• Title/Summary/Keyword: 조형 이미지

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A Study on the Use of Korean Traditional Folk Paintings for Eyewear Accessories Design (전통민화를 활용한 안경소품디자인의 연구)

  • Jang, Jun-Young;Choi, Byung Jin;Lee, Kyoung Sook
    • Journal of Korean Ophthalmic Optics Society
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    • v.15 no.2
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    • pp.131-136
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    • 2010
  • Purpose: Evaluating the possibility of Korean traditional folk paintings in the development of eyewear accessories. Methods: Esthetic values with vivid colour and layout of Korean traditional folk painting was evaluated. Reevaluation of those values was applied into eyeglass cleaners and eyeglass case with modernized fashion. Those accessories had an advantage of suitable space to represent visually images of the paintings. Results: Currently, Korean traditional folk paintings receives attention as an international cultural contents. Therefore, it would be possible to enhance cultural consumption of the product whose image was changed with cultural image of the paintings. Conclusions: Utilization of esthetic values into eyeglass makes a positive effects of eyewear accessories, which can be resulted in an expanding international market of eyewear accessories.

A Study of April Greiman's Work (에이프릴 그레이만의 작품에 관한 연구)

  • 홍석일
    • Archives of design research
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    • v.9
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    • pp.1201-1208
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    • 1994
  • During the 1970s, as Los Angeles-based designer April Greiman made her professional way, her work was popularly labeled "New Wave: The term no longer seems to fit. Today, Greiman refers to her brand of design as "hybrid imagery." For combining photography, drawing, video, computer-generated images and typography in her designs, she creates a crossbreed that blends but is unlike any of its parts. To her credit, Greiman was one of the first designers who saw potential in the "textures" of video and computer-based imagery, and was brave enough to integrate this new visual language into the mainstream design work she was creating. She was also one of the designers to use the Macintosh computer as her primary design tool. Despite her pioneering work, she refuses the label of "experimental" designer. She prefers to say she, is interested in process, in layering images to evoke both a thoughtful and emotional response. thoughtful and emotional response.

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A Study on Aesthetic Characteristics and social communication of Korean Independent Animation (한국 독립애니메이션의 미학적 특성과 사회적 소통방식 연구 - '인디애니페스트' 수상작 중심으로 -)

  • Seo, Soo-jung
    • Cartoon and Animation Studies
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    • s.47
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    • pp.125-148
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    • 2017
  • This paper analyzes Korean aesthetic characteristics of Korean independent animation, which is closely related to artistic and social characteristics, by searching Korean independent animation image for the winner of "Indie AniFest", the only independent animation film festival in Korea. And social communication methods. There are three ways in which Korean Independence Animation shows the way of speaking through award-winning works. The first is a method of expressing feelings, impulses, and desires in a formative way, and a direct and sensuous image as in sign language or sound. In the second method of speaking differently with images, in the third method, It makes the voice of the fringe through the real world of the story sound as a story of reality. Animation is a medium that 'originalizes and communicates meaning' as an image, and has implemented and constructed a new way of speaking, which is different from existing social voices. Nevertheless, it is not easy to find a research that approaches animation from the viewpoint of social and political speech through images. Therefore, this paper is necessary for the balanced development of animation. In addition, this study can contribute to re - examining Korean independent animation from an academic point of view and to discover and evaluate fair value from a wider perspective.

The study on preference according to visual shape of Hangeul logotype (한글 로고타입의 시각적인 형태에 따른 선호도에 관한 연구)

