• Title/Summary/Keyword: 디자인 원형

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Research on archetype sensitivity as the comparative Design between China & Korea's C.I Desig (비교 디자인적 관점에서 본 중.한 CI 디자인의 감성원형 연구)

  • Gu, Sil;Song, Man-Yong
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.135-138
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    • 2008
  • 중국의 디자인은 올림픽과 많은 국제적인 행사를 통하여 국제적인 위상과 글로벌 마인드를 갖추고 있다. 그런데 국제성과 민족성은 서로 상충하면서도 추구해야할 양면적인 것이다. 국제적인 기업으로 성장하는 중국기업의 디자인적 마인드의 현주소를 찾기 위하여 본 연구는 비교디자인적 방법에 의하여 한국 기업의 CI디자인과 비교연구를 통하여 중국적인 CI디자인의 원형을 찾고자 한다.

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Korea's Design Prototypetyle (한국 디자인 원형 연구)

  • Kim, Bok-Kyung
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.175-181
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    • 2007
  • Design prototype is described from the stately aspect as a principle of formative art, and from the shapeable aspect of physical feature. The prototype can be a common denominator which is contained in one nation's culture, art and life, as the thing which corresponds to the daily industrial craft, architecture and art's production intention and activity with the thought and background of the culture. We have formed the design prototypes with time and space in the process which absorbs and integrates the new culture. Modern Korean design's prototype can be seen in the late Chosun. As the upper culture and sub-culture were combined, the active culture was developed. Nobody can deny that Chosun's culture and art becomes a basis of today's design and Korea's beauty. In creating the design prototype, the natural environmental factors such as topography and climate are the most important. Such natural environmental factor led the design recognition of art and craft art, as well as an architecture and indoor environment's form. Korea design produced the artisan sprite which is devoted to a moral duty and instinct as our nation's nature and emotion, and ensured the emotional process not the rational process. So, it created naturalism which accepted the material and shape. Our design prototype's path tracking as an energy of future society's new design identity, can be the important theme for our design development.

Research for the Design Archetype of Dancheong -Through the Main Hall(Daewoong-jeon) of Mihwangsa Temple- (단청디자인 원형에 대한 연구 -미황사 대웅전을 중심으로-)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.142-152
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    • 2011
  • The 21st century is an age of design. The design has been developed and changed globally. At the same time, each country tries to find the archetype of its own design which represents its own identity. The object of this research is to show the identity of Korean design through the analysis of dancheong, Korean traditional decorative coloring on wooden buildings and artifacts for the purpose of style. Dancheong is an important clue through which alows us to understand Korean modelling. For the purpose, dancheong of Daewoong-jeon of Mihwang-sa, Haenam, Jeollanam-do, was analyzed. This study shows that, first, dancheong has a cultural value in terms of visual as well as space, symbolic, and figurative aspect. Second, dancheong at Mihwang-sa is an essence of the visual expression which shows the aesthetics of the age. Third, dancheong does not belong to any specific religions or beliefs but shows Korean's design archetype. This study shows that dancheong exists as an archetype of our beauty and it also links national identity.

A Study on the Design of Fantasy Game Concept Design based on Original Korean Culture Form (한국 문화 원형을 활용한 판타지 게임 컨셉 디자인 연구 -스토리와 캐릭터 개발을 중심으로-)

  • Oh, Su-Jin;Jeon, Seung-Gyu
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.591-596
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    • 2006
  • 한국 신화는 우리 민족의 정신적, 역사적 원형이며 상상력의 원천이다. 그럼에도 불구하고 타문화권에 비해 신화의 발굴과 대중적 인식이 현저히 부족하다. 그러므로 한국 신화의 창조적 복원을 통해 게임 컨텐츠를 개발하고, 이를 OMSU 사업으로 확장시키며, 나아가서는 한국 신화를 대중화하고 세계화를 달성할 수 있다. 그 시도로써 콘솔용 액션 RPG 게임의 시나리오 창작과, 게임의 성공 핵심이 되는 그래픽 작업 중 캐릭터 디자인을 전개해 보려고 한다. 단순히 고증을 되살리려는 시도보다는 한국적 요소를 게임 캐릭터에 대입하여 한국적 이미지를 도입하는 데 의의가 있으므로 각 시대만의 독창적 요소를 조합하여 새로운 디자인을 시도하였다. 복식은 사료(史料)와 주변 국가의 회화 및 역사자료를 통합한 고증을 토대로 디자인하고, 이를 판타지풍의 게임에 맞게 새롭게 재조명하였다. 본 연구는 한국의 고대 신화와 설화를 원형으로 시나리오를 창작하고, 한국의 복식 요소를 가미한 판타지 게임 캐릭터 디자인을 포함한 문화 컨텐츠를 개발하는 데 목적이 있다. 시나리오는 주인공이 잠시 머무르는 사후의 세계에서 겪게 되는 여러 가지 여정과 적대역 캐릭터들과의 마찰로 기인되는 에피소드를 중심으로 이루어졌다.

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Window Approach for Cosine-Modulated Filter Bank Design for Multitone Data Communication (윈도우를 이용한 멀티톤 데이터 통신용 코사인 변조 필터뱅크 디자인)

  • 김정학;신승철;정진균;송상섭
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.8B
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    • pp.1586-1592
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    • 1999
  • In DWMT, CMFB is employed in the synthesis/analysis part. The CMFB uses filters of greater length than the DFT, resulting in reduced interference between the carriers. In addition, the CMFB system is computationally efficient and fast algorithms are available for their implementation. Traditional designs for the prototype filters of CMFB usually involve nonlinear optimizations. Thus the required design time is considerably large even for small filter orders. In this paper, a prototype filter design method for CMFB is presented using optimal window method. The design process is reduced to the optimization of a single parameter and consequently the required design time is much less than those of the existing methods. It is shown that the stopband performance of the proposed method is better than that of the Kaiser window method.

