• Title/Summary/Keyword: Fashion Illustration

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Expression of Fashion Illustration on the Costume of the Movie Genre

  • Kang, Kyung-Ae;Lee, Eui-Jung
    • Journal of Fashion Business
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    • v.9 no.6
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    • pp.141-159
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    • 2005
  • Targeting a film that is the medium of having powerful influence upon the masses, the present study examined about a role and characteristics in the movie costume, and a role of costume designers, which are shown in process of being changed the film costume. There are many designers who were in charge of the film costume, but the present study examined centering on designers who participated aiming to create the image of a character from the stage of manufacturing a movie. It presented and analyzed visual materials by dividing four genres such as a historical drama movie, a horror movie, a fantasy movie, and a modern-play movie, and by selecting a typical work. A Historical drama movie needs to be investigated costume by the historical background in a movie, but inside it was shown clothes that were elaborately reproduced and newly created. A horror movie plays a role of medium that reflects the human society and the internal mentality of a human being along with the attribute of entertainment. As a genre that requires much costume, make-up and special effect aiming at dramatic effect, a role of film costume possesses great weight. As a fantasy movie is a field based on 'fiction' of a writer who creates a work, it is a field that requires creativity of a costume designer most. As a modern-play movie is what reproduces reality, it best reflects the phases of that time, and is the field that is influenced by costume or fashion trend. Costume needs to be designed in a bid to allow spectators to be inspired the wholly united and harmonious mood with leading a story of a movie, and the individual image.

Study on Virtual Fashion Coordination to Realize Magic Mirror -Focus on RFID Code Proposal- (매직미러 실현을 위한 가상 패션코디네이션 연구 -RFID 코드 제안 중심으로-)

  • Lee, Woon-Young
    • Journal of the Korean Society of Costume
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    • v.56 no.8 s.108
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    • pp.83-94
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    • 2006
  • In this era of ubiquitous service, a computing device has functions similar with human beings. It influences all major fields of human life, such as clothing, dieting and housing. In order to use the coordination functions of the magic mirror, which might be a basic part of clothing in the era of ubiquitous service, this study concentrates on product information that should be inputted in RFID chip in detail in order to exercise virtual fashion coordination. Information should be inputted in RFID chip to use magic mirror for fashion coordination, a direction for doing this was also suggested. After coding the suggested clothing items, virtual fashion coordination was implemented as a fashion illustration. This study is as following, First, sorts standard code for suitable coordination in 4 images and presented to a proof. Code denoted by 10 characters. Each code literal special quality marks by two characters and divided by season, image, fabric, item, rotor, five items. Item middle of characters of 10 code, when agree on article more than 8, coordination is enabled. Secondely, It is presented by coordination to dressing action picture by suitable coordination classified apart in whole occasions, and coordination method by wearer inclination is remembered wearer's dressing action picture to Magic mirror including layered look. Thirdly, wardrobe of Magic mirror clothes that always buy newly in magic mirror, is washing and clothes that do not take to wardrobe did to be controlled. Fourth, Wealth and schedule is suggested firster than wearer's dressing action.

A Study of T-Shirt Graphic Designs Shown in Fashion Collections (패션컬렉션에 나타난 티셔츠의 그래픽디자인에 관한 연구)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.7
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    • pp.727-740
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    • 2012
  • This study is for the enhancement and utilization of future graphic design for T-shirts and deals with the expression styles and features of T-shirt graphic designs that appear in modern fashion. A literature examination about graphic design and T-shirts was performed for the research method and the analysis followed 378 pieces of graphic design featured in four major international collections for females from 2001S/S to 2011S/S. The research results from the expression type of T-shirt graphic design in the modern fashion are as follows. Expression in graphic figure accounts for the largest portion of 40.8% that includes illustration or cartoon characters, personal figure or part of the physical body, object in daily life or landscape pictures, animals and plants, and others. Expression given in text with typography or logo accounted for 27.5%, expression combined with letter/text, graphics and geometric figures accounted for 24.3%, geometrical expression accounted for 7.4%; most of which are given in print. Characteristics found in modern fashion graphic design are as follows. First, role of sort of public relations marketing was accompanied with utilization of brand logo or symbol. Second, visual play was shown in a sense of humor with diverse graphic figures and playful texts, witty layout with graphic motives, and a free design formation. Third, it denoted a front burner issue delivering the message for various current events or arguments via the way of texts, slogans, and symbolic pictures. Fourth, it depicted artistry through the self-expressive creation of the designer.

