Graphic design plays an important role in contemporary culture. The chief social function of design is to create a visual identity. This essay focuses on the development of American graphic design and the embodiment of national identity in the twentieth century. The first chapter looks at the brief history of American graphic design. And the following chapter analyzes the example of those designers who have most obviously contributed to embodying identity in the United States. At the beginning of the twentieth century American modern design began with strong European roots. American designers added new forms and concepts to the tradition of graphic design. And their original approach to modern design gained international prominence. American design was pragmatic, intuitive, and more informal in its approach. The purpose of this essay is to inquire into the identity of American graphic design in a chronological survey.
Many artists who led European Modernism had emigrated to America from Europe in 1930's after Nazi gave many limitations on art activities. Those artists became professors at the American Universities and started to do design work. So that European Modernism started to be known and gave much influences in America. The designers who was influenced by European artists have stood out in their design work from 1950's. Herb Lubalin, Paul Land, Bradbury Thomson, Saul Bass etc are as the representative designers. Herb Lubalin is one of the most famous graphic designer in 1970's. This study researched historical background how European modernism design has influenced to America. And then analyzed about Herb Lubalin who has influenced from European modernism and led 1960,70's American graphic design. Herb Lubalin identified that typography can be used not only for its original communication function but also the visual expression. Herb Lubalin made numerous new typography expression with his variety experimental sprit and creativity. Also his many different kind of experimental typography raised up a printing techniques in this period.
This study aims to identify the elements of black culture and use it to analyze the formative characteristics of casual fashion items as well as the symbolic meanings presented in the graphic designs of the items. First of all, in order to distinguish the identity of black culture, this study made a division into racial, social, and artistic aspects based on cultural specificities of Stuart Hall, a culture theorist. This was for a theoretical review and based on this review, a theoretical framework was developed to analyze the characteristics of American casual fashion design of black people. The case study selected 1719 fashion images of 137 male brands and 33 female brands from websites of companies manufacturing casual wear of black people in America. The following is a summary of the study results. The conceptual characteristics based on specificities of black culture can be categorized into ten attributes: playfulness in order to digest human grief and emotion positively, satire of the mainstream society, spontaneity through emotional expression from the heart, abstractness of various emotions elating suffering, humor trying to express negative aspects as the meaning of light and innocent laughter, dependence with passive attitudes toward discrimination and master-slave relationships in history, resistance against discrimination and disadvantages, African orientation and primitiveness pursuing natural conditions, aggressiveness against violence and unfair treatment, and confidence and defiance against social deprivation and corruption. Based on the results of an analysis through formative classification system founded on racial, social, and artistic aspects of black people, specificities of black culture are of formative characteristics of their casual fashion design. These elements are presented on graphic t-shirts through strong colors, loose silhouette, and details with many pockets. These characteristics were reflected in symbolic meanings presented in the graphic.
Proceedings of the Korea Contents Association Conference
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2010.05a
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pp.37-39
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2010
China's online games have been developed a decade, the online game development is very fast. The last monitoring from "gameScan$^{TM}$" shows that there are 6 local manufacturing MMORPG games in the top 20 in march 2010 of china.Through research top 4 MMORPG games, their graphic content is too similar. All of them are the subject of Chinese Martial-Arts and Chinese Mythology, the graphic design elements all from China's traditional culture. This phenomenon will be two defects, the first if the design follow the trend, it can reduce the risk of failure, but it'll lack of competitiveness also. The second is it can meet the needs of Chinese culture for the game players in china, but the complex Chinese mythology and the culture of Martial-Arts are not easy to be accepted for foreigners. There are many European and American games failed in China, because of the differences cultural, the Game players can't understand the history, religion and culture. so, we can get some experience from the successful game cases of Korea and Japan. Use of common cultural elements combined with some Chinese traditional culture to create a new fantasy world. And try some now contents about future or science fiction.
