Sunlight is perceived by human beings first through the epidermis to space, and is a non - material medium that provides physical awareness of space, diversified expression of spaces, and plenty experience. The purpose of this study is to investigate the characteristics of active building skin based on the inflow of natural light required by humans, looked through among the works of Jacques Herzog & Pierre de Meuron, which show the characteristics of active building skin, TEA(Tenerife Espacio de las Artes, 2008), Messe Basel New Hall (2013) and Elbphilharmonie (2016). First, the interaction between Sunlight and space is divided into spatial characteristics and sensitivities according to their concepts, properties, and characteristics. The characteristics of active skin by light are classified into a physical approach and a constructive approach. Second, (El Croquis 152/153) and analyzed the images, detail drawings, and elevations, and simulated them in 3D to express the relationship between light and active building skin. Third, the changes of light intensity, light color, and distribution of light according to the time of light entering and the skin are determined from 6:00 am to 6:00 pm. Fourth, the images taken from January 30th to February 7th, 2017 on the site were compared with the computer simulated images, and the relationship between active skin and light was compared. This study is to recognize the existence and necessity of light required for human being through the activated epidermis differentiated from the limited or closed epidermis focused on information transmission, I would like to emphasize that I would like to take a step closer to the necessity and possibility of new attempts and developments so that I can feel the various experiential spaces by.
This study analyzes the characteristics of each element of neo-deconstructivist fashion design and examines fashion expression methods and techniques. This study combines theoretical research and case analysis to analyze the aesthetic characteristics of neo-deconstructivist fashion and the expressive characteristics of neo-deconstructivist fashion. Through analysis of previous research, the aesthetic characteristics of neo-deconstructivism were derived as inclusiveness, playfulness, communication, and intertextuality. Inclusivity in fashion refers to including various people, body types, aesthetics, and cultural backgrounds in the scope of design, and does not limit the scope of clothing design based on individual differences such as body type or gender. Playfulness is a neo-deconstructive fashion brand that combines exaggerated makeup, vibrant colors, intriguing designs, and imaginative fashion shows to spread upbeat and playful ideas. Communication in neo-deconstructivist fashion demonstrates communication through the use of creative themes and items that reflect consumers' needs through design and the consumer's fashion presentation method. Through the mutual quotation of aspects like traits, status, T.P.O., and materials that can reveal opposing texts, intertextuality emerged as a tendency to break up binary oppositions or break away from genres. The expressive qualities of neo-deconstructivist fashion design were examined and applied to the creation of innovative fashion design through examination of the case's silhouette, color, and material. Six sets of women's clothing were designed and produced. The results of this study can be used as basic data for the development of neo-deconstructivist fashion design, and are expected to provide a wide range of inspiration for fashion design ideas.
This study aimed to explore sustainable fashion design plans and directions by analyzing Marine Serre's collection. Previous research was reviewed to derive classifications of the aesthetic characteristics of sustainable fashion design. This classification was then used to analyze the characteristics of the Marine Serre collection. Design analysis was conducted on Marine Serre's 2018 FW to 2023 SS collections. Marine Serre's sustainability characteristics are functionality, surprise, handicraft, and inclusion. The results are as follows. First, functionality is the highest among the four characteristics and includes the functionality of movement, the functionality of form, and futurism. This characteristic was observed in the use of all-in-one body suits, pockets, and workwear, showing the will and values of designers who value daily activity. Second, surprise includes the scarcity of materials and the unexpectedness of composition. The value of the clothing is enhanced by the use of scarce materials not typically used in clothing. In addition, Marine Serre is highly regarded for expanding clothing into life by incorporating material upcycling into the theme of the collection. Third, handcrafted features include exaggerated decorations, logo, retro designs, and natural properties, and intentional utilization is differentiated. Marine Serre's signature pattern suggests a suitable expression for the fabric to use the crescent moon for the season. Fourth, the collection expresses themes of inclusivity and cultural diversity. The results indicate that Marine Serre wants to contribute to a better future characterized by global coexistence.
