• Title/Summary/Keyword: 조형 이미지

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Comparison on the recognition characteristic of the designer and consumer about the formative elements (디자이너와 소비자의 조형요소 인지특성 비교)

  • Min, Kyung-Taek;Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.12 no.1
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    • pp.97-108
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    • 2009
  • In the process of product design, shaping is the process of making a substantive existence, and ultimately it generates the outcome. The process of shaping is generally led by designer's initiative work, and in this process, various formative elements are used to generate the outcome. In this research, the basic purposes are to figure out the differences of elements which generated by the differences of consumer's and designer's view in the process of shaping of the product, and the characteristics of the affective responses caused by those differences. Also, it will examine how the consumers can directly participate in the process of the shaping of the consumer-participated product, and the feasible guidelines of design in which consumers' needs can be reflected more efficiently to the process of shaping. As a result, consumers and designers have certain degree of difference of view-point about the formative element of the shape. The difference was due to subjective common ideas of design in case of designers, and in case of consumers, it was due to their immature visual understanding. There is another experiment of affective response about the shape of the product. First, I established the sensible image vocabulary based on the shape of the product. And based on the vocabulary, I carried out the same experiments to the consumers and designers.

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Creation of the Fashion Design from Pot Art Image (팝아트 이미지의 의상 디자인 창작)

  • Lee, in-Seong
    • Journal of the Korean Home Economics Association
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    • v.38 no.12
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    • pp.257-269
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    • 2000
  • 예술작품은 의상디자인에 영감 혹은 영향을 줌으로써 상업적 의상으로 재생산된다. 오늘날까지도 60년대의 많은 팝 아티스트 작품들이 그대로 T셔츠 등에 프린트되는 것을 쉽게 볼 수 있다. 이러한 직접적 영향에는 자주 맹목적 표절이라는 논란을 불러 일으켰으나 긍정적이든 부정적이든 예술작품과 의상 디자인은 20세기초부터 밀접한 관계를 가져왔다. Sonia Delaunay는 예술을 대중과 결합시키는 가장 좋은 방법은 의상을 통해서라고 생각하였다. 그녀는 "만일 예술작품을 생활 속에 들어가게 하려면 그건 여성들 자신이 입고 다니는 방법뿐이다". 라고 말하였다. 결국 이러한 예술의 대중화에 대한 이론은 60년대에 와서 팝 아트 패션의 출현으로 그 결실을 보게 된다. 상류층을 대상으로 한 의상이 대중화되는 과정에서 60년대 경제호황으로 인한 젊은이들의 소비자층 형성과 미술양식에서의 팝아트의 출현은 자연스러운 시대적 조류로 나타났다. 이러한 상황은 팝 아트가 이 시대의 미술 양식에 혁신적일 뿐 아니라, 사회 전반에 팝 아트의 특성(소비 문화적, 대중 문화적, 재현적, 통속적, 기계적, 획일적)을 유행시키고, 대중에게 순수 예술과 복식에 참여 할 수 있는 기회를 부여했다고 볼 수 있다. 따라서 본 연구에서는 가장 혁명적이고도 대중적이라고 할 수 있는 팝 아트 이미지의 작품 제작과 분석을 통하여 현재 논의되고 있는 전시회나 패션쇼에서만 볼 수 있다는 다소 아방가르드 적인 의상 작품들의 대중화 방안에 대한 해결책을 모색하고자 하였다. 실제 의상 디자인 창작에 초점을 맞추었으며, 제작을 위해서 팝 아트에서 주요 소재로 삼았고 대중적 이미지의 심볼이라고도 할 수 있는 Coca Cola label을 표현 모티브로 삼아 개성적이고도 독창적인 의상 디자인을 한 후 분석하였다. 또한 독특한 의상 표현의 개발을 위하여 표현 기법으로는 현대 미술에서 새로운 재료와 여러 가지 재료를 화면에 도입시키는 표현 방법으로서 사용된 콜라주 기법을 사용하였다. 본 연구를 통하여 의상 창작에 있어 조형예술과 연결하여 대중적인 이미지를 도입함으로써 착용자가 예술에 대한 친근하고 익숙한 느낌을 갖게 하며, 예술과 상품 그 자체에 대한 상업적 홍보 목적으로도 사용할 수 있으며, 대중적인 이미지를 표현함에 있어 콜라주 기법은 염색 기법을 사용하지 않고서도 작가가 원하는 표현 효과를 낼 수 있다는 측면을 발견할 수 있었다. 즉 사용된 대중적 상표 이미지는 주인에서 흔히 볼 수 있는 현대 도시의 인공적 환경들로, 의상을 독특하고 개성 있게 표현할 수 있는 모티브의 역할을 하면서 또한 그 예가 무한하여 다양한 디자인 창출의 가능성을 갖고 있으며, 의상을 통해 예술과 대중을 융합시켰다는 예술의 대중화, 민주화라는 중요한 역할을 하였다. 전시회나 패션쇼에서 만 볼 수 있는 예술적 성격을 띠는 아방가르드 작품의 대중 확산 방법으로 제시될 수 있는 이상적인 방법으로는 예술성이 짙은 도저히 입을 수 없다고 생각되어지는 아방가르드한 의상을 일반 대중 브랜드들이 단순한 모방이 아닌 새로운 패러디 작업으로 일반화시켜 상업성을 띤 의상으로 재조정되어 여성들의 몸에 걸치게 하는 것이다. 이와 같은 순환으로써, 조형예술 작품은 의상 디자인 참작에 영향, 영감을 주면서 여러 번의 형태 변화를 거치는 패러디를 통해 각 계층의 누구나가 좋아하고 접할 수 있는 또 다른 창조를 맞아 대중의 손까지 갈 수 있는 것이다.

