• Title/Summary/Keyword: 디자인 선호도

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아바타 시스템과 한국의 복식문화 접목을 통한 "디지털 복식 아바타" 개발에 관한 연구

  • 김영삼
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.05a
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    • pp.42-42
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    • 2003
  • 세계적으로 인터넷 이용 인구는 2002년 2월 현재 5억 4천 4백만여명에 이르고 있으며, 우리나라의 인터넷 이용 인구는 2001년 12월말 자료에 의하면 2천4백3십8만여명에 달하는 것으로 보고되고 있다(한국 인터넷정보센터통계보고서, 2002). 또한, 네오위즈는 작년 한 해 아바타 매출 100억원을 돌파, 다모임은 지난해 12월 한달간의 아바타 매출이 3억 6000만원에 달하였으며, 다움(Daum)의 경우 서비스 개시 15일 만에 일일 발생 매출이 1천만원 돌파, 현재 1일 3천500만원의 수익을 올리는 등, 아바타 선두 업체 뿐 아니라 후발 주자들도 큰 수익 창출하고 있다(Economy21- 2002.04.25). 올 한해 아바타 시장규모는 800억원-1000억원으로 예상되고 있으며, 이러한 시장 증대에 따라 기존 캐릭터 업체들이 구축계약 위주에서 서비스 제휴사업으로 아바타모델 제안 및 시장영업이 증대되고 있다. 즉, 아바타 시장은 구축되어 있는 것이 아니라 계속적으로 확대되어 가고 있음. 또한 아바타산업은 인터넷 인프라의 확산과 더불어 아바타의 호응 또한 급격히 상승하고 있으며, 단순히 사이버 세계에서의 분신으로서의 역할에서 벗어나 다양한 부가가치를 구현하는 아바타의 등장으로 아바타의 확산은 계속적인 추세이다. 또한 아바타는 게임, 채팅, 일정관리등 인터넷 전 분야에 걸쳐 Cyber Agent활용도가 확산되고 있으며, 아바타 시장은 초기 일본형 애니메이션 아바타에서 벗어나 아바타와 패션, 아바타와 문화의 접목에 대한 관심이 상승되고 있으며 이로 인한 신규시장이 창출되고 있다 이러한 디지털 시대로의 급격한 발전은 복식문화를 디지털 문화컨텐츠 사업화로의 그 발전방향을 제시하고 있다.2cm 적용하고, 진동두께 계산식은 (B/8-1.5)+2cm를 적용함으로써 진동깊이와 진동두께의 편차가 작아짐으로 인해 소매부위와 진동부위의 맞음새를 향상시켰다. 3) 가슴둘레의 증가에 따라 등길이에 앞길이 치수를 증가시키는 계산식을 설정하여 앞가슴둘레의 맞음새를 향상시켰다. 4) Plus-size여성의 경우 허리부분의 신체적합성을 높이기 위하여 사이드 판넬(side panel)의 재킷원형으로 하였다. 앞 허리와 배 부분의 지방 침착이 크므로 앞 허리둘레 다아트 폭과 앞판 사이드 판넬(side panel) 솔기 다아트 폭을 작게 설정하고, 뒤판 사이드 판넬 솔기 폭을 크게 설정하였다. 5) 어깨끝점 사이길이는 다른 부위의 체지방 침착과 같이 비례적으로 증가하지 않으므로 표준체형에 비해 좁게 설정하였다. 보여주어 우리나라의 선호 질감과는 차이가 있었다. 실제 판매율을 살펴본 결과 주관적 질감 이미지 평가의 선호도와의 비교에서 약간의 차이가 있었는데, 이는 질감 외에 가격이 구매에 영향을 미쳤기 때문으로 분석되었다., 2002; Huun et al, 2001).의 특징이라 할 수 있겠다. 대한 자부심과 국제 사회에서 차별화 할 수 있는 한국 복식 디자인에 독창성과 창조성을 표현하는 중요한 영역임을 인식할 수 있었다.와 보호인자를 재확인할 필요가 있다고 보며 본 연구의 결과는 지역민의 대장직장암 예방을 위한 영양교육 자료로서 활용될 수 있다고 본다. 관여도에 영향을 미치고 있음을 알 수 있었다. 유지되어 쾌적역이 향상된 것으로 사려된다.하였으며, 효율적인 색채 정보로서 활용될 수 있는 패션 색채 팔레트를 제시하였다는데 의의가 있다.′, aesthetic of ′unity in multiplicity′, a

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Development of New Hanbok Cheollik One Piece Prototype

