• Title/Summary/Keyword: Cultural Events

Search Result 369, Processing Time 0.034 seconds

A Study on the Symbolic Expressions Immanent in Designs of Hotel Guest Rooms - Based on the Symbolic Theory of C.G. Jung - (호텔 객실 디자인에 내재된 상징적 표현에 관한 연구 - C.G. Jung의 상징이론을 중심으로 -)

  • Kim, Jeong-Ah
    • Korean Institute of Interior Design Journal
    • /
    • v.18 no.4
    • /
    • pp.88-96
    • /
    • 2009
  • Contemporary hotels adopt distinctive designs in order to symbolize themes of various spaces they consist of. This phenomenon shows that the importance of spiritual values reflected through themes of spaces is emphasized as much as those of basic functions and structures of hotels. Above all, a variety of expression methods pervading throughout spaces of guest rooms consist of thematic spaces, visualization of emotions, as well as mixture of artistic genres, ones that are originated from unconsciousness of symbolic theory of C.G. Jung and widely perceived as variations of archetype. Meanings of symbolic expressions derived from the analysis of various hotels can be defined by attributes of local cultures as well as propensities of mythicism, which feature local pride enlightened by natural environments, the spirit of the times, historical events and other transcendental and fantastic topics. These symbolic expressions are metaphysical forms that are made unconsciously and such symbols are far beyond mere historical and cultural signs which require us profound and mature methods to approach. It is pleasing to know that we are living in the modern society in which progresses are being made to better understand minds and metal states of human beings. Given such a circumstantial advantage, researches on meanings of symbolic expressions should not be limited to only those of hotel designs, but also those of religious architectures and museums in which spiritual values are emphasized throughout designs of the spaces they consist of.

Study on the Recent Status of Rental Hanbok Jeogori for Women

  • Park, Sanghee
    • Journal of Fashion Business
    • /
    • v.22 no.3
    • /
    • pp.109-121
    • /
    • 2018
  • Recently, it is one of the popular fashion and cultural events that people of the younger generation put on a hanbok and take a picture together with communicating by SNS. For this reason, the rent-hanbok market takes a big part of the Korean traditional costume market. Therefor, the recognition of hanbok is changed from the style of uncomfortable and ceremonial clothes, to becoming popular as everyday dress in the younger generation. The various designs of the rental hanbok show two different opinions. One is the increasing popular and general public interest and demand for wearing and showing off traditional hanbok fashions in a positive outlook. Another is the case of the wrong stereotype and knowledge for traditional costume which results in a negative outlook for this type of fashion statement. This study is to look into renting hanbok jeogori for women in Seoul and in Junju. There are 39 styles available in joegori. That being noted, the traditional jeogori has seop and git with dongjung. But it is seen that rental jeogoris do not have the seop, or have the dongjung position as similar to the Po as seen on the men's coat. The showy and colorful materials feel bad and are poorly ventilated. And excessive price competition causes a decreased quality of renting hanbok. Now the rental hanbok business needs to change; to have to make renting hanbok with the correct historical understanding, and it is necessary to have to stop the indiscriminate acceptance of foreign culture.

The Meaning of Sengket Textile Design in Bali (발리의 송켓 직물 디자인에 관한 연구)

  • 문미영
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.21 no.7
    • /
    • pp.1215-1226
    • /
    • 1997
  • Textiles in Bali have traditionally played a vital role in the social economic and religious life of the people. Textiles defined the status of the individual in term of both costume and wealth. Use of the various textiles is in Balinese tradition dictated primarily by rules of the Hindu-Balinese faith. Cloths and clothing are employed in worship of God and the ancestors. Gold songket patterned textiles are perceived as symbol of wealth and prestige and provide a fitting display of affluence at important cerenlonial events. The specialized pieces of clothing, temple banners and hangings are unique to each tribal group ranging from weft -patterned textiles in Bali. The impact of Indian ideas and techniques was important in the field of textiles, and many of the characteristics in Bali's fabric design derived from Hindu-Buddhist mythology that has furnished subject-matter for songket textile art. The purpose of this study is to examine the background of Balinese culture and to define the characteristics of Hindu-Balinese textiles. The songket textile design also analyzes by examing the techniques of songket weaving and the meaning of design, pattern, and motif. Many design and motifs convey important messages significant only to those familiar with the particular social religious principle of people who have produced them. It is only by seeing cloths in their cultural context that we can begin to understand their true value and meaning.

