• 제목/요약/키워드: cultural design

검색결과 2,883건 처리시간 0.032초

문화상품 디자인개발에 관한 연구 -광주광역 문화요인에 대한 컨셉 디자인 개발 사례를 중심으로- (A Study on Cultural Product Design Development -Case Study on Concept Design Development from the Cultural Factors of Gwang-Ju)

  • 김혜숙
    • 디자인학연구
    • /
    • 제15권1호
    • /
    • pp.299-308
    • /
    • 2002
  • Along with the increasing social concern on cultural products and corresponding policy development by government many domestic regions have been trying to establish their own cultural identity. Based on the case stuffy for Gwang-Ju, this paper provides a methodology of developing cultural products from the unique regional resource. Its scope was classified into three categories: alread-developed, regional character and regional theme products. For this purpose, marketing strategies were established for quality improvement and promotion of cultural products through analysis on the current products including a questionnaire to customers. Then, conceptual designs for each scope were developed through the five steps of "selection of items", "target customer analysis", "concept establishment", "extraction of cultural factos7" and "derivation of conceptual design". The concept establishment was based on the expression of the material characteristics, the harmony of tradition and modernity, symbolization of images and so on. The cultural factors taken into account included the natural resources, historical heritages and landmarks. Finally, several examines of the conceptual designs were illustrated for commercial products. This study could be extended further in the future by introducing potential immaterial resources into the cultural factors.

  • PDF

연꽃문양을 이용한 직물디자인 개발 및 문화상품 제작(I) - 연꽃문양의 자료조사 및 문화상품 사례조사를 중심으로 - (The Development of Textile Design and the Manufacture of Cultural Merchandise by Using Lotus Flower Patterns(I) - For Researching Lotus Pattern Materials and Examples of Cultural Merchandise -)

  • 정진순
    • 한국의류산업학회지
    • /
    • 제6권2호
    • /
    • pp.135-143
    • /
    • 2004
  • In an information-oriented and internalized society of the future, the quality and price of goods made by each country will be equalized. That eliminates competition. But the design and appearance of products is an important factor in international competition. Indeed, design symbolizes a country's culture visually, and it can show the cultural identity and originality of a nation in international society. And that will play an important part that can contribute to creating added value. It is necessary to revive our people's old lyrical stories which are far away from our memory, and we badly need design development to revive traditional cultural merchandise through visual modernization. Among various Korean cultural inheritances, lotus is often seen in tiles, porcelains and folk stories. In this study, I chose lotus as the subject material of textile design development, and my intention for this study is to reflect Korean traditional cultural value as much as I can, and to develop textile design of Korean images by adding modern scenes. For that, first I researched lotus pattern materials and examples of cultural merchandise.

문화유산을 활용한 패션문화상품 디자인 - 유네스코 기록유산 직지를 중심으로 - (Fashion-Cultural Products Design Using Cultural Heritage - Focused on Jikji, Memory of the World of UNESCO -)

  • 김지영;오윤정
    • 복식
    • /
    • 제62권7호
    • /
    • pp.133-149
    • /
    • 2012
  • Jikji, Memory of the World of UNESCO, the world's oldest extant movable metal print book, is a cultural heritage to give motivation for IT power of Korea. Although the cultural value of Jikji is understood in Korea, the value of cultural assets is not satisfactory and the commercialization is not sufficient. Furthermore, most Jikji product designs on the market are simple and limited mainly for the old generation. The purpose of this study is to design fashion-cultural products suitable for young people who will be responsible for this cultural inheritance. The methods of this study were to make the design development through literature research and a case study for Jikji products on the market. For developing the products suitable for young people, 308 university students in Chungju were surveyed. To express end products, computer graphic program, Illustrator CS5, was used. The results of this study showed that the products on the market were not targeted for use by young people. The younger generations want modern and interesting design. Among the 8 design motives that are planned for design development, the most preferred motive numbers, 3, 7, and 8, were used. Design items, such as scarf, wallet and t-shirts, were selected by the result of survey and 3 scarves, 4 wallets, 3 t-shirts, a total of 30 items were developed. The designed products in this study can inform the cultural resource of Korea and contribute to raise the cultural value if they are commercialized.

백제의 전통문화를 활용한 문화상품의 이미지와 선호도 분석 - 10대 청소년을 중심으로 - (The Analysis of Images and Preference on Cultural Products based on Baekje Traditional Culture - Focused on Adolescents -)

  • 이미숙
    • 한국의상디자인학회지
    • /
    • 제18권3호
    • /
    • pp.85-98
    • /
    • 2016
  • The purpose of this study was to investigate the adolescents' images and preference on cultural products based on Baekje traditional culture focused on adolescents. The subjects were 421 adolescents in Daejeon and Chungnam province. The measuring instruments was stimuli of cultural products and a questionnaire with semantic differential scales of image of cultural products, preference, product evaluation criteria, and subjects' demographics characteristics. The data were analyzed by Cronbach's ${\alpha}$, factor analysis, t-test, ANOVA, Duncan's multiple range test, and regression analysis using SPSS program. The results were as follows. First, 3 factors(attractiveness, interest, gentleness) were emerged on images of cultural products based on Baekje tradition culture, however, the current products could not convey affectively the attractive and gentle image of baekje traditional culture. Second, the preference of the Baekje cultural products was evaluated low, and especially design and price was rated low in the evaluation criteria. Third, preference was related with the 3 image factors, and attractiveness factor was showed highly positive effects on preference of cultural products. The implication of this study was to provide the useful cultural product development plan for adolescents, and the research results suggested that modern and individual design, unique traditional pattern, resonable price, and practicality have to be considered to develop successful cultural products for adolescents.