What's the direction of INTERIOR ARCHITECTURAL DESIGN in 21 Century High Tech\ulcorner The purpose of this research is to show not only practical use of Computer Graphic(CG) as simple tool function, but offering conversation with computer and other ways of method. When we consider poor CG market, investment on the research of VR(Virtual Reality) is the most urgent. The investment on VR will solve various problems. Firstly. It will solve the problems drived from Interior design process by making spatial images like reality. Secondly, It will solve high wages and financial difficulties caused by raise cost funds. Thirdly, It prevents in a road from foreign company that will bring enormous program, caused by opening the domestic market. Also, It help interior designer check in advance the problems in constructure through showing him a supposed imagination including the system and location of equipments. But it is reality that even ordinary American can't offer VR(Virtual Reality) System. We should have noted that it is normal to spend 10 billion won for such presentation as Model House in the large corporation. We must acknowledge that it is such a waist of money nationally. Therefore, investment on CG & VR System is essential in order to save cost more effective presentation & interior design. We will see great result within a year. As we can see, there is huge area we have make develop. One of them is specific technical plan on VR System and study of flow chart. We close with simple methodological way to use VR System and will study Computer System. Which is fitting to CG that we have to solve the link of hardware and software on VR System\ulcorner We know from the cases in other countries that continuous research on this subject has great value for Interior Architectural Design and its effective use. When we try hard not only for methodological use but practical use, the purpose of CG and VR System will be a factor to contribute on this subject for better Interior design & presentation.
Although Frank Lloyd Wright represents himself as one of the greatest American master architect, the master architects contribution towards the advancement in the modern history of architecture goes beyond just creating landmark buildings. Through out his life, he was the leading architect not only in the area or architectural design but showed his talent in interior architecture, furniture, fabric, lighting fixture, art glasses, tablewares, silver wares as well as in graphic design which should cover all the elements related to the "total design" in architecture. As seen in his architectural design, the "total design" concept also reflects both beauty and logic of the nature and strengthens his theory of the organic architecture design. The research began with finding out the relationship between his architecture, nature and the supporting design elements mentioned above. the purpose of the research is to analyze the relationship of the spatial organization and the design elements in Frank Lloyd Wrights architectural works from the point of "total design" view and provide the valuable guide line for the development of the modern interior design. His design theory, based on the fundamental ideas of the nature, his organic architecture design, and reference materials to support total design concept will be discussed on chapter 2. And on chapter 3, application of the total design in his actual project will be analyzed. The data and analyzation have been completed based on written references and actual visit to the project sites. Frank Lloyd Wright placed highest value on the human beings and enjoyed presenting new ideas and forms to create better environment for the humans through his architecture and interior design projects. While he was presenting new ideas he continued to support design for democracy which has close relationship to the new frontier spirit of America. He was the master architect for the general society with accurate understanding of the life style of the public with design sensitivity shown in his concept of the total design.s concept of the total design.
In the 1930s modernist approaches in graphic design and typography had emerged and were exported as Swiss Style or the International Typographic Style in the late 1950s. Basel's school of Design has played an important role in the further development of the style and acted as a bridge between modern typographic traditions and new technology. This school was one of the most influential design institutes during the past half-century. Leading practitioners at this school developed a new visual vocabulary which was a revolutionary precursor to a digital era. Those ideas were widely appropriated in the'70s and'80s, becoming one of the most profound influences on American New Wave. The influence has continued into the 1990s. The intent of this study is to inquire into the history of 20th-century modern typography in a social and aesthetic context.
The hopes for making vivid images of mankind made 'film' that reflects easy communications. Film have made satisfactions to imagination of man by varied experimental expressions from the beginning. Many of directors and producers were eager to make film to be with relevant views. At last film has making to do with the digital tool, so called 'Computer Graphics' . Making images through computers have changed more better with the developing skills of softwares. NASA has developed Aero-Simulations first, it have called computer graphics for the first time in history. The computer graphics can make images with very varieties that had not exprerienced before and we won't expect the upcomming skills of it. Special Effects(SFX) through the films began the genre of Science Fiction in the era of ideology and space competetions and producer George Lucas made the firm named ILMOndustrial Light & Magic) to making picture of SFX. At last 'Abyss', 'Terminator II', 'Toy Story' and 'Forrest Gump' have made to us with many splendid arangements by the computers. Especially, we can concluded that the relevant expressions as in 'Forrest Gump' is the unexpected charming and human images with wonder. In Korean films are less varied, relevant and reasonable than that of American films, in this study I hope to develope more natural Korean computer graphic in near future.
