• Title/Summary/Keyword: 그래픽 디자이너

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A Study on the Posters of Swiss Graphic Style (스위스 그래픽 양식의 포스터에 관한 연구)

  • 홍성일;안창호
    • Archives of design research
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    • v.16 no.3
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    • pp.175-182
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    • 2003
  • The objective of this study is to systematically understand the swiss graphic style and examine the design ideology of designers and the visual features, with the focus on the posters that played the largest role in the formation and settlement of the swiss graphic style. Although through other visual designs such as editorial design, from the outside beyond posters, the swiss graphic style has evolved to exert a large influence around the world, based on the posters that served as the main medium for expression by designers and that were used the most in instigating the public, this study aims to cast light on the swiss graphic style, which has become recognized as the textbook of the graphic design around the world since the mid 20th century. First, the study casts light on the meaning of the creation of the graphic style through the background and the formation process, aiming to examine the visual features of the swiss graphic style and how they are integrated through the posters of Swiss designers. The personal activities and efforts of individual designers contributed significantly to the formation and development of a certain design style; however this study intends to identify the other equally important elements: the underlying social and cultural influence, the legacy of previous design styles and ideologies, the collective enthusiasm of designers, and the active progress of experimental research.

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전시회: 삼원페이퍼 해외그래픽인쇄물 20011전 -유명 디자이너 그래픽 세미나 등 다양한 행사 진행

  • Kim, Sang-Ho
    • 프린팅코리아
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    • v.10 no.8
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    • pp.108-109
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    • 2011
  • 삼원페이퍼갤러리(대표 이연욱)는 지난 6월 18일부터 7월 23일까지 열린 해외그래픽인쇄물2011전을 성황리에 마쳤다고 밝혔다. 'Paper Beyond Your Creativity!! It's More'를 내세운 이번 전시회는 국내 외 페이퍼 어플리케이션 작품 250여점이 선보였으며 카탈로그, 에뉴얼북, 친환경 브로슈어, 상업 카탈로그, 캘린더, 카드 등 다양한 분야에 걸쳐 선보였다. 특히 Arjowiggins "Printed Me" 공모전과 Fedrigoni "TOP" 공모전 수상작이 선보여 많은 관심을 모았다. 이번 전시회 기간에는 지난 7월 2일 한지민 씨의 스페셜 포트폴리오 바인딩 세미나가, 9일에는 디자이너 김나무, 정진열의 그래픽 세미나 등 다채로운 부대행사도 함께 진행되어 업계관계자들의 많은 호응을 받았다.

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PR페이지 - 포토리아 텐콜렉션 시즌3 '출발'

  • 대한인쇄문화협회
    • 프린팅코리아
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    • v.14 no.3
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    • pp.92-93
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    • 2014
  • 포토리아가 텐콜렉션 시즌1, 2의 성공에 힘입어 세 번째 시즌을 다시 시작한다. 2013년에만 100만명(중복 제외)의 방문자를 모은 텐콜렉션은 세계적 명성의 사진작가 5명과 그래픽디자이너 5명이 참여하는 시즌3으로 돌아온다. 1명의 사진작가와 1명의 그래픽 디자이너로 이뤄진 총 5쌍의 아티스트 듀오는 미래에 대한 비전을 담은 콜라보레이션 작품을 선보인다. 각 듀오가 제작한 5개의 작품은 원본소스 파일로 텐콜렉션 팬들에게 무료로 제공된다.

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The Graphic Designer's Competency in Convergence of Outsourcing Game Development (융복합적 외주 중심 게임개발 환경에서의 그래픽 디자이너 필요역량)

  • Ahn, Duck-Ki;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.257-265
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    • 2015
  • The outsourcing has become a general part of the convergence in modern game development process for generating a higher profit margin. This study examines and defines the work competences required for the game graphic designers in a collaboration performance of outsourcing. In this study, we introduce the basic concept and advantages of the outsourcing and extend prior work on identifying three work competencies of graphic designers. We conducted in-depth case studies of outsourcing system used by North America's major game developer. The findings from this study offer insights into the essential core competencies expected for graphic designers, providing effective guideline from the practical perspective.

Method of Motion Graphic Design Approach from Postmodern Point of View (포스트모던적 관점에서 본 모션그래픽 디자인 접근 방안)

  • Kim Gyo-Wan;Hong Su-Jung
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.124-131
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    • 2006
  • Motion graphic is also developing into its own genre in graphic design by establishing individual industrial fields. images and graphics but also recognize even motions and sounds as communication elements delivering a message. Nevertheless, web communication designers have yet to experimentally test the visual motion priniciples or the audio sound expressions in terms of technology. If the dance are used, they may be new communication approaches in the age of multi-media, which allows for communication of visual and audio information or images. With such conceptions in mind, this study was aimed at reviewing the structural relationship between visual motion principles of the kinetic and the sound images to combine the audio and video effects. To this end, the basic structure of dance and music were substituted into the dance to determine their relevancy, and thereupon, examine the effective sound expression methods and techniques depending on movements of the objects in the monitor. Thus, this study, by inquiring into the uniqueness of choreography in motion graphic, presents the possibility of limitless expression of designer creation and inner world, and the ultimate goal lies in assuring the artistic value of motion graphic and its position as a synthetic art.