  • Cha, Su-Joung;An, Myung-Sook;Heo, Seung-Yeun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.125-137
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    • 2021
  • This study was intended to develop a prototype of new Hanbok Cheollik one-piece based on design extracted through a preference survey on new Hanbok Cheollik one-piece. Through this, it was intended to provide information on patterns that are fundamental to the production of new Hanbok Cheollik one piece. The pattern of the experiment was produced by modifying D pattern, which was selected as excellent in the comparison of commercial Cheollik one-piece patterns. The SPSS 26.0 program was used to analyze the appearance evaluation of patterns. As a result of the 1st evaluation of appearance and garment pressure, the shoulder, sleeve length, skirt length and sleeve width required modification, reducing the sleeve length by 8.0cm and the sleeve width by 1.0cm in total. The length of the skirt was reduced by 5.0cm and the shoulder end point was reduced by 0.5cm on both sides to modify the shoulder width. As a result of the 2nd evaluation, the waist area, sleeve width, and skirt wrinkles were required to be corrected, reducing 2.0 cm waist width and 1.0 cm sleeve width and removing wrinkles on the front center and side area. The final pattern was highly appreciated. In future studies, it is thought that research should be conducted through study of Cheollik one-piece pattern according to material and age and the actual wearing experiment according to fabric and age.

Meaning of Basic Geometry Patterns to Ancient Koreans and Its Classification (고대 한국인이 선호한 기본도형의 의미와 유형)

  • Park, Seon-Hwa;Kim, Ji-Soo;Na, Young-Joo
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.83-100
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    • 2019
  • The purposes of this study are to identify the meaning of the geometrical patterns preferred by ancient Korean peoples and to classify them into some groups by their similarity. We investigated various patterns found on clothing and relics from GoJoseon to Goguryeo period, and utilized secondary sources such as history articles, Internet materials and photo and analyzed the associations of the varied patterns found in pottery, handicrafts, and clothing with the ancient cultures. We found the letters (ㅇ, ㅁ, and ㅅ of Korean alphabet, Hangul) preferred by ancestors who worshipped nature to identify the significations attached by them to particular patterns. The results confirm the following: first, the circle pattern indicated the sun, moon, stars in the sky, a bronze mirror, and a man's face. Circles and ovals were also observed to represent the individual souls of the clan or community. Second, square patterns symbolized the land and the patterns that signified the wellbeing of family and the country. Oblique rectangles were more frequently used as they represented a double use of the triangle, a shape that implied mystic power. Third, triangle symbolized regeneration, power, and humanity. While the Neolithic Age jade remnants of hair combs appear not to be irrelevant to the process of comb-shaped pottery production of the time, many fine comb-like lines may be found on bronze mirrors. Through its review of the glorious designs inherited from and established by ancient ancestors, the present research endeavor may help in identifying the spirits and traditions of Korean history.

The Analysis of Mechanism on Color Scheme and Emotional Affectivity Preferences according to Wood Material Finishing in the Cafe Images (카페 이미지에서 목재 마감재에 따른 색채배색과 감성 선호도 분석 메커니즘)

  • Choi, Jin-Kyung;Kim, Ju-Yeon
    • Journal of Korean Living Environment System
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    • v.24 no.5
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    • pp.654-664
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    • 2017
  • The use of environmentally friendly finishing materials allows us to create a space where we can feel nature and to have stability and peace in the city center. In this paper, we examined the sensitivity of people to the three café spaces where wooden finishing materials are used in the space elements that change according to people's demands for environmentally friendly space due to pollution of living environment. First, we examined the wood and finishing materials and emotional vocabulary through literature review and previous research. Second, the values of L *, a *, b* and sR, sG and sB values were extracted by using a line spectrophotometer (Ci6X). Third, we conducted a 7 - point scale questionnaire based on the extracted 13 pairs of emotional vocabulary. Using SPSS 21, frequency analysis by descriptive statistics, crossover analysis by visiting purpose and intention, and emotional lexical factor analysis were performed. Through the study, the following points were found. First, CB (The Coffee Bean), SB (Starbucks) and HS (Hollys Coffee) showed differences in CB (65%), SB (40%) and HS (37%) in the spatial analysis. Second, CB gave color similar to the color of wall and furniture wood, but HS changed the color or brightness of wood finishing color of furniture. HS or SB showed favorable use of wood color scheme. Third, SB (26.3%) and HS (19.7%) were selected by taste. Fourth, there were differences in the items of CB, 'local-exotic' and SB 'dark-bright' in the factor value. The use of wood finishing materials differed in the atmosphere evaluation depending on the spatial factors and the color of the furniture. However, in this study, there are many factors that are insufficient in the accuracy of the ratio of the applied wood finishing material to the space element and the amount of the survey. If we further study the evaluation of emotional image according to the ratio of wood finishing materials, we think that it is necessary to study now that interest in environmentally friendly is increasing.