Packages have been used for a wide variety of purposes, for protection, for display, for transportation of goods, or for keeping personal belongings. According to the demands of society and the times, liquor packages have been specialized and have appeared in almost every shape and size without restriction to cine particular type of material. In spite of its rapid development and wide application in our society, liquor package design has rarely been considered as a subject of comprehensive study. Majoring in package design, I have become especially interested in the area of liquor package design. I would like to explore liquor package design from several aspects. With the advent of new market and the rise of a new consumer society, advertising and mass media have expanded rapidly. While convenience of use is not a major issue, serving size certainly are quality, appeal of heritage and health concerns. Heritage is a major consumer appeal in Whisky, Beer, Wine and spirits. Designers have drawn heavily on the tradition of alcoholic products, have used type and graphics to create the illusion of heritage for new products. A sidelight to the heritage aspect of spirits package is the evolution of outer boxes for international liquors. International liquors package design illustrated the past and current themes. The design is contemporary and spare. Colored panels correlated to the liquor flavor used on clean white, black, gold boxes. While this research does not deny the impact of structural innovation and convenience package design , it does deny the existence of a graphic plateau. It is assumed therefore, that development in technology can facilitate communication between East and West. This can be accomplished because as containers of products are used in social setting, their form will gradually apply strong influence to the need for economical, easily handled, easily utilized packaging. Typically, ethnic package designs are those packages containing products which are prepared and marketed to a category of people who are prepared and marketed to a culture traits. They are liquor products sold in the metropolitan New York area which are marketed specially to Asians, Hispanics, or Eurpean population. These cultural groups share numerous traits including religion, language, dietary habits and traditional drinking styles. Therefore, the products which are familiar or common in their native countries are often imported or marketed there to serve them. These packages and products are frequently found on the shelves of supermarkets in predominantly ethnic areas. That is Korea, Japan if packaging is correctly design it would appeal to the American market. My research is that oriental beverage -Soju is good example of this precept. Assumedly, there must be a degree of subjectivity since it is a mean in which the consumers can relate to its advertising. This degree to relate and identify is the degree to which the package will be remembered and purchased. Subjectivity is intimately related to purchases since there is no such thing as a rational purchase in a society that operates on mass consumption. It is essential that packages become more personal human, entertaining, and more like advertising in order to maximize merchandising potential.
Assesment of 30 nutritional minerals and 8 toxic elements in hair are very important not only for determining adequacy, deficiencies and unbalance, but also for assessing their relative relationships in the body. A test has been developed that serves this purpose exceedingly well. This test is known as tissue mineral analysis(TMA). TMA is very popular method in hair mineral analysis for health care professionals in over 46 countries' medical center. However, there are some problems. First, they do not have database which is suitable for korean to do analyze. Second, as the TMA results from TEI-USA is composed of english documents and graphic files prohibited to open, its usability is very low. Third, some of them has low level database which is related to TMA, so hairs are sent to TEI-USA for analyzing and medical services. it bring about an severe outflow of dollars. Finally, TMA results are based on the database of american health and mineral standards, it is possibly mislead korean mineral standards. The purposes of this research is to develope the first Intelligent Medical Expert System(IMES) of TMA, in Korea, which makes clear the problems mentioned earlier IMES can analyze the tissue mineral data with multiple stage decision tree classifier. It is also constructed with multiple fuzzy rule base and hence analyze the complex data from Korean database by fuzzy inference methods. Pilot test of this systems are increased of business efficiency and business satisfaction 86% and 92% respectively.
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