• 제목/요약/키워드: Formative Elements

검색결과 284건 처리시간 0.023초

패션디자인에서'재미'의 개념과 표현방식 (Concept and Expression Method of 'Fun' Presented in Fashion Design)

  • 장남경
    • 디자인학연구
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    • 제18권4호
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    • pp.225-236
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    • 2005
  • 경기침체 및 정치 사회적인 불안심리를 익살맞은 아이템을 통해서 해소시켜보려는 신선한 시도로 재미(fun)가 디자인 분야에서 키워드로 떠오르고 있다. 본 연구는 현대 패션디자인에 반영되어 나타나는 재미의 다양한 활용을 주제별로 유형화하고 그 표현방법을 조형적으로 분석하여 패션디자인에 있어서 재미의 개념구조에 대한 본질을 규명하고자 하였다. 2001년 S/S부터 2005년 F/W컬렉션에서 발표된 디자인 중 유머를 표현하고 있다고 판단되는 디자인 412점을 연구자료로 산정한 후, 범주화하여 분석하였다. 연구 결과 패션디자인에서의 재미의 주제에 따른 유형은 해학, 키덜트, 아이러니, 풍자와 패러디, 스토리텔링, 놀이로 분류될 수 있었으며, 디자인의 조형적 특성은 화려한 색채, 실루엣, 문자, 오브제, 드로잉의 요소와 변형/과장, 부조화, 반복의 원리를 활용하고 있음을 알 수 있었다 또한 이러한 표현들은 전통적인 유머 이론인 부조화이론, 우월성 이론, 각성 이론과 상통하며, 긍정, 따스함, 엔터테인먼트, 젊음, 모순, 의외, 일탈, 암시, 공격, 설명, 그리고 주체에 있어서는 수동적 수용뿐만 아니라 놀이와 같이 능동적 체험을 제공하는 가치를 갖는다.

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프리다 칼로 회화 작품에 나타난 패션 컨셉 표현에 관한 연구 (A Study on the Expression of Fashion Concepts in the Paintings of Frida Kahlo)

  • 오은경;곽태기
    • 복식
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    • 제60권7호
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    • pp.103-116
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    • 2010
  • Recently, the art of the Latin America Culture is being actively introduced into our country. Many concepts in the fashion field contain Latin American culture and their influence is growing. This present study, based on a correct understanding of and research on Latin American culture, is an attempt to expand the expression of fashion design and explore the use of works of art in fashion. The case study is on Frida Kahlo (1907~1954), who was a Mexican woman painter who gives us some inspiration in contemporary fashion design. The scope of this case study investigates the Haute couture and the Pr$\hat{e}$t-$\grave{a}$-porter women's wear collections and photos from 1998 to 2009 which were greatly influenced by Frida Kahlo and analyzes through the formative elements of dress, color, form, pattern and material. Frida Kahlo was a painter whose composition of surrealism held the world of life and death, pain and pleasure, love and parting, thought and freedom, and tradition and modern, etc. As a design inspiration, her influence reaches into accessories, and hairstyles, as well as the Pr$\hat{e}$t-$\grave{a}$-porter. This current study for the correct understanding of the new culture and the introduction of art into the fashion design might be helpful in making fashion a work of art and in extending the expression of the fashion design concept which is based on commercial art.

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

  • 하지수
    • 한국의류학회지
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    • 제26권10호
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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.

프랭크 로이드 라이트와 찰스 레니 맥킨토시의 가구디자인 비교 연구 (A Study on Comparing Characteristics of Frank Loyd Wright's Furniture Design with Charles Rennie Mackintosh)

  • 하숙녕;한영호
    • 한국실내디자인학회논문집
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    • 제19권6호
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    • pp.91-99
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    • 2010
  • There is a commonality between Frank Lloyd Wright and Charles Rennie Mackintosh in that they created the new patterns of geometric Art Nouveau from the late 19th and early 20th centuries. This study compares the furniture of Wright and Mackintosh who had significant impacts on the development of modern design for each of the periods divided by their design feature to find the individualities and similarities of their design. It is an analytical approach with an accurate understanding of the design trends of the Art Nouveau era. The results of the furniture comparison are as follows: The finding is that Wright and Mackintosh designed creative furniture in harmony with a specific indoor space, Organic design was well expressed through the selection and use of wooden materials, Based on the understanding of tree characteristics, they did not use detailed decorations, but designed the simple and rigorous forms of furniture with highlighted interest in geometry. As for shape, Wright's furniture in his early days tend to be look largely formal and heavy. Since his debut in Japan in 1905, the furniture design became very sophisticated. On the other hand, Mackintosh's chairs are characterized by plenty of geometric patterns and long back. In many cases, his chairs were designed as part of formative elements in space, not for the purpose of furniture itself. As for materials and colors, Wright used mainly cherry wood. And he also utilized metals colored in olive green, red-brown and others for office furniture. The frames, fabrics and leather used for most of the furniture have natural colors, which are harmonious with spaces. Meantime, Mackintosh used primarily oak and ash trees. He used seat cushions and various colors to make the design of furniture have a sophisticated and simple image. The materials used for seat panel are horsehair, rush, silk and leather. He applied these materials to the furniture by weaving or cutting them.

