• Title/Summary/Keyword: design and aesthetics

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Establishing Relationship of Design Aesthetic Elements and Suggestion of Successful Design Process - Focusing on Tennis Shoes - (디자인 심미성 요소들의 관계정립과 성공적 디자인프로세스 제시 - 테니스화를 중심으로 -)

  • Cho, Kwang-Soo
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.91-104
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    • 2008
  • This study searches for an abstract aesthetic dimension that has an important response to preference by finding products excluded in past studies on aesthetics. Furthermore, the adjective image languages are examined, grouped and examined in order to also take into account the dimensions that are regarded as important for the selected product. Based on this, the preference trends will be inferred and the level of aesthetic dimensions that are import in the product will be found and presented based on its preference to create an accurate objective point. Based on the values of the levels of the aesthetic preference types and aesthetic elements found by this and presenting the preferred types in the design process, the objective of this study is to create designs with small chance of failure. In addition, it attempts to present a new direction for research of aesthetic dimensions.

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A Study of Adapting Women's Pyoeui of Chosun Era to Wedding Dress (조선시대 여자표의를 활용한 혼례복 디자인개발 연구)

  • 여상미;박옥련
    • Journal of the Korean Society of Costume
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    • v.52 no.6
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    • pp.103-114
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    • 2002
  • The purpose of this study was to present adapting Korean aesthetics to the design of Wedding dress. For this study. Chosun Women's Pyoeui(coat) were considered. Pyoeui had the courtesy and variety. They were Jugeui, Wonsam, Hwalos, Dangeui, and Jangeui. Pyoeui were considered the formative features and the aesthetical values describing Shape, Color, Material, Pattern, and Ornament. And Pyoeui were considered the instances which were adapted their formative features to Wedding dress. The formative features appearing on Wedding dress were merely applied the outward shape. Therefore it will be necessary to understand the outward features and the aesthetical values about Women's Pyoeui for adapting Wedding dress. And then the continuous attempt is needed to adapt Korean aesthetics to the design of Wedding dress.

The Effects of Sequence on the Image of Environment - Focused on the Theory of Method - (시각적 국면이 환경 이미지에 미치는 영향 - 방법론을 중심으로 -)

  • 양세은
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.90-94
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    • 2001
  • This study hypothesizes that the imageability of a particular environments is decided by the unity of each visual sequences. We selected Ch'angdok Palace as our subject due to its greater applicability for image construction among various Korean architectures and their street furnitures. we apply the analytical methods of formal aesthetics and symbolic aesthetics to Ch'angdok Palace's space compositional characteristics, we can find distinctive features. The conclusions are that Ch'angdok Palace contains high probability of imageability through the contrast and harmony of two themes, reality and the ideal, and the rational and the emotional.

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A Content Analysis of Articles in Journal of the Korean Society of Costume: 1977~2001 (한국복식학회지 [복식]에 게재된 논문의 내용분석 -창간호(1977)부터 51권 8호(2001)까지-)

  • 이미숙
    • Journal of the Korean Society of Costume
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    • v.52 no.4
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    • pp.97-109
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    • 2002
  • The purpose of this study was to examine volumes 1 through 51-8 of the Journal of the Korean Society of Costume in relation to past trends In content area of research reported, authorship, and funding source. Six subject matter areas were indentified: history of costume, apparel design and aesthetics, fashion marketing, social psychological aspects of clothing, clothing construction, textile science and etc. Of the 892 articles studies, history of costume research represented 40.1%(358). Studies which focused on apparel design and aesthetics increased in number as the journal matured. 51.8%(462) were authored by a sole individual. 48.2%(430) were authored by above two persons. Funding sources were indentified in 15.7%(140) of the 892 articles. College and university grants 72.9%(102) were acknowledged most frequently as a funding source.

An Efficient Engineering Design Education Framework in Information Network Engineering

  • Lee, Sang-Gon;Koh, Kyeong-Uk
    • Journal of Engineering Education Research
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    • v.15 no.5
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    • pp.64-68
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    • 2012
  • Design factors such as design objects establishment, analysis, synthesis, production, test and evaluation should be educated in a systematic way. Also design ability to reflect practical restrictive conditions such as industrial standards, economic feasibility, environmental impact, aesthetics, safety and reliability, ethical impacts and social impacts should be cultivated. In this paper, we explain the meaning of these terms and propose a systematic engineering design education framework satisfying Korean engineering education accreditation criteria. We also present a simple implementation in information network engineering.

