This study is focused on apparel textile design process applying pre-developed Korean traditional motifs. Since the fusion culture is in trend, Orientalism or Oriental look is the center of attraction in fashion. Under the circumstances, developing the traditional resources as sophisticated Korean-style is the goal of the BK21 team. This study makes a move to achieve the goal. As a method of accomplishing this study, 4 trendy motif samples such as stylized letter, butterfly, peony, and female face are selected after investigating fashion magazines and fashion related websites. As a result, pre-developted Korean traditional motifs are elected and revised using Adobe Illustrator 9.0. The newly revised motifs are applied to the textile pattern repeat form. The completed textile patterns are simulated on the simulated on the shawls to show their usages as one of souvenir items since the year of 2001 is the year of “Visit Korea”.
Korean traditional flower motifs have often been used in traditional embroidery on personal products and on decorations. The flower motifs seen on embroidery with a variety of techniques show the shapes and colors changing to more and more brilliant and colorful design. Even today the flower motifs in embroideries continue to be reinterpreted in both modern ways and also in traditional ways with their fancy beauty in the design industry. This research is based on documentary and demonstrative studies conducted to find out the formative properties of these motifs through and analyzing the shapes and colors of flower motif embroideries from the Choseon Dynasty as applied in developing modern designs in harmony with their traditional beauty. A summary of the research is as follows. First, the peony blossom appears the most, with its gorgeous flower shape. It was used in a variety of ways for decorative purposes as well as in wishing for wealth and harmony on clothes or on personal products. Second, the result of analyzing the flower motifs on embroidery shows that 'realistic-complex- flower patterns' and 'stylized-complex-flower patterns' are mostly seen. Third, many of the peony blossoms, chrysanthemums, and Japanese apricots were in a radial shape and front facing with stamens, and the lotus flowers were mostly shown on the lateral side. Fourth, as a result of analyzing the colors of the flower motifs on embroideries, a tendency is shown toward the R and RP colors of v, b tone and the shades YR, Y, GY, and G colors of lt and p tone.
Textile fabrication based on traditional culture has grown very attentive as fashion icons in recent so that designers, especially, who want to be the center of attention, may be a public interest and introduce their own culture to the world. In the 21st century by more focusing of our culture, Korean textile designs that is applicable our traditional motifs are required to develop and also its motifs could be comprehensibly got the spirit and the inherent meaning, and should be fuse with modern touch and developed practical design in daily life. Of all many different patterns, this paper placed an emphasis on three of main traditional motifs as a floral arabesque pattern, ivy pattern and butterfly pattern. The traditional motifs were applied through a hand-made technology and the professional design program of TexPro, and then the textile design was simulated by Photoshop to approaching the apparel design. Through these produced artworks, we have conscious that the oriental images have associate traditional meaning and the traditional design tried to express co-existence past and present. Moreover, we believe that the surface pattern design of textile for printing was good chance to relive the traditional meaning, and the tradition is recognized not mere old and expects more advance with applications.
The objectives of this study were to measure the preference and purchase intention on Korean traditional motifs and to investigate the relationship among preference, purchase intention, and sensibility. The subjects consisted of 217 male and 351 female US undergraduate students. The experimental materials used in this study were 48 stimuli and a questionnaire, composed of 7-point semantic differential scales of 17 bi-polar adjectives. The data were analyzed by ANOVA, Duncan's multiple range test, Regression, and t-test. The major findings were as follows; First, interpretation type and application object had significant effects on the preference, while category and interpretation type had significant effects on the purchase intension. The application of Korean traditional motifs for pattern design was preferred to their application for clothing design. Decorative type was found to be more related to the preference and purchase intention than the other interpretation types of realistic, stylized and abstract types. The purchase intention on crain motif was lower than the other categories of lotus and cloud motifs. Second, in overall, the preference on Korean traditional motifs was higher than purchase intention. Third, the preference and purchase intention were affected mainly by 'Quality' image, a component of sensibility, followed by 'Cheerfulness' image, but not affected by 'Simplicity' and 'Modernity' image.
The market demand for knitwear has been increased both domestically and in export. Despite of the high and consistent demand, knitwear design has been rather simple and tends to show mainly foreign influences. In order to compete efficiently in the world market and to provide more variety, knitwear design originated from our cultural background needs to be developed. Therefore, the purpose of this study is to develop various knitwear design adopting the Korean traditional 'Danchung' motifs and the main colors used in the motifs. Three knitwear works were designed and constructed, which included a round pullover, a half-sleeve V-neck one-piece dress, and an evening dress. The mainly used motifs consisted of natural motifs such as lotus, cloud, and motifs symbolizing good luck such as 壽 and 囍. The Original 'Dan-chung' motifs were stylized into different forms and colors, and this design work was done using CAD system including the 'Adobe Illustrator 9.0' and the '4D box Hi-Knit Program'. Based on the designed images created by the CAD system, an actual design works were knitted using different weft knit methods including a hand knitting machine and weft knit machine of the knitwear manufacturers. This study provided the possibility of knitwear design originated from the Korean traditional culture.
