• Title/Summary/Keyword: 디자인 디테일

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Research on the Practical Design Process of Lady Bags Through Big Data (빅데이터를 배경으로 한 여성 가방 실용 디자인 프로세스 연구)

  • Wang, Yao-Hua;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.191-199
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    • 2021
  • Based on survey and data analysis, this paper established a separate and hierarchical design process for lady bags. The design process is divided into four parts: survey, concept extraction, separation and hierarchy design and detail improvement. In light of the influence value grade of lady bag design elements, the data of key elements of lady bags were analyzed, and elements related to new product design were extracted to form conceptual elements, and integrated into design experiments at different levels. Then, their usable proportion in design was measured and applied in design to complete the design of new products. Through the experiment, this design process can provide designers with a new design perspective and improves the timeliness and practicability of fashion design.

Augmented Plasticity: Giving Morphological Editability to Physical Objects (증강가소성: 물리적 오브젝트에 형태적 편집가능성 부여하기)

  • Lee, Woo-Hun;Kang, Hye-Kyoung
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.225-234
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    • 2006
  • Product designers sketch various ideas of foreground figures(detail design) onto background figures(basic form) and evaluate numerous combinations of them in the late stages of design process. Designers have to test their ideas elaborately with a high-fidelity physical model that looks like a real product. However, due to the requirements of time and expense in making high-fidelity design models, it is impossible to evaluate such a number of combinatorial solutions of background and foreground figures. Contrary to digital models, physical design models are not easily modifiable and so designers cannot easily develope ideas through iterative design-evaluation process. To address these problems, we proposed a new concept 'Augmented Plasticity' that gives morphological editability to a rigid physical object using Augmented Reality technology and implemented the idea as Digital Skin system. Digital Skin system figures out the position and orientation of object surface with ARToolKit visual marker and superimposes a deformed surface image seamlessly using differential rendering method. We tried to apply Digital Skin system to detail design, redesign of product, and material exploration task. In consequence, it was found that Digital Skin system has potential to allow designers to implement and test their ideas very efficiently in the late stages of design process.

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The Expression of Color and Texture Usage of Finish Material from the Le Corbuisier's Work - Focused on the Elevation and Detail in the Chapel Ronchamp - (르 꼬르뷔제의 재료 질감 사용 및 색채 표현 - 롱샹성당의 입면과 디테일을 중심으로 -)

  • Kim, So-Hee
    • Korean Institute of Interior Design Journal
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    • v.23 no.6
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    • pp.70-77
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    • 2014
  • The purpose of this study is providing a usage of exterior, interior finish materials and color scheme for architectural design and the actual texture and pattern plans of finish materials from Le Corbuisier's work, Chapel Ronchamp. Chapel Ronchamp was analyzed to support the study for the interaction between texture usage and color expression. As a powerful design tool, texture, pattern and color of finish materials are very effective to alter the perception of the facade in the building. Most of architectural buildings, shapes and materials of elevations are monotonous and uniform. This study should be considered by details in the elevation of Chapel Ronchamp. As the part for developing and planning of architectural design, researching color plans and finish material is very important on real expression in the architectural space. As a result, this study will benefit in planning both the exterior and interior environments of color and finish material with texture and pattern.

A Study on the Plasticity of the Gather Represented in Haut Couture (최근 오뜨꾸뛰르 복식에 표현된 개더(Gather)의 조형성에 관한 연구)

  • 강숙녀
    • Archives of design research
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    • v.11 no.3
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    • pp.25-33
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    • 1998
  • A Study on the Plasticity of the Gather Represented in Haute Couture The Gather is the plastic technique to represent a sense of voluminosity by pleating the plane of costume and manifests the emotional effects , such as both functional aspects and the construction of form, optical illusion effect, textural feelings from materials, tactile transformations, etc. So it is used as the tool to represent the plastistic beauty of costume. The plasticity of the ancient gather was the drape arising according to the curve of the body, but the type of gather recently found on the haute couture does not only retain the activity and functionalism on which the technical element and the ornamental aspect are mixed with other techiques.