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A study on plastic elements involved in character identity (캐릭터 아이덴티티에 관여하는 조형적 요소에 관한 연구)

  • Lee, Soon-Young;Lim, Chul-Min;Cheong, Sung-Whan
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.61-63
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    • 2007
  • 아이덴티티(identity)는 퍼스낼리티(personality)로서 자신을 총체적으로 통합시켜 경쟁시대에 차별 화를 위한 새로운 이미지 정착의 수단으로 중요시 되고 있다. 본 연구는 각 캐릭터들 간의 다양성과 시각적 통일성 요소들을 파악하여 동질성 인지를 통한 캐릭터 아이덴티티를 확립하는 기초정보 제공에 목적이 있다. 따라서 범주화, 전형성 인지 과정에 관련된 선행연구를 바탕으로 캐릭터 인지의 형태적 대표성을 나타낼 수 있는 전형적 요소들이 있다는 가설 하에 사례분석을 통한 조형적 요소의 특징을 분류하였다. 또한 캐릭터 그룹 간의 아이덴티티를 나타낼 수 있는 형태적 요소의 범위를 파악하였으며, 기초설문조사를 바탕으로 캐릭터의 형태 인지에 따른 빈도분석 결과 형태 인지의 우선 순위는 얼굴, 눈 코 입, 면, 아웃라인 순으로 분석 되었다. 향후 캐릭터의 형태적 요소에 기인한 실증분석을 통해 캐릭터 아이덴티티를 실현하고자 한다.

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A study on Environment sculpture in Riparian Area -Focus on the Dezhou Citizen Preference- (수변지역 환경조형물에 대한 연구 -덕주(德州) 시민 선호도를 중심으로)

  • Gong, Wei;Yoo, Sang-Wook
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.315-316
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    • 2013
  • 최근, 중국이 급속도로 도시화되고 경관 공간을 재건축하면서 대부분의 도시는 심혈을 기울여서 그 도시만의 이미지를 만들어 가장 쉽게 도시의 특색있는 경치를 나타낸 지역을 형성하였다 - 수변지역은 점점 도시 건설의 중점이 되고 있다. 황허(?河)하류 더저우(덕주德州)는 원래 "九達天衢 '神京門戶(구달천구, 신경문호:수도로 들어가기 위해 반드시 거치는 길이고 남북 길을 가로지르고 있다)"라 불렸고, "대운하에 물을 대는 고성(古城)"으로 여겨진 경항대운하((京杭大運河)의 중요 연하도시였기에 운하 경치지역으로 조성하는데 총력을 기울였다. 이 때문에 반드시 수변지역 환경조형물에 대해서 선행 연구를 해야만 한다.

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A Study on Expression method of Depaysement Technique (데페이스망(Depaysement)기법의 표현방법 연구)

  • 박신정
    • Archives of design research
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    • v.12 no.1
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    • pp.109-118
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    • 1999
  • The present. study analyzes the formative languages in works adopting the De paysementtechnique in contemporary art centering on surrealism and is concerned about the methodology of this technique in integrating image compositions. The Depaysement technique widely adopted in many art works up to the contemporary art since the end of expressionism were dassified into seven methodologies for analysis. The results indicate that the Depaysement technique presents a distinctive methodology of creation to represent the inner spiritual qualities. Therefore, it is expected that further studies on expression of this Depaysement technique will be of great help in expanding ideas in Art in the future.

