativa lösningar introduceras med potential för systemisk förändring (slow fashion), centralisering av designerns roll (artisanal fashion), betydelsefullhet som kulturarv och tradition inom hantverk (couture & skräddarkonst) och presentation som en estetik (dekonstruktion). I avhandlingen ingår också en kollektion med titeln "Strength of Body - Fragility of Mind", som består av åtta helheter designade kring ett personligt koncept. Designprocessen från idé till färdigt resultat visas, men betoningen är på tillverkningsprocessen. Sådana metoder - formgivning på en provdocka, mönsterskärning, provningar och skräddartekniker - är fungerande verktyg för utvecklingsprocessen, och kan avslöja element att tillämpa i sin design. Sammanfattningsvis ger forskningen en inblick i tillverkningsprocessen som ett uttrycksätt, och exempel på hur den kan tillämpas inom designprocessen i high-end designermode. Förmåga att förstå tillverkningsprocessen hjälper designers att reflektera mer holistiskt kring hela kreativa processen från idé till färdigt plagg. Ökad medvetenhet kan höja mänsklighetskänslan och empati för de som skapar och tillverkar klädesplagg

    Portafolios de logros para los estudiantes de la asignatura Expansiones del arte

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    Mostra de les experiències d’aprenentatge durant el desenvolupament de les possibilitats d’expansió de l’art a través de l’analogia entre les característiques plàstiques de diferents produccions artístiques o mitjançant processos d’hibridació

    Traditional Textile Revival: Demonstrating the Potential of Pina Fabric for Apparel

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    Piña fabric, which is made of pineapple fibers, has been a part of the history of the Philippine Islands for over four-hundred years. Historically, garments made of piña were mostly designed in the same way: light beige in color, use of embroidery and standardized styling. Today in the Philippines garments made from piña are used primarily for Filipino political and formal occasions. The traditional styling of piña garments does not attract attention from the Western market, therefore piña receives minimal exposure outside of the Philippines. This gap in piña fabric exposure framed the purpose of this design thesis: to demonstrate the potential of piña fabric for apparel in the Western market. The intent of this project was to help preserve the piña weaving craft and the production of piña fabrics in the Philippines because piña fabric has been found to be at risk of extinction.Two frameworks drove the product development process: Ruppert-Stroescu & Hawley’s (2014) A Typology of Creativity in Fashion Design and Development and Karl Aspelund’s (2014) The Creative Process. Five ensembles were created using piña-seda (a piña and silk blend) fabric which was transformed by dyeing, draping, and cutting the fabric on the bias, then creating silhouettes including women’s dresses, gowns, pants, and separates. It was discovered that piña-seda fabric can be machine washed and machine dried; however, hand washing and line drying is recommended. The fabric accepted fiber reactive dyes, however, dark colors were difficult to achieve. Fiber reactive dyes were discharged and overdyed without destroying the fabric. The piña-seda accepted iron-pressing on the silk setting. Irregularities in the fabric weave were discovered. The result was a capsule collection for women targeted at a designer-level Western audience. An outside design expert evaluated the collection for its leadership design qualities and deemed the collection was appropriate for the Western market. The piña fabric surface finish and drape substantiated that piña-seda can be used to create garments that differ from traditional piña fabric garments of the Philippines. Further studies investigating the piña weaving and dyeing process and consumer perception of piña in the Western market are recommended.Design, Housing, & Merchandisin

    SMOOSH : a conceptual approach to adaptable flat-pack shoes for contemporary digital nomads : a dissertation presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy, Massey University, Wellington, New Zealand

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    Copyrighted images have been removed, but may be accessed via the source link in each caption.Adaptable products often present a range of possibilities for changing contexts and circumstances. Their use can also enable a way of being and operating that engenders nomadism. However, shoe studies in this context have never been systematically studied. Immense technical changes over the last thirty years have affected communication and reduced travel costs, while globalization has made remote work not only possible but often desirable. This global transformation has produced “digital nomads”, who use telecommunication technologies to earn a living whilst living, travelling and working remotely. The digital nomad has inspired this practice-led research project exploring the conceptual design of a multipurpose, adaptable shoe, which satisfies the requirements of unpredictable travel and a nomadic lifestyle. This footwear design project is multidisciplinary and situated at the nexus of fashion apparel and product design. Transformable/adaptable fashion and un-build concepts have been utilised as a theoretical framework to explore the shoe’s versatility, critique aesthetic values used on an everyday basis, and locate the shoe in an urban, utilitarian and minimal fashion context. The primary focus is on the versatility and packability of shoes, which are bulky and difficult to transport. Identifying these constraints was a creative catalyst to challenge footwear construction methods and design processes and to explore a collapsible, packable free-upper shoe. The outcome of this research is a conceptual design for flatpack Smoosh shoes, a system that allows for convenient packing. The developed concept is a footwear with a range of sock-like inner components that can be docked into the shell outer-sole, both of which are fully functional pieces that can be used separately to expand versatility and minimize luggage space. They allow hassle-free travel and offer recyclability. Smoosh contributes to footwear design knowledge by providing a novel construction system for travel purposes. It establishes that although rolling is the most common collapsible principle in the travel apparel and footwear markets, principles such as folding, hinging and creasing are far more desirable for travel shoes. The conceptual exploration and final footwear design contribute to the field of adaptable footwear by providing information for further research and development
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