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The development direction and Analysis on Graphic authoring tool according to Design work frame -Focused on Interface design- (디자인 업무 유형에 따른 그래픽 저작도구의 사용 현황과 발전 방향 -인터페이스 디자인 분야를 중심으로-)

  • Jung, Da-young;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.233-240
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    • 2017
  • In recent years, graphics authoring tools have evolved into a variety of formats in line with the rapidly changing digital design field. However, in the field of interface design, screen shape and size depending on the user's environment, it needs more flexible and scalable authoring tools. Along with the emergence of variety of new tools, work processes are also changing. This study investigates what kinds of graphic authoring tools are currently used by designers and compared the result to the case of overseas and examined the difference in the environment of graphic authoring tool. This study looked at criteria and satisfaction of designers choosing authoring tools and how the choice depends on the type of company we are working in and the type of project we are involved in. Research shows that the choice of authoring tools depends on the type and efficiency of the project. Based on this, a reference is provided to establish the standard and working environment for designers and companies to select graphic authoring tools and propose the future direction of graphic authoring tool environments.

Fame-work Design on 3D Cyber Museum-Construction of Augmented Reality(AR) Creation Module of National Museum of Contemporary Art (3차원가상미술관 프레임워크디자인 - 국립현대미술관의 증강현실 창작모듈설계)

  • Lim, Janghoon
    • Trans-
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    • v.9
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    • pp.93-122
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    • 2020
  • I intended to establish Augmented Reality(AR) Museum of 3D Cyber Space where artists and graphic designers can freely create in user integrated environment. This study is aimed at building a sufficient and integrated production environment for artists and graphic designers who utilize three-dimensional simulation methods in integrated development environment(IDE). This study intends to build a 3D simulation engine and a creation module of augment reality of 3D cyber space in Android platform to help artists and graphic designers to freely perform their creation in IDE. Based on these designs, I produced exhibition rooms of National Museum of Contemporary Art in 3D virtual space in which artists and graphic designers can put the graphics they have created on display, conducted a user survey and conducted tasking to an Android smartphone.

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The Formation of American Graphic Design in the 20th Century (20세기 미국 그래픽 디자인의 전개와 자기 정체성)

  • 강현주
    • Archives of design research
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    • v.14 no.4
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    • pp.147-155
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    • 2001
  • Graphic design plays an important role in contemporary culture. The chief social function of design is to create a visual identity. This essay focuses on the development of American graphic design and the embodiment of national identity in the twentieth century. The first chapter looks at the brief history of American graphic design. And the following chapter analyzes the example of those designers who have most obviously contributed to embodying identity in the United States. At the beginning of the twentieth century American modern design began with strong European roots. American designers added new forms and concepts to the tradition of graphic design. And their original approach to modern design gained international prominence. American design was pragmatic, intuitive, and more informal in its approach. The purpose of this essay is to inquire into the identity of American graphic design in a chronological survey.

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Review / 3D 그래픽시대 3DS MAX로 무장하라

  • Park, Je-Gyun
    • Digital Contents
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    • no.10 s.125
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    • pp.130-135
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    • 2003
  • 3D그래픽 제작을 위해서는 무엇을 사용해야 좋을까 단순히 개인적인 만족을 위해 3D그래픽을 사용한다면 어떠한 툴을 사용해도 무방하지만, 3D그래픽을 사용해 수익을 창출하려 한다면 가격대 성능비를 생각하지 않을수 없다. 그래서3D 그래픽을 만들어 내는 디자이너나 개발자에겐 툴의 가격이나 성능보단 자신이 만들어낼 결과물과 툴의 효율성이 맞아야 한다. 성능이 아무리 뛰어나더라도 최종 결과물이 단순한 것이라면 성능보단 작업시간 단축이나 툴의 가격이 중요하게 되는 것이다.

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(<디지털 미디어 환경에서의 모션그래픽의기본적 요소에 대한 연구>)

  • Jang, Tae-Soo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.370-376
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    • 2006
  • 산업 전반에 걸친 활발한 디지털로의 진전은 영상산업의 전통적인 방법을 변화시키며 새로운 형태로 발전하고 있다. 이러한 영상산업의 발전 중에서도 모션그래픽(Motion graphic)의 활용도와 중요성은 비약적으로 발전하고 있다. 컴퓨터 그래픽은 그 짧은 기간의 역사에도 불구하고 다른 예술분야의 특성을 차용하여 예술의 한 장르로 빠르게 진화하고 있다. 특히 빠른 시간 발전하는 국내의 미디어 환경 속에서 모션그래픽은 전통적인 디자인 영역과 새로운 영역의 디자인에서도 모두 관심을 모으는 부분일 것이다. 짧은 시간 동안 모션그래픽은 영화, 광고, 뮤직비디오, TV, web 등의 모든 분야에서 활용되는 매체로 성장하였다. 그러나 이러한 장르로서의 모션그래픽이 등장한 시점은 얼마 되지 않았으며, 디자이너들이 이러한 영상에 자유로운 기법이나 실험성을 가지게 된 것도 극히 최근의 일이다. 이에 본 논문의 목적은 이러한 발전하는 디지털기반의 영상 제작 환경에서 영상의 한 요소로써의 모션 그래픽의 기본적 요소를 고찰함으로, 이 개념을 정립하려고 한다. 그 요소로는 공간, 모션 그래픽의 객체들의 시간개념과 움직임, 색체와 사운드를 규정하고, 이를 여러 디지털적인 환경에서 규정한다.

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