• Title/Summary/Keyword: Formative Characteristics

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Design Development of Fashion Cultural Products based on Convergence of International Exposition Yeosu and Regional Culture (여수세계박람회와 지역문화의 융합을 기반으로 한 패션문화상품 디자인개발)

  • Kim, Sun-Young
    • Journal of the Korean Society of Costume
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    • v.61 no.1
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    • pp.58-68
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    • 2011
  • With Expo 2012 Yeosu to be held in 2012, this study intends to propose designs for fashion cultural products into which the characteristics of local cultures of Yeosu are fused. Using symbols of Expo 2012 Yeosu and cultural symbols of Yeosu City as motifs, this study will develop patterns and then, apply them to neckties, handkerchiefs, and T-shirts. Adobe Illustrator CS2 and Adobe Photoshop CS2 will be used. This study developed basic motifs so that cultural resources using camellia, Odong Island, and the Turtle Ship, which represent Yeosu City, could be well harmonized with the topic of Expo 2012 Yeosu. This paper set three basic motifs of new formative images, using graphic images that were made by omission of forms, simplification, overlap, repetition, and calligraphy of the name of Yeosu holding the event. Each set motif was expanded to three motifs again through change, conversion, and mixture of colors, and three types of repetitive applied patterns were developed through revolution, symmetry, repetition, and reversal of each motif. The modern and refined image for neckties, to which the developed motif was applied, was made by directly applying the repetitive pattern of each motif or by making $45^{\circ}$ revolution. For handkerchiefs, revolution, enlargement, reduction, and gradation were applied to the motif so the pattern could be highlighted to the maximum and finally, a colorful image was developed. For T-shirts, three designs-a half-sleeved box type, a sleeveless round neckline type, and a sleeveless V-neckline tight type-were developed, through which availability of the design was increased. Through enlargement, reduction, revolution, and repetition of each motif, this paper layout the pattern on the whole part of a T-shirt, pursuing a decorative and casual image.

A Study on the Japanese Style Expressed in the Movie 'Memoirs of a Geisha' (영화 <게이샤의 추억:Memoirs of a Geisha>에 표현된 일본풍(日本風) 연구(硏究))

  • Ko, Young-Sook;Cho, Kyu-Hwa
    • Journal of the Korean Society of Costume
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    • v.57 no.5 s.114
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    • pp.12-32
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    • 2007
  • This study aims at investigating Geisha costume hidden in the history until now and how the fashion of Geisha style is expressed in accordance with character through the movie 'Memoirs of a Geisha'. Major contents of the text consist of studies including the historical background and characteristics of Geisha costume in Chapter 2, the Japanese style expressed in the movie through the analysis of the work in Chapter 3, The movie brought in an opportunity to spread the mysterious culture and art of Japan to the world, making Japanese style an important interest in the world of fashion as well. In a way to study this, the investigation was carried out through literature data, DVD and newspaper of , fashion magazine, articles from the Internet, ete. The Geisha trend has made the hot blast blown harder in such ways to affect not only fashion but also cosmetics, electronic appliance, interior, etc. In S/S 2006, it was not limited to the Japanese style but diffused to the Orientalism in China, India, Korea, etc. It can be said that this study has its significance to be a starting point in investigating the special characters of Japanese Geisha costume hidden up to now. In the studies following in the future, the formative beauty demonstrated per Japanese designer needs to be more studied. Furthermore, it seems noteworthy to analyze and compare Chosun Dynasty's Kisaeng with Japanese Geisha.

Functionalism Expressed in American Fashion Design (미국 패션디자인에 나타난 기능주의)

