• 제목/요약/키워드: Design culture

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인디 청년문화의 가로공간 설계 - 홍대앞 청년문화의 거리 조성안 - (Designing the Indi Youth Culture on the Street)

  • 진양교;김경윤;정혁주
    • 한국조경학회지
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    • 제29권5호
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    • pp.43-50
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    • 2001
  • This design proposal was accepted to a design competition for the improvement of Indi Youth Street, Mapo-Gu, which was held by the Seoul Metropolitan Government in June, 2000. The \`Hong-ik University District\` projected area consists of several streets, where the independent and youth culture unique to this area is blossoming-Indi music, underground arts, and historic meaning of the area as an estuary of Mapo. The site is also expected to attract many citizens and fereigners because of convenient accessibility of the new subway station to the Inchon International Airport and because of many attractions on the street- foods, music, art and people. Accordingly, the proposal set the main design concept of this project as \`the Street of Youth Culture\` considering its special and social status as well as the physical improvement of the street environment. With this concept in mind, the proposal designed the improvement of the physical conditions based on the motive of \`the Street of Youth Culture\`, having Indi/under art, Indi/ under music, Indi/under drama and Indi/multimedia animation. This design proposal of the Street of Youth Culture consist of three segments, which symbolize the millenium Youth Plaza, MultiMedia Animation Pocket and Arts Exhibition Pocket based on unity and balance. This plan has the ultimate aim of making the district one of the people\`s favorite streets in Seoul, which people love to visit again and find the vivacity of the new millennium youth culture.

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한국 분청사기 문양과 몬드리안 작품을 이용한 퓨전 직물디자인 개발 (The Development of Fusion Textile Design by Using the Patterns Described in Buncheong Pottery and Mondrian's Works)

  • 정진순
    • 한국의류산업학회지
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    • 제8권5호
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    • pp.505-512
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    • 2006
  • Today a new culture called fusion has been forming. And it is spreading at an alarming rate in our society. When people talk about the character of Korean beauty and Korean culture, they speak taking pottery as an example. We can speak that the pottery is a core of culture which represent our people. And I think its pattern can be a good material for fusion. Also, among many Western artists, Mondrian is an unique painter who is to do with our culture. So, in this study, I chose the patterns described in Buncheong pottery and the Mondrian's works for the development of fusion textile design. Patterns expressed on Buncheong pottery are, for the most part, abstract patterns simplified the shape of object. And the Mondrian's works is the geometrical abstract painting be made by vertical and horizon. Using those I intend to develop the fusion textile designs which mixed Oriental culture and Western culture. Also, I intended to simulate them on ties and clothes and present the possibility of culture merchandise development. The reasons for doing so to let other peoples of the world, know about our excellent culture.

럭셔리 패션브랜드의 사회공헌활동으로서의 문화예술지원 (Luxury Fashion Brands' Patronage of Arts and Culture as Corporate Philanthropy)

  • 이명선;범서희;임은혁
    • 한국의류학회지
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    • 제45권3호
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    • pp.546-558
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    • 2021
  • As consumers' demand for corporate social responsibility (CSR) has increased, luxury fashion brands have been providing support for arts and culture as CSR activities. The purpose of this study is to examine patronage of arts and culture as corporate philanthropy and to analyze the motives luxury fashion brands have for supporting arts and culture. The study investigates patronage of arts and culture through literature reviews and conducts case studies of luxury fashion brands' patronage. The results of the analysis are as follows: first, patronage based on public interest reduces the social costs of arts and culture and helps to create aesthetic experiences for the public; second, sustainable patronage is not only priceless PR for luxury fashion brands, it also supports the development of arts and culture; third, authentic patronage obviates the criticism that luxury fashion brands only support arts and culture for the purposes of profit, by separating business operations from patronage. In conclusion, those three elements are at the heart of patronage for the arts and culture and fashion companies need to support culture and the arts by taking a long-term perspective when it comes to creating social value.

