• Title/Summary/Keyword: CUTE

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A Study on the Visual Image of Newtro fashion style (뉴트로 패션 스타일의 시각적 이미지에 관한 연구)

  • Jeong-Hu Kim;Jeong-Mee Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.3
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    • pp.81-95
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    • 2023
  • The purpose of this study is to analyze the newtro fashion style and extract key descriptive terms for visual image evaluation based on the style. To achieve this, a literature review, case study, and survey were conducted. The results are as follows: 1) Newtro fashion exhibited a variety of styles depending on the items being considered. In particular, the windbreaker style is composed of windbreakers, sweatshirts, and training pants, the blazer style consists of blazers, sweatshirts, and denim pants, and the padding style is characterized by short padding, sweatshirts, and jogger pants. 2) A total of 28 terms were identified as vocabulary to represent the visual images of newtro fashion. Among these, 17 terms appeared with a frequency of 30 or more times across the three styles. Commonly used terms included 'emotional', 'desirable', 'empathetic', 'unique', 'moody', 'retro', 'sophisticated', 'stylish', 'vintage', 'confident', 'youthful', 'trendy', and 'modern'. 3) By examining terms with a frequency of 50 times or more, the visual images associated with each style were compared. For the windbreaker style, the newtro fashion image was predominantly described as 'desirable', 'youthful', 'modern', 'stylish', and 'emotional'. The blazer style was associated with 'retro', 'unconventional', 'stylish', 'trendy', 'empathetic', 'modern', 'intricate', and 'unique'. In the padding style, the newtro fashion image was characterized as 'youthful', 'intricate', 'cute', 'stylish', 'modern', 'unique', and 'confident'.

Comparative Analysis of Color Attributes in Infant and Children's Clothing Brand Logos by Brand Type and Pursued Image (유아동복 브랜드의 종류와 추구이미지에 따른 브랜드 로고의 색채 분석)

  • Jungeun Lee;Sungwoo Moon;Youngjoo Chae
    • Journal of Fashion Business
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    • v.28 no.2
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    • pp.76-91
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    • 2024
  • This study analyzed the colors used in the logos of infants' and children's clothing brands, comparing them based on brand type and the pursued image. A total of 34 brands with the highest recent sales rates were selected. Among these, 17 were large-sized enterprise brands found in department stores, and the other 17 were in-house production enterprise brands. All colors used in the logos of the selected brands were extracted from the brand logo images. In addition, the study classified the pursued images of the selected brands using emotional adjectives in order to assess variations in different color attributes of the logos according to the brand type and pursued image. The study found that in-house production enterprise brands used lighter and more varied colors compared to department store brands. For both brand types, reddish-to-yellowish hues were most commonly used. Brands projecting a 'cute' and 'gorgeous' image exhibited a greater array of colors in their logos, while brands with a 'neat', 'modern', and 'luxurious' image used less saturated colors. In terms of logo type, symbol logos used the most colors with a moderate level of lightness, while typographic logos used the fewest colors with a low level of lightness.

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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Korean World Cup soccer event sporting character of the preference factor analysis (한국인의 월드컵 축구 이벤트 스포츠 캐릭터 선호요인 분석)

  • Son, Jeoung-A;Kim, Heun-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.6
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    • pp.2477-2488
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    • 2011
  • The study of the Korean World Cup soccer event sports what is the character's preference factors were analyzed inductively. For this purpose the following research methods were used. First, the target for the study of the D City 10, 20, 30, 40 respectively 30 patients were sampled. World Cup soccer event of the 12 sports chosen for frequency analysis of characters, the final four characters for the analysis of qualitative data were collected from questionnaires 'What aspect of your character do you like this?' that consists of an open survey conducted by Was. As a result, about World Cup chukguk character of the sports people have a preference factors were altered by age, by comprehensively, the Korean people in terms of the five characters and related factors that have in common, which prefer oehyeongseong, internality, Meaningfulness, diversity, and specificity was. Specifically, the 'oehyeongseong' the cute look or exercise (soccer) would be good to see such a varied and colorful, with friendly materials, including a preference factor, and 'internality' and the friendly and patriotic images, meaning Star 'in football and that implies a special meaning was preferred. Finally, the specificity due to the food culture in Korea prefer rooting factors were analyzed.