  • PDF

A Study on Game Localization with the Game 'Lobotomy Corporation': Based on Translation Considering Characteristics (게임 '로보토미 코퍼레이션'을 통한 게임 현지화 연구: 캐릭터성을 고려한 번역을 대상으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
    • /
    • v.18 no.3
    • /
    • pp.87-102
    • /
    • 2018
  • In this study of effective game localization, we attempt to gauge the influence of characteristics on the translation of the texts in games. In general, the characters in the games that feature interactive story-telling structure have a huge impact on events that occur in the games. Additionally, in case the origin of the characters are closely connected with either cultural factors or symbolisms, the relation between characters and stories tends to be stronger. In this research, the characteristics of the characters in the game 'Lobotomy Corporation' - featuring characteristics based on 'The Tree of Sepiroth' of Kabbalah - will be analyzed in depth; then, the result will lead us to suggest the method of proper translation in order to show how to localize the games effectively in future.

Investigation of Lighting Conditions and Visitors' Satisfaction in Exhibition Spaces of Museums in Korea - Focused on the 4 Cases of the Seoul Museum, the Mimesis Art Museum, the Seoul Museum of Art in Nowon and the National Museum of Modern and Contemporary Art in Gwacheon -

  • Kim, Chang-Sung
    • KIEAE Journal
    • /
    • v.14 no.5
    • /
    • pp.13-20
    • /
    • 2014
  • Museums have developed various needs of the visitors and exhibits over the past two centuries. Currently, they have multiple functions of display, conservation, research and public education about artworks and cultural events. Therefore, exhibits should be displayed in various ways so that visitors can feel inter-relations with exhibits. The exhibition areas of museums should be provided with the stable lighting environment for visitors and artworks. For the study, I selected four museums, which were the Seoul Museum, the Mimesis Art Museum, the Seoul Museum of Art in Nowon and the National Museum of Modern and Contemporary Art in Gwacheon, and I measured illumination levels of the selected Museums, and then, I surveyed the visitors' responses on the lighting conditions of them. According to the results, the measurements of the illumination levels in the four museums showed that the illumination levels of them were effectively controlled to display the art works. However, the illuminance levels at some areas that drew the natural light as lighting source were much higher than recommended illumination values for museum. In the mean time, the answers of questionnaires showed that the natural light were so effective to light the museums although the natural light provided some areas with high illumination levels.

A Study on the Creating and Utilizing the Green Space in Tokyo -focusing on city parks- (동경의 녹지공간 조성과 그 운용에 관한 연구 -도시공원을 중심으로-)

  • 이현욱
    • Journal of the Korean Geographical Society
    • /
    • v.34 no.3
    • /
    • pp.247-264
    • /
    • 1999
  • In this study, I investigate how city parks have been created, and what are some characteristics of the location and function of 69 city parks in Tokyo. The city parks in Tokyo have been made in three patterns. The first is planned parks which have been created as a urban facilities considering the scales and types. The second is memorial parks which have been made to memorialize the national monumental event or to preserve natural and cultural resources. The third is public property parks which have been made by occurrence of public vacant land which is resulted from the grant of Royal Garden, restoration of public rented ground, producton of reclaimed land, utilization of dry river bed. The city parks can be classified in five patterns according to distance from CBD and park area. The first is central parks which have historical characteristics strongly. The second is planned parks that are specialized functionally. The third is large scale urban edge parks which are located in the edge of 23-Gu(district) in Tokyo. The fourth is hill parks which have natural characteristics strongly. The fifth is waterside parks that are located along a lake, a pond, a river, or artificial waterside facilities. From this study I have found out that a great effort has been made to activate the utilization of parks for residents in Tokyo, through mnagement goals and ways of parks, composition and chatacteristics of park facility resources, various Events, residents participation in undertaking of parks.

  • PDF

A Study on the Searching Program of Interior Design Trends Based on Apartment House (실내디자인 트랜드 검색 프로그램에 관한 연구 - 아파트 주거공간을 중심으로 -)

  • 한영호;장중식;이미경
    • Korean Institute of Interior Design Journal
    • /
    • no.32
    • /
    • pp.131-137
    • /
    • 2002
  • The development of fast information network connections and the information highway of todays society have made consumers to demand various services in interior design. The media influencing consumer behavior is with no doubt, the Internet. The exponential growth in Internet users in Korea is surprised to all other countries. At this time where new businesses and events on the Internet are developing successfully, the educational and cultural benefits to consumers, which is quite different from the time when consumers only depended on television and newspaper, are enabling consumer demand to grow together with the abundant floods of information. This implies that consumer choice is shifting from needs-based to wants-based products and services. In the past where only the necessities were mass-produced and there was a lack in goods in general, there just werent enough products or varieties for consumers to either compare or evaluate. Today, comparing and evaluating has become natural with the access to information, and consumers have teamed to choose interior products that fit their preferences. In other words, this means that consumers are now at a transition point where they are moving from the simple everyday needs of the past to wants of the present that allows them to form a standard for selecting products of their own preference.

