• Title/Summary/Keyword: 일본인 디자이너

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2008 Korea-Japan Cartoon Festival Report (2008 한일만화페스티벌 결과보고)

  • Song, Nak-Ung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.961-966
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    • 2009
  • 2008 Korea-Japan Cartoon Festival is a cultural enterprise, sponsored by 8 cities of Korea and Japan. 8 cities include Pusan, Choen Nam Province, Kyung Nam Province, Cheju, Fukuoka, Saga, Nagasaki, and Yamaguchi. It was held under the sponsorship of Fukuoka, Japan, in 2007. In 2008, it was held in Pusan under the sponsorship of Korea Character Designers' Association and Pusan Becksko. Even though local autonomous entities, recently, sponsor various Festivals, 2008 Korea-Japan Cartoon Festival has so unique characteristics that it is appropriate for paper. Unique characteristics of this Festival include that it is held only two years and it is for amity of young people of East Asia. In 2008 Korea-Japan Cartoon Festival, there were cartoon contest, exhibition, seminar, and experience event. It would be the basic ideas for industries of characters, animations and games, and would broaden cultural interchange between Korea and Japan.

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An Analysis of the Current Status on the Interior Lighting Design of Dining Tables in Apartment (공동주택 식탁공간의 조명 현황 분석)

  • Jeong, Keun-Young;Hong, Seong-Kwan;Choi, An-Seop
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.22 no.2
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    • pp.1-9
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    • 2008
  • Light is a critical element for people to live and do creative activities in residential buildings. Especially, light in the dim)ing room is the most important factor for psychological and emotional effects but people are living under the poor light environment. Most people even are not well aware of good lighting environment. Also, the domestic lighting designers just follow the Korean Standards illuminance but it isn't appropriated for our cultural and social sides. This study investigated illuminance and color temperature of dining tables, and also analyzed the results of those in actual residential buildings.

A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms (게임배경디자인의 한.중.일 지역적 특성에 관한 연구 - 삼국지게임 대상으로)

  • Wei, Meng;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.31-42
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    • 2013
  • With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.

On Ethnic Images shown in Japanese Designers' Collections - Focused on Design Comparison between Issey Miyake and Yohji Yamamoto (일본 디자이너 컬렉션에 나타난 에스닉 이미지 - 이세이 미야케와 요지 야마모토의 디자인 비교를 중심으로)

  • Byun, Mi-Yeon;Lee, Ji-Eun;Lee, In-Seong
    • Korean Journal of Human Ecology
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    • v.15 no.5
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    • pp.823-833
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    • 2006
  • The globalization phenomenon of the 21st century has acted as the catalyst to accept diversity, and a new cultural code, ethnic, has emerged in the modem society by the pursuit of diversity throughout the whole society and culture. Unlike preceding studies focusing on ethnic concepts and design development, this study attempted comparative analyses on ethnic trends shown in the collections of two designers, Issey Miyake and Yohji Yamamoto, who have strong ethnic consciousness. It is considered the comparative analysis on the two designers' collections with ethic images will be a guide to indicate the fashion philosophy of the two designers in the category of Japan, and this will be useful as basic data for the establishment of the globalization identity which is needed in the future fashion industry. The study results are as follows. First, it was found that the ethnic code has been so widely accepted by the world designers in a very positive form to accept foreign cultures that the ethnic code is now showing an aspect of eclecticism. Second, designer Issey Miyake has been pursuing his own ethnic style based on his philosophy to liberate humans through continuous researches and efforts on clothes. Third, Yohji Yamamoto has been pursuing a Japanese ethnic style as a designer who has expressed the unique beauty of Japan from the characteristics of Japanese traditional clothes. Fourth, as a result of comparative analyses on collections, they both have pursued an ethnic style based on the unique national characteristics of Japan, but it was also found that their fashion philosophy has developed differently in the same category of ethnic trend.

