While the second and the third industrial revolutions made it possible a few standardized designs to be extracted and produced in large quantities, the recent development of the 3D printing technology allowed many individuals to reflect their unique personal characteristics on their creative works and produce them in large quantities-i.e., personally customized designs and mass production of various designs. However, for the customized designs and the mass production of various designs through the 3D printing technology, the individuals should use a 3D modeling software and the supporting features of the software can significantly affect the type and shape of a creative work. In this study, we surveyed the individuals who design the creative works using 3D printers about the type of software that they use and the type of creative works that they design using the software, to propose a possible direction of new software that supports their activities. To do this, we first surveyed sixty members of the OpenCreators, which is the largest 3D printing creator community in South Korea, about the 3D modelling Software that they use for their 3D printing creations, the best 3D modelling software for the 3D printing, and the type of frequently printing creation using the best 3D modelling software. We then analysed the response results. As a result, we found that most of 3D printing creators in South Korea use Rhino and 123D Design. More specifically, the Rhino was being widely used by the people in the 3D printing industry to print prototypes, samples, and mock-ups, while the 123D Design was being mainly used for general purposes such as educational tools, accessories, and home interior accessories. Therefore, we believe it is necessary to develop the software in two separated categories, i.e. for the business, like the Rhino, and for the beginners, and educational and personal purposes, like the 123D Design. Finally, we stressed and proposed the necessity to support individual creators by developing an industry-specific 3D modeling software.
Stone in the Cho Sun Dynasty has been used as the material of industry arts, widely building materials and an important material for the artistic design. But it has been generally used as an use of practical living Product like, suban, a metal printing type, a fire place, a pillowcase, a pencil case, etc, and ornament with the quality of stone material and the aesthetic view. There are several problems as like size, quantity, delivery and processing method with the stne material according to its variety and selection. Accordingly it has been studied through the whole process of shape, a material selection of design and processing method as well as studying about small stone crafts which were manufactured in the Cho Sun Dynasty, considering these problems. Stone crafts in Cho Sun Dynasty has been widely used as a living tool. There was some what difference on manufacturing purpose on its technique of folk crafts of stone crafts, but, through the research of collected crafts, they were almost the same that social need, user's taste and hobby in those days were reflected in. In the result of analysis as dividing the stone crafts into daily living product, stationery and tool, the major of daily products have been manufactured with emphasis of practicability. And they have been manufactured from agalmatolite for the propose of use. further, kitchen product had no design due to the function and living products which has been used in the main living room has been carved with the decorative expression of the various form by using intaglic, relieve, inlaid technique, etc. For the stationery, it has been characterized with aesthetic point considering the decorative effects & selection of material in accordance with use. A material for manufacturing has been used in the range of agalmtolite, atopaz, a sapphire, white stone etc. As the result of this research, It was noticeable that there was the spleudidness on the expression of design and carving. It was also noticeable that black stone and guanite have been widely esed because it didn't need the delicacy as a tool.
The purpose of this study is to provide useful information for establishing efficient marketing direction by investigating the performance(satisfaction) and importance of the display of dining space for hotel banquets. The importance and satisfaction scores of the display of dining space were measured on the five-point Likert scale. The results were summarized as follows. 'Taste of food(4.53 point)', 'freshness of food materials(4.50 point)', and 'indoor cleanliness(4.38 point)' were considered highly important while 'carpet shape of the floor(3.68 point)' and 'art objects(3.69 point)' were scored low. As for the factors of satisfaction, 'freshness of food materials(3.86 point)', 'taste of food(3.85 point)', 'indoor cleanliness(3.74 point)', and 'overall cleanliness of tables(3.73 point)' were considered highly satisfactory while 'art objects(3.42 point)', 'item decoration(3.44 point)', 'furniture and accessory decoration(3.45 point)' were scored low. As a result of analyzing difference between importance and performance of the display of dining space, importance(4.02 point) was much higher than performance(3.60 point). For the IPA result, customers made much account of 'taste of food', 'freshness of food materials', 'indoor cleanliness', 'overall cleanliness of tables', 'cleanliness state of a banquet hall' and so on, so they were regarded as the items to be continuously cared for. Also, intensive care was needed in such factors as 'indoor temperature', 'food vessels', 'soundproofing' and 'colors of a banquet hall' due to low customer satisfaction.
This research was performed to use recycling wood fiber from waste MDF as raw materials for manufacturing of interior decorative accessories. Virgin fiber of Pinus rigida for manufacturing MDF and recycling fiber from manufactured MDF with virgin fiber were dyed by using reactive dyes (Bis-monochlorotriazine and Vinyl sulfone type), vat dyes (Anthraquinone type), direct dyes (Diazo type) such as red, yellow and blue, and natural dyes using gardenia or sappan wood, and they were examined to evaluate their dyeing properties and sunlight fastness. The hue of virgin fiber and recycling fiber were 4.2YR, and 4.4YR, respectively, which showed red-yellowish color. The recycling fiber looked a little darker than the virgin fiber, where $L^*$ values of the recycling fiber showed a little lower. Reactive, vat and direct dyes dyed well both the virgin and recycling fibers. The recycling fiber showed a little higher values of colour yield and a little lower in $L^*$, but it seemed that there was no significant difference. The Hue values of the recycling fiber and the virgin fiber dyed with sappan wood were 4.4YR and 4.0YR, showing no difference between/after dyeing. However the Hue values of the recycling fiber and the virgin fiber dyed with gardenia were 7.4YR and 6.9YR, respectively. Those values were much higher than the values of the fibers dyed with other chemical dyes. But the fibers dyed with gardenia showed poor sunlight fastness.
