• Title/Summary/Keyword: 문화 간 디자인

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A Proposal for the curriculum of Filmic MediaStudy Concentrated on New Media (영상디자인 교과과정 연구)

  • 김종덕
    • Archives of design research
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    • v.9
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    • pp.301-320
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    • 1994
  • Filmff.V. is one of the most poweful media in the modern society. Its influnces on economics, culture, and social behavior are being extened more and more. By the growth of mutimedia market and existing film/T.V. market which are nurtured by the modern technology, filmff.V. culture became a giant influencial element. Filmff.V. culture in Korea did not settle down in right position, because of the uncontrolled implant and imitation of foreign film/T.V. culture under the short time of developing our own film/T.V. culture to support exploding technical aspects. A systematic filmff.V. education and financial investment are needed urgently to produce our own creative film/T.V. programs, and review on our filmff.V. culture and educational system are needed also to make a right understanding of filmff.V. media. In this proposal, I discuss the differences of educational system and curriculum between Korean filmff.V. educational institute and foreign countries'. Through this discussion, I sample a futuce oriented filmff.V. educational system and curriculum.

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Study on the character design of monster in game - Focused on the comparison with Korea, China and Japan (게임 요괴 캐릭터 디자인에 관한 연구 - 한국, 중국, 일본 비교를 중심으로)

  • Ji, Xiao Ou;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1649-1659
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    • 2017
  • China, Korea and Japan are all neighbors, but there are quite a few differences in monster culture. In this article, through studying of Korea games highest export countries--China and Japan, as well as analysis on their historical origin of development of "Monster culture", so as to explore the similarities and differences between development of monster culture. In addition, combining these differences and similarities, through the study of "monster culture" related game works, it aims to explore the impact of these countries' monster culture on modern life culture and the development characteristics of all kinds of monsters under the background of modern culture. Besides, based on above analysis, developed a monster character design that can form a bond of sympathy in three countries by comparing and combining the most popular parts of the monster characters in this three countries. The final aim is to create a game monster character that both in rich ancient culture charm and loved by all people, so as to being taken as an example to illustrate the significance and value of promoting the development of monster culture. The result of this research will help to design monster characters in game production in the future.

A Study on the Flower Design Based on Storytelling : Focus on the Funeral Flower Design (스토리텔링을 적용한 화훼디자인에 관한 연구 -장례 화훼디자인을 중심으로-)

  • Lee, Seung Beom
    • Journal of the Korean Society of Floral Art and Design
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    • no.42
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    • pp.3-21
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    • 2020
  • In this paper, the funeral was defined as a culture of death and, on the most important ideological basis, the biological death was not recognized as the end of the world, but as a starting point for another life. Various funeral cultures were investigated and the funeral floral design was analyzed through the case. Based on this, it was concluded that Korea's funeral floral design was an impediment to the development of funeral floral design, similar to the use of limited materials. Storytelling, a communicative concept through the exchange of emotions and opinions, rather than unilaterally conveying a message as an answer, is one of the most effective marketing strategies in the emotional consumption era. Based on this, the target person was selected to analyze life and draw suggestions from his life. Accordingly, the production of the work was attempted by applying storytelling to the funeral floral design. The painting design applied to storytelling expressed the symbol and meaning of the painting design material, and the color and form of the floral design in various forms and colors of pastel line, which are based on peach color that symbolizes the deceased, in a departure from the traditional funeral painting design with the solemn atmosphere of the geometric design centered on the white chrysanthemum material.

Sensitivity Design of Agricultural Tractor Seat (농용 트랙터 시트의 감성 디자인)

  • 김선웅;박세진;한상찬;김철중
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 2002.07a
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    • pp.48-53
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    • 2002
  • 일반적으로 어떤 제품을 평가할 때 제품이 가지는 기능적 속성 이외에 감성에 의해 제품을 평가하게 된다. 그 제품의 기능과 더불어 제품이 보이는 감각적 속성과 그 제품에 대한 추상적이고 개념적이며 일반적인 인지적 틀을 가지고 그 제품을 지각하게 되는 것이다. 제품을 개발하는 과정에서 민족 또는 국가 간의 다양한 생활문화에 반영된 감성이미지를 구체화할 수 없다면 디자이너가 만들어내는 제품이란 기능적 한계에 제한되기 마련이다 즉, 어떠한 제품의 개발에 앞서 우선적으로 고려되어야 할 문제 중 하나가 바로 사용자들이 요구하는 감성이 무엇인지를 아는 것이다. (중략)

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A Study on the development of the pattern and the jewelry design utilizing the Gaya relics (가야 유물을 응용한 패턴전개와 주얼리 디자인 개발에 관한 연구)

  • Byun, Sung Tae
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.67-76
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    • 2017
  • The Gaya Period is the period in which the nations of Gaya had existed in the Gimhae area. The term 'The Period of the Three Nations', which is widely used, is inappropriate because in ancient Korea, Gaya also existed besides Goguryeo, Baekje and Silla. This term should be corrected for the accurate reconstruction of the history of ancient Korea. Of course, the term 'The Gaya Period' cannot replace 'The Period of the Three Nations'. It just means the period in which the nations of Gaya existed. The Gaya Period refers to the period of about 600 years from about the first century, in which several nations of Gaya began to appear in the Gyeongsangnamdo area, through the falls of Daegarak of Kimhae in 532 A.D. and Daegaya of Goryeong in 562. When doing this, there should be no distortion of the original form of the relics. With the application of traditional techniques and excellent relics, it is believed that it helps to create the high added values by putting culture and tourism together with the development of various designs of cultural goods. To suggest possibility of jewelry designs by completing protype from idea scatch.

