• Title/Summary/Keyword: 디자인 매체

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A Study on Hair Color Design Works using the Gradient Technique among Hair Color Design Techniques: Focusing on Women (헤어 컬러디자인 기법 중 그라데이션 기법을 응용한 헤어 컬러디자인 작품연구:여성을 중심으로)

  • Seung-Joo Lee;Ki-Weon Park
    • Advanced Industrial SCIence
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    • v.2 no.3
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    • pp.29-36
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    • 2023
  • The purpose of this study is to present basic data for hair color work plans that can consistently produce hair color design products for designers through analysis of gradient techniques among hair color design techniques. The research method was to select 10 photos of women that appeared in mass media from 2022 to September 15, 2023, extract color chips and RGB values using the Eyedropper Tool in Adobe Photoshop CS6, and convert the RGB values of the color chips into Munsell Conversion ( The data was converted into HV/C values of version 12.1.13a). Based on the extracted data, the gradient hair colors of female pop stars were analyzed by displaying the data on a color scale. As a result, in the I.R.I color scheme image scale, the image of female pop stars was more hard than soft. In addition, it was confirmed that the focus was on static rather than dynamic. Color matching images according to hair color were extracted with adjectives such as noble, decent, elegant, and subtle. Three hairstyles were created using this theme.

A Characteristics of Visual Narrative Expression in Garden Design - Focused on the Taehwagang Garden Show 2018 - (정원디자인에 나타난 시각적 서술의 표현특성 - 2018 태화강 정원박람회 작품을 대상으로 -)

  • Kwon, Jin-Wook
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.3
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    • pp.108-118
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    • 2019
  • Appreciating gardens in garden show has its meaning in appreciating concepts and ideas of artists, hidden inside of garden, as formative arts, as well as the beauty of the nature. This study is aimed to understand the intension of artists in visual expression through formative media in the gardens by assessing structure of visual narrative in the space with 20 artworks among the ones presented in 2018 Taehwagang Garden Show. The formative structure is delivered as contents and forms through formative media and formative language. Thus, for analysis on the artworks, the researcher assessed expressive characteristics of the media, through visual and space language, that forms the formative structure in the contest of narrative structure expressed in the gardens and findings of the analysis are as follows. First, for intertextuality obtained through media image, most of the artworks delivered message through 'figure image.' This means, the concept is delivered as 'affinity of actual objects' through the media and associated 'meaning and meaning action' are expected. Second, the characteristics of signs to show symbolism in the gardens were categorized into 'icon'. 'index' and 'symbol'. The results showed that most of the artworks expressed common characteristics between image and meaning, using 'icon' and 'symbol'. Third, as space formation components, based on formative principles, the components of 'dominant' and 'subordinate' roles were defined as the key components for meaning delivery. Also, it was understood that 'space configuration with overlapped image' and 'space configuration with transparency' were adopted to strengthen conceptional layers. Forth, for space occupation types, there were mostly central hall type, corridor type and passage space type and for open space type, the entire space area was conceptualized, instead of certain object. The circulation line was defined in the frequency order of circular type, pass type and return type. The study on the expressive characteristics of visual narrative in garden design is meaningful as it could build base data for the method of spatial design for visual development of concepts in the future.

A Case Study on Child-Friendly Public Design in The Surrounding Areas of Shenzhen Elementary Schools in China (초등학교 주변구역의 아동친화도시형 공공디자인에 관한 연구 -중국 선전시(深圳市)를 연구대상으로-)

  • Zhao, Duo-Duo;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.354-366
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    • 2020
  • It is the purpose of this study to propose improvement options and guidance methods for public design around elementary schools from the perspective of child friendly cities. The study first takes the Convention on the Rights of the Child as a benchmark, and integrates relevant United Nations documents on child friendly cities and those on child friendly cities in Shenzhen to derive five principles of public design around child friendly schools, namely, safe environment, protective measures, pedestrian friendly environment, independent environment for going out, convenient and fun environment. Subsequently, this study investigates the public design of 25 elementary schools in Futian District, Shenzhen, China, evaluates the quality level of public design according to the five principles, and points out the problems that exist in public design with lower quality level. Furthermore, in response to the existing problems of public design around elementary schools in Shenzhen, this study improves them from three aspects: public space, public facilities and public media design. More importantly, the design reinforces the safety and child protection of the environment, facilitates children's walking and independent going out, and provides a convenient and fun design that meets the physical and psychological needs of children, designed to be child-friendly. Not only does this design provide guidance for the construction of the environment around the elementary school in Shenzhen, but also provides guidelines for the construction of a child-friendly city in Shenzhen.