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A Study on the dimensional standardization for site furniture design - with the park bench exemplified - (도심 공원벤치의 디자인을 위한 표준크기 설정에 관한 연구)

  • 유상완
    • Archives of design research
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    • v.12 no.2
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    • pp.43-50
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    • 1999
  • The purpose of this study is to suggest the standard size of a bench in the park. To obtain the basic shapes and size of a bench in the park, several parks are selected as a sample which is located in 6 major cities in Korea. Those obtained basic data of a bench are compared to standard size of a bench in United State and Japan and then human engineering concepts are applied to determine the optimal standard size. Furthermore the standard size of a bench is suggested in two classifications. One for the adults and the other for the children. This study is limited to a determining the standard size of a bench but in the future study, overall facilities in the park for the human being ha<> to be examined.

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A Study on the Characteristics of Aesthetics in the Yohji Yamamoto Brand -Focusing on the 2019F/W-2024S/S Paris Series- (Yohji Yamamoto 브랜드에 나타난 복식 디자인 특성 연구 - 2019 F/W-2024 S/S 파리 컬렉션을 중점으로 -)

  • Yang Shuo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.95-103
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    • 2024
  • This study examines the works of Yohji Yamamoto, one of the most influential fashion designers in 21st century Japan. The research focuses on the Yohji Yamamoto Women Ready To Wear collections showcased at Paris Fashion Week (2019F/W-2024S/S). The research methodology includes case analysis and summarization of images. The study analyzes the Yohji Yamamoto brand development and design style. A total of 399 runway images from 2019F/W-2024S/S were downloaded from VOGUE and analyzed based on four aspects: silhouette, color, material, and item. The analysis of these aspects reveals the aesthetic characteristics of Yohji Yamamoto: Zen-like, simplicity, naturalness, and elegance. The findings indicate that these aesthetic ideas are the core elements of Yohji Yamamoto's unique aesthetic and play a significant role in shaping the brand's style.

A Comparative Study on the Design Element in Traditional Palaces Korea, China and Japan (한 중 일 의장 문화 비교 연구 - 궁궐전출을 중심으로 -)

  • Lee, Hyun-Jung;Park, Young-Soon;Choi, Ji-Young;Hwang, Jung-Ah
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.277-286
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    • 2005
  • The purpose of this study is to ascertain the design element in traditional palaces of Korea, China and Japan. It takes threesteps to proceed this study. Firstly, it needs to be established the analysis framework from the documents. In second step, the design elements - the form, the material, the pattern and the color - should be collected and investigated through the observation of the actual traditional palaces the Changduckung, the Forbidden City, the Nijo castle. The third step is the analysis of the results of the investigation of the design elements from step two. To sum up similarities and dissimilarities among the design element in traditional palaces of Korea, China and Japan is as the following It is to be noticed that the mainly common characteristics of the artistic design are 'naturalism', 'harmonious ideas' and 'confucianism'. But the representation style of the design element is differed from the country. : The typical features of China are symmetry, glassy surface by artificial process, the meandered curve, the magnificent pattern and the constrable color. In Japan, the mathematical asymmetry, made-up rough surface by artificial skill, decorativepattern with abbreviation and achromatic color are important feature of the design element. While the major features of Korean design element are asymmetrical balance with nature, rough surface by natural process, moderate pattern and harmonious color.

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Uncanny Valley Effect in the Animation Character Design - focusing on Avoiding or Utilizing the Uncanny Valley Effect (애니메이션 캐릭터 디자인에서의 언캐니 밸리 효과 연구 - 언캐니 밸리(uncanny valley)의 회피와 이용을 중심으로)