A Study of Kwon Kisoo's Paintings : focused on The 'Four Gracious Plants' and 'Dongguri'

  • Adjah, John;Hong, Mi-Hee
    • Cartoon and Animation Studies
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    • s.40
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    • pp.497-519
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    • 2015
  • Kwon Kisoo is one of the most promising artist in Korea. His paintings portray a lot of metaphors and philosophies in oriental art. As an artist, he adapts both oriental and contemporary ideas to make his paintings. His main motifs are Plum blossoms, Chrysanthemum, Orchid and Bamboos. These plants are known as 'Sa-gonja' in Korean but translated as the 'Four Gracious plants' or the 'Four Gentle Plants in english'. These noble plants represent the four seasons. They grow in different weather conditions. In oriental art, these plants are considered very important for their qualities. These qualities are important attributes for gentlemen in literati painting. The drawing of the 'Four Gracious Plants' in Kwon Kisoo's paintings is simplified. He uses lines, shapes and colour to create contours of the motifs. In his paintings, there is another icon he calls 'Dongguri'. Dongguri is the main character in Kwon Kisoo's paintings. It was developed in 2002 by fast brush strokes. Dongguri is an admired character because it looks like very cute in Kwon Kisoo's paintings. Dongguri is always seen living in the midst of the 'Four Gracious Plants'. The 'Four Gracious Plants' with other landscape features like rocks and mountains are places 'Dongguri' lives. Dongguri is also often found performing a lot of actions like climbing, running, sitting etc. All these actions depict metaphors which have been unraveled in this study.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

Gender Differences and Gender Stereotype in Play Style among Young Korean Gamers (한국 남녀 청년 게이머의 플레이 취향과 성차 및 성 고정관념)

  • Song, Doo Heon;Park, Sojin;Yang, Seung Won;Yang, Yunjung;Won, Kyohyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.72-81
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    • 2017
  • There is a common misbelief that female gamers prefers simple cute easy games so that they are incompetent if higher skill level is required or disqualified to be a winning party member in MMORPG. This pink game theories are the results of video game analysis done in US and Europe way before online games and mobile games become popular thus. there are many evidences that such misconceptions do not hold anymore. However, researches on gender game culture and gender preferences have not been seriously conducted since 2007 in Korea. Thus, in this paper, we surveyed 88 male and 151 female gamers from their late teens to 30s and found a gap between behavior and perception due to serious gender stereotypes. Gender differences are still found in several areas, but the degree of differences were weakened or in different direction from 2007. The game design to attract female gamers should understand such gender gaming culture and gender difference.

Clinical Study of Extra-anatomic Bypass (해부외 회로 조성술에 관한 임상적 고찰)

  • Kim Jong Won;Chung Sung Woon
    • Journal of Chest Surgery
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    • v.38 no.5 s.250
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    • pp.377-381
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    • 2005
  • Background: Extra-anatomic bypass was performed in the patient who could not use anatomic bypass due to many causes. The purpose of this study is to evaluate the efficacy of extra-anatomic bypass surgery. Material and Method: We reviewed 31 patients who underwent extra-anatomic bypass surgery at Pusan national university hospital. We analysed the combined diseases, etiologic diseases, symptoms, patency rate and the factors affecting patency rate retrospectively. Result: There were 26 cases of femoro-femoral bypass and 5 cases of axillo-bifemoral bypass among 31 patients. The mean age was 70.23 years. Combined disease were hypertension, hyperlipidemia, and ischemic heart disease in order of frequency. The indications for surgery were disabled claudication, tissue necrosis, rest pain, and a cute ischemia. We analysed the ages, smoking history, hypertension, ischemic heart disease, severity of limb ischemia, and hyperlipidemia as factors affecting patency rate. We could not find any statistical differences between these factors. The primary graft patency rates were $73.65\%$ one year, $73.65\%$ two year, and $65.46\%$ three year respectively according to the Kaplan-Meier method. Conclusion: Nevertheless extra-anatomic bypass has a relatively low patency rate, it has good merits that is less dangerous, simple and easy re-do surgery compared to anatomic bypass. We think that extra-anatomic bypass is one of the good treatment modalities for the high risk vascular patients.