전시공간에서의 촉지적(Haptic)연출 방법에 대한 연구 - 체험전시 공간 중심으로 - (A Study on Haptic Presentation Methods in the Experience Exhibition Spaces - With Experience Exhibition Space -)

  • 조민화
    • 한국실내디자인학회논문집
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    • 제24권6호
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    • pp.229-239
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    • 2015
  • The 21st century is a multiplication age and social and cultural phenomena have become diverse and peoples' desires and individuality have become important. Accordingly, the sensibility that reflects human taste is also required in the exhibition space. The exhibitions in this age induce the direct cognition of senses or take interactive forms that contact diverse media and react. The purpose of this research is to define the concept of haptic presentation method in which the audience perceive in the exhibition space by themselves and the visual elements spread into other senses and perceive complexly, and to present the directional nature. To conduct this research, first, this researcher recognized that haptic sensory experiential research by analyzing the roles and transition history of exhibition space is needed for the present age Second, based on philosophical theories, four haptic sensory expression characteristics (medium nature, experiential nature, attractiveness, sensitiveness) were derived by substituting Giles Deleuze's four haptic spatial characteristics (grasping short distance, dispersed gaze, cognition of bodily movement, formation of synesthesia through complex senses) and six formative factors of exhibition space (space, form, size, light, quality of materials, and color). And the effective exhibition presentation methods were analyzed through six cases of experiential exhibition spaces. Accordingly, what matters in the experiential exhibition space is to produce the four characteristics: medium nature, experientiality, attractiveness, and sensitiveness in equilibrium. It is necessary for the designers to reflect it appropriately in producing so that the audience can think and experience by themselves. Accordingly, in this thesis, it could be seen that to produce the haptic production characteristics in the experiential exhibition space in equilibrium is the important factor in the experiential exhibition space. In conclusion, experiences in the exhibition space should be approached with the transcendental haptic presentation method by which even the space of actually unexperienced cognition can be expanded and experienced through the metastasis and tension of various senses. Also, researches on such senses should be developed continuously, and this researcher expects that this will become a stimulant to present a new directivity.

옥천대(沃天帶)의 변형특성(變形特性)과 그 형성(形成) 과정(過程) -충북(忠北) 남서단(南西端)을 예(例)로 하여- (The Deformation Properties and their Formative Processes in Ogcheon Terrain around Ogcheon Town, North Chungcheong Province, Korea)

  • 이병주;박봉순
    • 자원환경지질
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    • 제16권2호
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    • pp.111-123
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    • 1983
  • The studied area is situated in tho southern part of the Ogcheon fold belt, where the "Ogcheon Group" is widespread with Jurassic and Cretaceous intrusions. The regional stratigraphy may be divided into three formations, the lower pebble bearing phyllitic, the middle dark grey phyllitic, and the upper black phyllitic formations. For the purposes of the present study, the area has been partitioned to three structural subareas based on major fold axes and fault line. The main subjects of the research have been discussed from two different points, multiple deformation and minor-micro fold styles. The former is analyzed by pebble elongation, folding and lineation in a pebbly formation as well as schistosity, crenulation cleavage and crenulated lineation in the phyllitic formation. The later describes the characteristic features of fold style in each formation and structural subarea. Although minor fold axes within broad pelitic rocks usually tend to trend northeast and to plunge northward, most of these were probably formed by two stages, first a similar fold phase and second a kink fold phase. Measured structural elements indicate that crenulation cleavage in phyllite formed parallel to fold axes of folded pebble followed a NE phase of first deformation and a fold axes of pebbles diagonal to bedding of phyllite are represented by a NW phase of a second deformation. Microscopically, quartz and mica grains form a micro fold enabling one to establish tectonic levels which occur in different deformation modes in each stratigraphic sequence. Microtextures such as crenulation cleavage, kink band, aggregate band of mica and pressure shadows of porphyroblast of quartz related to qarnet and staurolite may suggest the time relation of crystallization and tectonism. The result of this study may conform that three deformation phase, NE first phase-NE second phase-NW phase, occurred in the area.