The modeling analysis for objects placed in a given space can be described objectively when their visual image structure is grasped. It can't be answered without first analyzing the basic program, visual expression. And when the whole aspect of the visual image of the desired interior utensils is presented, the mindset of its designer can be deduced from that. Therefore, the study was based on the lemon juice squeezer, one of the interior kitchen utensils that Philippe Starck designed for Italy ALESSI company. For the study method, putting'The Elements of Dynamic Symmetry' by Prof. Jay Hambidge into practice, 'paradigm' analysis containing the whole'lemon juice squeezer'image was attempted. And to describe it, the visual mark description method by Prof. Bok-Young Kim was used. In conclusion, henceforth, the relationship between interior space and articles, the relationship between object and user, the modeling critique or analysis of the production itself shoud not be intended to be emotional. On the contrary, the study presented an art analyic methodology that can analyze and describe the visual image structure numerically, and confirm the relationship between form and content.
For satisfying consumer needs, commercial facilities require a variety of sale-related space expressions and eye-catching product arrangements; space composition can also be a direct marketing strategy. The human eye is the sensory organ that acquires the largest amount of information, and an analysis of visual information helps in understanding visual relations between . However, the existing studies are mostly focused on analysis of still frames in experimental images, and there is a lack of studies analyzing gaze information based on mobile images of commercial spaces. Therefore, this study analyzed emotional responses through gaze information of space users in reality using a video of a movement route through a commercial facility. The analysis targeted straight sections of the moving route; based on the data acquired, sectional characteristics of five gaze intensity ranges were examined. As a result, section A, the starting point of the route, had a low gaze intensity, while section B had the highest gaze intensity. This indicates that, starting in section B, the subjects explored the space in a stable way and needed time to adapt to the experimental video. In relation to space characteristics of the gaze-concentrated area, display formats of the right stores in 4 of 6 sections received greater attention. The gaze of consumers was mostly focused on props, and big gaze information was revealed in showcase display formats of the stores. In conclusion, this analysis method can provide highly useful direct design data about merchandise display and merchandise component arrangement based on consumer visual preference.
Recently, by growing of Korean comics/animation markets and number of consumers, the more people have been reproducing culture contents into derived contents. However, user experience of active users who enjoy these cultures have not been accepted well like other local culture festivals in South Korea, though there are high potentials of vitalization comics/animation festivals using the active users. In this study, the experiences of participants of BICOF (Bucheon International Comics Festival) from 2013 to 2014 researched using the method of ethnography, especially using (group) interviews and participant observations. The result from the research indicates that cosplayers have limited range of participation inside of festival. And they have negative experiences during their participation into festivals. Therefore, this study suggests necessity of methodology of continuous reflecting of the user experiences of active users into festival, for the solution of the successful festival, who was objectified in the festival.
Today we seem to be flooded with digital culture as the age of information has reached its peak. As fusion culture has been generalized, in which the arts and culture of the East and the West are in harmony, and quality of life has been improved, people are enjoying more abundant cultural benefits than ever. In such a situation, we may lose the origin of our culture and disregard our traditional culture due to the mixture of cultures. In addition, it is necessary at this point to distinguish pure culture from mixed one and to re-illuminate the value of our original culture for the next generation. Therefore, the author took interested in Dongraeyaryu, a large-scale festival in Busan, which has been designated as an important intangible cultural property, and carried out a research for its continuous instruction and activation. among contents such as music, costume, dancing and stage properties that compose intangible cultural property, this study selected costume, which has significant visual effects and large differences in shape between old one and contemporary one, for development. By proposing modernized design of costume preferred by the new generation and in harmony with the masks, this study wished to narrow the generation gap, to direct young people's attention to the learning of tradition and to propose motives that activate the culture of local festival.
This study has investigated the status and overview of design characteristics of customized shoes, which receives much recognition at domestic and overseas markets. Based on the market research on current consumer lifestyle and needs of the custom-shoes(which is an abbreviation of customized shoes), this study has provided its development directions, views and demands. The design types of custom-shoes have been broadly divide into two: firstly 'style centered custom-shoes'; secondly 'function centered custom-shoes'. Style centered custom-shoes are specifically divided into 3 types; first, formal custom-shoes; second, sports and casual custom-shoes; and lastly, bespoke shoes. Function centered custom-shoes design refers to enhancing the function of personal soleprint which has to be designed by delicately detailed insole and outsole, rather than alignment of exterior parts of the shoes. These are used in professional sports shoes and also include orthopedics footwear and grafted footwear for people who have disabled on foot. Custom footwear market has been highly expanded and has entered value-added market according to increasing interest in foot health and shopping trends on shoes buying like taking shoes as personal expression in accordance with a variety of places and situations. In the near future, custom-shoes can be produced in a couple of days due to the technological advance of 3D scanners and 3D printers. This phenomenon will wants more demands of specific shoes experts such as custom-design consultants or shoes fitting experts, who can overcome limitations of online custom-shoes stores.
A close-up shot, capturing all the fine details of an actor's face by filling up the frame, expresses an actor's performance more realistically than a stage where a living actor performs on. This is because a close-up generates an impact with its specific images and meanings seizing the attention of the audience and conjures up a psychological effect as if an actor's face is directly communicating with the audience at a minimum distance. Therefore, this study analyzed the film to examine the photographic effect and acting effect of close-up shots and recommend the need for acting training thereof. The film was selected since Song Kang-ho, to add more realism to his character acted going back and forth 20 years of age with a special makeup on face, his facial expressions, gestures, props in close-up successfully helped deliver the actor's performance by revealing the character's personality and emotions of the film, and generated an array of linguistic, visual and emotional meanings which are the key to film acting. This study is expected to contribute to helping actors to learn about the effect of close-ups and the key to film acting and find effective ways to express themselves in front of the camera.
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