• Title/Summary/Keyword: 개성적

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The Study on Total Fashion trend & Eyewear Design 21C (21C 안경디자인의 조건과 Total Fashion 트랜드 고찰 - 의상, 헤어 및 메이크업을 중심으로 -)

  • Jung, Hyung-Ho
    • Journal of Korean Ophthalmic Optics Society
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    • v.10 no.1
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    • pp.17-25
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    • 2005
  • In modem society, individuality and diversity are emphasized and visual sensation is considered to be very important because of high degree industrialization and development of mass media. And also, the Total Fashion Age opened. In the past, spectacles was a mere means of correcting or protecting sight. It's design was very simple in form and skill. But in 21C, eyewear design is viewed as a vehicle to create fashion and keeps changing to be in line with the contemporary culture and fashion trend beyond the old functions. The purpose of this study was to investigate the conditions of eyewear design in the 21st century by looking into the history of eyewear and analyzing the trend of eyewear design and the color image with fashion, hair, and make-up.

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A Study on Headline Typography in Newspaper & Magazine Advertisement (신문.잡지광고에 있어서 헤드라인 서체의 활용에 따른 비교 연구)

  • 문영만
    • Archives of design research
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    • v.21
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    • pp.77-86
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    • 1997
  • Modern society has created the age of mass media image. Advertising media strongly stimulate and influence the image contact and the frequency of receivers by visual communication media in everyday life. Until today no consciousness concerning the necessity of typographic visual image and it's selection for newspaper advertising has been developed. The necessity of headline typography visual image in newspaper advertising and it's selection should be considered a problem that must be solved by a more reasonable and logical approach, like it is done in the case of advertising copy, in order to increase the efficiency of advertising for the consumer.

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A study on the Expressional characteristics of minimalism style composition of interior space in the fashion shop (패션매장의 실내구성에 나타난 미니멀리즘적 표현특성에 관한 연구)

  • 강소연
    • Archives of design research
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    • v.16 no.1
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    • pp.159-168
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    • 2003
  • Modern fashion shop is changed by the changing of fashion style. And as purchasing pattern is changed to consuming pattern which has strong individuality, functions as space which reflet characteristics of products and consumers in order to present sensitive and individual image are also required, besides conventional concept as space which simply focused on sale. Meanwhile, in the 1980's, the fashion presented retro mood modernly by popularization of post-modernism and introduced minimalism that is one of the anti-cultures in the 1960's. Recently minimalistic trends which are expressed by various attempts and a new point of view are introduced to the fashion shop by interior designer. Therefore, in this study, minimalistic characteristics which appear in the composition of interior space of the modern fashion shop are researched by theoretical consideration and analysis of examples and consistent direction of fashion shop is presented.

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Psychological Structure and ANS Response by Odor Induced Emotion (연령별 향 감성구조 및 향 감성에 따른 자율신경계 반응)

  • 박미경;정희윤;이경화;최정인;이배환;손진훈
    • Science of Emotion and Sensibility
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    • v.4 no.2
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    • pp.39-45
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    • 2001
  • This study was conducted to identify the structure of the sensibility and autonomic nervous responses to odor by ages. 72 participants, 24 each in their teens, twenties, and thirties were given odor stimuli, cederwood, grapefruit, teebaum, peppermint, rose. During the presentation of stimuli, participant were measured blood flow, skin temperature, skin conductance, and ECG and subjective emotion to each odor were evaluated, Five factors, aesthetic, intensity, naturality, uniqueness, and romantism were identified but there were no differences by ages. Emotional factors that predict the preference to certain odors turned out partly different by ages. However, odors that made participants feel sick created more autonomic nervous response than odors that made them feel good.