A Comparison of Upper Body Sizes and Body Types of Women in Their 20s and 30s-40s - Identifying Problems Generated by Preferences of Women in Their 30s and 40s for Young Casual Brands - (20대와 30~40대 여성의 상반신 신체치수 및 체형 비교 연구 - 30, 40대 여성의 영캐주얼 브랜드 선호 현상에 따른 문제점 파악을 중심으로 -)

  • Kim, Eun-Kyong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.15-33
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    • 2016
  • Women in their 30s and 40s, who are at the center of "ageless" and "down-aging" consumer trends, are likely to encounter problems with fitting and size conformity when they wear casual clothes targeting women in their 20s. Hence, differences in upper body sizes and body types between women in their 20s and women in their 30s and 40s were analyzed. The data for this study was from the 6th Size Korea survey of body measurements of 1,675 female adults in their 20s-40s. SPSS 21.0 for Windows was used for analysis of the collected data. To examine differences in average upper body size between women in their 20s and women in their 30s and 40s, descriptive statistics and independent sample t-tests were conducted. Factor and cluster analyses were used to classify body types by age groups. Comparing direct measurement items showed that women in their 20s tend to have higher average values for most height-related items-including body height-and lower average values for circumference, thickness, and width than women in their 30s and 40s. Factors in determining the upper body shapes of women in their 20s to 40s were narrowed to five; through a cluster analysis, upper body shapes of women were classified into three body types as follows. Type 1 women are shorter and thinner with small frames; Type 2 women have the highest vertical values for their upper bodies and average values for obesity-related categories of circumference, thickness, and width. Type 3 women are the shortest and has the highest body mass index (BMI), verifiable as obese. By analyzing differences in body type distribution according to age groups, it was found that more than 90% of women in their 20s belong to Types 1 and 2. On the other hand, most women in their 30s and 40s are identified as Type 3.

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Study on the analysis of Web Corporate identity -Especially on the Sports Shoes sites (기업 웹 아이덴티티의 분석에 관한 연구 -스포츠신발사이트를 중심으로)

  • 신순호
    • Archives of design research
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    • v.17 no.2
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    • pp.147-156
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    • 2004
  • An enterprise is a basic unit to constitute national economy and a unit of independent production economy to pursue profit based on separation between ownership of production means and labor. Even though price and quantity of production are decided by planned economy in order to survive in the mechanism of market economy, quantity of production and of demands can't be same at all because of consumers' different preferences. An enterprise uses audio-visual media like letters, pictures, and voice in order to grasp consumers' taste, to develop products and to advertise them. Advertising is communication that a company, a non-profit organization or an individual, that is shown in the message of an ad, makes through several media. It is time that a company should appeal its image, not only its products, to consumers as a salesman. Marketing strategy of company identity is to visualize a company's intentions, to formalize its motto, slogan or culture, to build up trust of products and the company in consumers, and then, to have the consumers forever. By the virtue of development of www in 1990s, the media has been expanded to online. Development of www has united the world into a network and the market has been changed to unlimited competition. This paper intends to define the concept and characteristics of web identity and investigates and analyzes how web sites of sports shoes express their identities. In addition, it analyzes influences of multinational companies' web identifies (in Korean version) and of local companies' web identities on local consumers. Through survey, it will analyze the effects of web identity and review its operation.

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Categorization of Humor types in Animations (애니메이션에서의 유머 유형구분에 관한 연구 -드림웍스의 <슈렉(Shrek)>을 중심으로-)

  • Park, Yeong-Won;Im, Yu-Sang
    • Journal of Science of Art and Design
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    • v.11
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    • pp.51-78
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    • 2007
  • Entertainment Industry is a high value-added business and its market includes the whole world. With high-tech industry, it is said that entertainment industry strengthen country's competitiveness, and the Korean government is trying to find a way to develop the animation industry. Some domestic feature animations were made, but they failed to get sufficient audiences. Meanwhile, Shrek 2, made by PDI, has earned about 92,000,000,000$ through just theatrical revenue. The reason is that domestic animations are not exciting. Contents should have amusement in it. The humor is the most important thing to make fun. So this thesis suggest to analyse Humor Types in animations. It is based on several theories about Humor. The types of humor defined by the previous studies are summarized into (1) humor, (2) wit, (3) satire and (4) irony. I categorize the productive methods of visual humor into (1) visual pun, (2) visual parody and (3) visual paradox adopting Henri Bergson's theory of the production methods of humor. And I comment on humorous scenes of Shrek in points of design basic elements, such as (1) visual elements, (2) relational elements and (3) practical elements. And I classify humor responses into the incongruity theory, the superiority theory, and relief theory. Therefore this study suggest a reasoned method to categorize the humor types effectively for producing or analyzing various types of humor effects in animation fields.

