• Title/Summary/Keyword: 디자이너 역할

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A Study of Development a Curriculum for Character Designer -Focused on Two-Year Course Work of College Education (캐릭터디자이너 양성을 위한 교육과정 개발 -2년제 전문교육을 중심으로)

  • 김용우
    • Archives of design research
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    • v.17 no.3
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    • pp.231-244
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    • 2004
  • The curriculum in the vocational training shall be planed and operated on a basis what is the occupational category that the students can be employed after their graduation and the ability necessary to the engagement in their occupations. Accordingly, the course selecting the quality of education in the curriculum plan for the vocational training shall be developed continuously and gradually through the maintenance of dose relation by the participation of the persons in the industries related to the major field. If the curriculum in the vocational training is for the preparation of employment, the focus of curriculum shall be adjusted to the employment. It needs to collect and analyze the related data between the universities and industries, particularly regional industries synthetically in order to develop the curriculum in the vocational training. The curriculum shall be planned on a basis of the data. As for the data related to the local community, it needs to develop new programs considering the prospect of demand of manpower by the industry, necessary knowledge, technology and attitudes, particularly considering the occupational category available in the employment with a bright prospect hereafter. Also, the contents to improve in the existing curriculum(a change of technology, a form of facilities for experimentㆍpractice, and a type of continuing & further education) shall be investigated and analyzed objectively. Accordingly, this study is to develop the curriculum more systematically in order to foster the character designer specially who to engage in the character industry that increases its role and expectation all the more with the development of animation industries and the extension of markets now. The purpose of this study is to decrease the estrangement between the school education that has been problems and the practical affairs in the field, to foster the special manpower that can satisfy the industries demand.

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Case Study of SM Entertainment on the K-Pop Visual Directing Strategy (K-Pop 비주얼디렉팅 전략에 관한 SM 사례연구)

  • Choi, Lia Sung-Yee;Ko, Jeong-Min
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.373-379
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    • 2019
  • This study examines the process and scope of visual directing through the case of SM Entertainment, and explores the role of visual directors. As a result of the case study, SM created the visual directing team composed of art director and visual designers within the creative headquarters and was actively introducing visual directing for the development of idol. The visual directing process of SM, which is being developed as a part of the star marketing, consists of analyzing the environment in marketing strategy, establishing marketing strategy related to idol, setting up target image per artist, and finally planning and managing the visual directing project. The visual director in SM is required to have creative talent, logical persuasion, information analytical ability, visual expression ability, and field application ability. SM also applies visual directing accumulated from idol singers to SM business areas such as MD product design and production, product composition and designer collaboration, and SM town COEX artium. This paper have significance in attracting visual directing to the academic field.

A Study on Construction of Digital Museum Archiving Regarding Dance Costume (무용공연작품 의상을 위한 디지털 뮤지엄 아카이빙 구축)

  • Jeong, Yu-Jin;Yoo, Ji-Young;Baek, Hyun-Soon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.81-88
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    • 2019
  • This article aims to identify the characters and theme shown in dance costume and utilize them from an educational perspective by constructing digital museum archiving, which can be systematically collected, classified and stored from dance costume. It deals with definition of digital museum archiving as theoretical background and examples of how to create digital museum archiving as research content. The role that archiving plays in digital museum and effectiveness have been demonstrated. Archive is a term used to indicate extensive material and its storage and referred to as an integrative model of display in the computer-generated space. When it comes to producing dance costume as a form of digital museum, the museum is to be made in the computer-generated area of dance costume. The museum shows each division of major, medium and minor classification. The major classification divides genre of dance performance into Korean dance, modern dance and ballet. The middle involves choreographers, costume designers. The minor categorization includes newspaper, interviews, performance pictures, and programs. Digital museum has the value of space utilization, creation, culture, utilization of multiple educational programs, offering of digital museum content, two-way communication, and program development of the new display form.