A study on the visual pun for web graphics (웹 그래픽의 비주얼펀(Visual Pun)적용 연구)

  • 조규창;오병근
    • Archives of design research
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    • v.16 no.4
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    • pp.433-442
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    • 2003
  • The concept of pun was basically used to get rhetorical effect in verbal usage and it can be easily applicable to visual communication design. By substituting symbolic images for words of verbal expression, we can draw out some effective communication methods in forms of pun. For years, visual puns have been useful concept to convey a visual message from ancient hieroglyphics to modern arts and design. There are essentially three categories of visual puns. Literal pun upholds the primary meanings of the message literally by picking up a key symbol to create two or more meanings, meanwhile suggestive pun is created when one symbol is used as a key symbol or two or more symbols are combined to created one key symbol that can suggest and strengthen meanings. Comparative pun can be defined two or more symbols of nearly the same appearance are combined or juxtaposed two or more times to enhance overall statement. The concept of visual pun used for traditional area can also be effective ways of new media communication. Thus it is natural to see the concept of visual puns in website. How to handle the images in website is the most critical point for differentiation. But recently, web site designers just seem to focus on somewhat functional aspect. There are certain types of web design formats, and many designers are tend to follow these routines unconsciously. In this situation, the new aspect of visual puns for web design can be a possible design method to fortify the overall message. Through this concept, we can build up some clear identity compared to other web sites and can get alternatives to perform more effective communication ways as a problem-solving process.

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A Study on the chair design -from the Victorian era to the present- (의자 디자인에 관한 고찰 -빅토리아시대로부터 현재까지-)

  • 정의철
    • Archives of design research
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    • v.15 no.4
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    • pp.177-188
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    • 2002
  • A thousands of chairs have designed from the Victorian era to the present. Thonet's Nol4 chair in 1859, Wright's high-back chair in 1904, Ritveld's red/blue chair in 1917, Breuer's Wassily chair in 1925, Aalto's Paimio chair in 1932, Eames's DAR chair in 1948, Piero Gatti's Sacco chair in 1969, Starck's Von Volgelsang chair in 1984, Stumpf's Aeron Chair in 1992, Little's 'Coat of arms' chair in 1994 - the list of architects who have seized the opportunity to express their theories in the design of a chair is seemingly endless. Architects such as Machintosh(1868-1928), Wright(1807-1959), Aalto(1898-1976) included chairs within their artistic schemes for interiors and buildings. But as the manufacture of chairs moved away from the domain of the craftsman towards that of the industrial process, architects were also ideally positioned, with their background knowledge of engineering, to pioneer innovative chair design within the constraints of modern manufacturing technology. Beyond matters of function and structure, the fundamental worth of chairs, past or present, lies in their communication of attitudes, ideas and values. The persuasiveness of a chair depend on the clarity of its rhetoric. Chair has become an ideal medium for designers to make their visual statements and construct their individual manifestos. In chair design there is a ping-pong game played out between absurd and useful design, and this game is one way in which the design profession explores itself.

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Analysis on Awareness and Actual Condition of Metaverse Utilization in Education for Design Major Students : Focusing on D-University (메타버스 활용 교육에 대한 디자인 전공생의 인식 및 실태 분석 : D 대학교를 중심으로)

  • Heejung Kang;Hyunsuk Han
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.837-842
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    • 2023
  • This study analyzed the awareness and actual condition on metaverse utilization in education for design major students. An online survey was conducted for 14 days from May 10 to 23, 2023, targeting 120 students majoring in design at D University. The evaluation method of the questionnaire was a nominal scale and a 5-point scale, and the questionnaire results were analyzed through SPSS 29.0. First, it is necessary to sufficiently share the advantages of metaverse utilization in education with students, and to provide basic literacy programs utilizing the characteristics of metaverse and supporting class activities. Second, students' response will be higher in studio classes where practical training is conducted rather than information delivery or understanding-oriented lectures. Third, in order for the metaverse to become a means of education in the digital transformation era rather than just a temporarily medium in COVID-19 era, specific and systematic design education programs reflecting the characteristics of the metaverse need to be continuously developed. In addition, it is important for instructors to actively review the use of the metaverse and search for various ways to utilize it.

