• 제목/요약/키워드: Design pattern

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옵아트와 전통 떡살의 기하문양을 조합한 스카프디자인 연구 (Scarf Design Combined with Opt Art and Geometrical Pattern of Traditional Ddeoksal)

  • 김선영
    • 한국의류산업학회지
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    • 제15권3호
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    • pp.325-335
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    • 2013
  • This work develops a motif design integrated with geometrical patterns in traditional ddeoksal and that can be applied to a scarf design so that traditional elements unique to Korean culture can be developed further for a modern application to various design fields. For the research method, literature reviews on op art and traditional ddeoksal were conducted with Adobe Illustrator CS3 and Adobe Photoshop CS3. As for the motif combination, such applications were taken as five pieces from the works of Victor Vasarely and some traditional ddeoksal shapes such as oblique line pattern, taegeuk pattern, and geometrical pattern. Abstract and geometrical images were borrowed from op art and ddeoksal for image expression. The total number of works selected was eleven. To realize the applied scarf design, a motif layout was performed with the scarf center or rim highlighted so that each design feature could be remarkable based on the motif combination. With the function of scaling, rotation, opacity control, filtering effect, the changed images were shown through motif distortion. In addition, this work applies a single combined motif to products for a possible transformation into handkerchiefs and boutique scarfs in the case of smaller sized scarfs.

국내 상급종합병원의 환자복 문양 디자인 현황 분석 (Analyzing the Pattern Design of Patient Gowns of Domestic General Hospitals)

  • 권지안;임은혁
    • 한국의류산업학회지
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    • 제21권4호
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    • pp.390-400
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    • 2019
  • A major factor in making current hospital gowns is how to manage patients from the standpoint of hospitals. This shows that hospital gowns have not been considered as an apparel for a specific purpose with a design that considers the psychological composure of patients. This study, along with a meticulous analysis of the pattern design of domestic hospital gown suggests a design philosophy that can be of emotional help to patients. The analysis of hospital gowns in terms of motif is that the corporate identity of the hospital in question, along with the lettering symbolizing the hospital is conspicuous. The motif shown in the pattern also has a brightness contrast and two-way pattern. This study suggests hospital gown patterns as follows. First, on the basis of color dynamics, utilize repetition arrangement, camaieu arrangement and faux camaieu arrangement. Second, make use of warm colors in order to enhance trust between patients and medical staff. Last, use green color as a dominant color for the hospital to be felt of as a convenient space. Utilizing these three factors in the future design of hospital gowns will assist in the development of new hospital gowns that render a psychological composure.

어패럴 CAD SYSTEM을 이용한 남자 두루마기의 자동제도 및 그레이딩에 관한 연구 (A Study on the Automated Drawing and Grading of a man′s DURUMAGI by Apparel CAD SYSTEM)

  • 한문정;송명견
    • 한국의류학회지
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    • 제24권6호
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    • pp.799-809
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    • 2000
  • This study was designed for automated pattern drawing and grading a man's Durumagi, Korean traditional coat in order to reestablished and grade the pattern by Apparel CAD SYSTEM. For the study, AM-250 systems of Gerber as the computer and Macro program as the automated drawing were used. Also, PDS(Pattern Design System) was used for the grading of the original Durumagi pattern. Results were followings; First, the size data that could be standardized by reestablishing the pattern of a man's Durumagi by each size was presented. Second, The pattern was developed by each size. Third, new design was propose for mass production with the traditional design of the DURUMAGI Fourth, The time for making DURUMAGI pattern and the cost through the automated drawings by using the Macro program were reduced. Moreover, was presented the basic data for a ready to made garment like the Western garment. Five, A man's DURUMAGI by CAD System was graded that could be applied to ready to made Hanbok

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7세 남아 캐주얼 바지 패턴 개발 (A Development of a Casual Pants Block Pattern for 7 Years Old Boy)

  • 이은혜;정진아;조진숙
    • 한국의류학회지
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    • 제33권1호
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    • pp.11-21
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    • 2009
  • It is remarkable that the children's wear market has been growing instead of declining birth rate. The parents are willing to pay more when they find children's wear of better design and improved quality. For better quality, it is necessary to research on the pattern making of children's wear. After the interview with the 10 leading children's brands, we found that they develop individual design pattern based on each items middle block pattern which characterize the brands design line. Most frequently used middle block is for casual pants. Through interview with pattern designers, comparative study of patterns drafting methods, wearing test of trial garments and altering and adjustment of patterns, we developed the casual pants block pattern for 7 years old boys.