  • 하지수
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.10
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    • pp.1455-1466
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    • 2002
  • This research focuses on functionalism in American fashion designs which have become the center of public attention in recent. First, documentary studies about how functionalism, which originated in Europe in the beginning of the 20th century, has been developed throughout the 20th century were preceded Second, content analysis was done for the articles, including the word ‘unction’,‘utility’ and ‘practical’in the New York Times and American Vogue from January 1990 to January 2001. As a result, functionalism in 1990s has been developed in different ways from the mechanical, organic, and mea analogies of functionalism in the beginning of 20th century. It doesn't belong to an analogy but has the fused characteristics of those three analogies. It can be classified into techno functionalism influenced by new technology, pure functionalism related to minimalism, sports casual functionalism for those who are crazy about the speed and sports and enjoy the freedom and comfort, and symbolic functionalism which stresses Zen style. More casual manners of formal wear are distinct elements in functionalist fashion design in 1990s. It leads to strong expressions of sports casual functionalism, which plays a great role in sportswear industry of American fashion design. The American fashion designers who were mentioned often in the articles were Donna Karan, Calvin Klein, Ralph lauren and Tommy Hilfiger. As well as their works have common formative features based on functionalism, each of them shows his/her own strung color. A]1 of these designers make American fashion design, which can be defined as casual wear or sportswear, very popular worldwide based on the developed American functionalism. Functionalism considering practical and conceptional functions will continue in coming century and techno functionalism and sports casual functionalism in future fashion designs wilt be expressed more strongly with new technology and casual trends of life style.

Makeup Design and the Application of 3D Facial Avatar Makeup Simulation

  • Barng, Keejung
    • Journal of Fashion Business
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    • v.18 no.6
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    • pp.57-66
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    • 2014
  • The purpose of this study is to design appropriate digital tools for the production of makeup designs. In this study, we used a three-dimensional facial avatar simulation program developed by the Electronics and Telecommunications Research. This study is based on the creation of three-dimensional CG digital art of facial avatar makeup, produced by using simulation technology. First, the actual application and the tools for digital-optimization and media features were created, leading to the research and cleanup. Second, the theoretical background was applied to the formative elements of oriental colors in the designing process. Makeup design elements include point, line, surface, color, and texture. In this study, effective makeup design was interpreted to be based on the representation of particular elements, notably the design principles of balance, proportion, rhythm, repetition, emphasis, contrast, harmony, and unity. In Asia, design is based on the visibility of red, blue, black, yellow, and white-the colors of the five elements-and the use of points, lines, and shapes. This study was recently under scrutiny in relations to digital simulation and various three-dimensional designs, in terms of how to take advantage of a wide range of applications, and how to apply the findings through media and the dissemination of basic research. This study applies the characteristics of the limited existing stereoscopic three-dimensional and digital simulation programs in order to take advantage of the empirical research, providing a basis to implement this research in a meaningful way. A follow-up study is needed to extend these findings and theoretical foundation through continuous observation and in-depth technical development and research.

Characteristics of the AlON-Al2O3 Ceramic Coatings on the Al2021 Alloy by Electrolytic Plasma Processing

  • Wang, Kai;Byeon, Sang-Sik;Kim, Geun-Woo;Park, Keun-Young;Ahmed, Faheem;Koo, Bon-Heun
    • Korean Journal of Materials Research
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    • v.22 no.3
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    • pp.155-158
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    • 2012
  • In this work, AlON-$Al_2O_3$ coatings were prepared on Al2021 alloy by the electrolytic plasma processing (EPP) method. The experimental electrolytes include: 2 g/l NaOH as the electrolytic conductive agent, 10 g/l $Na_2AlO_2$ as the alumina formative agent, and 0.5 g/l $NaNO_2$, $NaNO_3$, and $NH_4NO_3$ as the nitride inducing agents. The effects of different nitrogen inducing agents were studied by a combined compositional and structural analyses of the ceramic coatings carried out by Xray diffractometry (XRD) and scanning electron microscopy (SEM) for the specimens EPP-treated at room temperature for 15 min under a hybrid voltage of 260 DC along with an AC 50 Hz power supply (200 V). Microhardness tests and wear tests were carried out to correlate the evolution of the microstructure and the resulting mechanical properties. Potentiodynamic polarizations and immersion corrosion tests were carried out in 3.5wt% NaCl water solutions under static conditions in order to evaluate the corrosion behavior of the coated samples. The results demonstrate that $NaNO_2$ is proven to be a good nitrogen inducing agent to produce high quality AlON-$Al_2O_3$ ceramic coatings.

