• Title/Summary/Keyword: 디자인문화

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Literature-Based Instruction for Fashion Design Class: Using Alice's Adventures in Wonderland by Lewis Carroll (영문학을 활용한 의상디자인 전공을 위한 영어교육: Alice's Adventures in Wonderland by Lewis Carroll 을 활용한 학습 모형)

  • Kim, Minjung
    • Fashion & Textile Research Journal
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    • v.20 no.3
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    • pp.287-292
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    • 2018
  • The present study proposes a model for literature-based instruction within the context of a fashion design curriculum at a Korean university. The fashion design market continues to grow. The fashion design market now requires more cultural-bound strategies and efficient communication skills. The literature provides authentic resources and is highly relevant to the development of students' culture awareness as well as language awareness. Alice's Adventures in Wonderland written by Lewis Carroll contains various cultural contexts of the Victorian Era. The text provides explicit knowledge of the era depicted in both illustrations and satire languages. This study instructs students to analyze and interpret texts and illustrations so that they can engage critically and analytically in reading text to increase culture awareness and language awareness. The integration of literature and fashion design can provide students an opportunity to explore language choice and acquire refined knowledge of the target culture. Along with the text, illustrations in the literature provoke student's imaginative and creative thinking skills. Students can think and discuss many issues that deal with Victorian values and reinforce creative thinking skills. In the final stage, students can design fashion inspired by Victorian values and present their own designs using the acquired languages. This eventually leads students to adapt to a new notion for the fashion market and become competent communicators in the fashion world.

Effects and class case of problem based learning in (PBL을 활용한 <패션의 이해> 수업 사례 및 학습효과)

  • Shin, Hye Won;Kim, Hee Ra
    • Journal of Korean Home Economics Education Association
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    • v.28 no.3
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    • pp.33-45
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    • 2016
  • The purposes of this study were to develop PBL programs for class, and to examine the effects of PBL. The 2 PBL experiencing the roles of "fashion editor" and "fashion stylist" were conducted in "Fashion & Social Culture" and "Fashion Design" parts. The objects were 29 students in Home Economics Education Department. The effects of PBL were observed through contents analysis to reflective journals. Also, self assessment and learning satisfaction were analyzed. The effectiveness of PBL presented in reflective journals were 'understanding of cooperative learning', 'related knowledge adaption', 'real experience', 'self-examination & changed self', 'problem solving ability'. Also students' self-assessment and learning satisfaction were very high in two PBL programs. However, they had difficulties in co-working and lack of time.

The Effect of Cabin Environment on In-Flight Entertainment Satisfaction (객실서비스의 물리적 환경이 엔터테인먼트 만족에 미치는 영향)

  • Kim, In-Joo
    • Korean Business Review
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    • v.21 no.2
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    • pp.171-194
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    • 2008
  • In this study, specific review for the recent trend both in technical parts and the contents of IFE will be revealed. At the same time, how the passenger's satisfaction on IFE will lead to make an intention of repurchase and create the transmission of positive feed backs on the concerned airline has been thoroughly studied. In order to do the above, 250 air traveling passengers has participated the survey and 235 survey forms has been analyzed by Multiple Regression Analysis. According to the analysis, the physical environmental Improvement in aircraft system helps to Increase the satisfaction degree on IFE. The convenience is revealed as the most effective factor in the satisfaction degree on IFE while the atmosphere and design is regarded as the similarly Important factor. The contents of IFE are obviously affecting the satisfaction degree in positive side. Consequently, the customers' satisfaction on IFE positively affects to the repurchase intention especially to the transmission of the feed back.

