• Title/Summary/Keyword: Creator Characteristics

Search Result 66, Processing Time 0.023 seconds

A Study on the Planning of Minhwa Museum Utilizing the Metaverse Platform : Focusing on Zepeto Case (메타버스 플랫폼을 활용한 민화 미술관 기획 연구 -제페토 사례를 중심으로-)

  • Choi, Eunjin;Lee, Young-suk
    • Journal of Korea Game Society
    • /
    • v.21 no.6
    • /
    • pp.63-74
    • /
    • 2021
  • Metaverse fits well with the lifestyle of MZ generation who carries smart-phones at all times and value their identity. This study proposes a planning model that develops Minhwa, traditional Korean culture and arts, into art galleries on Zepeto, a metaverse platform. To this end, the characteristics of the metaverse platform, open world, sandbox, creator economy, and avatar, are analyzed and developed into a planning to open a Minhwa museum on Zepeto. While reinterpreting traditional Korean art in a modern way, it is worth researching as a metaverse planning and development model suitable for the new-tro sensibility of the MZ generation.

The Evolution of Fashion Printmaking and Fashion Magazine in the 16th Century to Early 20th Century (16-20세기 초 프랑스 패션판화와 패션잡지의 변천)

  • Kim Yang-Hee
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.7 no.2
    • /
    • pp.25-37
    • /
    • 2005
  • This is a study on the origin of fashion imaging. First of all, 1 looked into the history of French fashion printmaking from late 16th century to early 19th century. Then studied the changes in the characteristics of context and form over the different periods and summarized each concept. At the same time, I looked into the process of fashion magazine evolving from fashion printmaking. In order to find out how fashion printmaking dealt with the characteristics of fashion media, 1 researched the commercial environment of fashion printmaking and reorganized the methodology of its media's role. Such analysis and results helped to reach a definition on how to regulate fashion printmaking. Fashion imaging was sparked by a small curiosity. As people began to be rage over new things, it came to introduce the fashion leaders of the public combined with the attributes of trend. At times when changes were so big that they were unpredictable, it itself became a fashion leader. Then a fashion creator emerges and it's function changes to that of a communication media. Moreover, the regular issuance of fashion printmaking implemented the concept of trend cycle and fashion imaging completely fulfilled the conditions of a communication media. The massive increase in the production of fashion printmaking and magazine contributed to the spread of fashion and the diffusion of printmaking lead to mutual complementation and synergy necessitated by fashion. Thus, the democratization of fashion and the commercialization of printmaking art occurred at the same time.

  • PDF

Issey Miyake fashion's fold characteristics through fold architecture (Fold 건축 특성 분석에 따른 Issey Miyake 패션의 Fold 특성)

  • Seo, Meehee;Yoon, Jung-A;Lee, Younhee
    • The Research Journal of the Costume Culture
    • /
    • v.23 no.5
    • /
    • pp.861-875
    • /
    • 2015
  • This study examines the formative characteristics of Fold architecture and how its properties are shown in the fashion of the modern work of Issey Miyake through analysis. In this research, the Fold classification criteria for analysis features that appeared in Issey Miyake fashion features were established through research literature on Fold architecture and leading research. Empirical data collection was conducted for Issey Miyake's work and collection by collecting photo materials, and design concepts and the results are analyzed in terms of features. Study ranges of Issey Miyake's creative design development are Pleats Please, A-POC, 132.5 project, and collections from 2000 to 2014. The conclusion is as follows. First, design concepts presented in the Issey Miyake fashion features of Fold are Hybrid, topology, and uncertainty. Hybrid look for the meaning of fashion, which is the interaction between the wearer and garments. The concept of topology designs clothing, focusing on interrelationship of the body and clothing, and pays no attention to absolute size or the form of the clothing. The concept of uncertainty is an uncertain form that is infinitely expandable because all the elements have openness and uncertainty due to the determined incomplete state by the creator. Second, in the results presented in the Issey Miyake fashion features is the destruction of the boundary and diagram form. The destruction of the boundary is free from traditional clothing. The diagram form is a geometric form which does not create a Dart or Princess line.

A Study on the costume of the Miao Tribe in China-Focusing on style and 상서 Style on and 검동형 style in Fermale Costume (중국 묘족 복식 연구-상서형과의 검동형 여자 복식을 중심으로-)

  • 김희섭;임영자
    • Journal of the Korean Society of Costume
    • /
    • v.36
    • /
    • pp.77-95
    • /
    • 1998
  • The culture of a country is formed by the sense of value of a nation being a creator as well as on operator of the culture. So, the Chinese culture and fruthermore, the sense of value the Chinese people can be understood through the study of the costume of China. Above all, the culture of China, including the costume, have been formed through the his-tory of exchange between the central Chinese people and its surrounding minority races, and it should not be overlooked that its own culture of each race is existing with each other in the great Chinese culture sphere. In the paper, the concept of costume as relections of a culture is confirmed through the examination of the characteristics of the costume of the Miao tribe with such history and culture as a background and on effort is made to take those as resources modern fashion designs while inferring from them the characteristics of costume with universal and original values sthat can be sublimated into the modernistic beauty. The results of the study are as follows. First, the basic composition consists of a simple jacket made in a way of straight-cut-ting and a close pleated skirt and it tended to put emphasis on diversified and splendid decorations compared with the simple basis composition. Second, the costume of the Miao tribe are characteristic of hair done in a knot with head-dress around head. Third, the kinds of dress are multifarious by race and region due to a long period of mobile and disperse life. In the course of studying the universal value of the Miao tribe is confirmed which is by no means inferior to the standard of the medernistic beauty which keeping its originality. The study is made to be helpful for activating the design going with the trend that the basic harmony between the nature and man, that is a climate and the local cul-ture hearing formed a splendid culture in the past, are being found again.