Design Process for Fashion Product Development Applying Taekuki (태극기를 응용한 패션상품개발을 위한 디자인 프로세스)

  • Kim Hyun-Joo;Seo Soo-Hyun;Jang Nam-Kyung
    • Journal of the Korean Society of Costume
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    • v.55 no.4 s.94
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    • pp.1-15
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    • 2005
  • For every country, the flag is a major symbol that represents the country. Establishing image though the use of the country's symbol is more important for achieving national competitiveness in this global age. In Korea, Taekuki has not been actively applied to fashion products, however Korean people began to realize the Taekuki as a motif of fashion with 2002 World Cup. Thus, research on fashion product development applying Taekuki is needed. This research developed designs for fashion product development applying Taekuki. In addition, through suggesting various applied motives, this research explored the product possibility of global fashion design that represents Korean identity and fashion. For research method, after research on fashion design process, design development was progressed according to the 4-phases that comprehends processes previous researchers presented. First, in the problem recognition phase, background on the introduction of Taekuki to products and Taekuki fashion during 2002 World Cup was analyzed. Then, the need and possibility of fashion product development applying Taekuki's formative characteristics were found. Second, in research and analysis phase, meaning and history of Taekuki as well as flag fashion product developments in the U.S. and England examples were reviewed. Also, individual interviews with experts and consumers were conducted to collect qualitative data regarding product and design direction. Third, in idealization for problem solving phase, 62 designs including 43 apparels and 19 accessories were emerged. Finally, in evaluation phase, 40 university students majoring design evaluated designs' creativity, function, uniqueness, symbol, aesthetics, and harmony. Through this research, it is expected that fashion products applying Taekuki will be formly established as a fashion item. Furthermore, it is also expected that product development in other categories, brand planning, and product development using other national symbols such as name, anthem, and flower will be followed.

A Study on the Formative Characters in the Pleat of Western Costume Before the 20th Century - Focusing on Men's Costume - (20세기 이전 서양복식사에 나타난 주름의 조형성 - 남성복을 중심으로 -)

  • Kim, Joo-Kyung;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.62 no.2
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    • pp.26-39
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    • 2012
  • This study intends to reconsider pleat, which was undermined as something too simple to express the details for women's costume, by focusing on the aesthetic value of plea in men's costumes in the west before the 20th century. Furthermore, based on the aesthetic value of the pleat, diverse studies on contemporary men's costumes shall help to attempt to set up a basis for the new mode of men's costume. The pleat, a component in the costume since the ancient times, had unique characteristics including functionality, a sense of volume, directing effect that is caused by line repetitions and formativeness that results through elasticity. First, the aesthetics of the pleat before the 20th century shows rhythmic sense through the repetition of the pleat line as shown in the drape type costume, and it also shows a sense of volume as the pleat is moved along the motion of the body. Second, it shows functionality as the expansion of space moves in accordance with the motion of body sets up an internal space of the costume that facilitates body motion. Third, the pleat extends two dimension space into three dimension space using its elasticity. It exaggerates specific parts of the costume while ignoring body shape in order to symbolize status and authority of men. Fourth, it unifies the costume by wrapping the body by using quadrangle cloths with drapers, and expanding the silhouette with the pleat artificially to conceal the physical character and personality of the wearer. The physical character of the wearer disappears into the space made by the pleat. The pleat reveals the voluptuous beauty within.

Study as to Formative Characteristics of High Tech Furniture Design -Laying Stress on Correlation between Technology Art and Furniture Design-

  • Kim, Kyoung-Soo
    • Journal of the Korea Furniture Society
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    • v.19 no.6
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    • pp.439-446
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    • 2008
  • High Tech Design manner is a design concept that had been constantly discussed in constitution process of the West art history and modem ideology and had been experimented in industry, having started from futurism and structuralism in the early 20th century through Kinetic Art & Technology Art and up to now. High Tech Design had a great influence also on Post Modernism and more important is that this manner of design will be existing continually in the future too. From the modem times when machine civilization started, the artist and designers expressed a utopia will showing the future world with help of High Tech Design and modem people are realizing technology images as a utopia, in the space and material presented by this high tech design. And this utopia imply the images of dynamic power, speed making a voyage in universe, dream of future, hope, mass production, earth's environment, wealth etc. High Tech furniture was lightly designed by using thin steel wire, structure stressing the metallic characteristic and tempered glass, and it was used for presenting a convenient interior space visually, and with that it can make a unified sense in High Tech interior space, and a contrary effect compared with minimal space. High Tech Design equipped with glass and metal materials looking inappropriate for our interior space due to their sharp and cold image has been regularly used as living furniture, not only decoration function, and then there must be reasons for that. This study intends to research how High Tech Design has been changed and developed in the design history & West art history from the early 20th century, and to present it's value of development as data orienting, namely a direction for the industry of the next-generation and furniture design.

