• Title/Summary/Keyword: 보그

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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.

Fashion Journalism Expressed in Vogue USA (패션잡지 미국 "보그[Vogue]"에 나타난 패션 저널리즘)

  • Nahm, Soo-Hyun;Ha, Ji-Soo
    • Journal of the Korean Society of Costume
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    • v.57 no.1 s.110
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    • pp.118-129
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    • 2007
  • Overflowing of fashion information that is derived from the development of various mass media has rather hindered adopters from appropriately screening fashion information. Thus, responsibilities of fashion journalists who play a role of communicating fashion information have become heavier. Fashion journalism may be defined as 'delivery of modes and involvement in production and logistics'. Since it connects fashion and culture industries with the public by reflecting fashion from diversified perspectives, the role of fashion journalism should never be overlooked in terms of culture as well as industry. This study analyzes fashion journalism from fashion-advanced country by reviewing the fashion journalism from the US, which is so-called fashion-advanced country and analyzing the contents of Vogue USA. This study made a historical review of fashion journalism through a reference study, and from a total of 24 volumes of Vogue USA from January 2004 through December 2005 classified articles by functions, tones, contents, and brands, pictorial records by functions, images, and brands, and ads by brands, quantitatively analyzing them. Further, through a case study it explored those articles and pictorial records which featured national characteristics in the USA, and examined how the fashion journalism in the USA imaged the fashion in the country. In addition, it tried to elicit the characteristics of fashion in the USA as a conclusion by categorizing those images while reviewing previous studies. The results show that Vogue USA features American fashion definitely. Thus, consequently it is easy to find images of American fashion in pictorial records, let alone categorizing them.

Korean-Japanese Comparative Study on Material Related Modifier which is Represented in Oversea Licensed Fashion Magazine 『VOGUE』 (해외 라이선스 패션잡지 『VOGUE』에 나타난 소재 관련 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.5
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    • pp.116-133
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    • 2014
  • This study is to research the characteristics of garment which are 'written(or described)' in fashion magazines. With examples particularly of Korea and Japan, this study aims at pointing out the similarities and differences described by modifier in oversea licensed fashion magazine. It is considered to be meaningful to provide fundamental document, which can estimate the aspects of fashion that has global features and localized characteristics. This is a follow-up of a previous study, covering its range of "Vogue Korea" and "VOGUE Japan" research document, and we researched on the materials that have been mentioned most frequently in each country from May to August of 2012. To target analyzing list of top 6 materials, we compared and analyzed the characteristics of the kind of material represented by Korean and Japanese fashion magazines and modifier's properties. As established in the previous study, to designate each contrary concept to a total of 8 groups as an analyzing frame, we researched the properties of each material and differences between Korea and Japan.

Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.

Hybrid Urbanscapes of PC Bangs and Their Socio-Spatial Effects on Human Bodies (피시방의 혼성적 도시경관과 인간 육체에 대한 사회-공간적 영향)

  • Lee, Hee-Sang
    • Journal of the Korean Geographical Society
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    • v.42 no.5
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    • pp.710-727
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    • 2007
  • This paper suggests an inquiry into the characteristics and implications of urbanscapes produced by Internet cafes, widely called PC Bangs in Korea, and their effects on the motions and boundaries of human bodies as cyborgs which exist in between actual and virtual spaces or between human and machine spaces in PC Bangs. The paper, which is organised into two main sections, first investigates the streetscapes of PC Bangs as electronic architectural spaces and suggests the urban electronic space of PC Bangs in terms of hypertext space. Then, it looks at the effects of PC Bangs on human bodies which exist as human-machine hybrids or cyborgs in PC Bangs. The paradoxical socio-spatial characteristics of PC Bangs as third, liminal or hybrid spaces between actual and virtual spaces or between human and machine spaces can be explained as follows. Firstly, there appear both nomadic and sedentary landscapes in that people in PC Bangs move in virtual spaces on the one hand, and are static in actual spaces on the other hand. Secondly, both open and closed spaces are shaped in that although PC Bangs act as open or public electronic spaces, they involve invisible social boundaries, forming the gendered space of masculinism. Thirdly, the boundaries of the human body are extended and are shrunk at the same time in that while the sensory boundaries of the body in PC Bangs are extended through electronic networks, its social boundaries are shrunk through the imaginary space of solipsism. Thus and finally, PC Bangs can be characterised not only as social spaces entailing embodied and gendered landscapes, but also as non-places involving the cyborg landscapes of human-machine connections.

The 'Slow' Fashion Characteristics Expressed on 『Vogue』 Magazine Since 2000 (2000년 이후 『보그』지에 나타난 '느림'의 패션 경향)

  • Ham, Youn-Ja;Park, Ju-Hee
    • Fashion & Textile Research Journal
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    • v.12 no.6
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    • pp.715-722
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    • 2010
  • The purpose of this study is to consider the characteristics of 'slow' fashion style expressed on fashion magazine in pursuit of sociocultural paradigm change towards 'slowness'. As for the research methodology, content analysis for Vogue magazine has been undertaken. The results of this study can be summarized as followings. First, the concern toward eco-friendly ethics has been involving simple style which is long-lasting, junky style which is reused or recycled, and sustainable style which is motived by nature. Second, the interest toward local diversity has been involving ethnic exotic style which is inspired by global culture and vintage retro style which is applied the old tradition. Third, the attention toward self-made has been involving personal style which is produced through the process such as made-to-measure, made-to-order and reform. Also, anonymous dresses can be personalized easily under mix-n-match. In Conclusion, the 'slow' fashion characteristics has been expressed on contemporary mass fashion in various way and the 'slow' fashion would be expected to improve in accordance with the change toward sociocultural paradigm of 'slowness'.

