• Title/Summary/Keyword: 스튜디오 디자이너

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Making of Online Game in Intelligent Development Studio (지능형 개발 스튜디오 환경에서의 온라인 게임 제작)

  • Kim, Dong-Wan;Kwon, Ji-An;Park, Yong-Sung;Youn, Chan-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.230-231
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    • 2012
  • 지능형 응용 개발 스튜디오의 어플리케이션 디자이너와 블록 에디터를 활용하면, 개발 언어에 대한 지식이 없거나 개발 경험이 없는 사람도 코드 작성 없이 간단히 Drag&Drop으로 기능을 개발 할 수 있다. 본 연구에서는 지능형 스튜디오 환경에서 간단한 온라인 게임을 시험적으로 제작하고 평가한다.

선과 면, 그리고 빛의 조화를 꿈꾸다-건축 & 인테리어 디자이너 김종호

  • Lee, Geum-Hui
    • 주택과사람들
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    • s.201
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    • pp.70-71
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    • 2007
  • 철저한 시장 조사와 트렌드 스터디를 통해 유니트한 공간을 창조해내는 건축 & 인테리어 디자이너 김종호. 국내 최고가로 평가받고 있는 현대산업개발의 삼성동 I-Park 펜트하우스, 호텔에 새로운 공간 개념을 도입한 Park Hyatt Hotel, 서초 아크로비스타 등이 모두 그의 손길을 거쳐 탄생되었다. 선과 면, 빛을 통해 공간을 그려내는 (주)디자인스튜디오의 김종호를 만나보았다.

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The Current Situation and Development Strategies of Fashion Start-up Companies : Focused on Rising Fashion Designers in Busan (패션스타트업 기업의 현황과 발전에 관한 연구 : 부산 패션 신진디자이너를 중심으로)

  • Chang, Ji-Yean;Lee, Jin-Hwa
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.163-171
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    • 2021
  • The purpose of this study is to examine the current operation condition of fashion start-up companies and the characteristics of their founders in Fashion Creative Studio that is one of government programs supporting fashion start-up of rising fashion designer's brands in Korea and one of supporting facilities. For this purpose, this study surveyed 32 fashion start-up companies founders in Busan Fashion Creative Studio and analyzed the data based on the survey. The results are as follows. First of all, 82% of the founders have experience to start their business in 20s and 60% of founders with not more than 3 to 5 years of work experience related to fashion challenge to start a business. Secondly, major distribution channels of the fashion start-up companies are mainly on-line open-market consisting of 36% and SNS is up to 80% as the main promotion method. In addition, exports to China account for 71% of all exports. Lastly, 33% of businesses consider viral marketing by influencer and 50% of them make plan to export their items to East Asia. It is of research significance that this study can suggest the successful direction of establishing and operating fashion start-up companies through making good use of Fashion Creative Studio, the supporting program including facility.

The current situation and development strategies of the Fashion Creative Studios in Korea (국내 패션창작스튜디오의 현황과 발전에 대한 연구)

  • Kim, Hee young;Ha, Jisoo
    • The Research Journal of the Costume Culture
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    • v.26 no.3
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    • pp.265-281
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    • 2018
  • Government policy supporting the fashion industry in Korea has focused on the future development of rising fashion designer's brands, and as a part of this support, several Fashion Creative Studios are presently operated. The purpose of this study is to identify the meaning of these facilities and suggest development strategies for their effective utilization. This paper presents a conceptual understanding based on a literature review, and deduces the direction of Fashion Creative Studios through an exploratory analysis of various case studies and in-depth interviews with five designers, who have graduated from the Seoul Fashion Creative Studio. The results are as follows. Firstly, fashion educational institutions have to provide sufficient information about the Fashion Creative Studios to students. They can also consider adding short-term residencies to the curriculum in which students prepare collections or portfolios for the studios. Secondly, Fashion Creative Studios are required to intensify business and marketing programs to increase real-world support. It would be helpful to provide 1:1 management programs with several segmented stages for the design brands, or connect them to investors who could provide financial support and business expansion. Thirdly, Fashion Creative Studios need to find a way to strengthen textile differentiation and craft characteristics to increase designer brand competitiveness. Broadening participation with textile designers, connecting with experts and ateliers, and promoting collaboration with artists and artisans in the Arts Creative Studios can be further examined to this end.

Practical Use of Vacuum Press for Curvature Formation in Wooden Furniture Design (목 가구 디자인에서 곡면 성형을 위한 베큠프레스의 활용)

  • Wee, Han-Lim
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.155-164
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    • 2005
  • In contrast with product design field, some designers who work in furniture field tend to do their own studio works as well as typical designing part. Especially in the small furniture studios for the limited quantity batch production, custom made or handmade craft furniture which is finished with high quality, the propensity for their own production is more obvious than in the big furniture companies in this case. In this kind of small-scale furniture studios, they have more chance to create the various formative works and 'curved shape' is one of the most important elements to form creative pieces. Except by caning, it is very difficult to make curved wooden shape because of own characteristic of wood. Therefore, the special techniques of bending wood are essential to formative furniture production and vacuum press system is introduced as a main subject for the bending wood method in this study. Especially for the designers who work as makers as well at the small furniture studios, the value of vacuum press system on efficiency and productivity of work was sought by testing and improving the method of wood bending techniques. According to this practical searching, ideally sufficient condition on vacuum pressing work was founded as a result on this study.