This study examined the characteristics of costumes worn at Halloween parties, a form of cultural entertainment commonly seen in the U.S. The Halloween party culture involves children and adolescents wearing costumes, decorating their bodies, and mimicking famous characters. Furthermore, the types and motifs of Halloween costumes have become a means of expressing individuality. This study conducted empirical research on how such motifs were reflected in modern Halloween party-wear in order to provide basic data regarding the development and design of Halloween costumes and the formation of the related entertainment culture. This study researched the shape of costumes and the type of traditional motif presented in these costumes, as well as analyzed the symbolic meaning of each motif. The research process was as follows. First, this study investigated the origin and evolution of Halloween by researching precedent studies, books, and internet data. Second, this study extracted the types of traditional Halloween motifs by analyzing the characteristics and symbols of Halloween costumes commonly presented in such materials. After collecting 547 Halloween-related images from U.S. and Korean Internet websites, this study sorted and analyzed images that could represent traditional Halloween motifs. According to the results, representative traditional Halloween motifs included black cats, white rabbits, tridents, scarecrows, skull and bones, ghosts, witches, vampires, bats, werewolves, and jack-o-lanterns(pumpkins, etc.). The sentiments for such traditional Halloween motifs changed according to era and race. The symbolic meaning would continuously change - from positive to negative and vice versa - to reflect various socio-cultural phenomena. The results of this study are expected to be used as basic data for developing Halloween costume designs and the related entertainment culture.
The objectives of this study are to develope sensibility image scales for Korean traditional motifs by quantitatively measuring their images and preference and to classify them into clusters. Data were collected via a questionnaire from seven hundred twenty five Korean undergraduate students. Re experimental materials were forty eight stimuli of Korean traditional motifs with different categories, interpretation types, composition types, and application objects. The instruments consisted of 7-point polar semantic differential scales of twenty three bipolar adjectives including preference. Data were analyzed by correspondence analysis, cluster analysis, ANOVA and Duncan's multiple range test. Re major results are as follows; image scales for textile patterns and dress designs using Korean traditional motifs were constructed. The axes of sensibility image scales for both textile patterns and dress designs were defined by quality level and degree of simplicity. Second, four clusters on the scale of textile patterns and two clusters on the scale dress designs were identified. Third, in the case of textile Patterns, the preferred cluster had high-quality and classical images, while the cluster that was not preferred had a complex image. In the case of dress designs, the preferred cluster had simple and high-quality images, while the cluster that was not preferred had complex and low-quality images.
'Heongbu and Nolbu 1' is a series of the on-line game 'Tales Runner.' It is based on a traditional Korean fairy tale. However, the game characters in Heongbu and Nolbu 1 wear casual clothes even though the game is set in the Joseon Dynasty. Therefore, this paper presents proposed game characters clothes based on traditional Korean costumes from the Joseon Dynasty. This work should help inspire gamers and game designers with the beauty of Korean traditional costumes and familiarize them with an aspect of Korean people's identity. A literature review of online games and game characters was carried out, and game characters' clothes were analyzed. The design motifs of historical relics of the Joseon era were evaluated. Three styles, one traditional and two "fusion" styles integrating traditional and modern elements were proposed for each of the 4 characters: Chowon, Ruff, Bada and Abell. The chulrik and jurip were used as design motifs for Chowon. A traditional chulrik, short chulriks and pants are suggested. Second, the dongari and jeonrip were used as design motifs for Ruff. A traditional dongdari, sapok pants, deck pants and a vest are suggested. Third, the jeogori and chima were used as design motifs for Bada. A traditional female hanbok, arm warmers, short-sleeved jeogori and dress are suggested. Fourth, the dang-ui and daeran-chima were used as design motifs for Abell. A traditional dang-ui and daeran-chima, blouse, skirt, jumper and tight Bermuda shorts are suggested. The length, shape and color were converted into new styles, but some traditional elements such as the git and goreum were retained.
The importance of souvenirs are increasing immensely these days owing to the increase of foreign visitors to our country, which forces us to turn our eyes to this field. Upon these reflections, this study aims at aims at developing cap designs that satisfy the foreign tourists needs and let them recognize the outstanding beauty of Korean traditional patterns by applying traditional motifs. The Korean traditional patterns and their symbolic meanings were researched as well as the previous studies on the designing of goods for foreign visitors which had traditional patterns applied. Furthermore, the overall tendencies of the purchase of souvenirs and goods by foreign tourists in Korea as well as in foreign countries were investigated. Next, the present state of apparel goods and caps for sightseers in Korea was analyzed according to their shapes, colors, and patterns. Finally, by using CAD system, new cap designs were developed applying traditional bat motifs in order to capture the traditional images for a modern sense of beauty.
The purpose of this study were 1) to find out impression dimensions of the dress wearer with various motifs 2) to evaluate the impression effects of motifs in Korean traditional dress for women. The research method was a quasi-experimental with the between subjects design. The experimental materials developed for the study were a set of stimuli and response scale. The stimuli were consisted of 12 drawings with full factorial design of 3 independent variables : motif sorts (2:flower animal) motif types(2: realistic stylized) motif arrangements(3: all over the traditional to modern) The stimuli consisted of color photographs and color of clothing and motifs was controlled the blue. The response scales were consisted of 30 bi-polar adjectives. The subjects were 333 undergraduate college students of Taejon. The data was analyzed by factor analysis MANOVA and Duncan's multiple range test. Results were as follows: 1. The wearer's impression were consisted of the 3 different dimensions : attractiveness · dignity dimension. Interaction effect among motif sorts motif types and motif arrangements was significant on the same dimension. Interaction effect between motif sorts and motif arrangements was significant on the visibility dimension. 3. The motif arrangements were a significant variable on the attractiveness·dignity and the evaluation dimension. The traditional arrangement and the modern arrangement showed more faborable impression and the all over arrangement showed less favorable impression on the attractiveness·dignity dimension. The all over arrangement showed positive impression on the evaluation dimension and the traditional arrangement and the modern arrangement showed negative impression on the same dimension. There were no significant difference between flower sort and animal sort and also no significant difference between realistic type and stylized type in their impression effects.
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