  • Shin, Yoon-Jhin
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.193-204
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    • 2009
  • The importance of corporate identity design has been recently highlighted in the marketing. However, logotype among marks that represent the image of a company has been neglected relatively comparing to symbol mark and logo mark. A logotype should be something to represent the personalities and characteristics of a company in suggestive ways. For such reasons, the image expressions by shape are thought to be important. Consequently, the formative aspects of visual communication design should be examined with emphases. However, it is true that studies on the formative aspects regarding logotypes and logo marks, especially studies on the shapes of font types and the responses of consumers to them, are lacking. Accordingly, this study examined the visual shape of logotype preferred by consumers and the shape of logotype preferred by consumers according to the business type of companies. As a result of research, there were differences in the elements of logotype preferred according to the business type of companies; as for construction companies is preferred the body of the type of dotum font with bold stem, without serif, with oblique, straight-line and curve-line endings; as for banks is preferred the body of the type of dotum font without serif, with oblique ending and with one-side curve style of serif, the stem in a middle level; as for laboratories is preferred the body of the type of dotum font with oblique ending, with bold stem and straight-line serif. The elements that should be commonly applied to construction companies, banks and laboratories appear to be the oblique ending but the curve-line ending and shallow stem seemed to be avoided. On the other hand, the serif, ending and gulim appeared to be applied differently according to the business type.

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Hair Design Kite that uses the Organic Form of Nature (자연의 유기적 형태를 응용한 헤어디자인 연구)

  • Jin, Yong-Mi;Kim, Yeon-Min
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.214-221
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    • 2022
  • The purpose of this study is to produce works with motifs from organic forms of nature and to try to drive various forms. As a research method, literature was investigated through rsearch in domestic academic jounals, and four hair sculptures that can be used easily in practice were produced by combining the organic forms and design concepts of nature. As a result of the study, first, the work was produced by applying the law of harmony and balance with the motif of the crescent moon. Second, the flow of wave waves was expressed by applying the law of repetition with the motif of waves. Third, the haze rising from the waterfall was expressed by applying the law of dissonance. Fourth, l tried to give the image of the sun announcing a new beginning by emphasizing the rising sun. As a result, it can be seen that the organic form of nature gives an embarrassing inspiration to create design. The limitation of this study is that the accuracy of producing works only with mannequins and producing the same image in the actual model should be limited, and as a follow-up study, research that can be used in the actual model should be continuously conducted.

A Study on typographic design Expression Technology in Game Contents (게임 콘텐츠에서 문자디자인에 관한 연구)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.199-203
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    • 2006
  • Typography's original meaning was printing by a plate or a printing type. Nowadays, Typography covers graphic design that composes types visually. Typography has an important mean because of two functions-linguistic and image building functions. Typography helps conveying information and making images. As new media appears, audio-visual factors take an important role. Therefore Typography's image building function be more important than linguistic function. This thesis will handle the relationship between typography and game contents. How typography is described through game contents and how typography's meaning are explained in game contents are topics. And typography's functions and factors on On-line game will be discussed.

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An Application on Modeling and Image Design of MEVs using Human Sensibility (소형 전기자동차의 감성 이미지 도출 및 모델링에의 적용)

  • 강재철;이수봉;이동춘
    • Archives of design research
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    • v.13 no.2
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    • pp.7-13
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    • 2000
  • On the design or development of auto-vehicle, customer's images are strongly related to buying vehicles. I is importantly considered to review detailed specific properties of them. Product design includes functional quality, and aesthetics factors. among these, such as color sense, material of sense, and shape sense, the image of design feeling aesthetics has largely effect on the selling of products. From this point of view, it is not too much to say that the successful development of product is how design of it. The purpose of this study is to evaluate the sensibility of human needs, and apply it to the design of MEVs (Mini Electronic Vehicles).

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Netart Implementation Using Visualization of Image Color Data (이미지 컬러 데이터의 시각화를 통한 넷아트 구현)

  • Kim, Byeung-Won;Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.53-61
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    • 2009
  • Among the properties of new media art works, interaction with audience has now become a big issue, and its influence to general arts, in particular media art, is being stressed more and more. Under the this influence, various experimental works using digital media are being produced and having a try to combination of art and multimedia technology on the network. This paper analyses studies about netart and suggests visualization expression of color data to be interactive between users and art works. The work is to make formative elements based fluid shapes on the analysis of color data extracted from images. This is a new experiment in picturesque expression of data and aesthetic visualization of data.