A Study on Representation Techniques of Visual Tactility in the Surface of Contemporary Architectutre (현대건축의 표면에 나타난 시각적 촉각의 표현기법에 관한 연구)

  • Jeon, You-Chang;Kim, Sung-Wook
    • Korean Institute of Interior Design Journal
    • /
    • v.17 no.3
    • /
    • pp.139-147
    • /
    • 2008
  • Modern architecture's optical mechanism focused on Ocuularcentrism neglects the tactility of vision and tends to eliminate the optical and tactile dualism of traditional spaces by representing spaces and surfaces that are abstract and cold-hearted. In other words, all sensory experiences, except for visual experiences, are eliminated to make it impossible to create the substantial core of architecture that combines time, image, and surface textures. The fast-changing social trends, the emergence of new materials and technologies, and the corresponding development of various types of media since the Industrial Revolution have changed the paradigm of human perception and representation. With the development of media, other sensory experiences besides visual experience have been stressed and human perception has converted from single perspective to complex perspective. In result, new sensory items, such as visual tactility, have replaced the traditional vision-centered hierarchy. The composition of architectural surfaces has represented the functional and commercial needs of technology, structure, as well as the socio-cultural needs of the community. In contemporary times, it is being changed and developed by the new tactility and the corresponding expression of modern architecture. Based on the visual representation of tactility of architectural surface, this study used a composition of surface that combines various events, meanings, and senses to examine how architecture can mediate and reproduce viewers' visual experiences and discover the existential relationship between architecture and men.

A Study on Interactive Design Characteristics shown in Corporate Participated Public Spaces (기업참여 공공 공간의 인터랙티브 디자인 특성에 관한 연구)

  • Song, Yong-Ju;Shim, Eun-Ju
    • Korean Institute of Interior Design Journal
    • /
    • v.18 no.1
    • /
    • pp.72-79
    • /
    • 2009
  • Due to characteristics of modern society including technological development, various methods engaging interaction between people and manmade environment have become one of the major issues raised in various fields of deign so called interactive design. Interactive design started as the interface between human and computer system, but now expanded to interior design field enhancing spatial experience of users. Now, many corporates are looking into interactive design to bridge the gap between company or brand identity and consumers as marketing tool. The current study investigates interactive concepts and characteristics of corporate participated public spaces and tries to define their design methods according to spatial marketing strategies. Using theoretical inquiry, cultural events and delivery of corporate identity information were defined as two major spatial strategies through cognitive or behavioral approaches. Moreover, digital, constructive, and expressive presentations were found to be most common design methods. Through this theoretical framework, 7 selected samples in Korea are analyzed in order to find detailed design characteristics. It is hoped that this study may serve in understanding current design approaches of interactive corporate public spaces and useful guideline when designing interactive public spaces not only as means of marketing strategies but even for public goods.

A Study on the Character Fashion Designs - Focusing on the domestic fashion companies using characters - (캐릭터 패션 디자인 연구(硏究) - 국내(國內) 패션업체(業體) 캐릭터 활용(活用) 현황(現況)을 중심(中心)으로 -)

  • Chai, Sun-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
    • /
    • v.4 no.1
    • /
    • pp.1-12
    • /
    • 2000
  • The purposes of this thesis are to investigate characteristics, environment of characters through comprehensive approach to analyze its use and strategies in apparel brands. As a method to accomplish this research, fashion related articles, documents and magazines are used along with marketing references forecasting 21st century market changes. The character industry has diverse application to different medias and also intimacy and absorbtion beyond sex, age, generation, nationality. The cultural background of character fashion is based on casual clothing caused by wide spread pursuit of sports and leisure culture, indivisualization and diversification of clothing, customer-made marketing atmosphere and tendency of pursuit of fun and humor. In case of domestic young casual market, own characters are developed for creating differentiated it's own brand images. Characters are applied as an design details or cyber fashion models standing for the image of it's own brand and take a part in other events and visual parts as well. Characters not only limited to clothing items but also further usages of characters extended to stickers and other related stationary goods are necessary. A 'Character multi shop' can be one of good methods to maximize synergy effect.

  • PDF