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South Korea·China·Japan comic book, "Three Kingdoms" character design comparison (한·중·일 <삼국지>만화 캐릭터디자인 비교)

  • Jin, Gang;Oh, chi-gyu
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.115-117
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    • 2010
  • 본 논문은 한 중 일 3개국에 널리 알려져 있는 고전문학<삼국지> 소재로 제작된 만화에 나타나는 캐릭터비교 연구이다. 캐릭터는 언어적 의미를 시각화해서 전달하는 감성적이고 효과적인 표현 전달 방법이다. 또한 만화 캐릭터는 시각적인 조형으로 만화속의 스토리를 이어나가는 핵심적인 요소이며, 고전 문학을 원형으로 하는 캐릭터는 문화원형의 속성을 지니며 그 원형이 지니고 있는 문화적 특징도 시각화하여 커뮤니케이션 대상에게 재미와 정보를 제공해준다. 고전문학<삼국지>를 원형으로 제작된 만화에 등장하는 캐릭터디자인에 대한 비교를 통해 알 수 있는바 3개국 캐릭터디자인특징은 3개국 문화 속에서 원인을 찾아 볼 수 있고, 자국 문화콘텐츠에서부터 출발해, 주변 국가 문화콘텐츠의 영향과 더불어, 시대적 트렌드에 알맞은 디자인접근 방식을 보여주고 있다는 것을 알 수 있었다.

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Designs to Commercially Utilize Cultural Archetype : based on Patterns Found on the Relics from King Mooryung of Baek-je's Mausoleum (문화원형의 산업적 활용을 위한 디자인 개발 - 백제 무령왕릉 출토유물에 나타난 문양을 중심으로)

  • Kim, Duk-Yong;Shin, Jeong-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.202-214
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    • 2010
  • This paper presents plans to develop cultural archetype into a cultural industry. Though, various types of cultural products are being developed, they're not very popular to consumers and has very limited market. Reason for that is, most of these products are simple replicas of cultural assets or they are focused solely on restoring the traditions without considering trend. This study was focused on patterns found on the relics from mausoleum of king Mooryung of Baek-je. Main focus was the meaning of important patterns as generalized representation of traditional and emotional value. In addition, the study was done with the idea that developing the design of cultural products should be presented in modern style while carrying the traditional value and the story telling elements. The order of developing the design should be, first, forming process based on its original form and the elements, and developing a design motive based on the story the pattern is carrying. Then develop sample products with the motive.

An Investigation of Korean Design Based on the Formation Process of Italian Design (이탈리아 산업디자인의 형성과정에 근거한 한국적 디자인 고찰)

  • 엄정식;김명석
    • Archives of design research
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    • v.20
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    • pp.135-144
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    • 1997
  • Italian industrial design influences strong impression worldwidely by their identity of free style, unique and artistic character, and get a very important status in aspect of the history of design and economy. Also, italy has many common feature with Korea in the geographic back- ground, character of history, culture, and nationality that is well-oriented by emotion, and it seems to be formed a valuable study. This study is based on the book 'Italian Design Through Generations' by kazuko Sato and tried to examine the character of Italian design by searching history, exam- ples, representative designers and enterprises of Italy, and to draw some lesson from it for establishiment identity of Korean design by reflecting to the origin character of Korea. Also, this study aims to inspect change of the civilization paradigm which is entering new aspect, and to suggest an ablity of our origin character and direction of the development.

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A study on the Circular art using a numeral operation for the mathematical gifted - Focused on the design of a circle using GSP - (초등수학 영재학생의 자연수의 연산을 활용한 원형 디자인 - GSP를 활용한 원 디자인을 중심으로 -)

  • Park, Joog-Youll;Lee, Heon-Soo
    • Education of Primary School Mathematics
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    • v.15 no.1
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    • pp.31-40
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    • 2012
  • In this paper, we developed teaching learning models using a numeral operation for the mathematical gifted focused on the design of a circle using GSP and investigated effects of this models. This model gave gifted-students to be able to produce creative outputs with mathematical principles and practicality and beauty of mathematics. We found following facts. Firstly, a developed teaching-learning model improves a mathematical gifted student's mathematical creativity as analytic thinking and deductive inference. Secondly, a circular design using GSP helps gifted students to understand the abstract rules because mathematical patterns was represented visually by a circular design. Lastly, a circular design using a numeral operation is helpful to gifted students revealing to creativity and beauty of mathematics.

A Study on Producing Key Visuals Which are Motivated by the Ancient Myth of Goguryeo (고구려 고대신화를 모티브로 하는 키비주얼제작 연구)

  • Han, Myung-Hee;Kang, Tae-Wan;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.177-188
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    • 2009
  • The paper starts off with a notion that the most realistic problem in restoring cultural contents' archetype and developing contents industry based on it is the lack of understanding and production about key visual. Thus, with the premise that, in visualizing ancient fantasy as an original archetype subject material, one has to take into account design process for an actual content production, the paper aims for the suggestion of the necessity of key visual through visualization. For this, the paper made an artwork of archetype image based on literature and historical data with which to visualize fantasy elements of Goguryeo's ancient myth and tales that have high utilization value as various subject matters, such as animation and games.

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