The Photography as Technological Aesthetics (데크놀로지 미학으로서의 사진)

  • Jin, Dong-Sun
    • Journal of Science of Art and Design
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    • v.11
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    • pp.221-249
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    • 2007
  • Today, photography is facing to the crisis of identity and dilemma of ontology from the digital imaging process in the new technology form. It is very important points to say rethinking of the traditional photographic medium, that has changed the way we view the world and ourselves is perhaps an understatement and that photography has transformed our essential understanding of reality. Now, no longer are photographic images regarded as the true automatic recording, innocent evidence and the mirror to the reality. Rather, photography constructs the world for our entertainment, helping to create the comforting illusions by which we live. The recognition that photographs are not constructions and reflections of reality, is the basis for the actual presence within the contemporary photographic world. It is shock. This thesis's aim is to look for the problems of photographic identity and ontological crisis that is controlling and regulating digital photographic imagery, allowing the reproduction of the electronic simulations era. Photography loses its special aesthetic status and becomes no more true information and, exclusively evidence by traditional film and paper that appeared both as a technological accuracy and as a medium-specific aesthetic. The result, photography is facing two crises, one is the photographic ontology(the introduction of computerized digital images) and the other is photographic epistemology(having to do broader changes in ethics, knowledge and culture). Taken together, these crises apparently threaten us with the death of photography, with the 'end' of photography and the culture it sustains. The thesis's meaning is to look into the dilemma of photography's ontology and epistemology, especially, automatical index and digital codes from its origin, meaning, and identity as the technological medium. Thus, in particular, thesis focuses on the analog imagery presence, from the nature in the material world, and the digital imagery presence from the cultural situations in our society. And also thesis's aim is to examine the main issues of the history of photography has been concentrated on the ontological arguments since the discovery of photography in 1839. Photography has never been only one static technology form. Rather, its nearly two centuries of technological development have been marked by numerous, competing of technological innovation and self revolution from the dual aspects. This thesis examines recent account of photography by the analysis of the medium's concept, meaning, identity between film base image and digital base image from the aspects of photographic ontology and epistemology. Thus, the structure of thesis is fairy straightforward to examine what appear to be two opposing view of photographic conditions and ontological situations. Thesis' view contrasts that figure out the value of photography according to its fundamental characteristic as a medium. Also, it seeks a possible solution to the dilemma of photographic ontology through the medium's origin from the early years of the nineteenth century to the raising questions about the different meaning(analog/digital) of photography, now. Finally, this thesis emphasizes and concludes that the photographic ontological crisis reflects to the paradoxical dynamic structure, that unsolved the origins of the medium, itself. Moreover, even photography is not single identity of the photographic ontology, and also can not be understood as having a static identity or singular status from the dynamic field of technologies, practices, and images.

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Characteristics of Formative Factor Influencing Robot Design's Preference Response (로봇디자인에 대한 선호 반응에 영향을 미치는 조형요소의 특성)

  • Heo, Seong-Cheol;Jung, Jung-Pil
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.511-520
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    • 2008
  • The fundamental goal of this study is to analyze characteristics of combined relations of formative element factors that compose robot's face based on a result of preference response from robot's design. Also, in order to improve preference from the analysis result, this study intended to inquire into possibilities of suggesting design guideline. For these, pictures of 27 different kinds of robot faces were selected as experimental stimuli, and experiments of preference response and association response were performed. As a result of the experiments, various characteristics were achieved such as robot's eye shape having greater influences than facial structure, etc. Based on the result, formative element factor characteristics that could positively influence preference response on robot's face could be drawn and a basic design guideline could also be suggested. An eye should be oval so that the length-to-width ratio may be 1.67:1. The distance between both eyes should be 35% of the facial width. Also, eyes should be above the central latitude of the face so that they may be visually stable. It is advisable to round the face generally. Eyes should be harmonious with the face so that the robot may seem cute and charming.

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