• Title/Summary/Keyword: costume system

Search Result 665, Processing Time 0.026 seconds

A Study on the Role of Costumes in Conceptual Art (개념미술에서 의상의 역할)

  • Cho, Jung-Mee
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.35 no.7
    • /
    • pp.828-840
    • /
    • 2011
  • Fine art and clothes have been closely connected since art became part of civilization. However, there relationship was one-sided rather than exchanging the essence of each other. In the $20^{th}$ century, modern art began to change. Artists started intervening clothes in their work as conceptual tools. In the 1960s, Marcel Duchamp started to study 'what is fine art?' He tried to perform anti-aesthetic work that denies traditional types and contents of fine art by reconsidering a concept of fine art that started a new chapter of conceptual art in the late $20^{th}$ century. Conceptual art is about concepts and ideas of the work rather than aesthetic and material concerns for the challenges traditional ideas. Conceptual art asks audiences for more active reactions. For these reasons, semi logical ideas and clothes became very important to conceptual art. This study categorizes and analyzes various roles of clothes in conceptual art. Conceptual arts since 1960 were studied in this research and the works of clothes were intervened were analyzed. The types of using clothes in conceptual art can be divided into 'ready made,' 'intervention,' 'data type,' 'language,' and 'action and process.' The different types were mixed together rather than used alone. Conceptual artists tried to deliver the characteristics and attributions of modern society through clothes. They expressed criticism of political society, anti war movements, absence caused by death, new lives, violated femininity, changed meanings of marriage, and absence of individual rights under the social system in their work. Clothes played their roles as concepts of various things including violated femininity, illusions of politicians, autocracy, new lives, social systems, and regulations.

Depiction of Korea in Pre-Modern Japanese language Textbooks of Japan (근대시기 일본의 국어과(國語科) 교과서에 나타난 한국)

  • Park, So-Young;Jeong, Jae-Yun
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.3
    • /
    • pp.458-466
    • /
    • 2015
  • This article aims at examining Japanese recognition of Korea through analyzing the Japanese language textbooks of Japan, in order to find how Japanese people perceived Korea in the first half of the 20th century. I explored descriptions related to Korea in the Japanese language textbooks published in the 1st curriculum (1904) to the 5th curriculum (1945). In this period, the Japanese language textbooks were serving in allowing Korea to be associated Queen Jin Goo and Toyotomi Hideyoshi, Korean custom and Korean landscape of Seoul and rural area. They designated Korea was a small and weak country through the stories of Queen Jin Goo and Toyotomi Hideyoshi. Although they introduced Korean floor heating system, Korean costume, and Korean ritual, they reinforced Korea was a backward country through representing undeveloped transportation facilities and unsanitary living conditions. They characterized the coloniality of Korea through portraying modern buildings created by Japan on Seoul streets. Furthermore, they induced assimilation of Japan and Korea through the story of Korean rural areas.

The Costume of Korean Envoys and Trading Goods in 1811 through Dong-sa-lok - Focused on Jeongsa, Busa - (「동사록」을 통해 본 1811년의 조선통신사 복식과 교환물품 - 정사 부사를 중심으로 -)

  • Lee, Ja-Yeon
    • Fashion & Textile Research Journal
    • /
    • v.8 no.3
    • /
    • pp.269-274
    • /
    • 2006
  • The purpose of this study is to examine the costumes and trading goods of the Korean envoys in 1811. The findings of the study are as follows: The Korean envoys, as shown in literature, were dressed up three different types of costumes: Pyongbok, Gongbok, Jobok. They put on different kinds of clothes depending on the purpose of the events such as for ceremonial purpose or for traveling purpose. For traveling purpose, the envoys wore Pyongbok like Waryonggwan and Hakchangeui, which were commonly used as Pyeonbok in those times of Chosun era. For ceremonial purpose, they chose to wear Danryeong, Gongbok, Geumgwanjobok in this order following the order of the importance of the ceremony. The design of Jobok and Gongbok of Jeongsa and Busa were different from that of the early Chosun era. This difference in the Jobok and Gongbok demonstrates that Gwanbok has been transformed with the change in the general Po system in the late Chosun era. When the costumes of Korean envoys in 1811 were compared to those in 1711, there were similarities in terms of the design of Jobok and Gongbok, which indicated that little had changed for the period of 100 years. The most popular exchanged Byeolpok of Chosun was articles of clothing such as Daeyuja, Daedanja, Baekjeopo, Sangjeopo, and Baekmyeonju, while that of Japan was mostly objects of craftwork and a small amount of Po. The fact that cloth was one of the main items from the early Chosun era to the early 19C shows the highly developed clothing culture of Chosun era.

