• Title/Summary/Keyword: product aesthetics

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The Meaning of Practice in Theory (이론(理論, Theoria)에 있어서의 실기의 의미)

  • Kang, Tai-Sung
    • The Journal of Art Theory & Practice
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    • no.1
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    • pp.7-22
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    • 2003
  • What is 'Art Theory'? In the western sense, the term poses a vague ambiguity, and in the eastern, it is rather an abstract and metaphysical concept. As for etymology, theory is derived from theoria and theoria from theoros. It refers to an act of viewing or seeing, of course not in a metaphysical sense. Plato understood it as 'eide'. During the time of Plotinus, theoria encompassed gazing at every possible reality, and this gazing, that is theoria, is closely related to reality as aunit that theoriacan perceive. However, we tend to distinguish, as other scientists of dualism have done, studio art from theory since a pre-modern approach to art has been particularly tuned to studio practice, set apart from theory. Therefore, in studio classes, students are expected to learn the subject based on the foundational curriculum methods such as medium, genre, technique:, rather than bringing out their own interpretations and discussing theories. As a result, students have become artists, who are not able to understand their own art. Art professors who conduct class in studio are required to proceed with specific 'theories' as well as 'intellectual reflections'. In this respect, this thesis presents poiesis and an idea of 'acting out'. Although art history and aesthetic theory tend to view art as a finished product, actual art-making and related theories should not only be acknowledged as 'completion' (finition) but also be accompanied by theoretic interpretations of the act itself and process. Accordingly, it is to accept and appreciate art as finished result in view of current theory and aesthetics thus boils down to aisthesis. Likewise, poietics starts from a point where an artist is related to studio and examines the 'work process' that extends as far as to the exact end of work. Through the study of such relationship, it is possible that theory understands 'studio' and 'process', and an artist can grant an independent meaning to studio where s/he pours her/his heart out creating a work of art. Theory is a study on artistic discovery thus should be equipped with functions that can accommodate fortuity, imitation, thinking, culture, and surrounding.

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A Study on the Communicative Aesthetics in UCC New Media Art (UCC 뉴미디어아트에 나타난 소통미학에 관한 연구)

  • Kim, Eel-Kwon;Suh, Yong-Duck
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.1
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    • pp.68-76
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    • 2011
  • Today the new social and cultural area is generated by development of digital media and internet. Especially UCC is the new cultural area of this time, UCC is applicated and delivered the individual image and contents by digital equipment. This research tried to study the communication esthetics with the relation of a user. And it study about the function of the media communication, the cultural possibility, the value by art of UCC. From now I have not to see the UCC media technology the level of technical limit and we see it variously the level of cultural and artistic. I study the meaning of them and try the analysis. And I will study about the communication between the individual and the community. And I will study also the short aspect and the synthesize aspect of digital network, and how possible the realization of free culture. And I will analyse the meaning and system of UCC contents that product and copy today and then I will suggest that contribute the UCC culture development.

Development of the Maskdance Dress Design (탈춤축제의상개발에 관한 연구)

  • Kim, Hee-Sook
    • Fashion & Textile Research Journal
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    • v.12 no.2
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    • pp.156-161
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    • 2010
  • To improve the standard of living of its citizens, local festivals is located in one axis of the new culture. These symptoms shows that there is increasing awareness of traditional culture such as Hanryu. The purpose of this study is to develope the presentative Dress of Andong International Maskdance Festival to stimulate curiosity and participate easily. 24 villages in Andong were present to represent appropriate Dress of Maskdance Festival which have been announced through the fashion show. The characteristics of the maskdance dress which presented in this study has the purpose of making the specialties of each village to tourism resources. Characteristics of the maskdance dress which designed to blend on the mask was as following. (1) Maskdance dress should shown well and must have strong durability of strenuous exercise in maskdance (2) Maskdance dress should be able to get the sympathy of the spectators. (3) Maskdance dress should be sympathetic as modern costumes. (4) Aesthetics as custumes and requirements as product must be met. (5) Acceptance of Andong region's traditional beauty is required. (6) Maskdance dress is likely to require long-term use. (7) Maskdance dress must be able to accommodate a variety of body conditions. Through customer satisfaction survey of 158 spectators and 48 members of fashion show, the relevance of masks and costumes, aesthetic and motility of costumes, commercialization potential, especially costume' motility and functional fitness of clothing sizes was highly evaluated. So maskdance dress or stage costumes as long-term development is likely to be considered. And continued research is needed.