A Study on The Introduction Method of Industrial Design for Small Business (중소기업의 산업디자인 도입방법에 관한 연구)

  • 이수봉
    • Archives of design research
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    • v.11 no.2
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    • pp.129-140
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    • 1998
  • This study aimed to grqJe for and present guideline roodel when the qJerator of domestic small manufacturing industry try to introch1ce the first industrial design by easier and more effective method. As the method of study, first of aiL examined the necessary of introducing industrial design throogh coosidering about the role and importance of small business. And next, analysed and examined the result of researching by enquete that is for qJerators of cbnestic small business. As a result, preconditioos for effective introducing industrial design were found. And, based 00 the preconditioos that were found through researching by enquete, examined the approachable introducing methods. Finally, set up the effectivable introducing methods of industrial design for doo1estic small manufacturing industry as a graphical model. As a result of study, First, the operator of small business who try to introduce industrial design needs to be well aware of these six cooditions as a prenise of effective awroach.1) coosciousness of role and versus a nation and a people of own industry Cereative 2) managing coosideratim and examinatim of a necessity of introducing industrial design as a cata1yst 3) A certain understanding aIntt essence and value of industrial design 4) Study and examinatim about a case of sucessful introducing industrial design arxl common introducing method of small business.5) Befarehand examinatim of introducing method making use of professional design organization and consultatim wicket 6) Prodent examination about the appointlrent puprpose, method of designer and infonmtion about designer. Second, as the position of small bnsiness that introduce industrial design fur the first time, it is confirmed that the aroroach going with introducing types - preliminary introducing, partitial introducing, regular introducing, whole industry level introducing - considered necessity rate of introducing industrial design and introducing range at the same time. This method is able to approach step by step, but it is confinmed that there is a characteristic in being able to select the method freely, and understanding easily for being coostructed visual form.

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A Study on New Appreciation of Cultural Industry and the Role of Design Policies (문화산업에 대한 재인식과 디자인 정책의 역할 연구)

  • Jeong, Bong-Keum
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.31-42
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    • 2006
  • Design, to all of us living in the 21st century, is not just an action that revs up the production and consumption as an added value of an industry, but it is recognized as a broader social and cultural action in practice. The purpose of this study is to broaden the role of design as a principal body producing culture, and to proclaim that design itself has to have self-sufficiency as culture. The study starts from a hypothesis that the action of design should be at the core of cultural industry. The study includes studying the documents on and analyzing the current status and case studies of cultural industry and design policies for macro view. Comparative research and analysis of how designers from three countries, Korea, United States and England, perceive policies is a microscopic part of this study. The methods for this study include survey for quantitative research in Korea, United States and England, and intensive interviews for qualitative research to explain past facts and the current situation of design policies. The survey compares design professionals of three countries, and the intensive interviews are done with manager level design professionals who are both decision makers and policy makers. On order to prove the appropriateness of the survey structure, three pilot studies and a pre-test were carried out. As shown in the verification of the subject of study, if, in the cultural industry which was considered to be the blossom of 20th century, the blind running without intervention of reason still keeps its former state and is unable to go beyond history, we will not be able to enter the age of mentality and fall behind. The value of design that we shall judge depends on the dialectic of 'past' and 'present' regarding the principle of enlightenment, and it will open up a new philosophy, a new civilization and a new world.

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Understanding of Visual storytelling in Information design (정보디자인에서 비주얼 스토리텔링의 이해)

  • Choi, Hyang-Ji;You, Sicheon
    • Smart Media Journal
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    • v.3 no.2
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    • pp.29-36
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    • 2014
  • Human beings in their perception of the objects perceive the overall characteristics first rather than any parts of the object. In the process of 'information structuralization' and 'information visualization', therefore, it is needed the methods of narrative information representation based on a relationship of cause and effect in order to express effectively the whole messages which designers want to deliver. In this study, according to the concept of narrative information representation, we reviewed the meanings of the visual storytelling. As a result, we found that the visual storytelling has the three key roles which are 'narrative', 'visual communication catalyst', 'interacting'. First, the narrative describes the information logistics flow and it has a role to provide a specific story into information in the process of users' information understanding. Second, in the information design, the visual story telling not only expresses the information structure(story) but also uses the visual expressions to deliver the specific message, which is called visual communication catalyst. Third, the information design goes through the information structuralization and the information visualization stages through the visual storytelling to provide the experience factors to the information users, which is called the interactivity. The research implication is to provide the basis developing an approach method which is able to convey information messages effectively by improving information users' visual cognition and raising information users' memory.