  • Ding, LI;Moon, Hyoun-Sun
    • Cartoon and Animation Studies
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    • s.43
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    • pp.321-342
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    • 2016
  • The "uncanny valley" curve describes the measured results of the negative emotion response which depends on the similarity between the artificially created character and the real human shape. The "uncanny valley" effect that usually appears in the animation character design induces negative response such as fear and hatred feeling, and anxiety, which is not expected by designers. Especially, in the case of the commercial animation which mostly reply on public response, this kind of negative response is directly related to the failure of artificially created character. Accordingly, designers adjust the desirability of the character design by avoiding or utilizing the "uncanny valley" effect, inducing certain character effect that leads to the success in animation work. This manuscript confirmed the "uncanny valley" coefficient of the positive emotion character design which was based on the actual character design and animation analysis. The "uncanny valley" concept was firstly introduced by a medical scientist Ernst Jentsch in 1906. After then, a psychologist Freud applied this concept to psychological phenomenon in 1919 and a Japanese robert expert Professor Masahiro Mori presented the "uncanny valley" theory on the view of the recognition effect. This paper interpreted the "uncanny valley" effect based on these research theory outcomes in two aspects including sensation production and emotion expression. The mickey-mouse character design analysis confirmed the existence basis of the "uncanny valley" effect, which presented how mickey-mouse human shape image imposed the "uncanny valley" effect on audience. The animation work analysis investigated the reason why the produced 3D animation character should not be 100% similar to the real human by comparing the animation baby character produced by Pix company as the experimental subject to the data of the real baby with the same age. Therefore, the examples of avoiding or utilizing the "uncanny valley" effect in animation character design was discussed in detail and the four stages of sensation production and emotional change of audience due to this kind of effect was figured out. This research result can be used as an important reference in deciding the desirability of the animation character.

Practical use palette research of color name digitl search system (색이름 디지털 검색체계의 실용팔레트 연구)

  • 문은배
    • Archives of design research
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    • v.16 no.3
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    • pp.161-174
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    • 2003
  • Choice and use of color are very important field for designer. Present color sprang by central field of design business unlike past. Color is used mainly by three fields of sensitivity, administration, mind. But, do substantial design including all of three fields at use. Practical research field that is based on basic research when see as actuality of domestic color design is been behind real condition. Specially, color sensitivity field and color management field are very important field, it can speak that color name arid related area are most important among two. Because collar name includes sensitivity and color management. This research constructs correct data because investigate and analyze and search all compatible color names that is announced in existing or is recorded in public cosmopolitanly. As a result, it is to promise accuracy when produce creation of idea and result of design using color name. Examined laying stress on color that domestic data that is used in research is basis with Korean industrial Standard, connection literature, on-the-spot probe. International data investigated American ISCC-NBS to base. Other abroad color name data examined official data of each country all systematically with Japan, Europe. Findings about 11,000 basis color names and 33,000 application color names sorted collection. Collection method and classification system follow in international standard and arranged for user's tile convenience. Also, use frequency did laying stress on Munsell that is high color system so that can aid in industrial design business. Improved to write all international standard color values sue as RGB, CMYK, XYZ and can be applied all in each field of design. Is applying and get along with continuation improvement and development in homepage of present KIDP, it may become more worth research.

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The Inflow of the Creative-Class and Forming of Cultural Landscape on the Kyunglidan-Gil (경리단길 창조계급의 유입과정과 문화경관 형성요인)

  • Yang, Hee eun;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.41 no.6
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    • pp.158-170
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    • 2013
  • With the recent 'Creative economy' and 'Cultural prosperity' coming to the fore as a new code to build up a city or a region, it is necessary to focus on strengthening the regional creative capacity as well as developing spontaneous regional culture. In such trend this research aims to explore the Kyunglidan-gil, Seoul, Korea in which creative-class are appearing autogenously in clusters and forming new cultural landscape, to identify the factors of their accumulation and changing aspect of cultural landscape. This study has the following purposes: First, Investigating the historical context of the Kyunglidan-gil's landscape. Second, considering the process of the creative-class being flowed into the Kyunglidan-gil as the subject leading to the modification of the region. Third, their activity was analyzed to consider the unique aspect of forming the cultural landscape at the Kyunglidan-gil. Regarding why the creative-class should flow in, results of the study drew five factors including region in issue compared to inexpensive rents, coexistence with nature, quiet atmosphere seeming isolated from the urban confusion, location possible to test and share individual materials one likes, and a site with synergy effect of activity through the network with acquaintances. Also, five characteristics of cultural landscape forming by the people's activity were drawn - space of communication for increasing creativity, temporary and flexible spatial use, expression of one's identity and taste, distinguishing, and positive use of the existing facilities. Like this, by exposing the 'creative-class', a subject of the leader in changing process of the Kyunglidan-gil, this research identified the aspect of forming cultural landscape.