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A Study on the Preference of Fashion Materials according to the Degree of Consciousness and Satisfaction of Body Cathexis (신체 인식도 및 만족도에 따른 패션소재 선호도에 관한 연구)

  • 김증자;조지현
    • Journal of the Korea Fashion and Costume Design Association
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    • v.1 no.1
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    • pp.127-139
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    • 1999
  • The purpose of this study was to understand the preference of fashion materials according to the degree of consciousness and satisfaction of body. A survey was conducted using the randomly selected 439 woman students in the twenties. The consciousness variable had three levels which were lean, medium, and obese shape for each whole, upper and lower body with self-consciousness. Also, satisfaction variable had three levels which were satisfying, average, and unsatisfying group. We analyzed the data using analysis of correlation, crosstabulation analysis, and analysis of variance including Duncan multiple test. The results were as follows: 1) There was the positive correlation between height, leg, and arm length, and each variable, and the negative correlation between back, hip, thigh, waist, lower leg, ankle, and upper arm, and each variable. Also, we could observe the pattern that the larger the head or the more the weight was, the lower the satisfaction of body was. 2) There were no strong correlation between breast and hand size and each variable. From the crossed classification, we could observe the trend that the smaller the breast was, the lower the satisfaction of body was. 3) There were the strong correlation between whole and upper body in consciousness degree and between whole and lower body in satisfaction. 4) The consciousness of the whole body was shown lean shape 23.4%. medium shape 49.2%, and obese shape 27.2%. For the satisfaction degree of the whole body, satisfaction was shown 6.8%, average 41.7% and unsatisfaction 51.4%, so the satisfaction group is very small. 5) From the analysis for the consciousness degree of the whole body, the preferred fashion materials were polyester and acetate in casual wear, linen, polyester, acryl, T/W, and polyurethan in formal wear, and cotton, nylon, TIC, and T/W in sports wear. There was significant difference in casual wear, formal wear, and sports wear, but, not in underwear and accessories among he consciousness groups. 6) From the analysis for the satisfaction degree of the whole body, the preferred fashion materials were linen, silk, and acetate in casual wear, cotton in underwear, polyurethane in formal wear, and nylon in sports wear. There was the significant difference in casual wear, underwear, formal wear and sports wear, but, not in accessories among the satisfaction groups.

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A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

Effects of Brand Image on the Purchasing Attitude of Customer (브랜드이미지가 구매태도에 미치는 영향)

  • Chung, Sui-Rhane;Lee, Jin-Ho
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.59-68
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    • 2005
  • In 20th century, that is the times of mass production with mass consumption, a company supplies standard product by the system of mass production line. Therefore, the company, itself, had to introduce its product quality to the customers. It was the buying criterion of consumer against product. In that period, a company utilized its identity in order to give customers product information such as product value, price and quality, etc. However, as digital technology with the wide-spread of informationalization & technical revolution is developed, products have diversification and customers have better incomes. So, buying method tends to thi purchase of self-satisfaction generally. In the buying criterion of consumerbased on personality & sensibility, a company must offer the buying criterion of product which can appeal the special quality & image of product itself to customers, and it must stop appealing the Cl of company under the condition of mass production by product quality and function. This study tried to focus on the method which can create effective brand and its image that are the buying criterion of new product. Also, this study tried to find the effective relation between economical & social paradigm which is the result of social informationalization with intensive knowledge, and buying determination of customer, And, this study tried to present guideline of effective brand image and brand special Quality that is affected to buying determination of customers together. The model of Positive analysis had two types. The first model studied the mutual relation between economical/social change factors and special quality of brand. And, the second model studied the mutual relation between the cause of special quality of brand and formation of brand image through regression analysis. Therefore, the construction of sensitive brand image for forming brand must be requested. The sensitive brand image is highly related to preference of sensibility, and it must be based on mind identity & visual identity. And, mind identity must have creation of value, satisfaction, combination of community, personal preference, etc. Visual identity must have esthetic order, and originality of molding, etc. Namely, brand image must form the accommodation of era change, personality & sensibility satisfaction, the effectiveness of service, etc., in order to create effective brand image.

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