• Title/Summary/Keyword: 연상디자인 시각효과

Search Result 9, Processing Time 0.02 seconds

중년남성 수트디자인에 따른 연상디자인 시각효과에 관한 연구

  • 박순천
    • Proceedings of the Korea Society of Costume Conference
    • /
    • 2003.05a
    • /
    • pp.46-46
    • /
    • 2003
  • 본 연구에서는 20∼50대의 남녀를 대상으로 중년 남성의 의복디자인에 따른 시각효과를 연상디자인적인 면에서 고찰하여 중년남성의 체형에 가장 적합한 의복디자인을 규명하는 것에 그 목적을 두었다. 중년남성의 체형을 균형화 시키는 연상디자인 시각효과를 유발시킬 수 있는 신사복 정장의 형태를 파악하기 위해 일반적으로 중년남성이 외출복으로 착용하는 정장스타일의 수트를 선정하여 의복디자인의 형태구성요인이 다르게 조합된 연상디자인 시각효과를 분석한다. 그리하여 체형결점을 보완할 수 있는 의복의 형태구성요인을 파악하여 사회적 상황에서 중년남성들이 표출하고 싶은 시각적 느낌을 효과적으로 드러낼 수 있는 체형에 대해서 적절하며 또한 효과적인 의복디자인을 제시하고자한다. 또한, 이와 관련된 소재에 따른 시각적 평가가 다르게 이루어질 것으로 판단되어 소재별 시각효과, 여밈 및 단추 수의 변화, 체형에 따른 시각효과의 차이에 관해서 알아보고자 하였다.

  • PDF

The Formal Suit Design for Visual Effect of Mid-Aged Men's Shape (Part II) (체형에 적합한 시각효과를 위한 중년남성 정장디자인(제2보))

  • 박순천;이순홍
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.27 no.11
    • /
    • pp.1260-1269
    • /
    • 2003
  • This paper endeavors to examine the most suitable formal dress design for mid-aged men who lives in Kwangju, the Republic of Korea. Visual effect in associate design is considered with adjustment, figured and the body type. There are partly similarity differences in associate design visual effect by one's shape and clothes design. Firstly, in thin type, striped figured suit is the most attractive. Single adjustment suit with striped figured tend to be attractive, young and modernistic. Single adjustment without figured is felt the mellowest. Secondly, in standard type, the suit without figured is perceived the most attractive and masculine. The suit with striped figured is looked more young. Single adjustment suit without figured is the most attractive and mellow also single adjustment with figured is felt the youngest. Double adjustment without figured is felt mellow and with striped figured is felt the most modernistic and familiar. Also double adjustment suit with check figured is felt more modernistic. Thirdly, in pyknic type, the solid figured and striped figured of the suits are felt more masculine and single without figured is thought attractive. Single adjustment with check figured is common image. Also, double adjustment with stripe figured is perceived attractive. In conclusion, the adjustment, number of button and figure are very important facts for the clothes for giving whole visual effect of men's suit.

A Study on Rolls for the Association of Sound as Subtext for Animation (애니메이션의 하위 텍스트로서의 음향의 연상 작용과 역할에 관한 연구)

  • 김지홍
    • Archives of design research
    • /
    • v.16 no.2
    • /
    • pp.15-22
    • /
    • 2003
  • This is a study on the roles in the association of sound as subtext for animation. On this study, it will be helpful to develop sound concepts and to create animations with creativity. For animation without sound can be produced as an artistic purpose, however, most animations are created with sound. It is not means that sound is less important than visual in animations. Sound is also one of significant element to create animations. Sound have many important rolls for subtext such as parts of action, leitmotif, characteristic, time, ethnic, localization in the animations. It will be analyzed two animations such as Shrek (DreamWorks Pictures production/ Director: Andrew Adams) and Monsters Inc. (Walt Disney Pictures/ Director: Peter Doctor).

  • PDF

A Survey on Suit Design by Image Visual Effect Demographic Characteristics (인구통계적 변인에 따른 수트디자인 시각효과에 관한 연구)

  • 박순천
    • Journal of the Korean Society of Costume
    • /
    • v.53 no.6
    • /
    • pp.131-143
    • /
    • 2003
  • This treatise deals with the profitable suit image design of middle-aged men by examining visual effects in physical design. The sample of this study is people who lives in Kwangju, the Republic of Korea and 20-50 age's men and women. And it is very variety in each population statistics factors the differences of associate design visual effect which considering the difference of sex and age group, numbers of button, a figure and material pattern. Firstly, look into the associate design visual effect by sex and button number. In men's group, the style with three buttons was the most attractive and that with two buttons was the least attractive. In 50's group, the style with two buttons was the least attractive and those with 1.3 and 4 buttons were a little attractive. Secondly, in the difference of associate design with sex and shape, men's group was considered that standard type was the most attractive shape, women's group was thought that lean and standard types were the most attractive shape. So we can know that the attractive shape is different with sex. In the difference of association design with age and shape, 20's considered that standard type was the most modernistic and fat type was the least modernistic. 30's considered that lean type was the most modernistic and 50's thought that fat type and standard type were the most modernistic. Thirdly, see the sex and material pattern. In familarity, men's group considered that stripe pattern was more familiar than checks and plain patterns. And they considered that striped pattern and plain was more manly than checks. In sex and material pattern, 20's thought that plain was the most attractive, stripe was the next, and checks was not attractive. 40's estimated that plain and stripe were more attractive than checks. 50's judged that stripe was the most attractive material. Thus. the attraction is different with ages and material patterns.