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A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

A Study on the Characteristics of Modern Fashion Design for Digital Nomadic Culture (디지털 유목민 문화를 위한 현대 패션디자인의 특성 연구)

  • Kim, Jee-Hee
    • Fashion & Textile Research Journal
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    • v.9 no.1
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    • pp.6-14
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    • 2007
  • The purpose of this study was to delve into what type of expression mode of fashion design could suit the life style of digital nomads, as the appearance of nomadic life style was concurrent with people's modified way of thinking and sociocultural changes in today's digital society. It's basically meant to define the roles of fashion design, which was discussed as a way of improving the quality of life as a sort of 'culture,' and to suggest some of the right directions for fashion design in the future. The culture of today's digital era is marked by a pursuit of high mobility and high speed, and by nomadic disposition that is built on flexible thinking. The kind of design that lets people carry nomadic things with them and thereby improve their mobility can satisfy their needs for mobility, and body-friendly design that functions as a device of information in itself can meet their needs for mobility as well. The leading example of the latter is a wearable computer, and wearable scientific technology will be taken to another level, thanks to the advance in digital technology. In the future, that will be more accessible to people in general, and subminiature digital equipment will gain popularity in fashion industry as part of textiles and clothing or as an accessory. And specific kinds of design will be widespread, including variable design, multi-functional design and modular design. The first serves as a tool to protect the human body and to facilitate the adaptability of it to the given circumstances, and the second is characterized by a superb physical and psychological protectability. The third lets wearers bring design to completion at their own option, owing to an increase in the number of open-minded people and the development of interactive media. All these types of design could be called a wearer-friendly, human-oriented design that is specifically appropriate for the digital age. Wearers can actively be involved in design process as productive consumers, which is expected to help increase opener practices in fashion design sector.

Public Area Characterized Fence Designing Simulation -Cultural Street in Seoul- (공공 지역 특성화 펜스 디자인 시뮤레이션 -서울시 문화의 거리를 중심으로-)

  • Lee, Dae-Woo;Moon, Dae-Seong
    • Journal of the Korea Furniture Society
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    • v.20 no.4
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    • pp.307-316
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    • 2009
  • Seoul, the capital of Korea, is worldwide city; Seoul is 600 year-old city as a capital and more than 10 millions of population live in Seoul, Image of Seoul has began to be known to the peoples in the world through 1988 Seoul Olympic Games and 2002 World Cup. However, in the public design and trees lining street system, Seoul hasn't been escaped from the image of a city which lacks of the characterization in the culture and identity aspects. This paper applied a protective fence designing simulation for Cultural Street in Seoul to develop much more the identity of Seoul and characterization of local culture. Also, It's examined and analyzed R&D data, and applied traditional patterns to design to set developmental capacity of design and a direction of fence design in the past, present and future. It's analyzed the present condition of domestic manufacturers and examples for installation, selected randomly 7 places of domestic cultural places as an alternative to compare the previous design to the present design with 3D design and photos composing method, and developed the related situation. Also, It's visualized this method to let the citizens and all levels of society determine the design. besides that, developed the traditional patterns to apply the patterns to the design, considering the characteristic of each region and characteristic of each road. It's suggested this fence design to apply the image of advanced Korea and Seoul as a creative cultural city, and the international status of Korea and Seoul to the trees on the historical and traditional street. Also, put an importance to bring the identity of Seoul and Korea in the world into relief.

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A Study on the Intellectual Property Rights Protection and Features of Korea.EU FTA (한.EU FTA의 지적재산권 보호와 특징)

  • Kim, Chang-Mo
    • International Commerce and Information Review
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    • v.13 no.3
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    • pp.489-510
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    • 2011
  • Free Trade Agreement (FTA) between the Korea, of the one part, and the EU and its member states, of the other part, has been effective, as of 1 Jul 2011. EU enlarged its members up to 27 countries including Romania and Bulgaria in 2007, and stood up as the second largest trading partner to the Korea right after the China. FTA, generally, shows the several different figures according to the countries concerned on the agreement The EU has long history and cultural, educational assets. In addition to that, the EU also has economical, industrial bases. Therefore, the EU seeks fruitful profits utilizing its intellectual property rights. There are copyrights and related rights, trade marks, geographical indications, designs, and patents, etc. on the Chapter 10. intellectual property rights of the Korea EU FTA. Among them, the others except geographical indications seem to be somewhat the terms advantageous to the Korea. It is possible to ask further requirements to the Korea in the years to come because the EU member countries are very much interested in the practical profits of intellectual property rights. Thus, it would be essential tasks for us to review the intellectual property rights protection and features of the Korea EU FTA.

