1,516 research outputs found

    Master of Science

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    thesisThe purpose of this thesis was to design and construct a radio frequency (RF) coil array for imaging the optic nerve on a 3 Tesla magnetic resonance imaging (MRI) scanner. The goal of the work was to increase signal-to-noise ratio (SNR) from the eye orbits to the optic chiasm, compared to the SNR of a clinical 12-channel coil design used at our institution for imaging the optic nerve. The coil utilized a mask fiberglass former that allowed a good fit to many different head sizes. The new coil design used 20 channels arranged in a RF coil array, with coils positioned for optimal signal sensitivity along the length of the optic nerve. The 20-channel and commercially available coils were compared with one another based on the achievable SNR along the optic nerve pathway and on their parallel imaging capability. The Optic Nerve Coil provided 35% greater SNR at the optic chiasm and ~300% near the orbit compared with the 12-channel commercial coil. The improved signal-to-noise ratio allowed for higher resolution diffusion tensor imaging, and the increased number of channels and their associated positions allowed for improved parallel imaging capability relative to the current 12-channel commercial coil. Patient images showed plaques in the images that correlated well with patient histories of bilateral and unilateral optic nerve disease. The new 20-channel coil has increased the diagnostic power of MRI for optic neuritis imaging

    Encountering Place: Investigating the Materiality of Place Through Printmaking Practice

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    Through creative practice and an exegesis, this research seeks to understand the ways in which the materiality of place can inform art practice. I compare the experience of place in my hometown, Katowice, Poland, to my current home in Perth, Australia. The creative research encompasses a series of artworks through which I explore printmaking methods that can elucidate my experience of place while providing an insight into the relationship between place, materiality, and art practice

    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

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Fire Pattern Analysis, Junk Science, Old Wives Tales, and Ipse Dixit: Emerging Forensic 3D Imaging Technologies to the Rescue?

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    Forensic science is undergoing a period of transformation as legal and scientific forces converge and force older forensic sciences toward a new scientific paradigm. Fire investigative undertakings are not an exception to this trend. Skeptical defense attorneys who routinely formulate astute Daubert challenges to contest the scientific validity and reliability of every major forensic science discipline are one catalyst to this revolution. Furthermore, a steady influx of novel scientific advances makes possible the formulation of consistent and scientifically-based quantitative forensic evidence analyses to overcome the β€œundervalidated and oversold” problems affecting many areas of forensic science

    Materials of Culture: Approaches to Materials in Cultural Studies

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    While the so-called material turn in the humanities and the social sciences has inspired a vibrant discourse on objects, things, and the concept of materiality in general, less attention has been paid to materials, particularly in cultural studies scholarship. With each of its chapters taking a particular material as its point of departure, this volume offers a palette of fresh approaches to materials within the realm of cultural studies. The contributors call for a materials-based perspective on culture, which has become all the more pertinent in times of climate change, energy crisis, conflict, migration, and the lingering coronavirus pandemic

    The concept of noise in medical visualisations perceived through a contemporary drawing practice

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    This research project explores how the concept of noise in medical visualisations is perceived through an analogue visual arts practice. Noise – which is the informational opposite to signal in science – is an unknown and visually ambiguous aspect of medical visualisations. A residency in a medical imaging institution was undertaken to investigate scientists’ perceptions of noise and to identify its key attributes. Conversations with contemporary artists and an examination of their work, explored how noise attributes are used as a strategy in their practices. Theories from art history and the neuropsychology of vision were used to interrogate how noise is implicated in visual perception. Critically, my on-going drawing exploration using instruments of vision, biosensor technologies and responding to unknown stimuli was a primary method of investigation used to understand how an analogue drawing practice perceives noise. My research identified that unknown movements and interactions are deeply implicated in the generation of noise and that the distinction between signal and noise is unstable. My practice-based investigations revealed that all my sensory perceptions become heightened in response to noise, so that vision becomes inseparable from them. This was an important difference between scientists’ and artists’ perceptions of noise, for scientists do not recognise the full sensorium in their practice. The writings of Jean-Luc Nancy and Michel Serres were used to elucidate this process. This research demonstrates the differences between artistic and scientific perceptual responses to ambiguity, the unknown and to noise. It evidences that artistic responses to noise can be a catalyst for change, generating new ways of perceiving, working and making. It contributes to an under-represented area of research: how an analogue arts practice perceives the digital concept of noise. Furthermore, my project indicates that analogue drawing could be used as a method in scientific training to explore visual ambiguity
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