Journal of the Korea Fashion and Costume Design Association
/
v.22
no.2
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pp.117-136
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2020
The purpose of this study is to analyze changes in high-tech fashion along with the types and characteristics of high-tech fashion that have appeared recently providing diverse material for the fashion field. High-tech fashion requires such research to learn how much distance one has in one's life. It is also meaningful to predict what direction high-tech fashion research may be needed. For research methods, previous research and literary studies were considered and photographs in which high-tech techniques were used were collected using the keyword 'high-tech fashion'. High-tech fashion types can be organized into the four types of luminescent types, mutual interaction types, 3D printing fashion, and virtual fashion. The research results were as follows. First, luminescent fashion was an important expression method of high-tech fashion. Materials for luminescent fashion first started with LED electric wire connections and many methods have been attempted with the appearance of electrically conductive clothing material, such as luminescent lasers and beam projectors. Second, interactive high-tech fashion often appears as variable fashion. The work of Hussein Chalayan, which was combined with advanced technology, set up a base for variable type interactive high-tech fashion in the 2000s. As bioengineering technology has developed, fashion that interacts with the environment without an energy source has appeared and the interaction among fashion, people, and the environment can be seen. Third, diverse forms of expressiveness in virtual reality such as 3D CLO shows a great difference with past high-tech fashion. Simple and diverse attempts made through virtual fittings reduce the limitations of time and space, permit interaction, and add a sense of reality through speed and dynamic physical beauty. Fourth, 3D printed fashion expresses complex and detailed clothing material that is different from those before with the development of computer 3D modeling technology. Modeling that can imitate geometric and bio-engineered structures is possible and mysterious feelings are passed on to people through creative expressions.
Journal of the Korean Society of Floral Art and Design
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no.43
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pp.101-122
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2020
In this paper, the social paradigm is rapidly changing with the expansion of human consciousness, which has emerged as the development of 20th century science and the influence of cutting-edge media as the search for new forms of flower art sculptures. Is becoming. Accordingly, the purpose of this study is to analyze the interaction relationship of the expression elements of environmentally friendly pressed sculptures in the space as interior materials in the space where customer service is provided. (Research method) After deriving the formative expression characteristics of environmentally friendly pressed flower sculptures, and deriving interactive analysis elements between the servicescape space and humans of the pressed flower sculptures through references, service the flower sculptures for 8 installation cases The expression patterns of the interrelationships in the space of the landscape of the landscape were analyzed. (Results) The characteristics of dynamic formation and continuity were emphasized in the environment-friendly pressed sculpture space, and the interaction that the sympathetic reaction to the natural motif element felt as a new experience in space appeared. In the future, commercial spaces can be actively experienced through natural elements, and users can experience active interactions to create differentiated spaces as spaces where humans and humans coexist.
In today's society, being considered ecological in fashion design and having a cultural and humanistic approach is important. Using a technological approach, the fold concept was applied to understand and analyze the ecological characteristics of a modern fashion aesthetic design. The concept of 'Ecological Aesthetic Design', which we discuss in this study, is part of human nature, and the design concept is used to consider the relationship between the man and the environment to the design of Victor Papanek. From the perspective of interrelation between the components of an ecosystem, the possibility of the fold's application to ecological aesthetic design can be summarized by wholeness, biodiversity, evolution, homeostasis, and circularity. The concept of the fold is revealed mainly through three types of characteristics: indeterminate complexity, potential continuity, and decentralized interaction relationship. Based on the characteristics of the concept presented earlier, this study conducted a case review by distinguishing contemporary fashion that applied the complex, various, and indeterminate fold concepts into flexible transformation, continuity, and complementary circularity. This study was interpreted from the ecological aesthetic point of view based on the nature of the contingent folds presented before applying modern fashion concepts. It focused on the morphological side, and excluded the material aspects of the case study in order to examine the complex, diverse and content aspects. The result of the study is as follows. The study of the research areas that help the understanding of the changing fashion phenomenonneeds to be encouraged, and there should be a new research category, which can contribute to the ecological aesthetic design concept conversion.