  • PDF

주택문화관의 아이덴티티를 형성하는 디자인 요소 특성에 관한 연구 (A Study on the Identity Design Factors of Housing Cultural Center)

  • 김영훈;전혜원
    • 한국실내디자인학회논문집
    • /
    • 제18권5호
    • /
    • pp.3-11
    • /
    • 2009
  • As the idea and function of the 'Model House' alters, so does the name - 'Housing Exposition' or 'Housing Cultural Center'. Its function Is not only to show and sell but to educate, promote and show culture. It works as a 'communication ground' about house. With the growing number of the Housing Cultural Center and the importance of function, major construction companies are building it competitively to connect the relationship with clients by expanding service. However, despite the necessity of 'Housing Cultural Center' is increasing, function and component of the Housing Cultural Center are yet defined and also specific direction of design, consumer services and programs are not properly established. Also, they are promoting and selling in lots only for a limited period which have problem in clients to participate and know about the characteristics of each companies promotion. Most of Housing Cultural Centers are similar in concept, shape, color use. The purpose of this research is to analyze the Housing Cultural Center with spacial and visual elements that comprise Housing Cultural Center, and study identity factors, distinct characteristics and build identity of the Housing Cultural Center. Ultimately, companies need to put forth to make difference in their own identity and apply it effectively in order to firmly establish identity.

주택문화관의 휴식공간에서 나타난 브랜드이미지에 관한 연구 (A Study of Brand Image from The Resting Place of Housing Cultural Center)

  • 이현지;한혜련
    • 한국실내디자인학회:학술대회논문집
    • /
    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
    • /
    • pp.123-127
    • /
    • 2008
  • This study is to analyze brand image of housing cultural center to understand how it is shown in the resting place of housing cultural center. We chose the object housing cultural center and made checklist to understand space condition and brand image reflection. housing cultural center should be reborn as a cultural rest space for customers and residents, and especially new definition of function and concept of resting place is necessary. The resting place of housing cultural center is not just offering an extra room for customers but a link-space and an intermediation-space to link the functions of each space where customers stay for long time. So there should be proper design that expresses the brand image for resting place. From the research, we found that the resting place has cafe like design with tables and chairs. Some of them are gallery-cafe like or book-cafe like to emphasize the cultural aspects. But they are not proper to express brand image. So there should be detailed guidelines of design for resting place of housing cultural center to express brand image.

  • PDF

문화관광축제 활성화를 위한 문화상품 디자인 개발 전략 연구(제 1보) - 지역문화자원 활용을 중심으로 - (Strategies for Development of Cultural Products Design for Promotion of Cultural Tourism Festivals - Focusing on utilization of local cultural resources -)

  • 정경희;이미숙
    • 복식
    • /
    • 제59권7호
    • /
    • pp.17-33
    • /
    • 2009
  • The purpose of this study was to get some pieces of prior information to eventually develop high value-added fashion cultural products design using local cultural resources, to promote the cultural tourism festival. For this purpose, this study is carried out the investigation of cultural product stores and visitors' questionnaire survey. The subjects of this study were festivals which were selected as cultural tourism festival by the Ministry of Culture, Sports and Tourism from 2000 to 2008. Of them, six festivals were finally selected but food festival was excluded. The results of this study were as follows; First, the store survey was conduced to analyze the situation of the products of cultural tourism festival. The most frequent product was accessories. And a T-shirt was found to be sold every festival probably because it was the most popular item and basic item which people could buy without burden. While the most diverse kinds of products were found in the Andong, the Jinju and Gangjin were found not to develop various products. In the design motif used for cultural products, most products did not use festival or local image. The highest use of the festival and local image was found in Gangjin and Muju. The Andong and Chungju were found to sell very common products buying anywhere rather than products using local cultural resources or image. In the material of cultural products, most products use metal. And In the price of cultural products, 10,000-30,000 won was found highest. Second, the purchase conditions of cultural tourism festival visitors were examined. The visiting goal and companion of visitors was found to vary with the type of cultural tourism festival. The types of visitors were also found to have an effect on the choice of items in the purchase of cultural products sold in the festival. Only one third of respondents responded buying one and more cultural products. The purchase rate was found high in the festival where cultural product items were various and there were many products symbolizing festival or region. The most purchased item was a mobile phone hanger and the amount of purchasing cultural products was 10,000-30,000 won. The reason not to purchase cultural products was dissatisfaction with utility, originality, possibility of a present, symbolism, and price. The most important attribute in the purchase of cultural products was design, followed by symbolism, price, originality, and innovation. The highly preferred product group included clothing, miscellaneous goods, and accessories. Specifically, T-shirt was found highest. Based on these research results, it was found that the design strategy for the cultural products development should consider both regional and festival images. The items and designs of the cultural products should reflect visitors' characteristics and the price zone should be varied.