Analysis of Domestic Woman Character Casual Brand Design for Party Wear Design Development (파티웨어 디자인 개발을 위한 국내 여성 캐릭터 캐주얼 브랜드 디자인 분석)

  • O, Ji-Hye;Lee, In-Seong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.5
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    • pp.856-865
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    • 2010
  • Many efforts to develop the domestic fashion industry have continued under the influence of a rapidly changing fashion industry environment. The fashion industry has emerged as a future growth industry leading lifestyle and as a core industry for the culture biz. Since the 2000's the markets that combined party and fashion wear as a new cultural trend has grown and an in-depth study of design development for party wear is required. This study presents basic materials for design development for the future domestic woman character casual brand prior to the design development by analyzing design characteristics of domestic female character casual brands. In the research methods, nine brands were selected based on the discussion of ten fashion specialists and then the brand concept, target, configuration of items, price, and design characteristics were analyzed. The following conclusions were drawn from this study. First, each brand concentrated the main focus on establishing a clear and unique brand identity that meets the needs of consumers to enhance competitiveness in the woman's dress market. To enhance competitiveness, many character casual brands targeting women aged 20's and 30's (including BEART) held party wear goods exhibitions as the market for party wear has increased significantly. Second, according to study results of the selected nine brand designs, it was found that the style characteristic of each brand varies depending on concept. However, all nine brand designs developed various styles such as feminine and cute style making use of laces, ruffles, A line silhouette, colorful motifs, and a stylish style that used layers with various materials along with unique decorations based on romantic emotions. Third, seven hundred and thirty eight pictures of nine brands were analyzed by items without identifying brands. According to the result of the analysis, the percentage of items used by brands was as follows: a one-piece dress was 34.5%, jacket 25.7%, skirt and pants 15.5%, blouse and shirt 13.6%, and tops 10.6%. The result showed that one-piece dresses accounted for the highest percentage. Frill accounted for 16.6%, the highest percentage followed by ribbons at 16% in regards to detail and trimming.

Study of the fourteen meridians that include name of P'ung (風) point (십사경맥중(十四經脈中) '풍(風)' 자(字)가 포함(包含)된 경혈(經穴)에 대(對)한 문헌적(文獻的) 고찰(考察))

  • Lee, On-Do;Kim, Kap-Sung
    • Journal of Acupuncture Research
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    • v.17 no.3
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    • pp.125-139
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    • 2000
  • Study of the fourteen meridians that include name of P'ung(風) point. The results were summarized as follows. 1. Pyongp'ung(秉風) is located middle of the supraspinatous fossa(Small intestine Meridian, 手太陽小腸經). we can cute the local area disease and also use to cure the pathway of the Arm greater yang small intestine which is attacked by P'ung(風) disease. 2. Yep'ung(翳風) is located behind the lobule of the auricle, in the depression between the mastoid process and the mandible(Triple Energizer Meridian, 手少陽三焦經). we can cure the local area disease especially hyper yang disease and also use to cure the pathway of the Arm lesser yang triple energizer which is attacked by P'ung(風) and Yo'l(熱) disease. 3. P'ungmun(風門) is located 1.5 chon beside the lower end of the spine of the second thoracic vertebra(Bladder Meridian, 足太陽膀胱經). we can cure the local area disease and also use to cure the pathway of the Leg greater yang bladder which is attacked by P'ung(風) disease. 4. P'ungbu(風府) is located 1 chon above the middle of natural line of the hair at the back of the head, in the depression below the occiptal protuberance(Governor meridian, 督脈). It connects (Liver meridian, 足厥陰肝經) and Yin Link Vessel(陽維脈). we can cure the rigidity and pain in head and nape which is related Yin Link Vessel(陽維脈). 5. P'ungshi(風市) is located on the lateral part of the thigh, 7 hon above the patella(From the greater trochanter to the knee joint is 19 chon, Gallbladder Meridian (足少陽膽經). we can cure the local area disease(leg, knee, etc). 6. P'ungji(風池) is located Below the occipital bone, in the depression on the outer part of the trapezius muscle(Gallbladder Meridian, 足少陽膽經) on a level with P'ungbu(風府) (Governor vessel, 督脈). we can cure the local area disease and also use to cure the pathway of the Leg lesser yang gall bladder which is attacked by P'ung(風) disease.

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