Analyzing Types of Styling through Character Customization Games (캐릭터 커스터마이징 게임에 나타난 유형별 스타일링 분석)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
    • /
    • v.13 no.5
    • /
    • pp.309-316
    • /
    • 2015
  • The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.

The Content Analysis of Clothing Construction field in the middle-school Textbook of Technology and Home Economics (중학교 기술 가정.교과서의 의복구성 분야 내용 분석)

  • Park, Eunhee;Cho, Hyunju
    • Journal of Fashion Business
    • /
    • v.17 no.1
    • /
    • pp.131-144
    • /
    • 2013
  • The purpose of this study was to analyse the structure and contents of clothing construction field in the middle-school textbook of technology and home economics with curriculum revised in 2007. 10 kinds of textbooks certified by Ministry of Education, Science and Technology in 2010 were selected and home economics field in them was the subject of this study with the external characteristics such as textbook system, instruction area and contents included. This study was content analysis-oriented and descriptive with data calculated by frequency and percentage. The findings are as follows. In 'Reality of Home-Life', food life area showed highest as 34.4% followed by clothing life(28.7%) and dwelling life(28.7%). The portion of present teachers in writing staffs was highest while there was no textbook where professors of each field were included in writing staffs. The contents of costume society, clothes material, clothes management from section 'Choice and Management of Clothes' in the chapter 'Family Life' and clothing construction from the section 'Making and Modifying Clothes' of the chapter 'Reality of Home-Life' were analysed in this study. Clothing construction-related fields were suggested separately by method of measurement, construction theory, drafting theory, drafting an original form, fabric trimming, utilization of the original form, length measure, cloth cutting, hand stitching, how to use a sewing machine, basting and correction, needlework process, completion, and evaluation. The contents of the unit 'Making Shorts' were about clothing construction theory, human body measurement, drafting an original form, process of making shorts and activity/research/experience. The contents of the unit 'Wearing Clothes after Fixing' in clothing construction-related field were about how to fix and recycling.

Vest Design Development of Fashion Culture Products based on Korean Style - Application of Traditional Lattice Pattern of Doors - (한국적 디자인을 기본으로 한 패션문화상품 조끼디자인 개발 - 전통 창살문양 응용 -)

  • Choi, Eunjoo
    • Fashion & Textile Research Journal
    • /
    • v.21 no.4
    • /
    • pp.412-419
    • /
    • 2019
  • This study is to help maintain the identity of traditional Korean culture and develop fashion culture products by applying images and composition forms of traditional lattice patterns for vest designs. Lattice can be distinguished as a shape created through intersecting vertical and horizontal lines, in the form of oblique lines in vertical and horizontal structures, and in the form of an oblique line. Lattice patterns represent the overall unity and order as well as the beauty of small spaces created by simple lines. Traditional lattice patterns of the Joseon Dynasty were examined theoretically through the literature. Based on theoretical grounds, there is study illustrates vest designs using Adobe Illustrator CS6 as well as works on a 3D virtual costume using CLO Trial 4.2, a 3D virtual dressing system of CLO Virtual Fashion. This study developed an easy to wear vest design categorized as clothes for both men and women. The geometric formality of the lattice pattern has been applied to fashion culture products. In this study, the design was developed focusing on lattice, kotsal (flower pattern), sosulbitsal (diagonal), sotdaesal, tisal (horizontal & vertical). This study can be used as basic data in the domestic fashion cultural product market that can help maintain the originality of Korean culture in the global era that also assists in the successful promotion of Korean culture and traditions.