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The Effect of Evaluation for Female teachers' Role-Performance on Their Appearance - according to clothing attitude of students and their parents - (학생과 학부모의 의복태도가 여교사의 외모관리에 따른 역할수행능력평가에 미치는 효과)

  • Yoo, Kyung-Ok;Chung, Myung-Sun;Wee, Eun-Hah
    • Journal of Korean Home Economics Education Association
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    • v.19 no.3
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    • pp.133-147
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    • 2007
  • The purpose of this study was to identify the effect on the evaluation of a female teachers' role-performance based on appearance according to the clothing attitude of students and their parents. Based on the results of this study a female teachers' role-performance evaluation can be broken down into four ability areas: leaning guidance, living guidance, human relations, and learning management. Likewise the clothing attitudes of students and their parents can be divided into three groups, the clothing oriented group, the trend-individuality group, and the chastity oriented group. The trend-individuality group of students felt that female teachers' appearances have a significant effect on learning guidance and human relations ability while parents thought that there was little relationship or that it has a moderate effect on the role of learning guidance. Because the concerns of students and parents about female teachers' clothing has an effect on female teachers' role performance evaluation, when directing a student group with a high concern for clothing, female teachers need to be sensitive about their appearances and it's affect on learning guidance, human relations, and class management. Based on these results, students and parents felt that female teachers' appearances have an effect on their role performance according to their clothing attitudes.

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The Clothing Behavior, School Uniform Satisfactions and School Uniform Modification Behavior of Adolescent (청소년의 의복행동과 교복만족도 및 교복변형행동)

  • Lee Yae-Kung;Han Young-Sook;Lee Hye-Ja
    • Journal of Korean Home Economics Education Association
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    • v.18 no.3 s.41
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    • pp.133-148
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    • 2006
  • The purpose of this study was to acquire the better and more correct information on the school uniforms with which middle or high school students may be satisfied. We investigated clothing interest, school uniform satisfaction, school uniform modification behavior and the relationship anions those factors. The data were collected from 472 questionnaires of middle and high school students who lived in Gyeonggi-do and analyzed statistically. We found that adolescents felt a great interest in appearance, fashion, brand orientation of clothing, and they spent most of personal expenses in buying clothes. However, the extent of adolescents' satisfaction on school uniform was low. Especially, the satisfaction on status symbolism, fashion, washing & management, body comfort and economical efficiency of school uniform was found low. Three hundred fifty three students (74.8%) agreed to modify the school uniform for personality and in chase of fashion. Two hundred eighty four students (58.1%) needed partially and variously modified school uniform, and these modifications showed a tendency of tightness to the body. We also found that the higher adolescents' clothing interests in appearance, conformity, modesty and brand orientation were. the more satisfied adolescents were with the status symbolism and the washing & management of school uniform and the more affected the school uniform modification behaviors of students were. There were. however. no significant difference between the extent of school uniform satisfaction and the school uniform modification behavior, Another research of school uniform will be necessary in order to reduce the discrepancy between clothing needs for representing the appearance, personality and fashion in the present adolescents and those for representing the worthy and modest images of a student and pursuing the economic value through school uniform in the older generation. We suggest that students should consider these results when they choose school uniform and furthermore both the person in charge of schools and school uniform makers should refer to those when they design and make school uniform.

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

The Sensibility Engineering D/B of Image Source for the Shoe Design (신발 디자인을 위한 이미지 소스의 감성공학적 D/B)

  • Kang, Jae-Cheol;Lee, Dong-Choon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.69-78
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    • 2006
  • Nowadays, the design and development of footwear are focused on not only to protect feet against some injuries also to satisfy its personality and high-quality based on customer' subjective sensibilities. Many image source based human sensibility is needed to establish concept of footwear by new idea in design process. For satisfying costumer's and designer's disires, this study is concerned to evaluate and analyze images using human sensibility and construct image source D/B according to the result. The image evaluation performed by internet is used 1,000 Images classified into four groups(structure or architecture, transportation device, natural articles and home appliance), and 300 subjects are participated. Finally, the web D/B is constructed by the result of image evaluation that is performed statistical analysis(basic statistic, factoranalysis and multi-scaled analysis).