An Analysis and Comparison on Creative of Local Government's TV Commercial (지방자치단체 TV광고의 크리에이티브 비교분석)

  • Paik, Jae-Hun
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.121-132
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    • 2007
  • A change of social environment based on digital information technology has decreased the disparity of regional cultures by exchanging & consuming contemporary information & culture freely. After 1995, when local autonomous entity system was established, the local autonomous bodies competed with one another in developing the regional society with its' own resources, human powers & cultures, independently of the central government. In the competitive system, a local government is getting itself distinguished from each other in the cultural & regional properties, and brands the region with its unique events, public relations(PR) & development strategies. The environment for advertisement has changed rapidly under the spontaneous system of regional brand and competition, which means the changes of creative standard in the field of advertisement. An in-depth advertising creativity with induced impression & trust is one of the most important aspects of the advertisement to become persuasive to the public effectively. This demand has had public advertisements changed rapidly and the change of regional system's advertisements has started already. This study focuses on analyzing the status of Local Government's commercials on TV, and presenting an effective method for improving it.

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A Study on UX Design for Mobile Application of Combined Services - Focused on TVing (모바일 애플리케이션 내 복합 서비스의 사용자 경험 디자인에 관한 연구 - 티빙 사례를 중심으로)

  • An, Da-Eun;Jung, Soo-Ah;Youn, Mi-Ryoung;Ku, Yeon-Kyung;Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.497-508
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    • 2021
  • After the spread of COVID-19, the OTT market has grown rapidly. Accordingly, competition of OTT platforms has intensified. Among them, TVing provides users distinct characteristics of service, such as media and commerce, to differentiate it from other platforms. It is important to offer appropriate usability when proving combined service in one mobile application. Otherwise, it can adversely affect the user experience. In this regard, this research conducted usability testing of TVing and found out what user experience should be considered when integrating different characteristics of service in one mobile application. Through the usability testing, we measured and analyzed effectiveness, efficiency, and satisfaction based on the ISO usability testing guidelines. As a result, three important considerations of UX design for mobile application of combined services were found; 1) connectivity between services, 2) easy navigation, 3) consistent UI design, and 4) relations between subjects and provided information. This design consideration is expected to be applicable not only to TVing mobile application, but also to the situation where composed services are provided in one application.

Examination on Rational Interpretation Criteria and Signification of Visual Symbols (시각기호의 의미작용에 대한 이해와 해석범주에 대한 고찰)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.94-101
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    • 2012
  • Design reflects the time and cultural trends and thus can have different symbolic significance and functions depending on the perspective. While this is evident, corporations still insist that designers achieve viewers' complete understanding and satisfaction in their designs. Also, they refuse to accept the designers' interpretation on the grounds that they are subjective and incomplete interpretations even when in fact they are of superior intellectual standard. This problem is also found among the designers dealing with the clients. Thus, as long as all they are willing to accept is the fallibility of each other, the clash between designers and users is inevitable. To solve these problems, we need to have more objective and logical framework for achieving collective understanding on the interpretation of designs and symbols from the very stage of their development. The graphic design is a tangible product that represents the cultural phenomenon and needs to be interpreted as visual symbols. This makes the graphic design a semiological subject. Thus, a semiological approach will enable more analytical interpretations of polysemy of visual symbols. In this light, this study seeks to apply a semiological approach to suggest criteria for interpreting graphic designs as symbols. The criteria will serve as a useful tool for rational evaluation as well as strategic design development.

Study on the modern design application of traditional formative beauty of Korea - Focused on the formative characteristics of lines and patterns observed in the necessities of Joseon society - (한국 전통 조형미의 현대 디자인 적용에 관한 연구 - 조선 사회의 실용품에 나타나는 선(線)과 문양(文樣)의 조형적 특성을 중심으로 -)

  • Jung, Min-hee;Kim, So-hyung;Yoon, Se-hwan
    • Journal of Communication Design
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    • v.59
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    • pp.298-308
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    • 2017
  • In the modern society in which globalization is ongoing in the overall culture social culture, various efforts are being made by each country around the world in order to search for the distinctive cultural identity and creativity. Recognizing the importance of the 'Korean' tradition, South Korea is also actively engaged in researches to develop design utilizing it and to apply it in real life. Here, developing Korean design does not simply refer to borrowing and imitating the traditional form or color but refers to generating a new, original and ethnic aesthetic consciousness that conform to the era that we are currently living in based on the unique ideology and sentiment inherent in its formativeness. Despite the fact that research on Korean traditional culture has continued for a long period of time, it is considered that such phenomenon continues to take place because the establishment and utilization of Korean culture identity is still insufficient. There, research on various fields based on new understanding with regards to our culture and the development of design utilizing it is in dire need. This study aims to analyze the said usage form and formative characteristics and the possibility of modern application focused on the lines and patterns which are most frequently mentioned when discussing about the Korean traditional formative beauty of Korea.

A Study on the Complementation of Play Differences by Platform in Cross-Platform PVP (크로스 플랫폼 PVP의 플랫폼 별 플레이 차이 보완에 관한 연구)

  • Eun-Ju Ko;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.129-132
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    • 2023
  • 본 논문은 다양한 플랫폼에서 동일 계정으로 호환이 가능한 게임들이 늘어나고 있는 추세이다. 크로스 플랫폼을 이용하는 다양한 계층의 유저 유입을 만들어 내기 위해서 플랫폼 간의 호환 차이를 줄이는 것은 필수적이다. 플랫폼에 따른 플레이 차이는 크게 UI, 조작 밸런스 시스템 등에서 찾아 볼 수 있으며, 이를 해결하기 위해서 플랫폼에 따라 UI 디자인 재배치, 조작 차이를 줄이기 위한 밸런스 시스템 추가, 다른 플랫폼 사이의 경재 제한 등이 필수적으로 더 나은 방향에 대해서 제시해본다.

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