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A Study on the Contemplation and Design Development of Doll's Costume (인형의상의 문화적 고찰과 디자인 개발 연구)

  • Lee Young-Sun;Choy Hyon-Sook
    • Journal of the Korean Society of Costume
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    • v.56 no.5 s.104
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    • pp.44-58
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    • 2006
  • Dolls which were recognized as children's toys are recently also recognized as one of the cultural products of adult's hobby. Thus this research is about dolls' fashion and the possibility of their industrial expansion. Moreover, the object of the research is to develop and manufacture high quality fashion doll products in Korea which are mostly imported from foreign countries. The research studied the origin and the path of the development of fashion dolls with the history of clothing and special books for dolls. By organizing the character and the fashion of dolls' costumes, the research has a meaning for not only to make an academic approach of dolls' costumes which was insufficient in Korea but also to provide useful information to toy enterprises. The conclusion of this research is as followed. First, dolls have a lot of possibilities to be developed as a high value added cultural product industry by emerging from their children's toy image. Second, since costumes of dolls also have a trend, it is necessary to develop products with the trend to satisfy customer's willing. Third, organization of both the books about the dolls' costumes and the information for their DIY is urgently needed for the domestic fashion doll manias. Forth, the necessity to scheme the expansion of fancy industry has been raise by using dolls' characterization and fashion. Fifth, the researcher who has researched the above necessities has manufactured 8 pieces of dolls' costumes and provided the actual solutions to the each point of the discussions. In sum, I suggest expanding the scope of both research subject and product manufacturing of the research results and also recommend for further researches to develop the products which consumers want.

Sensitivity Analysis on Korean Fonts Between Korean and Chinese (한글글꼴에 대한 한국인과 중국인의 감성분석)

  • Yoon, Hyung-Kun
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.637-644
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    • 2011
  • The purpose of this research is to provide objective information about Korean and Chinese's sensitivity and preference among various Korean fonts, and offer guidelines for using it. Firstly, to analyze Korean fonts in objective way, We compared about image of Korean fonts to Chinese who feel unfamiliar with Korean letter, and proved how different from Korean's opinion. Secondly, one compared preference in particular fonts between Korean and Chinese. Through the factor analysis, the results are as follows. First, Korean and Chinese feel the same about the two groups of factors. There are differences in the rank, but the majority of fonts are included in the same group. It can be concluded that both Korean and Chinese has similar sensitivity about Korean fonts. Second, while Korean and Chinese decides preference on the familiarity, Chinese who are not familiar with Korean letters, have tendency to prefer calligraphic font which they have been using in the Chinese letter.

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Comparative Study between the Design Modifier appearing in Korea and Japan in the Overseas Licensed Fashion Magazine 『VOGUE』 (해외 라이선스 패션잡지 『VOGUE』에 나타난 디자인 수식어표현의 한일 비교 연구)

  • Yum, Haejung;Kim, Eunjung;Kim, Jiseon;Kim, Chorong;Chung, Sungsuk
    • Journal of Fashion Business
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    • v.18 no.4
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    • pp.45-65
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    • 2014
  • The importance of the cultural identity of each country is emphasized among the new cultural paradigm of the 21st century. Leading world-wide trends, overseas licensed fashion magazines have expressed characteristics close to the culture and lifestyle of each country at the same time. The goal of this study was focused on finding out the differences and similarities between overseas licensed fashion magazine, or if the content would be compared to the aesthetic characteristics and criteria of the country they were published in. To accomplish this, we extracted the color, material and modifier from the scripts of the Korean and Japanese editions of VOGUE published during S/S in 2012 for comparative analysis of the aspects of color, fabrics and modifier between Japan and Korea. There were common but also unique characteristics, as the issues of VOGUE KOREA and VOGUE JAPAN published during the research period had modifier to fit each season and trend, the emergence of color and fabric. Especially, the kind and frequency of color, fabric and modifier could be considered as expressing their own unique fashion culture. In case of Korea, maximal with colorful and decorative image is especially strong, while in Japan the soft and gentle feminine image was rather strong.