Web sites have become one of most important factor for sales products as well as advertising communications in these days. So numerous web sites have been developed for corporations and brands. It is not easy to getting more attention as a prominent web site expression among various types of numerous web sites. Due to the voluminous expansion of visual communications and the change of the media. new advertising creative must be needed for serving to differentiate the message, inviting audiences to participate more positively in Web site communications. This thesis aims at reviewing images and semiotics for analyzing web sites. And this thesis is about the significations of web sites for some of supreme brands. Chapter I describes the aim of this thesis about the signification of web sites, especially concentrate on the intro-pages of worldwide supreme brands. such as Chanel, Louis Vuitton, Yves Saint Laurent, Prada, and Burberry. And Chapter II introduces the general concept of Image and Semiotics. Chapter III deals with the signification of the web sites with introducing semiotic methods such as the theory of R. Barthes. Chapter IV discusses the signification of Images of web sites as an advertising creative talking into consideration of semiotic theories. And this thesis analyze almost all visual images and verbal message by the theory of R. Barthes. In this matrix, a. particular image of web site can be analyzed into its basic structure of pictorial and word elements , i. e., into the representations the viewer uses and identifies. It's my belief that one of aesthetic engineering approaches such as Semantic Differential Method and semiotic approaches such as the Interpretant Matrix for advertising design images provide basic methods which is about defining the process of constructing and coding the advertising images as well as analyzing and decoding advertising expressions. So I suggest these kinds of studies on the images of web sites as well as advertising design images.
Many works have been published with using surrealism techniques among the representation characteristics of media space of video and art. It has begun to research on these work. But many of these researches have not cover surrealism techniques in game graphic. So, in this paper, we have analyzed representation characteristics of fantasy online game's character using surrealism techniques in surrealism. In result, there are means to express nonexistent image in real world in surrealism by using such as collage of parts of body, animals, and other object, deformation, and distortion. Also, these methods have been used in game characters of online game based on fantasy. We analyzed on characteristics of fantasy game's character in aesthetic point view. It should be profitable for making creative and favorable game characters and making creative game graphic by increasing the possibility of art techniques usage.
This is a study on the application of a dialectic way of thinking in terms of design methods, and has contents about the formation of new visual and the ways of process that are triggered by cognitive introspection. A ccordingly, the study has its purposes in interpretation and recommendation of new methodological systems around dialectic principles and ways of thinking on the works of the Dutch Architecture Exhibition carried out in Korea in 2013, with the theme of "Reuse" among the aspects expanding since the reflexive modernization. Firstly, the basic features of Dutch designs were connected to dialectic ways of thinking. After studying the basic concepts of dialectics from Greek philosophies to Kant, Hegel, Marx and Benjamin, the aspects of applying them onto creative works such as art, architecture and design were methodologically systematized. Through this process, it was confirmed that the existing concepts are newly rearranged rationally, logically and scientifically based on dialectic ways of thinking rather than subjectively or emotionally. From the study of the 12 art works, it was confirmed that the value of use and potential obstacles have been used as a design solution. Also, the process which is juxtaposed with the result by itself has been expressed and causes the alienation effect. Therefore, such dialectic ways of thinking was organized into a procedural flow of contradictory recognition on situations, drive due to negativity, mutual penetration, mutual transformation, abstraction, verbalizing and creation of new concepts, and it was confirmed that such finding was valid in securing creative possibilities as 'New Uses' rather than 'Re-uses'.
This study aims to find improvements to problems including investigation public affairs for the activities of artists focusing on the Korean Artists Welfare Foundation since established in 2012. Hence, Gilbert and Terrell's analytical framework for social policy is used with these public affairs in terms of allocation, benefit, service delivery system and finance for this research and pointed at issue. As a result of analysis, the identification of artist is vague for the allocation and the benefit and delivery are not effective in actual practice. In addition to this, the source of fund should become independent financially not to depend on the public funding. Therefore, the follow-up research is necessary that the system of verification for the artists to benefit from the public supports with fair and effective opportunities and developments to secures the funds prospectively.
Journal of the Korea Fashion and Costume Design Association
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v.9
no.3
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pp.151-166
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2007
The purpose of this study was to examine the Russian abstract artist Kazimir Malevich's works during the period of absolutism and thereupon, suggest some knitwear designs practical, decorative and creative. For this purpose, the researcher reviewed domestic and foreign literature, dissertations and academic journals to determine the Russian abstract fine art and the significance of Kazimir Malevich's works in the history of arts and thereupon, examined Malevich's works or the champions of absolutism in terms of their geometric formative elements or forms and colors. The results of this study can be summarized as follows; First, paintings may be important motives for the contemporary costume designs, while being a major driving power for development of some original designs depending on artists' personal thoughts and expression techniques. Second, this study is deemed to suggest creative and original techniques and motive applications for fashion designs by introducing the elements of Kazimir Malevich's paintings into costume designs, and provide for an opportunity to suggest new values by combining arts and fashion. Third, the knit jacquard technique, one of the major techniques for the knit design works using Kazimir Malevich's absolutism works, is considered a tubular jacquard featuring the deepest sense of thickness. The intarsia technique is preferred in the recent trend for light fabric because it features clear background patterns and allows for thinner fabric. Lastly, it is hoped that this study will serve to expand the domain of expression by means of an art marketing or meeting between arts and fashion in our contemporary industries.