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A Study on Body Painting according to Nature Art Types (자연미술 유형에 따른 바디페인팅 연구)

  • Park, Jeongshin
    • Journal of Fashion Business
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    • v.18 no.4
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    • pp.66-79
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    • 2014
  • Unlike other body arts, body painting illuminates the value of art using eco-friendly formative activity and natural environment and highlights the need of eco-friendly activity. However, although body painting has focused on forming right relationship between human beings and nature, there are few researches which are linked with nature art. Therefore, the purpose of this study is to argue the need to study body painting as nature art in connection with natural environment and analyze body painting according to nature art types. The study methods included both theoretical review and empirical review. The theoretical review examined the concept and characteristics of nature art through previous researches and literature and the empirical review looked into the types and works of nature art and applied them to body painting works. The results were as follows. First, an installation type was possible by arranging and attaching certain materials to the body. Second, a physical type was possible by representing body itself as the part of nature. Third, a symbolic type was possible by making body appearance as a some symbol based on artist's idea. Fourth, a sound type was possible by stimulating auditory hallucination using the nature of objects and sensing a sound. Fifth, an ecological type was possible by conveying the message of living things in nature to the body. Sixth, an interior type was possible by inducing indoor installation of works. Seventh, a poetic type was possible by making one feel a poetic inspiration expressed in nature using the mystery of the sea and a simple sequential pattern of floral leaves. Eighth, a drawing type was possible by adding artist's intentional hand with a pictorical technique. Ninth, a indigenous type was possible by reproducing South American indian's primitive style. The review of this study suggests that body painting works have been expressed in experimental and temporary arrangement like nature art in nature and can be applied according to nine types of nature art.

Analysis of Satisfaction Surveys in Accordance with the Characteristics of the Components of Trick Art Experience Exhibition Space During -Around Seoul Trick Art Exhibition of Three Cases- (트릭아트 체험전시공간의 구성요소별 특성에 따른 만족도조사 분석 - 서울지역의 트릭아트전시관 3개 사례를 중심으로 -)

  • Lee, Dong-Hee;Han, Hae-Ryon
    • Korean Institute of Interior Design Journal
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    • v.23 no.5
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    • pp.139-145
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    • 2014
  • As life is changing, modern people are interested in culture life more than the past and as a result Art Exhibition increases. Nowadays many methods of exhibit are introduced, especially Direct experience. Trick Art Experience exhibition introduced Direct experirence to a work of art for interests and used props, objets, images, and sounds for maximizing experience element. Trick Art Experience exhibition added humor as imitating famous painting and gave a deep impression through the optical illusion technique which make flat structure look three-dimensional structure. Recently, demands for Experience exhibition which are like Trick Art increase. This study figure out pros and cons through a comparison analysis of direction and component about Trick Art Experience exhibition and find a check list about making an audience active about experience. From now on, we have an object about showing design data including customer satisfaction measurement to make various expressions of direction and component about Experience Art through a case analysis. We have firsthand visited case spaces to experience the spaces and prepared a check list for the relevant types of expressions. Referring to the exhibit work classification system, components that correspond to Trick Art Experience exhibition were grouped according to constituting items. Among the types of expressions, the levels of satisfaction with Experience exhibition and Participating exhibit were found to be high and the level of satisfaction with Heart Moving exhibit was found to be low through surveys. Among the components, the levels of satisfaction with stereograms and formative effect elements were found to be high and those of spatial changes and media effects were found to be low through surveys. Therefore, the expressions should be reinforced and the components should be improved.