• Title/Summary/Keyword: digital fashion design

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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Real-Time Tuning of the Active Vibration Controller by the Genetic Algorithm (유전자 알고리즘을 이용한 능동진동제어기의 실시간 조정)

  • 신태식
    • Journal of KSNVE
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    • v.10 no.6
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    • pp.1083-1093
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    • 2000
  • This paper is concerned with the real-time automatic tuning of the positive position feedback controller for smart structures by the genetic algorithms. The genetic algorithms haute proven its effectiveness in searching optimal design parameters without falling into local minimums thus rendering globally optimal solutions. The advantage of the positive position feedback controller is that if it is tuned properly it can enhance the damping value of a target mode without affecting other modes. In this paper, we develop for the first time a real-time algorithm for determining a tuning frequency of the PPF controller based on the genetic algorithms. To this end, the digital PPF control law is downloaded to the DSP chip and a main program, which runs the genetic algorithms in real time, updates the parameter of the controller in real time. Hence, any kind of control including the positive position feedback controller can be used in adaptive fashion in real time. Experimental results show that the real-time tuning of the positive position feedback controller can be achieved successfully. so that vibrations are suppressed satisfactorily.

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Environment Corresponding Package by Quantitative Mixing System with Functional Inorganic Material and Polyolefin Resin (기능성 무기물과 폴리올레핀계 수지의 정량적 혼합시스템에 의한 환경대응형 포장소재 개발)

  • Kim, Hi-Sam;Lim, Hyun-Ju;Park, Young-Mi
    • Textile Coloration and Finishing
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    • v.21 no.1
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    • pp.1-9
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    • 2009
  • A lot of research has been made over the recent decade to develop testing packages with antimicrobial properties to improve food safety. In this study, a new method, experimental device and technology for environmental corresponding packages of polypropylene (PP) film has been developed to provide effective temperature buffering during the transport/long-term storage of grains or foodstuffs from the supplier to the market. This quantitatively optimized mixing system enabled to produce PP films with the 700$\sim$1,400d (width;1.5$\sim$3mm, thickness;0.01$\sim$0.5mm). In the whole mixing systems, the finely-granulated inorganic illite and PP virgin chip for master batch (M/B) chip was calculated by digital measurement methods, and then the M/B chip for PP film was adapted through a air jet and PP grinding method. The prepared PP film was characterized with tensile strength and elongation, far infrared radiation (FIR) emissivity, antimicrobial activity and deodorization properties. The results revealed that the two differently grain-sized illite could be show homogeneously dispersed on PP chip surface, and as the increasing of illite content, the FIR emissivity and the anion emission rate of film was increasingly improved. In both of 325 and 1,500 mesh-sized illite contained PP chip, of course the antimicrobial activity was good. But the ultimate deodorization rate for ammonia gas of PP film were found to be approximately the same.

A Study on Analysis of Body Types of Active Senior Males (aged 55-69) -Focused on the Comparison with the Middle Aged Males (aged 35-54)- (액티브 시니어 남성(55~69세) 체형 분석 -중년 남성(35~54세)과 체형 비교를 중심으로-)

  • Kim, Ji-Eun;Kim, Eun-Kyong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.4
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    • pp.722-740
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    • 2017
  • This study was conducted to offer basic data that can be used in a clothing industry for active senior males that are emerging as a new consumer bracket in a rapid aging age. To this end, this study conducted an analysis of 'younger' older male body types based on data from the 6th Size Korea. As a result of the body type analysis of 'younger' older males who are considered active seniors in comparison to 'middle' aged males, the former's height items became shorter compared to 'middle' aged males, but circumference items were bigger. Males aged 35-69, who are 'middle' aged males and 'younger' old males were divided into three body types in this study: Type1- small body type with protruded belly, compared to weight. Type 2- body type of slim torso with wide shoulder-back widths. Type3- big body type overall with tall height and heavy weight. According to body type distribution by age group, the middle-aged males had Type2 body type the most. The younger-old males showed type1 the most. There is a need to reflect the body types of active senior male characteristics in apparel pattern design because the current fits are not appropriate if active senior males wear clothing targeted for males aged 30-50.