Creation of the Fashion Design in Roy Lichtenstein's Works (로이 리히텐슈타인의 작품을 통한 패션디자인 창작)

  • Jeon, Yong-Ok
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.287-296
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    • 2007
  • Since the beginning of the 20th century, the art has developed its artistic qualities in exercising an influence on the creative elements of the fashion. In this sense, the fashion is one of many methods of which given time's arts, their compositions, and elements can be expressed, recognized, and experienced. In this study, artworks of Roy Lichtenstein, who took the leading, active role of pop artist have been studied. The purpose of this study is to present practical application of the art and aesthetic and artistic application of clothing by studying and applying the factors of Roy's paintings. The conclusion through actual designing is as follows: First, Lichtenstein interested with the characteristic of print media. He combined the image of commercial technique with the traditional painting by using Ben-day dots. Second, he reduces his form and color to the simplest possible elements. Third, by applying Lichtenstein's works to fashion design, we can make creative and aesthetic fashion works. Fourth, his Ben-day dots and stripe was applied to variant dots and stripe pattern in the fashion design. Roy Lichtenstein is expected to continually affect modern fashion and also fashion of the future. Furthermore Lichtenstein's works are expected to be further studied under various methods and ways, and those aesthetic characteristics would be developed and expressed more in fashion design under various perspectives.

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Design and Implementation of Document Management Courseware Based on the WBI (웹을 기반으로 한 문서관리 코스웨어 설계 및 구현)

  • 권영애;이지영
    • Journal of the Korea Society of Computer and Information
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    • v.5 no.3
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    • pp.9-15
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    • 2000
  • We call WBI the educational program of this new teaching method which uses the web system. The instruction in WBI settings can make students feel more excited and interested in learning activities because it combined various sorts of multimedia materials such as moving pictures, graphics, and sound.. The diverse learning contents of this program not only supplement student's needs but also stimulate their creativities and application abilities. Based on the internet web courseware, this paper attempts to suggest the new program. This design implements the text, image and sound by using Explorer 5.0 in HTML, Javascript, Photoshop 5.0, Flash 4.0, and finally Gif Construction.

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Change of Usage Behavior According to Advance of Mobile Phone Capability -Focused on Female University Students- (모바일 기기의 사용 행태 변화에 대한 탐색 연구 -20대 전반 여대생을 중심으로-)

  • Choi, Yoo-Me;Yu, Hyun-Jung;Lee, Hye-Sun;Kim, Eun-Jung;Jang, Ha-Ri
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.92-102
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    • 2013
  • The definition of mobile phone was a device that can make and receive telephone calls or messages for communication but it has rapidly developed from communication tool into multi-function device. Especially since release of smart phone, Korea is one of the highest country in the world and the statistics can be interpreted into people positively accept new technology. Therefore it's time to study on usage behavior according to different generation of mobile phone. Based on media richness theory and elaboration likelihood model, we analyzed factors affecting usage behavior of mobile phone. Case study methodology were constructed a survey to female university students from 20-24 years of age.

A Study on the Inherent Space Structure of MMA as Cultural Contents (문호콘텐츠로서 이종격투기의 내재적 공간구조에 관한 연구)

  • Hwang, Yong-Seup
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.287-295
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    • 2006
  • New Recently introduced to domestic market, MMA(Mixed Martial Arts) is growing very rapidly, thereby acquiring the property of sub-culture. With its proper function of providing dynamism and vitality, it also becomes the target of apprehension for its social dysfunction due to excessive violence. However, it is important to recognize MMA as a phenomenon and to understand the cultural flow inside MMA. It is required that the space where MMA is held should provide new experience in each contest. It is necessary to prepare very diverse productions for this purpose. While comprehension on this cultural and spatial phenomenon could mean one of starting point of space creation of space designer, it is necessary to study in the contextual aspect including historic and psychological approach. Thus, this study aims to understand one of the diverse meanings of modem space by investigating the space inherent in the phenomenon of MMA.

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