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진주지역의 재래시장 및 중소상가의 실태 분석

  • Jeong, Gi-Han;Gang, Seok-Jeong;Park, Gyeong-Gwon
    • Journal of Global Scholars of Marketing Science
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    • v.6
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    • pp.1-23
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    • 2000
  • 오늘날 유통업을 둘러싼 시장환경의 급속한 변화와 유통구조의 재편은 지역 재래시장에 심각한 영향을 미치고 있다. 다양화, 개성화된 신소비행태의 확산, 개방화에 따른 상품고 유통시장의 국제화, 정부규제 완화, 지방화 시대의 도래, 정보화의 진전, 다양한 신업태 등장 등 지난 수십 년간 경험하지 옷한 새로운 환경의 도래는 유통업계 전체에 엄청난 변화를 강요하고 있다. 이러한 새로운 유통 환경속에서 자생적 경쟁력이 취약한 지역 재래시중 은 유통 환경변화에 적응하지 못해 침체를 면치 못하고 있다 이 같은 재래시장의 침체와 위축은 지역 영세상인의 생계문제와 진주지역의 경제에까지 영향올 미치고 있는 실정이다. 현재 지역의 재래시장이 직면해 있는 실태를 살펴보면, 첫째, 국내 유통시장 완전 개방9 따른 유통 산업구조의 변화와 극심한 경기침체 등의 경제환경의 변화, 소비자 욕구의 다양화에 따른 소비환경의 변화, 유통구조 변화의 영향으로 따른 신업태의 출현함으로써 기존의 경쟁상권의 판도 변화에 대한 대응력의 부족올 문제점으로 지적할 수 있다. 둘째, 상인자본의 영세성으로 인한 시설의 불비와 낙후성, 공중 및 환경시설의 미비, 주차공간의 미확보 등 시장의 시설적 측면에서 문제점이다, 세째, 시장활성화에 대한 상인들의 자발적인 노려과 이의 실천을 위한 확고한 의지의 결여 및 서로 믿고 신뢰하는 시장문화의 부재, 그리고 시장기능의 악화에 대한 상인들의 깊이 있는 성찰과 인식이 부족한 점을 지적할 수 있다. 넷째, 소비자들이 재래시장올 외면하는 가장 큰 이유는 '품질과 성능에서의 차별화 독자성'의 결여를 들 수 있겠다. 다섯째, 독창적인 커뮤니케이션의 부족이다. 동대문 시장이 상인들의 끊임없는 노력으로 세계적인 의류패션의 메카를 일궈낸 것을 타산지석으로 삼아야 할 것이다.

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a Study on Character Types for FPS game -based on Team Fortress2 - (FPS 게임에서의 캐릭터 성격 분석 연구 -FPS 게임 팀 포트리스2를 중심으로-)

  • Park, Myoung Hoon;Noh, Seung Seok;Park, Jin Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.73-75
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    • 2010
  • 1인칭 슈팅 게임인 FPS(First-person shooter)게임은 시각적 사실성이 뛰어난 고급 그래픽이 특징으로 컴퓨터 성능의 향상과 게임 제작 기술의 발전으로 꾸준히 성장해 가고 있다. 하지만 대부분의 FPS 게임은 동일 캐릭터에 무기만 바꾸는 방식의 단조로운 자유도를 제공하며 이로 인해 사용자의 입장에서는 장기간 게임진행시 흥미를 잃기 쉽다. 이러한 단조로운 게임방법을 변화시키고자 1999년 밸브(Valve) 사(社)의 '팀 포트리스(Team Fortress)' 게임은 FPS 게임 사상 최초로 병과 시스템을 도입하여 다양하고 개성 있는 캐릭터 구성으로 큰 주목을 받았다. 이를 분석해 FPS 게임을 개발할 때 다양한 병과 캐릭터가 플레이어에게 얼마나 더 게임에 대한 몰입과 흥미를 주는지 분석하려 한다. 이 분석을 위해 '팀 포트리스'의 후속 작 '팀 포트리스2(Team Fortress 2)'의 병과 캐릭터를 성격 유형 분석에서 보편적으로 많이 쓰이고 사람들에게 친숙한 MBTI (Myers-Briggs Type Indicator) 방식으로 파악하여 각 병과별 캐릭터 설정이 게임 플레이어와의 성격에 따라 얼마나 더 몰입도와 흥미를 줄 수 있는지 도출해 내려한다.

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