도시 환경과 디자인 계획으로 본 현대 문화시설 비교 연구 (The Comparative Study on Contemporary Cultural Facilities in the City Environment)

  • 김선영
    • 디자인학연구
    • /
    • 제16권4호
    • /
    • pp.323-334
    • /
    • 2003
  • 현대의 문화시설은 건축물과 도시 환경을 근거로 한 디자인 접근과 관련 공연 프로그램의 다양화 및 세계화를 지향한다. 이러한 문화시설은 지역 문화 홍보와 국가의 특징적 문화형태를 보존 발전시키는데 중요한 역할을 한다. 따라서 도시 및 지역 환경과 문화적 특성을 반영하는 문화공간의 제공은 현대 도시 환경에서 필수적 조건이다. 또한 현대의 문화시설은 관객의 능동적이고 자발적인 문화 참여와 관객과 공연인의 상호교류의 기회와 공간을 제공하여야 한다. 이러한 기능 제공을 위해서는 문화시설을 형성하는 공간 기능의 차별화 정책이 필요하다. 간 공간들의 철저한 기능 분리, 차별화 된 문화 컨텐츠와 프로그램의 기획으로 자체적 관객층을 형성하며 기능성과 환경 조건을 반영한 시각적으로 특색 있는 건물디자인 계획의 실행이 요구된다. 이러한 디자인 계획은 결과적으로 대중들에게 중복되지 않는 내용의 문화프로그램을 접촉할 수 있는 기회론 증진시키며 단순한 집객 기능을 넘어선, 다양한 문화의 광범위한 공유를 위한 문화공간의 역할의 수행이라는 디자인 원리와 철학이 문화시설의 디자인에 실질적으로 반영됨을 의미한다. 즉, 문화시설의 디자인 과정에서는 무엇보다 도시 환경에 대한 적극적인 반영 및 문화시설 디자인에 대한 전문적인 검토과정이 요구된다. 실내 광장이나 야외 광장을 축으로 각기 다른 기능의 문화공간들이 자체적 기능을 수행함과 동시에 갈 공간의 상호교류, 무대시설, 조명, 및 음향 등 각 분야의 전문가들과의 자문을 거침으로써 공연 공간 및 무대시설의 다양하고 복잡한 기능성이 보다 효과적으로 구현될 것이다.

  • PDF

박물관 문화상품을 위한 플랫폼의 상호경험디자인에 대한연구 -선양고궁박물관을 중심으로 (Research on the Interactive Experience Design of Museum Cultural Product Customization Platform -Focusing on Shenyang Palace Museum)

  • 임시뢰;반영환
    • 한국융합학회논문지
    • /
    • 제13권2호
    • /
    • pp.185-200
    • /
    • 2022
  • 박물관 문화 콘텐츠의 혁신적 개발은 박물관이 소장품을 이용하여 문화의 전파 기능을 강화하는 중요한 방법이다. 사람들의 소비 수준이 늘어나고 업그레이드화됨에 따라 전통적인 문화 콘텐츠 디자인과 판매 방식은 날로 늘어나는 소비자들의 욕구를 충족시키지 못하고 있다. 본고는 박물관 문화 콘텐츠의 맞춤형 체험 플랫폼 구축을 제안하여 박물관 문화 콘텐츠의 개발을 촉진하고 박물관 문화의 전승과 보호를 도모하려 한다. 본고의 연구방법은 선행연구를 정리하고 분석하여 기존의 플랫폼 모델과 특징을 분석하고 설문지 159부를 배포하여 문화 콘텐츠 소비자들의 욕구를 조사하였다. 마지막으로 사용자 요구에 따른 맞춤형 체험과 현존하는 인터넷 소매 플랫폼과 결합하여 이론적 틀을 만들었으며 선양 고궁박물관을 중심으로 실험을 설계하고 가용성 테스트를 진행했다. 연구결과를 보면 문화 콘텐츠 플랫폼에 대한 사용자의 수요도가 비교적 높았다. 맞품형 플랫폼을 이용한 디자인은 박물관 문화 콘텐츠의 확산과 확대를 촉진하며 사용자의 경험을 최적화하여 박물관의 콘텐츠 개발과 디자인, 소매 등에 새로운 생각을 부여한다. 따라서 본고는 박물관의 문화 콘텐츠 개발은 맞춤형 플랫폼에 따라 소비자들의 특성에 맞춰 소비자들의 서비스 경험을 더욱 향상할 것으로 기대한다.