A study an actual proof analysis for design management strategy of minor enterprise (중소기업의 디자인 경영 전략을 위한 실증 분석연구)

  • 홍성수;박재연
    • Science of Emotion and Sensibility
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    • v.7 no.1
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    • pp.65-81
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    • 2004
  • With the arrival of the 21th century, the management environments such as the knowledge system, information system, and technology system surrounding small and medium enterprises are being rapidly changed. These rapidly changing the environment of enterprises like the above can be thought rather profitable for the elastic and resiling medium enterprises than large enterprises. Additionally, these environments are recognized as the management circumstances which provide with the change by which medium enterprises equipped with the trustworthy creativity in the 21th century are able to become the main player of the industrial development. The position and role of medium enterprises in the national economical system are very important. The execution of the local autonomy system and the policy to activate the local economy will generally enlarge the power of medium enterprises which are based on the concerned local society more ant more. But, by the standpoint of designer, it is pointed out that there is the problem that the effective application means or the availability of the industrial design was not sufficiently recognized or understood by the manager in enterprises. Notwithstanding the above problem, a lot of domestic small and medium enterprises became to apply the industrial design as the means for improving the competitiveness of their own products in the relatively short time powered by the governmental policy, and moreover both of the concerned partners(the manager and industrial designer) had the opportunity to newly recognize the industrial design and evaluate the availability or problem of the industrial design in the actual aspect. This event means very important change. With the understanding on the above situation, the purpose of this study is to recognize whether the design is strategically applied in the management level of domestic small and medium enterprises, whether the strategical establishment of the design management is performed without any problem, whether the field designer and CEO are well recognizing the design management and what their recognition level is in order to seek the new solution for plenty of problems. Therefore, the actual proof analysis was performed for the field designer and management CEO of small and medium enterprises with the questionnaire survey and direct interview method to understand the actuality of small and medium enterprises.

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A Study on the External Form Characteristic Depicted on the Deconstructional Fashion (해체주의 패션에 보여진 외형적 양식의 특성에 관한 연구)

  • 김혜정
    • Archives of design research
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    • v.13 no.3
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    • pp.271-280
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    • 2000
  • This is the deconstruction of functionism and means the complex phenomenon of disharmony such as the reputation of purity, search for history, irony and so on. The perceptional system of post modernist and deconstructionist philosopy, that allow us to have the critical angle of view such as the deconstruction of the existing foundation and the absence of the meaning of the reasoncentered thinking of the west, is shown to be grafted into design, fashion and so forth. These elements are taking root as the style of the end of the 20th century. The deconstructional fashion revolting against the existing regime has been reconstructed and created a innovative aesthetic sense by going so far as to address the way that doffing is formed, the way to handle materials and physiological and psychological elements. The deconstructional fashion depicted on new interpretation of the body proportion with planeness and specificity while ignoring three-dimensionality , structuristic rationality

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A Study on the Characteristics of Taste-Based Look Presented in Modem Fashion (현대 패션에 표현된 취향지향적 룩의 조형적 특성과 미적 가치)

  • Song, Geum-Ok;Kim, Young-In
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.195-204
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    • 2005
  • This study was peformed to systematize the concept of taste being recognized as new cultural values, as well as to ascertain the looks and aesthetical values presented in modern fashion in terms of taste. Taste is the life style being pursued individually, a preference and the important factor that characterizes each individual among contemporaries. In particular, the fashion is an important means able to differentiate respective tastes. The taste-based looks including; the dandy-look, the kitsch-look, fetish-look, the grotesque-look, and the kidult-look, etc. are reviewed as cases. Those are well expressing the phases of each times. The looks reflecting contemporaries' various tastes, are symbolic means showing the positive expectations on the present and the future. The looks are unifying fashion and society, and the designers are able to be key roles satisfying customer's taste by presenting of their collections. It is expected that the outcome of this study may provide academic basis of the tastes and a framework of interpretation of the tastes and fashion looks within culture by the aesthetical values presented as fashion.

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Realistic 3-dimensional using computer graphics Expression of Human illustrations (컴퓨터그래픽스를 이용한 사실적인 3D 인물 일러스트레이션의 표현)

  • Kim, Hoon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.79-88
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    • 2006
  • A human face figure is a visual symbol of identity. Each different face per person is a critical information differentiating each person from others and it directly relates to individual identity. When we look back human history, historical change of recognition for a face led to the change of expression and communication media and it in turn caused many changes in expressing a face. However, there has not been no time period when people pay attention to a face more than this time. Technically, the advent of computer graphics opened new turning point in expressing human face figure. Especially, a visual image which can be produced, saved, and transferred in digital has no limitation in time and space, and its importance in communication is getting higher and higher. Among those visual image information, a face image in digital is getting more applications. Therefore, 3d (3-dimensional) expression of a face using computer graphics can be easily produced without any professional techniques, just like assembling puzzle parts composed of the shape of each part ands texture map, etc. This study presents a method with which a general visual designer can effectively express 3d type face by studying each producing step of 3d face expression and by visualizing case study based on the above-mentioned study result.

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