Application of Sensor Network Using Multivariate Gaussian Function to Hand Gesture Recognition (Multivariate Gaussian 함수를 이용한 센서 네트워크의 수화 인식에의 적용)

  • Kim Sung-Ho;Han Yun-Jong;Bogdana Diaconescu
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.991-995
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    • 2005
  • Sensor networks are the results of convergence of very important technologies such as wireless communication and micro electromechanical systems. In recent years, sensor networks found a wide applicability in various fields such as health, environment and habitat monitoring, military, etc. A very important step for these many applications is pattern classification and recognition of data collected by sensors installed or deployed in different ways. But, pattern classification and recognition are sometimes difficult to perform. Systematic approach to pattern classification based on modern teaming techniques like Multivariate Gaussian mixture models, can greatly simplify the process of developing and implementing real-time classification models. This paper proposes a new recognition system which is hierarchically composed of many sensor nodes haying the capability of simple processing and wireless communication. The proposed system is able to perform classification of sensed data using the Multivariate Gaussian function. In order to verify the usefulness of the proposed system, it was applied to hand gesture recognition system.

Study of Cyber-Feminism & Eco-Feminism (사이버 페미니즘(다나 헤러웨이)과 에코 페미니즘(김선희)의 비교 분석)

  • Kim, Yeoung-Sook
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.69-80
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    • 2018
  • D. J. Haraway's cyber-feminism and Kim Seon Hee's eco-feminism are so different in the perspective of the modern scientific technology. While cyber-feminism thinks the outcome of the modern scientific technology positively, eco-feminism criticizes the totalitarianism and the human negation which the modern scientific technology gives rise to. Cyber-feminism gives us an image of the future female, but exposes an easygoing way of thinking of the modern scientific technology. On the other hand eco-feminism takes notice of the risk, that the modern scientific technology can be abused by the power of the minority, but fails in overcoming of the traditional view of female.

A Study of Fashion Elements in Designing the Cover Pages of Fashion Magazines in Korea (국내 패션 잡지의 표지디자인에 나타난 패션에 관한 연구)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.11
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    • pp.1586-1597
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    • 2007
  • This study is an attempt to examine fashion elements appearing in the cover-page design of fashion magazines published in Korea and aims to find Korea#s own fashion identity in fashion styling and designing of those fashion magazines. In order to do so, the study reviewed the related literature and analyzed the issues of Vogue and Harper#s Bazaar magazines published between 2004 and 2006. The results of the study can be summarized as follows: In case of fashion photographs, the largest number of 72 sampled cover-model photographs is in approximately three-quarter cut size. For the items, most take the form of one-piece dress and feature the use of a variety of accessories. In case of dresses, most are the creations of foreign designers and famous fashion models or celebrities show up, mostly alone, as features on the cover pages. Because of the nature of fashion magazines, their primary emphasis is put on the dress among other things, but on the other hand some of those magazines have differential cover pages where the model#s face is highlighted with the look of makeup or a famous female actress stands out. However, the fashion in designing the cover pages of magazines is, rather than to show the dress itself, to create a new combination of different elements as total fashion or convey an image based on such a fashion style.

Discourse On the Male Body Represented In Fashion Advertisement (패션 광고에 표상된 남성 몸에 관한 담론)

  • Park, Seon-Ji;Yim, Eun-Hyuk
    • Journal of the Korean Society of Costume
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    • v.63 no.6
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    • pp.29-39
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    • 2013
  • In this study, the image of the male body represented in fashion advertisement is analyzed based on discourses on the male body. Fashion brand advertisements, which emphasized the images of the male body, were selected from two magazines: GQ, a men's magazine, and VOGUE, a representative women's magazine. The published dates of the selected images were from Feb. 2010 to Oct. 2012, and these images were used for the analysis. The study results of the discourse on the male body appearing in fashion advertisement based on the discussion of changing masculinity suggests the following 4 features: i) macho, powerful and muscular male representing the hegemonic manhood; ii) refined and decorated male representing the wealthy and disengaged figure of a successful businessman; iii) androgynous male represented by the deconstruction of masculinity and femininity embedded in gender; iv) as an aesthetic object, the male with sex role of changed from a subject to an ornament, whose body becomes the object of voyeuristic view. This study tried to grasp the ideal and modern masculinity, and in particular, attempted to offer suggestions in different approaches to the male body image depending on the consumer type in order to enhance the brand image. This new masculinity is thought to be a foundation on which the advertisement and products suitable for the demands of future customers can be produced.