Images of models in womenswear advertisements targeting middle-aged women (중년 여성을 타겟으로 하는 여성복 광고에 나타난 모델 이미지)

  • Kwon, Sang-Hee
    • The Research Journal of the Costume Culture
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    • v.25 no.3
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    • pp.285-300
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    • 2017
  • This study analyzes the images of models in womenswear advertisements targeting women in their fifties. The goals of this study are: 1) to investigate beauty ideals for middle-aged women by analyzing models' look age, chronological age, wrinkles, gray hair, hair length, body type, and race; and 2) to explore how ageing is dealt with in advertisements by analyzing the range of bodies shown in advertisements, the color mode of photographs, and the clarity of models' figures in relation to models' look ages. A total of 155 printed advertisements from January 2012 to January 2017 from the brands Daks Ladies, Lebeige, Luciano Choi, PAT, and Zishen were selected for analysis. Womenswear brands targeting middle-aged women reinforce cultural ideals of female beauty that emphasize youth and slenderness. They do this by using thin and slender models, who most often appear to be in their twenties and thirties, and have hair longer than their shoulders. Brands with higher price ranges show a preference for Caucasian models, which reveals that a Caucasian identity is associated with sophistication. In addition, the bodies of models who appear to be in their forties and fifties were concealed by framing photographs mostly above the knees. Older models' features were also obscured via the use of black and white photography, strong lighting and contrast, and digital editing that blurred the boundaries between figures and their backgrounds. These decisions for how to represent models could result in negative self-esteem and a denial of the symptoms of ageing among middle-aged women.

Micro-CT - a digital 3D microstructural voyage into scaffolds: a systematic review of the reported methods and results

  • Cengiz, Ibrahim Fatih;Oliveira, Joaquim Miguel;Reis, Rui L.
    • Biomaterials Research
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    • v.22 no.4
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    • pp.279-289
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    • 2018
  • Background: Cell behavior is the key to tissue regeneration. Given the fact that most of the cells used in tissue engineering are anchorage-dependent, their behavior including adhesion, growth, migration, matrix synthesis, and differentiation is related to the design of the scaffolds. Thus, characterization of the scaffolds is highly required. Micro-computed tomography (micro-CT) provides a powerful platform to analyze, visualize, and explore any portion of interest in the scaffold in a 3D fashion without cutting or destroying it with the benefit of almost no sample preparation need. Main body: This review highlights the relationship between the scaffold microstructure and cell behavior, and provides the basics of the micro-CT method. In this work, we also analyzed the original papers that were published in 2016 through a systematic search to address the need for specific improvements in the methods section of the papers including the amount of provided information from the obtained results. Conclusion: Micro-CT offers a unique microstructural analysis of biomaterials, notwithstanding the associated challenges and limitations. Future studies that will include micro-CT characterization of scaffolds should report the important details of the method, and the derived quantitative and qualitative information can be maximized.

An Analysis of ICT-Retail Convergence(IRC) and Consumer Value Creation (소비자 구매단계별 기술-유통 통합(IRC)과 가치에 대한 연구)

  • Park, Sunny;Cho, Eunsun;Rha, Jong-Youn;Lee, Yuri;Kim, Suyoun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.147-157
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    • 2017
  • Recently, ICT Retail Convergence(IRC) has been rapidly increasing to improve consumer satisfaction and consumer experience. In this paper, we aim to diagnose IRC from consumers' point of view by reviewing the present status and value of IRC according to consumer purchase decision making process. Based on the previous studies in retail industry, we classified IRC into 4 types: Experience-specific tech(Virtual Reality and Augmented Reality); Information-specific tech(Artificial Intelligence and Big Data); Location-based tech(Radio Frequency Identification and Beacon); Payment-related tech(Fin-tech and Biometrics). Next, we found that there is a difference in value provided to consumers according to the type of technology, analysing the value by consumer purchase decision making process. This study can be useful to introduce IRC for improving consumer satisfaction as well as ICT and Retail. Also, it can be basic data for future technology studies with a consumer perspective.