Strategies for the Development of Cultural Product Design for the Promotion of Cultural Tourism Festivals(II) -Focusing on the Utilization of Local Cultural Resources- (문화관광축제 활성화를 위한 문화상품 디자인 개발 전략 연구(제 2보) -지역문화자원 활용을 중심으로-)

  • Chung, Kyung-Hee;Lee, Mi-Sook
    • Journal of the Korean Society of Costume
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    • v.60 no.2
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    • pp.51-67
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    • 2010
  • The purpose of this study was to develop the high value-added cultural product design with local cultural resources, and to contribute to promoting cultural tourism festivals. To accomplish this study, first, a preliminary survey is carried out the investigation of cultural product stores and visitors' questionnaire survey. Next, based on these survey and prior study, this study established the development direction and concept of fashion cultural products and to developed fashion cultural products using local cultural resources. Adobe Photoshop 6.0, and Adobe Illustrator CS Program were used for the standardization of patterns, textile design and illustration. The results of this study were as follows; First, based on preliminary research results, the problems of the design of cultural tourism festival products were derived. As one solution to solve this problem, this study established the development direction and concept of fashion cultural products to develop fashion cultural products. The concept of the Andong Maskdance Festival was 'Tribal-Holic'; the Boryeong Mud Festival, 'Get away form it all'; the Gangjin Celadon Festival, 'Timeless Memories'; the Jinju Namgang Yudeung Festival, 'Lighting up the River'; the Chungju World Martial Arts Festival, 'Next Ergonomics Gym'; and the Muju Firefly Festival, 'Eco-Purity'. Second, based on the desired items of festival organizers and the survey of visitor's preference for cultural products, 4 items were selected by festival type. Then a total of 96 designs of 4 kinds each were developed using logos or characters, traditional patterns, special products, symbolizing region, or festival as a motif. Third, the strategy for development of cultural products design for promotion of cultural tourism festivals were 'Place identity design strategy', 'Market oriented design strategy', 'Buyer-Based pricing strategy', 'Regional brand strategy', and 'Distribution networks expansion strategy'.

A Study on Movie Costume Design of The Age of Innocence - Focusing on May & Ellen's Costume - ("순수(純粹)의 시대(時代)" 영화(映畵) 의상(衣裳) 디자인 연구(硏究) - May와 Ellen의 의상(衣裳)을 중심(中心)으로 -)

  • Kim, Yong-Mi;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.7 no.1
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    • pp.135-151
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    • 2003
  • This study was carried out in order to become that it helped a base of education to train creation of movie costume. The object is the movie costume of the movie, The Age of Innocence that got the Academy award in movie costume. This study analyzed the costume and color symbolism of the film based on the novel, The Age of Innocence written by Edith Wharton who is a realism writer, and a master of manners and customs novel, is the first Pulitzer Prizewinner as a woman. And this study created the movie costume and hair-style of two heroines, May and Ellen who lead the huge irony that is principal stream of a novel. May stands for 'irony of innocence' and Ellen does for 'absolute innocence'. And each image represents on a display of the front and back of 'innocence' symbolically. The costume design of them was planned along the character which was analyzed and interpreted irony of a drama in a viewpoint of Wharton through this study and expressed with illustration. And using 57cm Porcelain doll, produced a hair-style and costume.