A Study on the Mimesis Type of the Costume in MMORPG Diablo 3 (MMORPG 디아블로 III 캐릭터 의상에 나타난 미메시스 특성)

  • Yoo, Seon A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.3
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    • pp.126-141
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    • 2014
  • The purpose of this study is to analyze the specific mimesis types of common character costumes in MMORPGs, which have stories that are very similar in structure to ancient myths and fantasy novels. As the subject of the research I have selected "Diablo 3" created by the American video game developer, Blizzard Entertainment Images of 5 characters, for both genders - Barbarian, Witch Doctor, Monk, Demon hunter, Wizard - were compiled for a total of 10 images, and these images were compared to popular archetypes in mythology, religion and literature. analyzed them separately according to the mimesis type. For this study, Articles and books containing the Aesthetics, Mimesis and Digital culture were researched in order to study the costume features and the Mimesis types and compare them to the costumes in the MMORPG. Firstly, the character Barbarian is a successor of the barbarian character of the previous product. The outfit worn by the game figure is based on the common images expressed in the movie . The makers created an analogous-imitation mimesis by replicating the image in an exaggerated and grand form. Second, the character Witch Doctor derived its motif from the Voodoo cult, and was expressed in analogous-imitation mimesis, using the very shades and patterns used in real life. Third, the character Monk, blending the image of a priest in Eastern Europe and images of its oriental counterparts, was expressed in transposition-diversion mimesis. Fourth, the Demon Hunter took the source of its inspiration from the image of a Witch hunter in the medieval times. The game character has a sharper sleeker figure than its model, and uses more acute shapes and darker gloomier colors expressed in an analogous-imitation mimesis. Finally, the character Magician took a formless character and expressed it in transposition-diversion mimesis taking as its basis some fantasy novels.

Applying TRIZ Theory to Fashion Design - Focused on Rei Kawakubo's Fashion Design - (트리즈(TRIZ)이론에 의한 패션디자인의 적용 - 레이 가와쿠보의 패션디자인을 중심으로 -)

  • Kim, Sung Hyon;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.62 no.7
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    • pp.79-96
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    • 2012
  • Creativity is a rising topic in the current society. The emphasis on creativity is valued as a key factor for success in all areas including but not limited to politics, economy, culture, arts and design. The field of Fashion design is probably one of the few areas that talk about creativity as a necessary quality to survive. The purpose of this study is to introduce TRIZ(Teoriya Reshniya Izobretatelsskikh Sadatch) as a theoretical tool to generate creativity in fashion design. TRIZ is a creative method of problem solving based on data analysis of outcomes invented by engineering. The fundamental concept of TRIZ has been researched through documentary studies, and practical case studies of product designs are used. Fashion design cases from Comme des Garcons by Rei Kawakubo are used to apply TRIZ in fashion design. Rei Kawakubo's design philosophy has been studied through fashion writings and visual sources in books, exhibition catalog, www. style. com and online shopping mall sites. This study has selected four principles among forty inventive theories of TRIZ: segmentation; asymmetry; consolidation; and preliminary action to apply to Rei Kawakubo's fashion design. As a result, TRIZ can be applicable to fashion design as a creative thinking methodology. By using the four principles of TRIZ, this study shows how Rei Kawakubo's design enhanced its efficiency and aesthetics of the products and was distinguished from existing items. It is meaningful to demonstrate a possibility of adopting engineering based creative methodology in fashion design to widen the perspective and to raise a question for the need of interdisciplinary creative methodology with traditional aesthetic approach in fashion design.

Eco-Fashion Industry Trend and Creative Fashion Design Technic for Zero-Waste (친환경 패션산업 동향과 쓰레기 발생 감량화(Zero Waste)를 위한 실험적 디자인 사례 연구)

  • Park, Hye-Won
    • Journal of Fashion Business
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    • v.16 no.4
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    • pp.29-45
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    • 2012
  • The purpose of this study is for providing not only the latest design technique trend for zero waste fashion, but information about creative fashion design education through eco-fashion industry trend in globally and domestic which is focusing on eco-fashion labelling. The research were processed with literature related eco, sustainable, green fashion books, former articles, newspapers, and web sites. The results as follows; The certification about eco-fashion product is moving to 'Life Cycle Assessment' from focused on primary process like material, finishing, dyeing. Especially simplicity of process means reducing the wastes. And fabric wastage for adult outwear was estimated 15% percent of total fabric used in general design studios. Three cases for Zero waste fashion were as follows; First, Jigsaw puzzle by Timo Rissane and Mark Liu were different zero waste methods, but the result was same. Rissene's method was based on traditional cutting like 'cut and sew' but traditional cutting can lead to design that have an abundance of fabric and drape. Jigsaw of Rissene was approached with description a pattern-cutting technique in which all piece interlock with each other generating no waste from design production. Another Jigsaw by Liu was related with innovative textile design. DTP makes the possibilities for zero waste garment production almost endless. The dress intricately cut from 10 pieces, wastes none of the fabric required to make it. Second, Subtraction Cutting by Julian Roberts provides unexpected fluid, organic forms and zero waste fabric. Utilizing Roberts plug(tunnel) technique enables any part of the garment that is removed for fit or aesthetics to be reincorporated into the design of garment. Third was 'Bio Couture' by Suzanne Lee. She has created garments from cellulose bacteria which grow in a bathtub using only green methods addressing in such as way ecological issues and exploring the future of fashion design in conjunction with technology.