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A Study on the Detail Preference of Girls One-piece Dress - Focus on 3 to 6 Years Old - (여아의 원피스 드레스 디테일 선호도 - 만 3~6세를 중심으로 -)

  • Kim, Eun-Young;Kweon, Soo-Ae
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.1
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    • pp.167-182
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    • 2015
  • This study was to investigate the preference tendency by detail and material preference of summer one-piece dresses for the children, and evaluation standard of children's wear in purchasing one-piece dresses as an object of mothers who have girls as buying representatives of children's wear in order to supply real information of design about the one-piece dresses for the girls in accordance with the consumers' demands. The results of this study revealed that the one-piece dress was favorite one to them in purchasing their summer wear. This study showed tendency that the more the mother's fashion interest was, the more the mother's preference on the one-piece dress was. As to the material preference of one-piece dress, it preferred the natural fiber to the synthetic fiber much, and the preferred customer order in purchasing one-piece dresses for their children was analyzed as activity, material, design collar, and pattern. As to the preference by form factor of one-piece dress, it preferred A-line silhouette in the silhouette, natural waist in the waist position, 5~7cm from the knee in the length of one-piece dress, and flared skirt in shape of skirt. The preference on the collar type was soutien collar, and the preference on the neckline type was round neckline. In addition, the preference on sleeve form was shirtsleeve, and the preference on trimming was lace trimming.

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A Study on the Expression of Orientalism in the Modern Fashion (현대패션에 나타난 오리엔탈리즘 표현에 관한 연구)

  • 이은숙
    • Journal of the Korea Fashion and Costume Design Association
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    • v.6 no.1
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    • pp.25-33
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    • 2004
  • This study is aimed at reviewing how the Orientalism trend is expressed in the modem fashion in terms of silhouette, color, materials, and detail. To this end, the geographic scope of this study is limited to China, Japan, Korea, while data are collected from fashion collections, domestic and foreign magazines since 2000's, literature, and internet sites. The results of this study can be summarized as follows: 1. Silhouette: the basic square silhouette of the Oriental traditional costume do not disturb the body movement and have an effected on design to smoothly follow the body line rather than cutting out materials into several parts or emphasize the curved body. 2. Color: due to the influence of the Oriental Zen thought, color trend seems to pursue simplicity rather than complexity, and natural aesthetics. In addition, the Oriental colorfulness shall not be ignored. 3. Materials: golden embroidered material, polished satin, jersey, tough or rough materials, etc. have used with materials of the Oriental traditional costume came into fashion. In pattern, the Orientalism trend is expressive of pattern by Chinese ink-spread technique, simple brush touch technique, cloud pattern, lotus flower pattern or dragon pattern, all of which feature the Oriental calm aesthetics or those motivated by the Oriental traditional patterns. 4. Detail: the techniques of handicrafts and manual arts such as meticulous embroidery, tassel or patchwork reflect well the Orientalism trend in the modem fashion.

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A Study on the Dress Design Using Art Nouveau Image - Focus on the Decoration Detail Case - (아르누보 이미지의 드레스 디자인 연구 - 장식 디테일 사례를 중심으로 -)

  • Lee, Jung-Won;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.12 no.2
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    • pp.42-58
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    • 2008
  • The purpose of this study is to examine actual design cases of decorative detail in the Art Nouveau style from the end of 19th century to the beginning of 20th century, and create designs and fashion works to meet our contemporary fashion trends by means of over-decorative style, a characteristic of decorative detail. The characteristics of decorative detail in the Art Nouveau style can be outlined as follows: First, pleats appear with two major feels of solidity, undulated and curvilinear solidity based on gather(ruffle, frill/ flare and flounce) and regular and linear solidity based on linear pleats or tucks. Second, embroidery appears in various patterns developed with stitch of solid feel as well as a variety of coloration effects. Third, attachments are expressed by means of independent motif(applique, gloss effects(beads, sequins), affluent texture and mobility(fur, feather). Moreover, according to technical characteristics and expressive aspects of pleats, embroidery and attachments, it is found that decoration detail in the era of Art Nouveau is over-decoration style. Indeed, it appears in major expressive aspects such as rhythmical solid type, detailed prominence type, superficial touch type and profound volume type.

Analytical Investigation for Improved Design Models of Chevron Braced Frames (역V형 가새 골조의 개선된 디자인 모델을 위한 해석적 연구)

  • Yoo, Jung-Han
    • Journal of the Earthquake Engineering Society of Korea
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    • v.13 no.5
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    • pp.73-78
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    • 2009
  • Steel Braced frames are a commonly-used seismic resisting system, and chevron steel braced frames are a frequently used type of steel braced frame. Recent research has indicated that the seismic performance of braced frames can be improved by designing the braced frame gusset plate connections in a manner that direct reflects seismic deformation demands, and by permitting yielding in the gusset plate at select performance levels. A parametric study using Finite Element (FE) models was conducted to examine the influence of the gusset plate and framing elements on the seismic performance of chevron braced frames, and to calibrate and develop improved design models. The impact of the frame details, including frame sizes, clearance requirements, gusset plate thickness and tapered plate, was explored. The results suggested that proper detailing of the connection can result in a significant improvement in the frame performance. The results also show that the gusset plate thickness has a significant impact on frame performance.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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