The purpose of this study is to link the Yi tribe's traditional patterns to bag design. Yi tribe is a minor ethic group in China, whose traditional pattern has a high artistic value in that its shapes are diverse and each one has peculiar elegance. Traditional patterns are also indicative of spiritual dept or symbolic stories, rather than being indicative of simple formative beauty. Thus, reorganizing these patterns and applying them artistically to design- in terms of resource utilization- would be significant. Out of all of the Yi tribe's traditional patterns, the cherry blossom_(马樱花), water wave_(水波), sky father and earth mother_(天父地母), pomegranate blossom, triangle, sheep' horn, wisteria vine_(藤条), square and diaper_(四角菱形) and the zigzag_(曲折) patterns were chosen for use during the development of a bag design. This study is based upon document study, including research papers and internet web sites, the point of which was to investigate the form of the traditional patterns, and the creative design process. The design procedure includes these sub-processes: selection, arrangement and color-scheme. In the selection process, the form of the pattern was edited using Adobe Photoshop. The pattern was freely arranged to reflect various emotions. In terms of the color-scheme of the patterns, the colors used by Henri Matisse(1869-1954) in his work were selected and adapted when dyeing the patterns. Subsequently, the final design resulting from these design development processes was applied to the actual production of the bag by using canvas fabric and leather, after which the bag image was proposed using computer simulation. In conclusion, six bag designs were created using traditional patterns from the Yi tribe. Through the processes explained above, this study confirmed that traditional patterns could be widely applied as design motifs and that more sophisticated, modern, and creative designs could be developed based on traditional patterns.
Journal of the Korea Fashion and Costume Design Association
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v.21
no.1
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pp.35-45
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2019
This study was initiated to add value to fashion illustration as a genre of plastic art, as its importance as a progressive visual art is growing. The research purpose is to analyze characteristics of Grotesque, a subculture that emerged from the challenges and problems of groups which deviated from social and cultural trends, and to develop fashion design illustration utilizing the characteristics unique to that subculture. As a method of research, this study examined the characteristics and expression methods of Grotesque, which appeared in fashion literature, referenced a prior study of Grotesque, and developed fashion design illustration using Grotesque as a based. The result of this study are as follows. First, the characteristics of Grotesque that are applicable to fashion illustration were derived as 'evil, aversion, playfulness, heterogeneity, and abnormality'. Second, the expressive elements of Grotesques, reflecting the beauty of ugliness, present a methodology for developing new and creative fashion design illustrations. Third, it was found that Grotesque fashion illustration is a visual tool that is suitable for expressing the problematic origins of human existence, values, alienation, and social chaos. Fourth, 'arthropod' motifs were identified as a suitable theme for extracting the newly integrated Grotesque images through the process of contradiction and confrontation between humans and objects. Fifth, the Grotesque fashion illustrations could be understood in terms of plastic arts, and could provide a gateway to rediscovering human dignity. Based on the finding, we expect that creative design thinking and development that combines the motifs of various themes and Grotesque's expressive methods will proceed more deeply and specifically.
From 1949 to 1966, after the new China was established, in order to consolidate newborn regime and erect national image, "proletariat revolutionary education" had become the main way of literary and artistic creation in the new era. In this era, Chinese animation began to produce to form the characteristics of emphasizing the ideological expression and political education from 1949 to1966, but it also made people misunderstand that it was the results of comprehensive containment of Soviet literary thoughts and creative models. In fact, Regardless of the subject matter, narrative, and role, Chinese animations have inherited and developed the ideological characteristics of the "Mun-yi-jae-do" literary view, forming a creative style that is different from the Soviet "dogmatism." The characteristics of "revolutionary hero role", "mythological expression of revolutionary thought" and "unique storytelling narrative mode" in Chinese animation from 1949 to 1966 were the inheritance and development of the "hero role", "mythological story", and "art of storytelling" of the important expression means of traditional art creation after the establishment of the "Mun-yi-jae-do".
This study is a case of convergence education using the AI model of entry in elementary schools. The subject is English, and the class was conducted based on the image learning model among the convergence activities with the art department drawing and the AI model of the entry. In order to effectively achieve the learning goals of speaking and writing in English education. The class was designed by combining art and SW. Students experienced communication using AI, improved confidence, and were able to improve creativity and communication skills by expressing not only listening and speaking but also expressing through various media such as pictures and photos. In addition, in order to find out the effectiveness of the class, a survey was conducted on students and the results were analyzed. As a result of the analysis, it was found that it had a positive effect on students' participation rate, degree of understanding AI after class, interest in AI, satisfaction with AI classes.
Kim, Yong Se;Lee, Ju Hye;Lee, Hee Ju;Lee, Joon Seo
Korea Science and Art Forum
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v.20
/
pp.159-171
/
2015
Service elements are added to the product to improve the company it its sales and innovation. The servitization process could take many different routes reflecting various properties of the manufacturing firm and its business contexts. Product-service systems (PSS) design method developed at Sungkyunkwan Universty, Service Design Institute, has been applied to a small furniture manufacturing company to demonstrate the utility of the method and to devise improvements. First, the business context of the company has been analyzed and key values have been identified. A co-creative session has been conducted to develop initial service concepts to drive those key values. The diverse positioning of those service concepts on the scale of service supporting product and service support customer is then developed to plan servitization phases. The specific service concepts are about company-customer relationship building as well as customization and personalization in this case. Initial service concepts are detailed with service blueprint so that prototyping and customer experience evaluation can be done. Business models in different servitization phases are designed. Further prototyping and customer experience evaluation has been done with business strategy improvements. In this paper, the proudct-service systems design method has been reviewed and the specific and real processes of the servitization using design will be described with discussion on the improvement of the method and the enhancement of the business.
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