Perception of Fashion Designer's Capability and Product Quality -Human vs. Human+AI vs. AI- (패션 디자인 주체에 따른 패션디자이너 역량 및 제품 품질 지각 -Human vs. Human+AI vs. AI-)

  • Ju-ri Jung;Seyoon Jang;Yuri Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.4
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    • pp.743-759
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    • 2023
  • Collaboration between AI and fashion designers is becoming essential. Thus, this study explored (1) 321 consumer responses to fashion designers, comparing their capabilities and product quality across different designer types, (2) the relationship between designer capabilities and perceived product quality, and (3) the moderating role of AI knowledge in the effect of capabilities on perceived product quality. Data were analyzed using EFA, ANOVA, regression, and moderation analysis. The results indicated that subjects perceived human designers as having higher capabilities and perceived product quality than AI designers. All subjects' perceived creativity and empathy significantly impacted the perceived functionality, aesthetics, and symbolism-sociality of clothing. Additionally, the perceived creativity of AI and human+AI designers, and the perceived empathy of human and human+AI designers, significantly influenced the perceived functionality and symbolism-sociality, but the perceived creativity of human designers and empathy of AI designers did not directly impact perceived functionality and symbolism-sociality. Moreover, perceptions of the designers' capabilities significantly aesthetics in all subjects. Furthermore, low levels of perceived consumer AI knowledge enhanced the positive impact of perceived human+AI designers' creativity and empathy on perceived functionality and aesthetics. The study suggests that fashion companies should refrain from revealing AI designers at this time.

User Evaluation for User-Oriented Children's Hospital Design - Focused on the Mothers of Child Inpatients and the Nurses - (사용자 중심의 어린이전문병원 계획을 위한 사용자 평가 - 어린이 환자의 보호자와 간호사를 중심으로 -)

  • Ha, Ji-Min;Park, Soo-Been
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.192-200
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    • 2016
  • This study aims to design user-oriented children's hospital by examining the user needs, especially the mothers of child inpatients and the nurses. The subjects participated in a questionnaire survey including the user's characteristics, awareness of patient's room, the preference on ward size, demands, satisfaction and hospital environment assessment. The survey was conducted of the mothers of child inpatients and the nurses in A children's hospital, and the data were analyzed by the SPSS WIN 18.0 Version software. A total of 115 copies of the questionnaire were finally analyzed. The results and conclusions are as follows. 1) The mothers' demand on family-centered space and private spaces were higher than the nurses. 2) The mothers preferred 1-bed-room to 4-bed-room due to safety and privacy. 3) The items of hospital environment assessment was categorized into four factors; 'Aesthetics', 'Accessibility', 'Comfort', and 'Lighting'. The most positive factor was 'Aesthetics', whereas 'Comfort' was the negative factor. 4) The mother's satisfaction was lower than the nurse's. The most influential factors on the satisfaction was 'Accessibility'. To improve the satisfaction of the mothers of child inpatients and the nurses, safety, privacy, accessibility should be considered.

The Popularity depicted on Fashion Make-up in John Galliano's Collection (John Galliano 컬렉션의 패션메이크업에 나타난 통속성)

  • Jang, Ae-Ran
    • Journal of the Korean Society of Costume
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    • v.57 no.6 s.115
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    • pp.71-86
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    • 2007
  • Affinity between a creative and experimental fashion design and a Fashion Make-up expressed in John Galliano's Collection was analysed to examine the harmony between Beauty and Fashion. This approach may establish the link between the Fashion Make-up analysed in view of Aesthetics and aesthetic characteristics of a fashion design that a fashion designer pursues. The Fashion Make-up plays a significant role to express a relevance to a design spirit because it is a visual text that a audience faces easily in a collection leading the style. Under the proposition that collection is understood as a popular culture as the fashion is preferential and popular, the Fashion Make-up can be analysed in the aspect of aesthetics. The characteristics reflecting the popularity of popular culture, such as the comic, the erotic, the fantastic and the sentimental are used to analyse and interpret the Fashion Make-up. The fashion design and Fashion Make-up with one characteristics or combined ones showing uniqueness in the popular culture are compared and analyzed.

A Study on the Legal Protection of Fashion Designs and its Possibility under the Korean Design Protection Act - Based on the Review of Cases Related to the Requirements for a Design Definition and Acquisition of Design Rights and the Judgment of Design Identity & Similarity - (패션디자인의 디자인보호법상 보호와 보호 가능성에 관한 고찰 - 디자인 성립 및 등록요건과 동일·유사 판단 기준 관련 판례 검토를 중심으로 -)

  • Cho, KyeongSook;Jung, Seok Won
    • Journal of the Korean Society of Costume
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    • v.66 no.1
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    • pp.28-41
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    • 2016
  • This paper is aimed at intensively examining the scope of legal protection for fashion designs under the Design Protection Act of Korea. For this purpose, this looked into how the Act defines the concept of design, its requirements, and the prerequisites for acquiring design rights. The study also reviewed statutory interpretations over the judgment of the identity and similarity of designs. For more practical and substantial discussions, this research utilized cases and precedents, which had relevant legal principles. This study also figured out how both the requirements for a design definition - such as merchantability, configuration, visibility, and aesthetics - and the prerequisites for acquiring design rights - like industrial applicability, novelty, and creativity - are interpreted and utilized in actual circumstances. The authors expressed their opinions regarding the criteria of judging the identity and similarity of designs, based on a study of previous cases. Previous rulings show that aesthetics of the exterior design is used as the criteria for determining whether a design is same or similar. So, two designs, which have different specific details, are deemed same or similar, if both designs show similarity in the dominant elements. This is because both designs will produce similar aesthetic qualities. However, if the dominant elements of a design are part of the public domain, and the specific details characterize the design, the latter has to be evaluated in the process. This paper examined scope of legal protection for fashion designs using relevant precedents. The study may serve as academic materials that lead to the establishment of rightful ownership in creative activities.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.