안경디자인에 있어서 전통문양의 문화적 의미 연구 (Cultural Value of Traditional Pattern in the Eyewear Design)

  • 김대년;장준영;이경숙
    • 한국안광학회지
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    • 제13권4호
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    • pp.13-17
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    • 2008
  • 목적: 안경의 기능이 점차 문화적, 심리적, 사회학적 측면으로 확대 되는 점에 주목하고, 그러한 요구에 맞는 디자인을 위해 전통문양을 접목하는 방법 연구. 방법: 전통문양의 상징성을 이해하고, 그 중에서 세계적인 보편성을 지닌 팔메트 문양 넝쿨장식문양 등의 문양연구와 전통재료기법의 하나인 자수기법, 조각보 기법 등을 안경의 템플과 안경 클리너 등에 현대적으로 재구성하여 응용하는 방법을 제시하였다. 결과: 세계화는 문화의 교차적 소비현상을 빠르게 촉진시키고 있다. 그러므로 세계적인 보편성위에 그 민족의 미적 특질이 잘 드러난 전통문양을 활용한 안경디자인은 오히려 세계 시장의 이러한 속성에 적응하여 성장할 수 있는 새로운 자원이 된다. 이 논문에서는 전통문양 및 전통기법을 활용하여 현대화함으로써 안경 디자인의 문화적 가치를 발견하고, 현대 소비자의 문화적 욕구와 접목할 수 있는 새로운 시각을 제안하였다. 결론: 안경은 소비자의 사회적 지위를 표상하고, 현재의 심리적 언어로써 하나의 스타일을 표현해내는 도구가 되었다. 그러므로 전통문양을 활용한 안경디자인은 소비자의 문화적 소비욕구를 충족시켜주는 계기를 마련해주며, 기존의 안경디자인이 지니고 있는 서구 문화중심의 디자인 개념을 동양적인 미감으로 전환시키는 계기를 마련한다.

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조선시대 식물문양의 현대화를 위한 패턴디자인 개발 연구 (A study on the development of pattern design for the modernization of the plant pattern in the Joseon dynasty)

  • 이명숙;조우현
    • 한국의상디자인학회지
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    • 제21권1호
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    • pp.163-180
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    • 2019
  • A pattern is a symbolic mark of the psychological expression and ornamental desire of the human interior. In particular, plant patterns, from ancient times to modern times, express beauty across both the east and the west. The Joseon dynasty had a strong national will, and it was a time when the symbolism of Korea was established. Plant patterns were decorative and symbolic, filled with meaning in both the textile and craft sectors. This study looked at the frequency and figurative characteristics of the types of plant patterns in textiles, ceramics, woodworking, and metal craftsmanship of the Joseon dynasty. In addition, pattern designs were developed by extracting unit patterns to maintain the original shape, and by adding, magnifying, reducing, and superimposing flat steps and employing the four-fold sequence. The data collected was 826 examples in textiles and crafts, and 34 species of plants were analyzed as follows. In general, the flower patterns preferred soft flowers, flowers, apricot, and peony patterns, and fruit patterns emerged as decorative designs for pottery and woodwork from the 17th century, featuring pomegranates, grapes, fluorines, peaches, and walnut floss. Textiles and woodwork were arranged with many circular designs, while pottery and metal crafts were filled in many ways. Expressive types appeared to be the same as stylistic types for textiles and ceramics, and the construction types were the same in pottery and metal crafts. As such, it was found that even in the different areas of the sculpture, the same aesthetic values were reflected in the common figurative features today. Therefore, in this study, we developed a unique and competitive pattern design that accommodates the modern times and the Joseon dynasty. This development is expected to contribute not only to the development of cultural and tourism products in the future, but also to the tourism industry induced by the Korean wave.

