• Title/Summary/Keyword: Creative art

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Study on Development Process of Furniture Design Class by Applying Role-playing (Role-playing을 적용한 가구 디자인 수업 개발 사례 연구)

  • In, Chi Ho
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.280-290
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    • 2016
  • In design education enhancement of design methodology and creativity can be stimulated through taking on several creative roles within an interactive and enjoyable studio course. To overcome blocks to creativity I developed a intermediate course, 'Furniture Design Studio I' at the sophomore advanced level course. Inventive thinking and a sense of aesthetic are the essential element for all studnets to grow as a professional designer. And to develop their creative thinking skill I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. Instead of stressing to solve a lot of complicate issues, the main focus is to allow freedom of expression and creativity. Role-playing are executed in a design studio environment rather than in a psychodrama situation. There are two different type of role-playing : Inventor and Designist (Designer + Artist). Students will be able to work in groups, incorporate problem solving into their projects and concentrate on more personal creative form developments. Through this process, students will enhance their problem solving abilities and broaden their scope for innovation. Thus increases the student's participation and creativity. Investigating the problems of domestic design education through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

The Effect of Fashion Company's CSR Efforts on the Social Relationship and Pro-Social Consumption Behavior (패션기업의 노력이 CSR 사회관계성과 친사회적 소비행동에 미치는 영향)

  • Na, Younkue
    • Journal of Fashion Business
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    • v.20 no.1
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    • pp.17-34
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    • 2016
  • This research is a construct to understand CSR and pro-social consumption behavior of fashion consumers which classifies CSR efforts of fashion company and conducts positive analysis of the relationship between such characteristics and social relationship behaviors(sharing of values, consciousness of kind, consciousness of future expectation) and pro-social consumption behavior. For this path analysis was conducted utilizing a sample of 430 consumers who have experience of CSR efforts of fashion brands. The result is as follows. First, as a result of the path relationship among CSR efforts & sharing of values of fashion brands, consciousness of kind and consciousness of future expectation, economic efforts, relational efforts and cyclical efforts meaningfully affected sharing of values, whereas creative efforts did not. Also, relational and creative efforts meaningfully affected consciousness of kind, whereas economic and cyclical efforts did not. Furthermore, economic, relational and cyclical efforts meaningfully affected consciousness of future expectation, when creative efforts failed. Second, as a result of the analysis of path relationship among sharing of values, consciousness of kind, consciousness of future expectation and pro-social consumption behavior of social relationships, sharing of values had a meaningful impact on consciousness of kind, consciousness of future expectation and pro-social consumption behavior. And finally consciousness of kind and future expectation showed meaningful influence on pro-social consumption behavior.

Self-observation of the design process

  • Lee, Jung Soo
    • The Research Journal of the Costume Culture
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    • v.24 no.6
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    • pp.743-755
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    • 2016
  • This study aimed to reveal the designer's creative process in the development of clothing designs. The researcher has taken roles both as a design practitioner and an observer. The full process of design development was concurrently documented while working to solve a specific problem. This included noting down the concept, keywords, and detailed scratch ideas, as well as refining the design by collecting sketches and taking photos. Integrated data from the captured design process were analyzed based on Lamb and Kallal's apparel design framework, which included problem identification, construction of preliminary ideas, design refinement, prototype development, and evaluation. The functional, expressive, and aesthetic (FEA) criteria of the entire process were thus assessed. Additionally, five professional apparel reviewers evaluated the design project based on FEA criteria. The results showed the processes for identifying targets and intentions, extracting the main elements from sources, developing the major visual concepts, and making final adjustments. Ultimately, this study revealed how a designer manages each stage of the creative design process. Sharing such detailed observations of the design process can help refine the knowledge involved in each stage of the creative process, and provide guidance for instructors in design education.

A Study on Institutionalization of the Rent-A-Driver Industry from the Point of View at the Creative Industries

  • OH, Moon-Kap;YOUN, Myoung-Kil
    • Korean Journal of Artificial Intelligence
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    • v.7 no.2
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    • pp.1-8
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    • 2019
  • This paper, we argue that sector in terms of the creative industries the need to the institutional settle of the rent-a-driver business; the industry could create more than 200,000 jobs, the effect is to bring out the about 4 trillion underground economy and Can be interpreted industry, which contributes to reduce social costs, ranging from 1.7 trillion won to 5.7 trillion per year. Through institutionalization of policy should support. Observation and in-depth interviews were conducted with the law and the president of the rent-a-driver business company. The operating system should be improved. the rent-a-driver business, for the formulation of the work ethic and education is desperately needed. The effect socio-economic contribution effect of the rent-a-driver business industry can be summarized as follows. First, it is an industry that has an operating system utilizing state-of-the-art technology and equipment, and the convergence of creative industries to comply with the market. Second, the effect appears as an industry that creates jobs for the populace to replace the social security system, social safety net is considered as an industry. Third, this is an industry that can be self-reliant in the short term at least political support, the industry is considered in the industry to maximize the effectiveness and efficiency of the support policy.

A Study on the Cultural and Creative Industry in the COVID-19 Era (코로나 시대의 국내외 문화예술산업 현황과 정책 탐색 연구)

  • Lee, Sunghoon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.567-573
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    • 2020
  • The COVID-19 outbreak had a substantial impact on our lives. Social distancing policies are especially causing severe concern for the cultural and creative industries across the globe. Most performing arts festivals and other venues are being canceled due to COVID-19 fears and social distancing measures. Instead, many individual artists and organizations attempt to deliver their arts online using ICT and live streaming. The actions of the Government in responding to the COVID-19 crisis also provide financial support toward freelance artists and creators, and company. Finally, future directions and areas that need further support are described.

