• Title/Summary/Keyword: Culture, Design

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An Exploratory Study on the Development of Hanbok Culture Industry (한복 문화 산업의 발전을 위한 탐색적 연구)

  • Eunju Park;Young-Ju Rhee
    • Journal of Fashion Business
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    • v.27 no.2
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    • pp.140-152
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    • 2023
  • In this study, in-depth interviews with Hanbok experts on the development direction of the Hanbok culture industry were performed to listen to professional and future-oriented opinions for the development of Hanbok culture and the Hanbok industry. Interviews were conducted with 12 experts to identify the perception of the Hanbok culture industry and to confirm the possibility of sustainable development of Hanbok as a global culture. First, the results of this study should be preceded by the establishment of concepts such as traditional Hanbok, daily Hanbok, fusion Hanbok, and new Hanbok, and design, education, and government support suitable for each field are required. Second, the responsible craftsmanship of the Hanbok industry, the development of Hanbok design with the aesthetics and convenience of Hanbok designers, multi-dimensional research with high academic use, and systematic support for various Hanbok-related programs and events by the government are needed. Third, the government should promote and actively wear Hanbok through various media to revitalize the Hanbok culture, such as establishing a Hanbok wearing day, reviving etiquette education in school, and providing local-based Hanbok wearing experience education. Fourth, in order to cultivate professional manpower, detailed Hanbok education by field is necessary, and specialized education tools, such as distribution, VMD, and stylist are proposed.

A Study on the Strategy Programming Model for the Culture-Centered Public Design - Focus on the Prototype Phases - (문화중심형 공공디자인의 전략프로그래밍 지원모델 개발에 관한 연구 - 프로토타입 단계 설정을 중심으로-)

  • Lee, Jeong-Min;Hong, Eui-Taek
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.95-104
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    • 2010
  • One of 21st century's main paradigms is a 'Culture', and people started to express their 'cultural desires and demands' regarding public environments. Accordingly central and local governments are paying attention to these demands from their citizens and trying to establish the policies to meet these needs. This research is done to suggest the strategy programming model to support the executions of culture-centered public designs which are based on the local resources and identities. The entire research contains three sub-topics. First topic is setting the prototype phases of strategy programming. Second topic is analyzing the associated indices for each prototype phase. Third topic is suggesting Matrix Model in which the prototype phases and their associated indices are linked. Among three topics, this paper deals with the first one - the prototype phases of strategy programming. It studies this subject in relation with Place Marketing which emphasizes the local resources and identities. The prototype phases are comprised of 3 steps for Place Strategy and 4 steps for Marketing Strategy. Place Strategy should be considered prior to Marketing Strategy because in culture-centered public design, locality has priority over other concerns. The phases for Place Strategy includes 'Resource_analyzing of local resources', 'Mission_setting a purpose', and 'Targeting_segmenting target groups'. The phases for Marketing Strategy involves 'Organization_instituting the main body and/or partnership', 'Image Positioning_setting an unique local image', 'Point_realizing the product', and 'Channel_deciding the sales promotion tools'.

A Study on Contemporary Fashion Design with the Application of Korean Traditional Embroidery I (한국 전통자수를 응용만 현대 패션디자인 연구 I -문양을 중심으로-)

  • Lee, Myung-Joon;Choy, Hyon-Sook
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.176-190
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    • 2007
  • As the globalization has increasingly brought in the disintrgration of boundary between cultures, the hybrid of styles, or fusion styles in various cultural spheres have been introduced as important theme. With this new trend, the traditional culture of Asia appeared as the source of inspiration for the West, and as the source of enhanced pride and asset for ethnic groups which have been considered "the Other" by the West. 1990's witnessed a drastically increased interest in Orientalism and Ethnic trends in most social aspects, especially in culture and art. They have been the main theme in fashion, providing the source of inspiration with elements such as the unique color schemes, composition methods and geometrical simplicity. The creative application of traditional culture into modern design as well as fashion can make a significant contribution and be a solid foundation for the development of national culture in general, since images containing cultural authenticity are the visual representation of the nation and they can be important tools for the globalization of design. This study aims to find out the formative characteristics of Korean traditional embroidery and the ways they are applied in modern fashion by world-renowned Korean fashion designers. The purpose of this study is to make a fundamental source for further study by the same author on creative design development utilizing the result. The study methods are literature study combined with research of genuine articles from museums and personal ownership as well as photos from magazines and internet. The significance of this study lies in enhancing the appreciation of Korean traditional culture and expanding the possibility of its globalization by modern application.

