• Title/Summary/Keyword: Graphic symbol

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Characteristics of Components in Infant and Children's Clothing Brand (유·아동복 브랜드 구성요소의 특성)

  • Rha, Soo-Im
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.1
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    • pp.135-146
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    • 2011
  • Despite the recession that has affected people's consumption of clothing, the 'Gold Kids' market shows steady growth. This study analyzed the characteristics of components that make up infant and children's wear brands. Firstly, this study found the linguistic features of infant and children's clothing brands. Most brand names have common characteristics such as idiomatic expressions, combination and separation of vocabulary, and more than 6 syllables. Also, when they formative brand quality, they frequently used words like 'girl', 'kid' and 'baby' to clarify the category of the brand product. Also it is meant to present a clear brand concept to the target consumer to offer their brand information and product characteristics. Moreover, English is widely used in the brand names, and they used appropriate symbol graphics that fit the titles and qualities of the brands. Second, to strengthen their brand identity and inherent concepts, infant and children's clothing brands normally use their own particular brand colors wich makes special and strong visual impressions on the target consumer. Also, they mainly use applied sans serif typeface showing the softer brand quality. Brand logos have different visual expressions depending on their brand value and the target consumer. The word type of the logos presents clear brand identity and information to the target consumer. Through the study, we found that infant and children's clothing brands tend to use written brand names for the logo type more than graphic symbol logo patterns. This indicates that infant and children's clothing brands tend to emphasize information transfer rather than visual graphic symbols when they organize brand logos.

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A Study on the Necktie Design to Day Marketing using CAD - Focused on Christmas - (CAD를 활용한 데이 마케팅에 의한 넥타이 디자인 연구 - 크리스마스를 중심으로 -)

  • Chu, Mi-Kyung
    • The Research Journal of the Costume Culture
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    • v.18 no.4
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    • pp.640-654
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    • 2010
  • The purpose of this study is to design neckties that are motivated by Christmas symbol images that have been known to public most widely in the basis of Day marketing so as to develop the competitive commodities closed to consumers' emotion in the fashion industry. As a method of this study were to use Adobe Illustrator CS2, which is one of the vector graphic programs, to present the motif design such as Santa Claus, trees, presents and letters among Christmas symbols, and are to apply to neckties by giving a change with striped pattern, all over pattern and one point pattern. The results are as follows; Firstly, Santa Claus image was expressed by color contrast with red and white, which was perceived by red, green and white that are mostly used in Christmas. Secondly, tree images are expressed abstractly with color contrast where red and green are contrasted, and color way change was given for symbol color of Christmas. Third, in the image of gift, the image of share and image of colorfulness were considered for expression by making motifs of three dimensional hexahedron shape. Fourthly, in the image of type, motif was expressed by giving a change in horizontal and vertical writing types.

Development of Traditional Baeja Design Applied Jogakbo and Knot (조각보와 매듭을 활용한 전통 배자 디자인 개발)

  • Yang, Suk-Hyang
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.4
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    • pp.189-203
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    • 2014
  • In this study, Creative motifs using face composition of Jogakbo and Knot Symbol were developed, and applied to traditional Baeja of Joseon Dynasty to develop design contents of traditional clothes. As for study method, 7 motifs of new formative image that integrates traditional beauty and contemporary sense were developed by applying Knot Symbols and face compositions of Jogakbo with the use of Adobe Illustrator CS6 and Adobe Photoshop CS6 vector graphic software. The motifs were designed in contemporary image in face compositions like rectangle pattern, triangle pattern, dual rectangle pattern, vertical and horizontal pattern, pinwheel pattern, gojunmun pattern and free pattern by involving various changes like repetition, rotation, reduction, expansion and decomposition and using the colors used in the Jogakbo. It is desired that through this study, traditional Baeja may develop to bear traditional and contemporary image so that our traditional clothes design may become global. Also it is anticipated that this study will contribute to development of culture products of Hanbok like Jeogori, pants and skirt that require change of design in the global era while maintaining traditional beauty to appeal to the emotions of world citizens.