A Study on the Visual Effect of the Viewing -Window based on Psychology -focused on residential environment- (전망창의 시각효과에 대한 심리학적 고찰- 주거공간을 중심으로)

  • 함정도
    • Korean Institute of Interior Design Journal
    • /
    • no.8
    • /
    • pp.58-64
    • /
    • 1996
  • People live in an environment which affects the human b by way of ‘Affordance’ .. And the interaction between h human and the surrounding environment arises ‘the sense of place' through adoptation. Considering the human emo¬t tional and psychological needs, besides the functionalones, for the design of environment gives ‘the place’ the h humanized atmosphere. Then the viewing-window, re¬f fleeting the dweller’s sensibility and aesthetic aspect, be¬c comes an important design element for the human interi¬o or atmosphere. G Generally, the view has the character of the Panorama a and sometimes of the Picture. And the viewing - window t transfigures the visual effects by ways of ‘Framing’, at t taching the ’Screen’ and ‘Successive development' of the views through openings on the wall. Hence this study w was developed from the aesthethic view-points of archi t tecture, cinema, picture and photography etc., and the c conclusions are as follows. T The ‘Frame’ limits the boundary of the view into a p particular area, while the ‘Screen’ changes the clear view t to an obscure one. And the wall-openings located with i intervals show the fragments of the outer view in a suc¬c cessive way. And these techniques applied to the viewing window make the viewer have the associated meanings d derived from the ‘Guided Projection'. So, the associative p psychology of the viewer complements the partiality, ob¬s scurity and brokenness of the view into a complete one, a and finally the view comes to be an aesthetic one to the v vIewer.

  • PDF

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

  • 조규창;오병근
    • Archives of design research
    • /
    • v.16 no.4
    • /
    • pp.433-442
    • /
    • 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.

  • PDF

A Case Study of Brand Experience through Credit Card Design (신용카드 디자인을 통한 브랜드 경험 사례 연구)

  • Kim, Gi-Lim;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.11
    • /
    • pp.477-483
    • /
    • 2020
  • Credit cards are becoming an important marketing tool that reveals brand identity beyond payment methods. The purpose of this study is to suggest an effective design strategy plan by analyzing credit card design case that provided a positive brand experience among the cases of implementing the brand identity of a domestic credit card. The design of a representative credit card brand in Korea was analyzed according to Schmidt's experience type. As a result of analysis, when designing a credit card, it maximizes the visual effect with colors suitable for each theme, presents a multi-faceted experience that stimulates the five senses of the consumer, and provides an active brand experience that can reminisce the benefits of a credit card. It was found to be effective in revealing the brand identity. This study is meaningful in that local credit card companies offer design directions that can positively imprint brands on consumers through credit card designs.

A study on the effect that brand image in sports equipment gets in consumer product purchase (스포츠용품에 있어서 브랜드 이미지가 소비자 제품구매에 미치는 영향에 관한 연구)

  • 윤선영;전성복
    • Archives of design research
    • /
    • v.16 no.2
    • /
    • pp.385-394
    • /
    • 2003
  • Modem market's tendency is displaying brand strategy of Corporation sells product and consumer buys rand'.Brand acts by intermediate that reflect consumer's request and experience and attach product and consumer hat produce. Successful brand intended strategy empirical esthetics enemy, and consumer recognizes brand to novel experience and think by one fixed idea (awareness). any corporations wish to get maximum effect into minimum investment expense that reduce huge public elations and advertisement charge. Do to incuse impression for product brand through direct interview with consumer at purchase visual point, and do function hat drive purchase and the importance great rawly. Therefore, sight expression of brand image must be able to from immobile one impression in consumer's spirit being inked nearly with brand .Brand that situate by affirmative impression once can arrive in purchase by brand without alternative information being withdrawn by consumer's emory. Solution of visual expression for this being city cornification laying stress on logo and mark of brand as central element of brand image, speak as communication actor who back this. This to be Dija as direction that product and connection are deep before meaning that is sight language enemy who allow fetters special quality and the seniority in age sex language enemy of brand as ell as have direction of by methods method for problem solution present can .Therefore, relation with brand image analysis of sports equipment and consumer product purchase that this research forms market economy theoretical investigating to be effective and present direction that is image-making to be consistency this the purpose be.

  • PDF

Study on the brand personality of animation character and the consumer's personality (애니메이션 캐릭터의 브랜드개성과 소비자개성 연구 - 브랜드개성과 소비자개성의 일치성이 브랜드태도에 미치는 영향에 관한 연구 -)

  • Lim, Byung-Woo
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.141-150
    • /
    • 2006
  • The animation should be produced to attract the audience's interests. Its characters will have the intended personalities through the interactions with the audiences, discarding the attributes of the nature. These personalities form the brand identity when they are exposed visually and will be powerful brand assets which lead the animation industry to the high-value added products. The brand identity of the character, the brand assets, can be used for various products in form of licensing and is noted to make an affirmative leverage effect. In this regard, the author has conducted an empirical research on the animation characters from the viewpoint of the brand, adopting, in particular, the Brand Personality Scale (BPS), which is the output of J. Aaker's (1997) study on brand personality defined as the human properties in relation with the brand. In addition, this study determines the correlation among the animation, brand and consumers based on the Sirgy's study (1982) resulting in that the better the brand and the consumer's personality are matched, the more the brand attitude is improved. In consequence, it is found that the animation characters have three personality levels such as refinement/ability, integrity and interests. The consumer's personality is divided into the 'practical ego-image' and the 'ideal ego-image' in the survey, and the survey result shows that the brand personality of the animation character exists between them.

  • PDF