Analysis of Types of Gather Drape with Visual Evaluation (시각적 평가에 의한 개더 드레이프 형상 분석)

  • Lee Myung-Hee;Jung Hee-Kyeong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.1
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    • pp.33-40
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    • 2005
  • Gathering is method used to control fullness along a seam line. The purpose of this study was to investigate the relationship between the quantitative research and qualitative method; the effect of gather and the types of gather drape. The experimental design consists of four factors: (l) three kinds of different weight and thickness of fabrics (2) three kinds of stitch densities (3) five kinds of ratio of gathers (4) three kinds of grain directions. Therefore one hundred thirty five (135) samples were made. And utilized SPSS WIN 10.0 Package in data analysis. The results of this study were as follows; First, after frequency analysis, side height, hem line width, node depth, node count, node width accorded with these result data recording. Second, after correlation analysis, side height related with front statements. Side height and entire visual was negative correlation. Hem line width, node depth, node count with section statements was negative correlation but node width at section statements was positive correlation. Third, after $k^2$ analysis, front picture parts getting excellent evaluation were 1st side height, 3rd hem line width, 4th node depth, 3rd node count, 3rd node width. And section illustration parts getting excellent evaluation were 4th side height, 1st hem line width, 2nd node depth, 3rd node count, 4th node width.

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Interactive 3D Pattern Design Using Real-time Pattern Deformation and Relative Human Body Coordinate System (실시간 패턴 변형과 인체 상대좌표계를 이용한 대화형 3D 패턴 디자인)

  • Sul, In-Hwan;Han, Hyun-Sook;Nam, Yun-Ja;Park, Chang-Kyu
    • Fashion & Textile Research Journal
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    • v.12 no.5
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    • pp.582-590
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    • 2010
  • Garment design needs an iterative manipulation of 2D patterns to generate a final sloper. Traditionally there have been two kinds of design methodologies such as the flat pattern method and the pattern draping method. But today, it is possible to combine the advantages from the two methods due to the realistic cloth simulation techniques. We devised a new garment design system which starts from 3D initial drape simulation result and then modifies the garment by editing the 2D flat patterns synchronously. With this interactive methodology using real-time pattern deformation technique, the designer can freely change a pattern shape by watching its 3D outlook in real-time. Also the final garment data were given relative coordinates with respect to the human anthropometric feature points detected by an automatic body feature detection algorithm. Using the relative human body coordinate system, the final garments can be re-used to an arbitrary body data without repositioning in the drape simulation. A female shirt was used for an example and a 3D body scan data was used for an illustration of the feature point detection algorithm.

The Content Analysis of Advertising in Fashion Magazines and Pictorials of Korean Men's Wear - From the 1962 to the 1998 - (한국 남성복 광고(韓國 男性服 廣告)의 내용분석(內容分析) - 1962년(年)부터 1998년(年)까지의 잡지(雜誌)와 화보(畵報)를 중심(中心)으로 -)

  • Kwon, Hae-Sook;Kwon, Hae-Wook
    • Journal of Fashion Business
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    • v.10 no.4
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    • pp.16-28
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    • 2006
  • The purpose of this study is to investigate the content and changes of modern Korean men's wear advertisement from the 1960s to the 1990s by reviewing fashion magazines and pictorials. Research problems were as follows.; First, analyze the types and their units of measurement in men's fashion advertisements from 1962 to 1998. Second, examine the differences of quantitative change in men's fashion advertisements according to each period. The total 857 advertisements were selected from Shin Dong-A, Joongang Magazine, and Bokjangwolbo from 1972 to 1998. For analyze the result, frequency analysis and $x^2$-test were used. Results were as follows. First, through the review of literatures and pre-tests, 6 units of measurement were identified. They were product type(formal wear, casual wear, sports wear, dress shirts, accessory, inner wear, fabric and the others), brand type(national brand, licensed brand, imported brand, others), appeal type(image, product, others), representation type(photograph, illustration, others), medium type(man, product, others), and color type of advertisement(black & white picture, color picture). Second, for the types of advertisements, formal wear, national brand, image appeal, figure medium, photograph for presentation and color picture are the most frequently shown in men's fashion advertisements from 1962 to 1998. Third, for product, more accessory advertisements were found than the clothing in the 60s and the 70s, and casual wear advertisements in the 80s and formal wear advertisements in the 90s were dominated. National brand type was dominant through all four period. Product appeal type in the 60s and the 70s and image appeal type in the 80s and the 90s were prevailed. For medium, product type in the 60s and the 70s and figure type in the 80s and the 90s were dominated. Black & white picture in the 60s and the 70s and color picture in the 80s and the 90s were prevailed. Lastly, photograph was the most frequently used for presentation type through all periods.