The Effects of Product Image and Evaluative Criteria on Purchase intention of Cultural Fashion Products - Focusing on Cultural Fashion Products using Baekje Traditional Culture - (패션문화상품의 이미지와 평가기준이 구매의도에 미치는 영향 - 백제의 전통문화를 활용한 패션문화상품을 중심으로 -)

  • Mi-sook Lee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.4
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    • pp.27-39
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    • 2022
  • The purposes of this study were to develop cultural fashion products using Baekje traditional culture, and to examine the effects of product image and evaluative criteria on the purchase intention of cultural fashion products using Baekje traditional culture. The subjects were 500 adult consumers from their 20s to 50s. The research method was a survey, and the instruments were four stimuli, which were developed using Baekje traditional culture, and the questionnaire, consisted of product image, evaluation criteria, purchase intention of cultural fashion products, and the subjects' demographic characteristics. For data analysis, descriptive statistics, Cronbach's α, factor analysis, and regression analysis were performed. The results of this study were as follows. First, four handkerchief designs were developed as cultural fashion products, based on the results of a preliminary investigation of consumer behaviors toward cultural fashion products and thier preference of Backje relics. Second, three factors (attractiveness, uniqueness, and gentleness) emerged for images of cultural fashion products. Third, four factors (design characteristics, tourism characteristics, cultural symbolism and practicality) emerged for the evaluation criteria for cultural fashion products. Fourth, three image factors had significant positive effects on purchase intention. Especially, attractiveness had a greater effect than others. Fifth, the four evaluative criterion factors also had significant positive effects on purchase intention. Design characteristics had the greatest effect, followed by tourism characteristics, cultural symbolism, and practicality in order.

The Development of Strategy for Educational Program and Curriculum Based on Understanding New Design Paradigm of Future Knowledge-Information Age (미래 지식정보시대의 새로운 디자인 패러다임 구조파악과 교육프로그램 전략 및 커리큘럼 개발에 관한 연구)

  • 민경우;이순종;이건표
    • Archives of design research
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    • v.15 no.1
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    • pp.399-406
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    • 2002
  • There have been diverse discourses arguing that new design has been emerging in the 21 st century. However, there have been very few trials to identify systematically the characteristics_of new design paradigm and to develop new design educational program based on them. Thus, this paper aims at development of strategy of new design educational program according to the characteristics of new design paradigm. At first, design is viewed as part of 'culture'and the structure of culture is identified: 'Artifact', 'Value', and 'Basic Assumptions'. Similarly, design is found to comprise of three fundamental attributes: 'Function', 'Aesthetics','Symbolic'. These levels are shown to be in the relation of mutually recycling influences. These structural framework is used to understand the design methods and qualification of designers over the development of design paradigms: vernacular design, machine age, and information-knowledge age. The result leads the list of requirements of new educational design program: 'Human-Centered','Situation-Based','User-Participatory', and 'Intangible'. The model of strategy of new educational design program is developed and proposed.

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Future Image Expressed in Contemporary Fashion Design (현대 의상 디자인에 나타난 미래 이미지)

  • 이유경
    • The Research Journal of the Costume Culture
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    • v.6 no.4
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    • pp.188-202
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    • 1998
  • The purpose of this study is to analyze how future images are embodied in contemporary fashion design. To find out future images expressed in contemporary fashion design, this paper characterized the future society as information society, network society, pluralistic society, and global village. Cyber design and techno-style expressed through metal or lustrous material which is influenced by information symbolize future image. Also, minimalism which is characterized as simplicity and purity affects the contemporary fashion design. The network society which affets t the horizontal and functional social system diminishes the meaning of socio-economic status. Therefore, street fashion has diffused to high fashion, and the formal wear has tendency to be changed into casual wear. In addition, the meaning of status symbol in contemporary fashion design become decreased. The pluralistic society affects to search for one's own personality and identity. Also, contemporary fashion design is influenced by post-modernism and deconstructionism. In order words, genderless, ageles, seasonless, and infra fashion appeared. The global village emphasizes extension of universality in life style and search for world quality. so, ethnic fashions appear frequently in contemporary fashion design. Also, the effects of Korean traditional costume to contemporary fashion design has increased.

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Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.55-61
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    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

Types of Popular culture and Design planning (대중문화의 유형과 디자인 기획)

  • 전선자
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.88-89
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    • 2000
  • 대중문화의 용어는 독일어로서 '마스'(Uass)와 '쿨투어'(Kultur)의 복합어이다. '마스', '마센'(복수: 많은 정도를 의미함)이란 유럽사회에서 비귀족적이고 교육을 받지 못한 계층으로, 오늘날 중하 이하 계충의 사람들을 칭하는 말이다. '쿨투어'(문화라는 의미)는 영어의 '하이 컬처(high cultur) 즉 고급문화'로서 유럽사회의 교육을 잘 받은 엘리트 계층이 수용하는 미술, 음악, 문학 등과 상징적 산물인 건축의 실내외 장식, 조경 등을 가리킬 뿐만 아니라 이러한 문화예술의 애호가들인 교양인, 지식인의 감정이나 사고의 유형 등까지도 포함하는 말이다.(중략)

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