'청소년문화의집' 계획안 -제2의 탄생 (Plan for Youth Culture Center- The Second Birth)

  • 김정아;김용립
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2005년도 춘계학술발표대회 논문집
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    • pp.227-230
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    • 2005
  • Youth Culture Center is a space only for adolescents, where they can experience a wide range of educational and cultural activities. Through the case study of existing several youth culture centers, we find problems and show that a new-planned space is the most suitable for adolescents' traits and youth culture center's program operation. Consequently, a new Interior plan will provide adolescents with the place 'by youth' and 'for youth' Adolescents' traits must be accepted and their culture also must be respected. Constructing youth culture center's space properly and arranging it functionally enables 'to overcome the limit to a small space. Youth culture center is to be designed to symbolize adolescents' cultural feelings. On the basis of the conclusion, a specific interior design plan is given as follows.

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한국 포장디자인의 전통성에 관한 연구

  • 최동신
    • 디자인학연구
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    • 제9권
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    • pp.1101-1114
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    • 1994
  • As of today-half a century has passed after 1945, the liberation from Japanese imperialism-it's significant to introspect our culture. On the one hand our culture has succeeded due to the peculiar history, but on the other hand it hasn't. So to speak, it has gained in Quantity but lost in Quality. There are keen, international competition and exchange in the modern culture. So the Qualitive success of modern design depends on if it had an original character or not. According to Korean rapid industrialization, technological extence, and economic growth, the export has increased greatly, but package design hasn't been match for them. Korean expoters have been meeting with cutthroat competition in world market. Under these circumstances it's very important that we have a real understand and interest in our culture, we strengthen the competitive power of home products with good package design. This is our age of not home market but world market. We live in an age when design wins, so that we have to develop the good design native to Korea. Many designers have proposed their opinions with the characteristic designs, but it has been only a fragmentary and passive method. We must seek for the new method more positively. The effective and proper method resolves itself into the following four points. First, to understand Korean history and culture. Second, to have the exact grip of this economic situation. Third, to promote the national emotion. Fourth, in conclusion, to accord the package design with them. We cannot put off this task to overcome the cultural subordination, to place Korea on a firm cultural basis in the world, and to contribute to the cultural exchange of package design. First, to understand Korean history and culture. Second, to have the exact grip of this economic situation. Third, to promote the national emotion. Fourth, in conclusion, to accord the package design with them. We cannot put off this task to overcome the cultural subordination, to place Korea on a firm cultural basis in the world, and to contribute to the cultural exchange of package design.

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Design and Performance of an Automated Bioreactor for Cell Culture Experiments in a Microgravity Environment

  • Kim, Youn-Kyu;Park, Seul-Hyun;Lee, Joo-Hee;Choi, Gi-Hyuk
    • Journal of Astronomy and Space Sciences
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    • 제32권1호
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    • pp.81-89
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    • 2015
  • In this paper, we describe the development of a bioreactor for a cell-culture experiment on the International Space Station (ISS). The bioreactor is an experimental device for culturing mouse muscle cells in a microgravity environment. The purpose of the experiment was to assess the impact of microgravity on the muscles to address the possibility of long-term human residence in space. After investigation of previously developed bioreactors, and analysis of the requirements for microgravity cell culture experiments, a bioreactor design is herein proposed that is able to automatically culture 32 samples simultaneously. This reactor design is capable of automatic control of temperature, humidity, and culture-medium injection rate; and satisfies the interface requirements of the ISS. Since bioreactors are vulnerable to cell contamination, the medium-circulation modules were designed to be a completely replaceable, in order to reuse the bioreactor after each experiment. The bioreactor control system is designed to circulate culture media to 32 culture chambers at a maximum speed of 1 ml/min, to maintain the temperature of the reactor at $36{\pm}1^{\circ}C$, and to keep the relative humidity of the reactor above 70%. Because bubbles in the culture media negatively affect cell culture, a de-bubbler unit was provided to eliminate such bubbles. A working model of the reactor was built according to the new design, to verify its performance, and was used to perform a cell culture experiment that confirmed the feasibility of this device.

팝 디자인 양식에서 가구디자인과 실내디자인의 특성에 관한 연구 (A Study on the Characteristics of Furniture Design and Interior Design in Pop Design)

  • 유연숙
    • 한국가구학회지
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    • 제19권5호
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    • pp.375-386
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    • 2008
  • The purpose of this study is to analysis the influence in furniture and interior design of pop design. Pop design is a trend which was in fashion for a short time between 1950s and 1960s. It is an experimental transient form in a flow of postmodernism. Through such a trend, we can analogize an idea and values of people speaking for a rapid change of society and culture chat that time. Therefore, the purpose of the study is to examine what environment of society and culture and what idea had an effect on people at that time. Also, the study will examine how the above had an effect on interior design and furniture design. Considering the above results, the study will examine an influence and meaning of pop design in design history. According to the result of analysis, characteristic of pop design is anti-modern, expendability, future mood.