패턴의 Block화(化)에 의(依)한 어패럴 CAD System의 활용(活用) (Practical Use of Apparel CAD System by the Classification of Basic Pattern Block)

  • 이형숙;김옥경
    • 한국의류학회지
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    • 제17권3호
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    • pp.391-406
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    • 1993
  • The purpose of this study was to utilize of apparel CAD System by the classification of the basic pattern block in pattern making process. Gerber AM-300 CAD System was used for this study. The results form this study were as follows; 1. New shirts block were developed. 2. The sensory test was applied to evaluate the new shirts block for women by comparing it with Japanese Bunka shirts blouse pattern making method. According to a statistical analysis of the result of the 20 items on the questionnaire, the 19 items showed significant difference(${\alpha}{\leq}0.01$)between the two, with the new shirts block having higher scores. 3. A basic pattern block was selected by the design sketch. 4. P/D/S were enabled to be constructed directly from a block pattern. The drawing, deletion. duplication, and movement of all points and lines in the pattern might be made freely, and the split, pivot, and movement of the pattern, and the attachment of two patterns were possible. 5. Automatic grading of finished pattern have been developed by creation and modification of grading rules of block pattern.

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파라메트릭 프로덕션 패턴 제작을 위한 상의 누드 패턴 개발 (Development of Nude Pattern on Top for Producing Parametric Production Patterns)

  • 김나래;남윤자;박진희
    • 한국의류학회지
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    • 제43권5호
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    • pp.711-724
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    • 2019
  • The automatic drafting of clothing patterns can be realized through an Apparel Cad System when the clothing pattern has a pattern expression in human dimensions. However, it is difficult to apply automatic systems because it is difficult to express the ready-to-wear of various complex designs with one system. This study develops ready-to-wear patterns in an automatic drafting style and also develops nude patterns with human dimension-based drafting styles that can be applied to enable the setting of margins by design. For this purpose, radial body length measurement items and measurement methods were newly defined for female standard dummy and nude pattern systems. The institutional program was developed through the principle of a nude pattern system which is different from the pattern system of the existing system. The nude pattern developed in this study represents a basis and framework for the gradual transformation of the production pattern into the automatic system of the future and as a pattern having an institutional formula based on human dimensions.

임부용 길원형 설계에 관한 연구 (A Study on Bodice Basic Pattern Design for a Pregnant Woman)

  • 나미향;김미선;박성혜
    • 한국생활과학회지
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    • 제4권1호
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    • pp.75-83
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    • 1995
  • A pregnant woman usually brings on a great change of her body line after the six month pregnant time. In particular, the abdomen is the biggest of all body parts, in the latter of her pregnance, compared with the fact of the bosom is as such for the common body line. Accordingly, we have the 10 main item to design a pregnant woman's proper pattern by the Body Volume Pre-Outline. The pregnent woman's bodice basic pattern of this study is designed loosely for hiding the change of body as the progress of pregnance, in order to be applied to a pregnant woman's pattern design variously.

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Linked Observer 패턴을 적용한 안드로이드 게임 프레임워크 설계 및 구현 (Design and Implementation for Android Game Framework Using the Linked Observer Pattern)

  • 서문석
    • 한국IT서비스학회지
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    • 제12권3호
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    • pp.421-432
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    • 2013
  • The changes in the game platform is appeared since the advent of smart-phones. Apple's iOS or Google's Android platform is gradually expanding their territories in the mobile game area. Android's platform fragmentation and the absence of game development framework act as barriers for game developments. In the development of game applications on the smart-phone, the standardized development procedures under game framework can achieve the productivity improvement. In this paper, we propose a new design pattern suitable for the design of a framework for new areas of application through the expansion of existing framework. The design and implementation of the Android game development framework is presented by taking advantage of existing design patterns and a proposed pattern. Also we propose the standardized development procedure of game applications under the proposed framework.