A study on Design of Casual wear utilizing 3D Virtual Clothing Technology - focus on Generation Z (3D 가상 의상 기술을 활용한 캐쥬얼웨어 디자인 연구 - Z 세대를 중심으로)

  • Shin, Hae Kyung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.75-81
    • /
    • 2021
  • With the development of advanced information and communication technology, Generation Z, familiar with digital culture, is drawing keen attention as a major consumer of the fashion industry. In this study, casual wear for Generation Z, who is proficient in digital devices and prefers information acquisition and lifestyle over the Internet, was designed using 3D virtual simulation and developed into four looks: Gulish, Sportive, Easy and Contemporary. The use of simulation of 3D virtual clothing in costume design can build digitalization of future fashion industry through convergence with digital fashion design planning and production process in fandemic environment and strengthen online platform distribution. In a business environment that continues to innovate to enhance work efficiency by introducing an Untouch fashion production system, the use of 3D virtual clothing technology can increase the efficiency of sustainable management through 3D sample production, online fitting, modification, and final critic processes to reduce the time and cost of human and physical resources and review.

The Impact of Clothings of Kisaengs in the later Choson (조선후기의 기녀 복식이 사회에 미친 영향)

  • Kim, Hye-Young
    • The Journal of Natural Sciences
    • /
    • v.8 no.2
    • /
    • pp.289-321
    • /
    • 1996
  • After the two big wars (Imjin Woeran and Byungia Horan), the Lee Dynasty confronted rapid transitional periods in almost all aspects of the society. Corruption of the governmental system by the wars and disordered social structures also caused confusion in the social position system. In addition, development of the commercial economic system and monetary economy brought up a new rich middle-class, "Joong in Gyegeup". In ideological aspects, Confucianism indulged in and stick to isms and ics, and the Confucian morality slackened, thus a more pragmatic ideology, "Silhak Sasang", developed. And the emergence of the modern literature and art of the 'common people' was followed by the appearance of the common-people class including those having the common-people concept among the noble-class "Yangban Gyegeup". This evoked a new common costume culture and the fashion appeared. The public could no longer find the power and appeal from the preexisting ruling classes due to the changed role and sense of value. Thus, they sought a new symbolic leader group that would to be the new standard of the newly changed society. That was a group of people called as "Kisaeng" liberal and independent. They were performing social activities, enjoying poetry, music and dancing, and classy dressers, having physically attractive bodies. The erotic as well as luxurious mode proposed by them reflected the trend of that time. It concurred well with the concept and taste of the public, so it was accepted with a good response. That is, by following these leaders, the public achieved their identification and tried to share the prestige of the leaders. For this reason, the Kisaeng group attracted the public attention and led the taste of the public, thereby becoming the influential fashion leaders of that age.

  • PDF

The Fashion Professionals Required by the Ladies Apparel Manufacturers in Daegu (대구지역 숙녀복업계 기업주가 요구하는 패션전문인)