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한국실내디자인에 있어 매체적 표현 경향에 관한 연구 (A Study on the Media Expression Trend in Interior Design of Korea)

  • 오인욱;이창윤
    • 한국실내디자인학회논문집
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    • 제28호
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    • pp.11-16
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    • 2001
  • All vague and constructions of contemporary cultural environment have been reorganized and the relationship between people and culture can't follow development speed of rapid material civilization development and being informationalized. Because of the circumstances, physical environment is changing into other cultural environment, existence of human being is at a crisis. Physical value precedes mental value and rapid changing causes culture lag. Modernism design of 20th century suggested standard, simplicity and mass production methods, but nowaday, as human being complexity is increasing, information-media are needed to satisfy that. Namely usual design thoughts have to be changed because our life is surrounded by many kinds of powerful media sings and various mixed cultural circumstances. People predict that the characteristics of new ages are 'Immateriality', 'Sensoriality', 'multimedia'. Amongst them, medial spatial characteristics will be eventually remarkable in commercial space which is coincided with economic logic and multilateral culture. This study is a focus on commercial space which emphasis contemporary medial characteristics and observes medial meaning and various technique through some experimental works in Korea. Also this study's purpose is to examine design directions which correspond with contemporary Korea culture.

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Semiotic Interpretation of Beauty Camera App Interface Design Elements: Centered on Roland Barthes' Semiotics

  • Yongfeng Liu
    • International Journal of Advanced Culture Technology
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    • 제12권3호
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    • pp.213-224
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    • 2024
  • This study utilizes Roland Barthes' semiotic theory to explore how interface design elements of beauty camera apps, such as filters and stickers, icons and buttons, layout and structure, function as symbols of self-expression, and their impact on users' social identity and personal image. Through in-depth analysis of applications like BeautyPlus, Ulike, MeituPic, and Faceu, this research found that these apps emphasize usability, visual appeal, and social interactivity in their design. These elements not only enhance user experience and operational efficiency but also reflect popular cultural trends and aesthetic preferences. From Barthes' perspective, these interface elements have become "myths" with specific social meanings, which are naturalized in daily use and promote the widespread acceptance of particular aesthetic standards. These interface design elements are not just tools for self-expression; they are also powerful cultural symbols that shape modern social interactions and visual culture. This research offers a new perspective to understand the interactions between individuals and society in the digital age, emphasizing the role of technology, culture, and social interaction in shaping contemporary human behavior and social relationships.

이시오까 에이꼬 석강영자(石岡瑛子)의 영화 의상에 나타난 디자인 특성에 관한 고찰 (A Study on Design Characteristic Shown in Movie Costume of Ishioka Eiko)

  • 김희정
    • 복식문화연구
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    • 제17권4호
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    • pp.583-599
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    • 2009
  • The purpose of this study is to analyze movie costume of main character and find design characteristic and historical spirit focusing on the movie, in which Ishioka Eiko, Japanese movie costume designer constructing unique design world, participated. The study captured images of three movies such as , and with Digital Multimedia Converting System and analyzed them by focusing on the pictures showing designer's intention and design characteristic well among acquired 319 pictures. The costumes addressing movie costume designer's sense of values are recreated as future-oriented new works and are expressed as creative costumes by acquiring inspiration from past factors, dissolving them and applying up-to-date technology. Movie costume shall reflect historical spirit of our age as movie shows social cultural trend including fashion trend of manufactured age. Ishioka Eiko has searched for the design, which is proper for three principles such as 'be unique', 'be eternal' and 'be innovative' and from the result of analyzing movie costume, it is found that she showed characteristics of symbolism(transmission of the sensitivity), ornamentalism(effective representation as a decorative effect attention) and multiculturalism(harmony of time and culture) as well as uniqueness. The movie costume are different mutually and create new hybrid culture, in which different costume cultures are mixed with current costumes without the restriction to other culture. It is proper for the age of globalization and localization so it is expected that the multiculturalism will be enlarged more.

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