Evaluation of the Wet Bulb Globe Temperature (WBGT) Index for Digital Fashion Application in Outdoor Environments

  • Kwon, JuYoun;Parsons, Ken
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.1
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    • pp.23-36
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    • 2017
  • Objective: This paper presents a study to evaluate the WBGT index for assessing the effects of a wide range of outdoor weather conditions on human responses. Background: The Wet Bulb Globe Temperature (WBGT) index was firstly developed for the assessment of hot outdoor conditions. It is a recognised index that is used world-wide. It may be useful over a range of outdoor conditions and not just for hot climates. Method: Four group experiments, involving people performing a light stepping activity, were conducted to determine human responses to outside conditions in the U.K. They were conducted in September 2007 (autumn), December 2007 (winter), March 2008 (spring) and June 2008 (summer). Environmental measurements included WBGT, air temperature, radiant temperature (including solar load), humidity and wind speed all measured at 1.2m above the ground, as well as weather data measured by a standard weather station at 3m to 4m above the ground. Participants' physiological and subjective responses were measured. When the overall results of the four seasons are considered, WBGT provided a strong prediction of physiological responses as well as subjective responses if aural temperature, heart rate and sweat production were measured. Results: WBGT is appropriate to predict thermal strain on a large group of ordinary people in moderate conditions. Consideration should be given to include the WBGT index in warning systems for a wide range of weather conditions. However, the WBGT overestimated physiological responses of subjects. In addition, tenfold Borg's RPE was significantly different with heart rate measured for the four conditions except autumn (p<0.05). Physiological and subjective responses over 60 minutes consistently showed a similar tendency in the relationships with the $WBGT_{head}$ and $WBGT_{abdomen}$. Conclusion: It was found that either $WBGT_{head}$ or $WBGT_{abdomen}$ could be measured if a measurement should be conducted at only one height. The relationship between the WBGT values and weather station data was also investigated. There was a significant relationship between WBGT values at the position of a person and weather station data. For UK daytime weather conditions ranging from an average air temperature of $6^{\circ}C$ to $21^{\circ}C$ with mean radiant temperatures of up to $57^{\circ}C$, the WBGT index could be used as a simple thermal index to indicate the effects of weather on people. Application: The result of evaluation of WBGT might help to develop the smart clothing for workers in industrial sites and improve the work environment in terms of considering workers' wellness.

The Design of IoT-based Drive Through Service System for Customers in Distribution Stores (대형 유통매장의 고객을 위한 IoT기반 드라이브 스루 서비스 시스템 설계)

  • Min, So-Yeon;Lee, Jong-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.151-157
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    • 2017
  • Recently, the retail industry has created efficient store operations, and has differentiated customer service through the future store. The intelligence of these stores is being applied by using technologies such as the Internet of Things (IoT), and the business process is being improved through this. The process also focuses on efficient store operations and service developments to provide customers with shopping convenience. The change in trends in the industry means that domestic distribution has already reached maturity. Even in countries where retail industries are mature, such as the U.S. and Europe, recent trends are moving toward maximizing operational efficiency and customer service. The reason is that many retailers have already reached saturation and survived the competition. This paper is a study of a drive-through service for automation and efficiency in receiving service after ordering by a customer of the distribution store. When ordering a product being purchased by a customer, the product picking process is done in a timely fashion through a picking scheduling agent. When the customer enters the store parking lot, a service supports the entry of information and finding a parking place so the customer can quickly pick up the goods. The proposed service can be applied to a retail store drive-through system, the distribution store's delivery system, the digital picking system, and indoor/outdoor large parking management systems, and it is possible to provide one-dimensional customer service through the application of IoT technology.