Risk Factors Affecting Equipment Management in Construction Firms

  • PHAM, Cuong Phu;NGUYEN, Phong Thanh;PHAN, Phuong Thanh;NGUYEN, Quyen Le Hoang Thuy To;LE, Loan Phuc;DUONG, My Tien Ha
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.11
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    • pp.347-356
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    • 2020
  • Mechanization and automation constitute an essential stage in the production and operation of any company, as one of the determinants of increase in labor productivity and decrease in product price, while significantly contributing to shortening of the lead time. Businesses are, therefore, able to quickly put projects into operation, improving economic efficiency, quality, and aesthetics, which speeds up the national economic growth. For the construction industry to be the most effective, modern construction equipment is a necessity. It is one of the five main resources of a construction project. Thus, effective construction equipment management contributes to the success of a project and benefits the relevant construction companies economically. This paper presents the critical risk factors affecting equipment management and proposes suitable solutions. The questionnaire-based survey with experienced experts in the construction sector on the management of the likelihood and consequence of risk factors revealed thirty-two risks for equipment management in construction companies. These factors fell into six groups: (i) site organization-related risks; (ii) management-related risks; (iii) owner-related risks; (iv) supplier-related risks; (v) legal risks, and (vi) site condition-related and external risks. The results showed that management-related factors contributed to the most significant risks and problems for equipment management in construction companies.

Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal (빅데이터를 통한 OTT 오리지널 콘텐츠의 성공요인 분석, 넷플릭스의 '오징어게임 시즌2' 제언)

  • Ahn, Sunghun;Jung, JaeWoo;Oh, Sejong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.1
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    • pp.55-64
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    • 2022
  • This study analyzes the success factors of OTT original content through big data, and intends to suggest scenarios, casting, fun, and moving elements when producing the next work. In addition, I would like to offer suggestions for the success of 'Squid Game Season 2'. The success factor of 'Squid Game' through big data is first, it is a simple psychological experimental game. Second, it is a retro strategy. Third, modern visual beauty and color. Fourth, it is simple aesthetics. Fifth, it is the platform of OTT Netflix. Sixth, Netflix's video recommendation algorithm. Seventh, it induced Binge-Watch. Lastly, it can be said that the consensus was high as it was related to the time to think about 'death' and 'money' in a pandemic situation. The suggestions for 'Squid Game Season 2' are as follows. First, it is a fusion of famous traditional games of each country. Second, it is an AI-based planned MD product production and sales strategy. Third, it is casting based on artificial intelligence big data. Fourth, secondary copyright and copyright sales strategy. The limitations of this study were analyzed only through external data. Data inside the Netflix platform was not utilized. In this study, if AI big data is used not only in the OTT field but also in entertainment and film companies, it will be possible to discover better business models and generate stable profits.

Analysis of the Emotional experience design types of iPhone users - Focused on Q-methodology - (아이폰 사용자의 감성경험디자인 유형 분석 - Q 방법론을 중심으로 -)

  • Lee, Youngju;Lee, Hoeun
    • Journal of Communication Design
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    • v.38
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    • pp.312-320
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    • 2012
  • IPhone users who prefer to study the sensitivity of the subjective aspects of experience design elements, aiming to clarify and subjectivity, Q methodology for the study were able to detect four types through. The first type of usability on the iPhone to pursue the type of individuals who have sufficient understanding of sayongjeok behavior based on the use of features, ease of understanding, the physical sense, usability is important to all who were able to see that consist of: The second types of aesthetics to pursue the type of visual information of the product by the intuitive and subjective aesthetic impression was important to distinguish your type. The third types of discrimination to pursue the type of emotional self-image or self-owned products, to convey a message to anyone seriously here, and the fourth type is the type of active and absolute preference for the iPhone that has been identified as the type of .

A Study on Bag Purchasing Behaviors and Design Preferences - Focusing on Comparative analysis by Sex and Age group - (가방 구매행동과 디자인 선호도 연구 - 성별과 연령집단에 따른 비교분석을 중심으로 -)

  • Mi-sook Lee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.3
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    • pp.1-16
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    • 2023
  • The purposes of this study were to investigate bag purchasing behaviors and design preferences of male and female adult consumers, and to find the differences depending on sex and age variable. A survey was conducted on 400 male and female adults from 20s to 50s. The questionnaire consisted of bag purchase behaviors, bag design preferences, and the subjects' demographic characteristics. The data were analyzed by Cronbach's α, factor analysis, x2 test and t-test using SPSS. The results were as follows. First, as bag selection criteria, four factors (practicality, symbolism, aesthetics, and economics) were derived, and adult consumers considered economics as the most important among the factors. As for purchasing information sources, three factors (media, human resources, and store) were derived, and adult consumers considered human resources and store information sources more important than media. The main motive for purchasing bags was age and damage of the owned products, and Internet shopping malls were the most common purchasing place. The average annual cost of purchasing bags was 100,000 to 300,000 won, and the frequency of purchase was about once a year. Second, as bag preference images, four factors (individual, romantic, active, and classic image) were derived, and adult consumers preferred classic images the most. The shoulder bag was the most preferred as the bag shape, and black was the most preferred bag color. For the material, natural leather was the most preferred, and for the size, medium size was the most preferred. Third, bag purchasing behaviors and design preferences showed many significant differences according to the sex and age of the consumers. Therefore, the results of this study suggests that bag companies need to establish product development and marketing strategies in consideration of differences according to the sex and age group of adult consumers.