This study suggests a new direction for designing art masks that receive attention as an area of creative expression for makeup by incorporating Neo-Pop art. After analyzing the characteristics of Neo-Pop from a theoretical perspective, the researcher produced four art masks based on each characteristic by utilizing the motif of the Japanese Pop artist Takashi Murakami. From this study, the researcher elicits that Neo-Pop has enough qualities to be utilized as a material for the art mask, new designs of the art mask may be suggested by applying the characteristics of Neo-Pop, and that the convergence of art and makeup highlights the possibility of convergence among the many other fields. Thus, it is expected that the art mask will be studied further through converging with a range of fields, and this study will be used as fundamental data for the development of the art mask design.
The virtual try-on technologies of the current level have limitations with material expression as well as some difficulties with commercialization. There are differences in simulation results and subjective evaluations perceived by consumers according to the types and physical characteristics of materials used in virtual try-on simulations. This study were to analyze the exterior clothing shapes and visual images from 3D virtual try-on simulations with materials whose drapability was differentiated and then test the accuracy of the expression of the drapability of the materials. The study carried out 3D virtual try-on simulations by selecting flared skirts as an item to best express differences in drapability along with five materials of different physical properties and offered some basic data for greater utilization of virtual try-on simulations by comparing and analyzing them with the exterior shapes and visual images of actual flared skirts. The analysis results of hemline shapes between actual and virtual try-on according to the types of materials showed no match among the quantitative items of exterior shapes factors. There were no significant differences in the visual images except for "soft" according to the simulation methods, which means that the items can serve as part of a scale for visual image comparison. It is necessary to reflect quantitative numbers regarding "drapability" proposed in the study simulation software and to continue to build a systematic database for virtual simulations by investigating and testing various materials.
This study is intended to develop the creative and high value-added products as well as the development of diversity for jump suit for the future by analyzing the trend and feature shown in jump suit in the modern fashion. In the research methodology, the analysis was carried out over a total of 351 work pieces on jump suit among those presented in the collection of Paris, Milan, New York and London from 2006S/S to 2013F/W as well as literature review. The aesthetic features on suit jump design introduced in the modern fashion could be characterized as the following. First, both upper and lower garments are composed with a simple array of items and the stress was put on modernity feature through minimal expression technique. The feature of solid simplicity was also given with achromatic color or neutral monochrome. Second, the feminity image was emphasized with adoption of such highlighting items as detailed add-ons, tops, camisoles and blouses that stress the organically curved streamline including silhouette, material itself, crease and drape that enable the direct and indirect exposition of human body and the expression of smooth curve in human body. Third, jump suit revealed the multipurpose feature as item available for the diverse wear such as working habiliment, sports wear, uniform, office wear and evening wear, depending on the terms and conditions. Fourth, the deconstructive characteristic appeared through integration with various items, destruction of formative structure, non-structural shape, and ambiguity in wearing method.
Unlike in the past, where the expression of the form was given a priority, with the widening of the scopes of the designs, the proportion of design education institution curricula targeting user experience and the application of technology is continually and gradually increasing. Open source microcontroller boards such as Arduino have initiated attracting attention as a countermeasure against these changes. These prototyping tools have many advantages for the diversification of expression and design verification in the design field and therefore have a high likelihood of being introduced into many design education institutes; however, the tools act as high entry barriers for design students who lack engineering knowledge. Although various educational content and tools have been developed to address the issue of barrier, existing solutions remain insufficient as alternatives for the purpose of activation. In this study, we investigated the present state of related education content and conducted a pilot workshop using a prototype microcontroller board with simplified coding. We intend to use the results of this investigation to develop study material for design education. We started by conducting a survey regarding the pre-university education situation. It was observed that engineering education opportunities are insufficient and the problem of mutual application between educations due to course-based education was not realized. We also analyzed the characteristics of simplified training tools using the microcontroller to establish a direction for educational design and conducted a pilot workshop using the microcontroller toolkit with a simplified coding process based on this content. Students who lack a basic knowledge of engineering technology received instruction, and after completing minimum preliminary training, they proceeded to practical exercises that involved utilizing the toolkit. Through this process, we identified the need for a simple-type microcontroller board with low-complexity for use in educating students majoring in design. We also identified some obstacles that serve as barriers to entry of utilizing microcontroller board. Based on these results, we propose several functional requirements and teaching guidelines for prototyping toolkits for design education.
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