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Implementation of Industrial Information Display System (산업용 정보표시 시스템 구현)

  • Kim, Whi-Young;Hong, Jung-Hwan;Gang, Uk;Park, Seong-Jun;Kim, Hee-Je
    • Proceedings of the KIEE Conference
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    • 2001.07d
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    • pp.2048-2050
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    • 2001
  • 기존의 생산관리 현황반, 각종 산업용 판넬의 Faul Indicator, 각종 기계의 상태표시, 엘리베이터 정보출력장치, 주차타워 안내표시, 버스 행선지 안내표시, 병원, 은행 등 각종 광고용에서 사용되는 정보표시장치를 휘도와 안정성이 우수한 40mm 3 Color LED Dot Matrix Module을 이용한 Message 표시장치로서, 각종 Panel 및 기계 장치에 부착되거나 단독 설치되어 Parallel 또는 Serial Port로 입력을 받아 그 입력에 해당되는 Message를 출력 하며 User에 의해 제작되는 Graphic과 Text 형태가 있으며 외부입력에 의해 선택되는 Text Message와 출력 형태는 User에 의해 제작되는 Program에 의해 출력되는 방식으로 구현하여 영문, 숫자는 물론 한글 및 한자 표현도 가능 하도록 하여, 문자의 크기가 5${\times}$7 LED Dot Matrix에 비해 상대적으로 크고 미려하여 현장에서 상황의 인지도를 높이고 ASC-II 및 KS-5601의 Hex Code 입력방식보다 일반사용자가 Programming 하기 쉬우며 Message를 Graphic Symbol형태 및 문자로 작성하여 Message출력 형태를 선택할 수 있는 Mode Programming방식을 적용해 사용자의 용이이성이 배가 되도륵 하여 비교 검토한 결과 사용에 있어 편리성을 입증할 수 있었다.

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A Study on Meaning Analysis of Game Skill Visual Effects -focused on world of warcraft- (게임 스킬 비주얼 이펙트의 의미 분석 -월드 오브 워크래프트를 중심으로-)

  • Kang, Yoon-Hee
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.751-759
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    • 2022
  • Game graphics provide players with a sense of immersion, leading to active participation. This paper aims to analyze the mythological meaning for symbolic design of game skill visual effects that reproduce the narrative and the worldview of games borrowing myths. The research method classified the visual effect image into a symbol of the form of a universal archetype representation and a symbol of color expressing the narrative in the game, and analyzed it by applying Roland Barthes' semiological scheme. Through this study, it was possible to analyze the meaning of visual effects as a mythical meaning that can be universally sympathized and an implicit meaning that symbolizes the narrative of the game. The symbolic expression of the visual effect, which reproduces the narrative of the game reflecting the myth, can induce players to engage and participate, and the design direction was intended to provide the visual effect to have a unique symbolism that reflects the game's mythical worldview of the game.

A Design of Petri net-based AIM Supervisory Control System (페트리네트 기반 AIM 관리 제어 시스템의 설계)

  • Kong S.H.;Kim H.R.;Suh I.H.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.203-206
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    • 2005
  • This paper presents a design experience of supervisory control system for agile and intelligent manufacturing(AIM). For effectively program job instructions, a Petri net-type graphical language is proposed and it can be applied to a various task such as concurrency and synchronization. PGL is consisted of PGL editor, PGL analyzer and PGL translator; PGL editor generates a job instruction program using graphic symbol. PGL analyzer prevents a deadlock or resource allocation of unit cell. PGL translator transfers to adequate sequential job commands of each unit cell.

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A Study on the Semiotic Approach of Logo in Sportswear Brand (스포츠웨어 브랜드 로고의 기호학적 분석)

  • Lee, Min-Gyung
    • The Research Journal of the Costume Culture
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    • v.14 no.2
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    • pp.177-191
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    • 2006
  • The purpose of this study was to analyze the signification system between logo and brand concept systematically in sportswear brands. For this purpose, 37 apparel brands focused on sportswear brand were selected and the results of the study were following : First, the sportswear brands that symbolize a specific sports used a related supplies such as a golf ball or tennis ball, etc to express sports or concept that pursuit each brand. Second, the sportswear brands used the brand logo that represent or symbolize a specific animal, plant and natural world to express a strong spirit of sports and active energy. Third, the sportswear brands used the word mark or symbol that design a brand name in dynamic or speedy typeface to represent a speed and progressive spirit of sports. Fourth, the sportswear brands used the symbols that represent a concrete object, person such as a mast, shield, etc to emphasize the brand concept. Fifth, the sportswear brands used the symbols of a graphic or geometric style to represent the special quality of brand in type.