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고양 종합운동장의 환경색채 디자인 개발 연구

  • 최은희
    • 디자인학연구
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    • 제16권2호
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    • pp.335-344
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    • 2003
  • 우리가 거주하는 도시의 환경을 개선하는데는 여러 가지 방안이 있다. 그 중 환경색채는 도시환경을 구성하는 조형요소 중 하나로서 그에 대한 인식이 점차 높아지고 있다. 안정되고 적절한 도시환경의 색채는 사람들에게 심리적, 사회적, 문화적 영향을 줄뿐만 아니라 도시의 이미지 홍보에도 유용한 방법이라 할 수 있다. 도시민들에게 감성적, 미학적, 정서적 만족을 주기 위해서는 환경색채 계획에 대한 체계적이고 합리적인 디자인 접근이 필요하다. 이에 본 연구는 실제 환경색채디자인을 함에 있어 기존환경 및 사례조사, 이미지 설정을 위한 설문조사 등의 현황 조사를 면밀히 분석하여 지역환경개선을 위한 환경색채계획에 적용함으로써 구체적이고 실질적인 색채디자인의 방향을 제시 하고자 하였다. 합리적이고 체계적인 환경색채 디자인을 함으로써 지역의 아이덴티티 형성, 색채의 통합적 적용으로 고유 이미지 제고 및 통일성 강화, 미적 특성을 살린 시각환경 조성, 그리고 지속적인 색채관리의 효율성 등의 효과가 기대된다.

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트릭아트 체험전시공간의 구성요소별 특성에 따른 만족도조사 분석 - 서울지역의 트릭아트전시관 3개 사례를 중심으로 - (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-)

  • 이동희;한혜련
    • 한국실내디자인학회논문집
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    • 제23권5호
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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.

3D 애니메이션의 캐릭터 유형 및 성격 분석 : 픽사의 애니메이션을 중심으로 (The Character Types and Analysis for 3D Animations : Based on Pixar's Animation)

  • 오시룡;석혜정
    • 만화애니메이션 연구
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    • 통권9호
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    • pp.161-183
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    • 2005
  • 이 논문에서는 현재 주류가 되어가고 있는 극장용 3D애니메이션에서 서사구조와 긴밀히 연관되어 관객들에게 직접적으로 영향을 끼치는 애니메이션에 등장하는 캐릭터의 중요성을 인지하고, 이를 분석해 어떠한 공통점을 내포하고 있는지를 도출하려 한다. 이 분석을 위해 전 세계적으로 좋은 흥행성적을 거두었고, 제작에 있어서 캐릭터와 스토리에 많은 비중을 두고 있는 픽사에서 만든 애니메이션들을 중심으로 그 애니메이션에 나타나는 캐릭터들을 프롭의 ${\ll}$민담형태론${\gg}$에 나타난 7가지 유형으로 분류하고, MBTI 방식을 이용해 성격을 파악하였으며, 이것으로 캐릭터의 유형별 성격에 대한 공통점을 도출해내었다. 이것은 애니메이션의 기획이나 제작 단계에서 스토리의 흐름이나 캐릭터의 설정에 대입하여 활용할 수 있을 것이고, 앞으로 이 연구와 연관되어 캐릭터의 외향이나, 표정, 움직임 등에 대한 연구가 이루어진다면, 조형적 요소뿐만 아니라 행동표현에 있어서도 작품에 알맞은 캐릭터를 창작하는데 도움을 줄 수 있을 것이다.

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국내 수영복의 디자인 트렌드 변화 (Trend Changes of Domestic Swimwear Design)

  • 강선아;조주연;정수인
    • 한국콘텐츠학회논문지
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    • 제15권4호
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    • pp.104-113
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    • 2015
  • 적극적인 여가 시간의 활용으로 생활 스포츠와 관련된 스포츠 패션은 계속 발전되고 있다. 이에 비하여 국내 수영복 산업 분야는 특화된 트렌드 분석과 디자인 개발 등에서 타 영역에 비하여 앞서 가지 못하고 있는 실정이다. 본 연구는 국내 수영복 디자인의 사회 문화적 배경에 따른 디자인 트렌드를 고찰하여 현대복식사적인 흐름의 연구와 함께 패션 디자인 요소를 분석하여 수영복 디자인 개발을 위한 기초 연구 자료를 제공하는데 목적이 있다. 연구범위로는 1960년대부터 2014년 최근까지의 수집된 국내 수영복 브랜드의 상품 카탈로그 138권과 웹 사이트 8종의 1004스타일 자료에서 수영복 착장 사진 총 9,549개를 분석 대상으로 선정하여 이미지에 나타난 실루엣, 소재, 색상, 텍스타일 디자인 등의 조형적 특성을 분석하는 방법으로 진행하였다. 연구결과 사회 문화적 변화의 주기가 짧아지고, 트렌드가 다양화됨에 따라 수영복의 디자인도 변화의 폭이 커졌음을 알 수 있었다. 특히, 컬러와 텍스타일 디자인의 다양한 콘셉트 전개가 두드러졌다. 또한, 기술적으로는 신소재의 개발과 원단 프린팅 기술의 발전으로 착용감은 더욱 향상시키면서도 디자인의 구현이 용이한 방향으로 발전하고 있다고 할 수 있다. 이상 연구의 결과는 국내 시장에서의 수영복 디자인 개발에 기본 자료로서 활용 가능할 것이다.