The Type Characteristics and Illustration of War Helmets Worn by High Navy Officers during the Period of Japanese Invasion of Korea(1592~1598) (임진왜란기(1592~1598) 상급 수군 투구(胄)의 유형별 특성과 일러스트화)

  • Lee, Joo-Young
    • Journal of the Korean Society of Costume
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    • v.61 no.3
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    • pp.20-35
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    • 2011
  • The purpose of this study is to investigate war helmets that were worn by high navy officers during the period of Japanese Invasion of Korea(1592~1598). War helmets worn during the War are classified into three types depending on whether they have a visor or 'cheom' and tongues or 'drim'. The war helmets of circumferential type has neither cheom nor drim. Those of cheom type has cheom, but not drim. And those of drim type has both drim and cheom or jeonbi. The war helmets of cheom type consist of a gamtu which is made of steel and looks like a reversed bowl and cheom that surrounds the entire circumference of gamtu. The war helmets of drim type are reclassified into two types in accordance with the shape of the gamtu and whether they have ganju. Of the two types, one type looks like a reversed bowl and has decorations on the top without ganju. The other type looks like a bottle neck and has ganju on the top, decorations above ganju. War helmets were in transition during the period of Japanese Invasion of Korea. Both the war helmets of cheom and drim types were worn during the War. At that time, the officers also wore war helmets having no ganju and looking like a reversed bowl and those having ganju and looking like a bottle neck. During the period, most war helmets were made of steel, but in the 18th and 19th centuries, most of them were made of leather.

The Style Characteristics and Illustration of Armors Worn by high Navy Officers During the period of Japanese Invasion of Korea(1592~1598) (임진왜란기(1592~1598) 상급 수군 갑옷갑[甲]의 유형별 특성과 일러스트화)

  • Lee, Joo-Young
    • Journal of the Korean Society of Costume
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    • v.63 no.7
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    • pp.94-108
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    • 2013
  • This study is about the armors that high navy officers of Joseon wore during the period of Japanese invasion of Korea(1592~1598). The kinds of armors that these officers wore during this period are Sueungap, cheolgap, pigap, jigap and myeongap. Sueungap, cheolgap, pigap are all described in literatures, which were released in that period and the early Joseon period. According to publications that were released during that period, Yuyeopgap was a type of an iron armor. Armors that are recorded in only literatures published in the early Joseon period include swaejagap, gyeongbeongap, dujeonggap, hwangdongdujeonggap and dudumigap. Myeongap is found only in publications that were made in the above war time. The styles of armors are largely classified into chalgap and dujeonggap. The chalgap-styled armors used gapchal as their main component. Dujeonggap-styled armors used fabrics and dujeong. The names and the manufacturing methods of the gapchal did not changed since its creation in the early Joseon period until the above wartime. But, their shapes were considerably changed between the two times. This is clearly shown in armors that were found in the moat of the Dongrae-eup fortress. Dujeonggap-styled armors that were used during the period of the Japan-Korea war were a successor to those of dujeonggap-styled armors of the early Joseon period. But the former armors were different from the latter in that they had no gapchal inside. They are well represented by Jeong Chung Sin's armor.