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Luxury Expressed in Movie Costumes - Focused on Hollywood Golden Age Movie Costumes - (영화의상에 나타난 사치성에 관한 연구 - 할리우드 황금기 영화의상을 중심으로 -)

  • Yang, Sook-Hi;Hahn, Soo-Yeon
    • Journal of the Korean Society of Costume
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    • v.57 no.4 s.113
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    • pp.81-94
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    • 2007
  • Luxury, an expression of richness and expensiveness which can be achieved after putting in extensive an elaborate handworks, has been expressed in Hollywood movie costumes. The purpose of this thesis is to explore the characteristics of movie costumes of Hollywood studio designers, and to contemplate luxury expressed in movie costumes for such purposes, this thesis first provides the study on the luxury in movie costumes which has been reflected in fashion history, film studies and feminist theories, and to conduct a case study by analyzing photographic materials. The luxury expressed in movie costumes could be identified as expensiveness, exclusiveness, excess, and indulgence. In the movie costumes, expensive materials such as furs, jewelry, and decorations were used. Couture and custom-made costumes were the expressions of exclusivity. Also, the excessive luxury were the expression of bigness, scalelessness or extreme abundance. Indulgence in luxury is shown in use of uncommon characteristics, especially in gangster movie costumes.

Study about Set Design for Scene of Animation : Case of Short Animation (애니메이선의 장면연출을 위한 공간디자인 : 단편애니메이션 의 제작사례를 중심으로)

  • Choi, Seung-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.152-162
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    • 2007
  • Subject of this Study is focused on set design for short animation, GHOST, made and presented by animation studio, BEYOND PROSCENIUM. Sets in animation have several functions. First, sets are a playground that character can play to lead a story. Second, sets explain background, which is time and space. Third, sets can visualize metaphorical meaning or symbolic system in animation. To obtain final design that is sufficient to those functions, this study analyzes the case that metaphorical and symbolic meaning from scenario is how to apply into set design also, mentions the method that designer multiply considers character, property and composition from the camera and movement from those elements. Set designers for animation should have ability that simultaneously considers so many elements and they need design skills to create it.

A Study on the Early Computer Utilization in Korean Broadcasting: Focusing on the History of Election Broadcasting(1985-1992) (한국 방송에서 초기 컴퓨터 활용에 관한 연구: 선거 개표방송 변천사를 중심으로(1985년-1992년))

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.301-307
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    • 2022
  • Today, each broadcasting station makes the best use of CG (computer Graphics), which is the latest technology in election broadcasting, and competes to attract the eyes of viewers. This paper investigated the history of CG technology and design transitions in election ballot counting broadcasts from the perspective of CG designers. From the 1980s, when computer-based election ballot counting began, to the full-scale use of virtual studios, the image and technology produced by CG while watching the ballot-counting broadcast video of general elections, presidential elections, and local elections. We analyzed the utilization from various angles. In Korea, we started with the EDDS (Election Data Display System) developed in-house, created a database using a computer, and introduced manual animation CG every day from that time. After that, broadcasting stations focused on diverse and gorgeous CG image competition, and CG images were expanded from 2D to 3D while technology and design developed together. From 1985 to 1992, Korean broadcasting can be seen as a transitional period in which the image changes due to the emphasis on information power while utilizing digital technology.

New Platform of Orientalism-Based Design Education (동양성 기반의 디자인 교육의 새로운 플랫폼)

  • Choi, Kyung Ran
    • Korea Science and Art Forum
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    • v.20
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    • pp.455-464
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    • 2015
  • As the recognition toward the Korean design education development to nurture creative talents for the future society has been expanded recently, various supports and promoting strategies are being suggested. This study suggests the orientalism-based new design education platform in design education field to nurture creative talents. To have the competitiveness of creative talent nurturing, the system and education programs to rear creative talents are required. The purpose of this study is to suggest the new platform for the change of direction in design education and search for the methods in detail. The research process can be described as following: First, this study stated about the research background and its boundary. Based on the literature review and the condition of the crisis of Korean design education (Korean Industrial Statistic Investigation), it described the current condition and the characteristics. Second, this study stated about the education which will be disappeared in the information society, the change of direction in design education, and the new platform. In the current study, the change toward the strategies that give priority to the growth strategies on the knowledge-based industry was stated. Third, this study stated about that the future design education should be centered on the orientalism-based creativity in the trend changing to the six conditions for the future talents and the beliefs and values toward Asia, and what methods should be sought to achieve this trend. It suggested focusing on the aim for the direction for College education and its program curriculums as the solutions in detail. Fourth, based on the contents stated earlier in this study, it stated synthetically the direction of practice through the network of the design cluster and derived the implications. In conclusion, based on the recent orientalism-based mind, this study suggested the ways to find the identity of Korean design education itself and have the competitiveness in design education programs. The ways to secure them is to come from the integrated system innovation of the network. By actively applying the design clusters, colleges and universities, designers, studios, government policy organizations, design institutes, corporates, media, and fairs, this study suggests the sustainable education system and the practical methods.