  • 김효은
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.4 no.1
    • /
    • pp.111-130
    • /
    • 2002
  • This study performed a structural questionnaire survey and non-structural interview of the ladies apparel manufacturers in Daegu on the qualification for the employees, skills required for job performance, job training, automatic manufacturing systems, and the use of computer. The results are as follows. 1. Almost all of the apparel manufacturing systems were Pair System, except one Line System in one company. In terms of outsourcing, most of the manufacturers answered “yes,” and in 1998 the outsourcing process was sewing, but in the year 2002, outsourcing has been increased :12 manufacturers(57.1%) outsourcing most of the processes except patterning, 3(14.3%) outsourcing the finish of sewing. 2. The workforce of 1998 and that of 2002 shows a significant difference(P<. 01) between office work and management. The number of office workers has decreased from 15 down to 5.3 people. On the other hand, that of the management has slightly increased from 5.3 to 9.2 people. The number of the manual workers has decreased from 32.2 to 28.7 people. And the number of tailoring and patterning workers has slightly decreased, but the number has increased in sewing from 3.7 to 7.0 people. 3. The wage of an employee shows a significant difference between a sewing assistant(P<. 01) and a production manager(P<. 05), and the wage of a sewing assistant, in particular, has slightly raised from ₩905,000 to ₩1,054,000. 4. The qualifications required of employees are “cooperative human relations”(30.8%), “diligence,” and “ability for job analysis”(26.9%), and “positive thinking” (15.4%) in 1998, and “ability for job analysis”(38.5%), “cooperative human relations”(34.6%), and “positive thinking” (15.4%) in 2002. The areas for job openings are significantly different(P<. 01) depending on the year. Job openings in the design section has increased from 1(3.8%) to 16 manufacturers (61.5%), and decreased in tailoring section from 22(84.6%) to 2 manufacturers(7.7%). Job openings in the sewing section have increased form 2(7.7%) to 6 manufacturers (23.1%). In terms of sex of the employees, there is a significant difference(P<. 001). 19 companies(73.1%) wanted “male” in 1998, but 8 companies(30.8%) answered that they want “female” and 17 companies(65.4%) answered that “it does not matter.” About the educational background, there was a significant difference between the years. The number of the companies that want junior college graduates with an associate degree has increased(15 companies(57.7%). There was a significant difference(P<. 05) in major of the employee. The number of the companies that want fashion majors has increased from 5(19.2%) to 20(76.9%). 5. In terms of job skills required, there was no significant difference. In 1998, “production skills” (46.2%) and “ability for job analysis” (26.9%) were required, and in 2002, “ability for job analysis” (42.3%) and “emotional skills” (26.9%). 6. In regard to training for job skills, “fashion professional training” has slightly decreased from 65.4% in 1998 to 46.2% in 2002, however, “training for job analysis” has slightly increased from 30.8% in 1998 to 46.2% in 2002, which indicates the fact that “fashion professional training” and “ability for job analysis” have been emphasized. 7. The number of the manufacturers purchased apparel CAD has increased from 1(3.8%) to 3(11.5%), and the number of the manufacturers that have no plan for purchase has increased from 16(61.5%) in 1998 to 15(57.7%), still taking up a big proportion. 8. About the use of computers in manufacturing, there is a significant difference(P<. 05). The number of the manufacturers using computer has increased from 5(19.2%) to 15(57.7%) and that of the manufacturers which do not use computers has decreased from 17(57.7%) to 8(30.8%). 9. In the interviews with the owners of the manufacturers, they pointed that schools should give more weight on practical training courses, the invitation of experts in the specific field, complex production systems, training courses for sewing, field trip courses, and furthering specialty education, personality and vocational education.

  • PDF

The Characteristics of the Color tones on Korean Traditional Color Blue and Red (한국전통색 청$\cdot$홍의 색조 특성)

  • 이경희
    • Archives of design research
    • /
    • v.12 no.4
    • /
    • pp.317-326
    • /
    • 1999
  • The Korean traditional color passed down over countless generations has surpassed both surpassed both time and space and continue today to breathe life into its people's everyday. In order to clarify the characteristics of Korean traditional color blue and red, we investigate the names of them and measured the color tones of textile remains in Chosun era. The characteristics of Korean traditional color blue and red have been surveyed by means of the examination of color names in many famous literatures in Chosun era. Korean terms for color tones were characterized by enormous variety of epithes crowned on them. The color names mentioned contain many unaccountable epithes which were characterized also deep colors and light colors were dominant in it. As a means of enhancing possibilities within limited colors, the commoners increased the names for varying tones of blue color group(32kinds) and red color group(40kinds). These "blue(indigo dyeing)' and 'red(safflower dyeing)' in Chosun era were shown very high frequency in use and the costume colors in Royal Court. With combination of these various blue and red colors they represented a thought of color based on Yinyang Theory and created a polished aesthetic taste. The color samples of textile remains in museum were measured and designated by Munsell color system and the ISCC-NBS color designation system. THe appeared rates were derived on Chosun era and features of colors using on the period were discussed. We aim to present specific recipes in indigo dyeing and safflower dyeing for using our apparel product and folk art.

  • PDF