  • PDF

Orientalism in modern Clothing Aesthetics (현대복식미에서의 오리엔탈리즘)

  • Lee, Eun-Yeong
    • The Journal of Natural Sciences
    • /
    • v.7
    • /
    • pp.121-131
    • /
    • 1995
  • Orientalism showed in early 20th century as change of Style. Modern characteristics is understanded through big stream of change before historical conception. Change of style in West began by artist having oriental and exotic taste. These are mimesis of outershape about Japanese, Moroco, north Africa etc. Theses are called chinoiserie & turquise taste. Stream of 20th century style is continued expressionism. Cubism, Sur realism, Pop Art etc. but in my thesis orientalism is caused change of 20th Century after exotism (after showed as Primitivism ). In modern costume, concerned works of Paul Poiret changed body concious. He's a image creator as Yve St. Laurent, Chanel, Balenciaga. At that time Russia Ballet, Fauvist, vivid colors are back ground of series of modern costume. Soft and sleek body, transparent stocking, minaret tunic, turban is begin of oriental image. Modern costume and modern art are begins as change of aesthetic taste before historical conception.

  • PDF

Economic Activities in Digital Platforms: Types, Natures, Risks, Policy Suggestions (플랫폼 경제활동에 대한 시론적 고찰: 유형, 특성, 예상위험, 정책대안을 중심으로)

  • Kim, Suyoung;Kang, Myungjoo;Ha, Eunsol
    • 한국사회정책
    • /
    • v.25 no.4
    • /
    • pp.199-231
    • /
    • 2018
  • The development of ICT has led to changes in the pattern and the meaning of work and requires restructuring of the existing social security system, which was established chiefly for the wage workers in the industrial economy. However, while economic activities within the digital platform markets are different from industrial labour, there is still a lack of discussion on what social problems platform workers can face and how to cope with them. As a comprehensive sketch of economic activities in platform economy, this study identifies the types of platform workers and analyses three characteristics of their economic activities - flexibility, virtuality, and connectivity. It then examines what social risks can be derived form the three characteristics. This research lastly suggests alternative social safety nets and policies to alleviates the social risks and problems that platform workers may face in the digital society.

Study of Spatial Characteristics with Polyphony Film -Focused on the Movie Rashomon- (폴리포니 필름으로 본 공간적 특성 연구 -영화 <라쇼몽>을 중심으로-)

  • Park, Ki-ung;Kim, Byeongsoo
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.3
    • /
    • pp.155-162
    • /
    • 2019
  • The characters' voices in the movie, Rashomon mean the absence of memories created by self-consciousness in order to avoid the crisis. The varying statements of the characters and the three spaces: the space of Nakanimon (th e ruins), the representation space as polyphony (the forest), the egoistic space of truth (the guardian), show the social ills of doubtfulness and mistrust among the Japanese at that time due to the defeat from the war. This matches with the polyphony theory of Mr. Bakhtin, a Russian cultural critic. The key concept of polyphony theory is that the voices that do not accord each other are not harmonized but each voice builds their own world and participates in the novel without being influenced by the creator. This study's aim is to discuss two aspects; Bakhtin's polypony theory allows polyphony film s to function as cinematic composition and spatial characteristics of polyphony films in the movie, Rashomon.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.2
    • /
    • pp.152-161
    • /
    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.

Desktop Documentary & Database Narrative (데스크톱 다큐멘터리와 데이터베이스 내러티브)

  • Cha, Minchol;Lee, Sanghoon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.4 no.3
    • /
    • pp.75-86
    • /
    • 2018
  • Desktop Documentary is a new documentary mode which uses a screen capture technology to complete the multitasking process of the creator who searches in the Internet Open Archive instead of shooting with a camera and remixes the selected multimedia contents using a computer interface. In this paper, we explore the desktop documentary that transforms potential archives into database narratives in the new media environment, converts cinematic mise-en-$sc{\grave{e}}ne$ into computational mise-en-interface, and transcends the boundaries between creation and criticism through creative mechanism as curation through stream of consciousness. We also examine the concept, type and characteristics of the desktop documentary which emerges since 2010s as an experimental attempt of new media art, a new hybrid genre of mainstream horror film, a new mode of fiction film, a new mockumentary style, and a new form of video essay and audiovisual critique.

The Geographical Concepts Development and its ZPD through the Collaborative Interaction - A Case Study on the Concept of GSMA in the Middle School - (협동적 상호작용을 통한 지리개념 발달과 근접발달영역에 관한 연구 - 중학생의 수도권 개념을 사례로 -)

  • 강창숙
    • Journal of the Korean Geographical Society
    • /
    • v.37 no.4
    • /
    • pp.425-441
    • /
    • 2002
  • This study focused on the geographical concepts development and its zone of proximal development(ZPD) through the collaborative interaction. Among the conclusions are: 1) Students who have higher cognitive structure represented the Creator Seoul Metropolitan Area(GSMA) as a geographical concepts, not as a spontaneous concepts. The concepts is developed from concrete facts, subordinate element concept to basic element concept hierarchically. The most difficult concept that the learner should internalize was represented as the basic element concept. 2) Although ZPD of GSMA is individualized, it could be divided into 9 types. The ZPD was developed differently according to the qualitative differences how much more and how systematically represented the geographical concepts. The characteristics shown in this development procedure was that there was a quality change based on quantity extensive.