A Study on the Tailored Jacket Design adapting Dart Manipulation (Dart Manipulation을 활용한 재킷 디자인 연구)

  • Lee, Jean Youn
    • Journal of Fashion Business
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    • v.19 no.2
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    • pp.182-199
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    • 2015
  • This research aims to design a new style jacket by developing patterns with dart manipulation, to achieve a tailored jacket which has been familiar to us, but with a more creative design. Tailored jackets has been widely worn both by women and men, and used to create various fashion styles. Generally the classic design with a basic lapel and collar is worn the most, and this shows demonstrates an importance of its design. Giacomo Manzu's work of relief art inspired for a creative design of tailored jackets. As a result of the analysis on the visual properties of the relief sculptures, it was found that an omissions of line for cubic effect and dramatized expression give an illusion effect. Based on the illusion effect shown in the case of a relief design, it was patterned and designed with dart manipulation. Through dart manipulation, the shape of a lapel was designed to meet the rear collar, which corresponds to a background plane, by making it like a sculpture at the front background pattern. Then it was found through dart manipulation could be extensively applied for various designs, as well as used to generate massing. Hopefully this creative pattern and design development would be helpful not only in diversification of consumer's needs, but also in the educational field for pattern and development of the fashion design industry.

Research on the Influence of the Use of VR Technology in Dance Creation on the Willingness of Dance Directors to Use: Focusing on the Ease of Cognition and the Mediating Effect of Usefulness

  • Wu, Nuowa
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.117-124
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    • 2019
  • In the field of dance creation, the use of film and television skills, cyberspace, action sets, computer graphics and other technology and media technology have made the creative environment for dance art that it rapidly improves and presents a new situation. Especially in the dance creation part, VR technology can show many possibilities and can be used as a tool to fully satisfy the choreographer's intention and imagination. Therefore, this study analyzes the acceptance model of virtual reality technology in dance creative education, and we will examine the effect of social influence, shared trust, innovation, interest, and self-efficacy on perceived usefulness and perceived ease. Second, we will examine the effect of perceived usefulness and perceived ease on intention to use. The study is targeted at ordinary dance creators who currently reside in Hebei Province, China. The survey was conducted for approximately 30 days from March 16th to April 17th. The total number of valid samples collected was 377. The results of the identification of the hypotheses between variables based on the questionnaire data are as follows: Firstly, social influence, shared trust, innovation, interest, and self-efficacy have a positive impact on perceived usefulness, perceived ease. Secondly, perceived usefulness, perceived ease has a positive effect on the intention to use. In view of the above research results, the theoretical significance and limitations of this research and the future research directions are discussed in depth.

The Role of Sketches in Fashion Design -Focus on a Case Study of a Professional Designer's Process-

  • Lee, Jung Soo
    • Journal of Fashion Business
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    • v.21 no.3
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    • pp.58-66
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    • 2017
  • This study investigated the key role of sketches in creative fashion design by observing the cognitive process of idea development through a professional's design problem solving using the medium of hand sketching. The three-part semi-constrained design experiment with a professional designer, in which the participant designer was provided a source of inspiration image and asked to design a small collection of outfits, identified a fashion designer's idea development process as involving two phases of sketch processes: lateral and vertical transformation. Analysis of the video/audio recording and corresponding interviews validated lateral transformation in the designer's use of sketches to represent interpretation of the provided inspiration source. Through sketching, the designer transferred fuzzy ideas onto paper. Vertical transformation was observed through the designer's modification of previous ideas after reflecting on earlier sketches, with various ideas divided, manipulated, discarded, regrouped, and combined through sketching activities. The designer's sketching process is valuable design knowledge that facilitates the idea development process and ultimately triggers generation of creative ideas. Understanding it may benefit practitioners and educators.

Fast Random-Forest-Based Human Pose Estimation Using a Multi-scale and Cascade Approach

  • Chang, Ju Yong;Nam, Seung Woo
    • ETRI Journal
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    • v.35 no.6
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    • pp.949-959
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    • 2013
  • Since the recent launch of Microsoft Xbox Kinect, research on 3D human pose estimation has attracted a lot of attention in the computer vision community. Kinect shows impressive estimation accuracy and real-time performance on massive graphics processing unit hardware. In this paper, we focus on further reducing the computation complexity of the existing state-of-the-art method to make the real-time 3D human pose estimation functionality applicable to devices with lower computing power. As a result, we propose two simple approaches to speed up the random-forest-based human pose estimation method. In the original algorithm, the random forest classifier is applied to all pixels of the segmented human depth image. We first use a multi-scale approach to reduce the number of such calculations. Second, the complexity of the random forest classification itself is decreased by the proposed cascade approach. Experiment results for real data show that our method is effective and works in real time (30 fps) without any parallelization efforts.

Visual Tactility in Alexander McQueen's design (알렉산더 맥퀸 디자인에 나타난 시각적 촉각)

  • Kim, Jiye;Suh, Seunhee
    • Journal of the Korean Society of Costume
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    • v.65 no.8
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    • pp.77-94
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    • 2015
  • Much western philosophical thinking is constrained by ocularcentrism. Hence, multi-sensory experiences hold the most prominent position in contemporary art, and visual tactility, where feelings of touch through sight, become a powerful medium of expression in fashion. This study analyzes visual tactility in Alexander McQueen's design, where design elements are in focus. This investigation aims to bring the concept of visual tactility in fashion, and by doing so, enhance valuable aesthetic possibility. The result of the study is as follows: First, Creative silhouette is something that is constructed by his impeccable cutting and tailoring skills. In fabrics, he often suggests unconventional materials by uncompromising approach to fashion. Color contrasts refer to color sensibility, which reminds of grotesque image. McQueen's aggressive aesthetic awareness results in visual tactility in fashion.