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A Convergence Study on Korean Traditional Plant Patterns and 'Zentangle Art' (한국 전통문양 식물문(食物紋)과 젠탱글 아트의 융합연구)

  • Yoon, Hee-Sun;Kim, Ki-Beom;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.285-290
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    • 2019
  • This study is a study on the methodology and possibility of making more creative 'Zentangle Art' works through the effective convergence of digital art during the process of Zentangle Art' which draws patterns using writing instruments such as analog pencils and pens to be. In particular, we studied the convergence of traditional pattern and 'Zentangle Art' by applying the method of making using digital author's authoring tool and the pattern symbol of Korean traditional pattern. And It was studied and analyzed in terms of semiotics. In the future, I intend to study the psychological phenomenon and characteristics of the artist during the production of the works. Later, Zentangle artists and researchers will be presenting the continuing direction of content creation and industrial value.

Development of Natural Dyeing Pigments and Culture Goods with Useful Biological Resources - Research on Development of Tourist Souvenirs for Hampyeong Butterfly Festival - (유용생물자원을 이용한 천연염료의 개발 및 문화상품전개 - 함평나비축제를 위한 관광기념품 개발에 관한 연구중심으로 -)

  • Park, Mi-Ryung;Kim, Sang-Yool
    • Fashion & Textile Research Journal
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    • v.8 no.6
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    • pp.665-671
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    • 2006
  • This study is to develop tourist souvenir which designed image of butterfly, the symbol of Hampyeong Butterfly Festival, using natural dyeing product, the specialty of Namdo region. Results of market survey of tourist souvenirs for Hampyeong Butterfly festival showed that souvenirs of butterfly design sold in market which were not discriminated from that of general products and locality or characteristic of the region could not be exhibited. According to the results of market survey, design of souvenirs of Hampyeong Butterfly Festival is as follows; Butterfly pattern of hinge and Dangcho pattern are developed to graphic motive of modern sense with traditional beauty to make design which can be consumed by modern consumers in their actual life and then proper pattern is planned by combining, repeating and disassembling them. Such a pattern is applied to souvenirs like T-shirts, necktie and scarf to make tourists feel identity and unification of the festival visually. In addition, design of souvenirs was made to be coordinated with casuals. Therefore, visual factor could be extracted from Korean cultural heritages suitable to concept of local festivals and it is considered that ways of commercialization and development of traditional pattern suitable to consumers' demands can be suggested.

A Study on the Utilization of Illustration for the Identity Design in Fashion Brand (패션 브랜드의 아이덴티티 디자인을 위한 일러스트레이션의 활용 방안 연구)

  • Beak, Jeong Hyun;Kan, Moon Ja
    • Journal of the Korean Society of Costume
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    • v.65 no.5
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    • pp.88-102
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    • 2015
  • The purpose of this study is to investigate the examples of using illustration as a strategic factor of composing brand cultures and as a factor for brand identity design. Through analyzing the external characteristics and the internal characteristics of illustration, this study will give suggestions on ways to apply the examples to real design. Illustration in external characteristics is investigated as a case of applying it directly to fashion design and to fashion marketing. Most of the fashion items were printed or weaved and most of the bags, shoes, and accessories were printed on the cover, attached as a patch, and expressed three-dimensionally. Illustration in internal characteristics is investigated as fixing and expansion of brand image, improving artistic and emotional value of brand, vitalization of masstige items, and cultural support and expression of social responsibility. The three themes used to develop the illustrations of "Hello ZIBI", which was used in this study, were "Graphic", "Forest" and "Flower", and these were based on modified brand symbol. Casual brands grafted fashion item designs onto T-shirts, bags, hats, and scarves. Marketing items were designed as shopping bags that could reflect brand image, as well as other items, such as key holders, mug cups, and tumblers, with designs that targeted specific age groups.