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A study on RPG game character Design using Tang Dynasty Warrior cultural Prototype (당대(唐代) 무사 원형을 이용한 롤플레잉 게임 캐릭터 디자인 연구)

  • Yi, Sixiang;Lee, Dong Hun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.685-688
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    • 2008
  • Use the collection of Tang Dynasty warrior's image as a basic, and find the element to use. Analyse the RPG game character image's element, then put the warrior image's element into the game character design's process, in order to find a way to create a new game character.

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A Study of Contemporary Korean Painting's Expressions through the Reinterpretation of Folk Painting (민화의 재해석을 통한 현대한국화의 표현에 대한 연구)

  • Oh, Se-Kwon
    • Journal of Science of Art and Design
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    • v.10
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    • pp.51-72
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    • 2006
  • Reinterpretation of the visual characteristics of Korean folk painting in contemporary Korean painting is to seek directions of today's Korean painting. When examining expressions of contemporary painting we see that there is a reappearance of iconic images, a reinterpretation of both flatness and multi-perspectives, and an objectifying of pastiche folk icons with an experimental spirit. All of these techniques suggest methods of contemporary Korean painting through 'folk painting'. Although folk painting has been adopted in contemporary Korean painting for a long time, interest increased in the 1980s. With the prevailance of both national characteristic expressive techniques of realism and color painting, artists reinterpreted folk painting in their work, borrowing the traditional five colors, common contents, and iconic images. Particularly, an interest in 'Korean Beauty' drew people's interest back to folk painting which provided the significant 'Korean Beauty' of traditional expressive techniques. This study is to examine the characteristics of selected group of works that created a new expressive technique in today's Korean painting by either the reappearance or the reinterpreting of iconic images of the Chosun Dynasty's folk painting. To achieve these goals, the artists, who modify or reinterpret folk painting's visual characteristics with a contemporary sense, are divided into three categories in this study; 'The Readoption of the Folk Image', 'The Reinterpretation of Folk Characteristics', and 'Experimental Expressions'. As a result, it proves that folk painting is both a classical expression and national expression which was not only favored in the Chosun period, but also can be reinterpreted through today's visual methodology.

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A Study on Chatbot Profile Images Depending on the Purpose of Use (사용 목적에 따른 챗봇의 프로필 이미지 연구)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.118-129
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    • 2018
  • In AI chatbot service via a messenger, a profile image of the chatbot is the first thing that users see to communicate with the chatbot. This profile image not only manages an impression about the profile owner in SNS on followers, but also makes an important impression about chatbot services on users. Thus motivated, this study investigates proper profile images tailored for the types of chatbot services and users. Specifically, I reviewed the preferred images and expressions of chatbots for each purpose of chatbot service. Then, in a case study, I collected and analyzed the representative chatbot profile images for the purpose of fun and counseling. The profile images are categorized as robot, human, animal, and abstract images. Based on these categories, I surveyed the preferred profile image of the chatbot service in either the text type or image type alternatives. For the purpose of fun, in the text version, I found that both men and women preferred a human image to others. However, in the image version, men preferred woman and robot images while women preferred cute animation character and robot images. For counseling services, both men and women preferred woman and animal images most, which is similar to the results of the text version of questionnaires as well. While both genders consistently preferred real photo images, women tend to like abstract images more than men do. I expect that the results of this study would be useful to develop the proper profile images of AI chatbot for each service purpose.

Design Analysis of Hydraulic Excavator since 1990 (1990년대 유압굴삭기 조형 분석에 관한 연구)

  • 윤진필;문무경
    • Archives of design research
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    • v.13 no.4
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    • pp.233-242
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    • 2000
  • The traditional image of hydraulic excavator started to change in two ways since 1990. First, post-heavy equipment's visual image was new waves to traditional image of heavy, strong, and wild. They are the negative aspect that excavators have. Another movement of getting rid of its negative image can be found in late-heavy equipment, which was intended to adapt traditional and positive, but off negative images. In 1990s, the design trend is moving from warm/hard to warm/soft, and KOBELCO can be exceptional example that went even further, gone up to cool-soft image. KOBELCO specially aimed 'post- excavator image' strategy, which has been successful. Image of cabin as a human space changed little bit further than outside image. Each company tried to differentiate the design of cabin focusing on its safety. Following paragraphs show specific trend of image change in form, colour, texture, and the composition. Major visual image change in form tries to follow the image of cars and home appliances which are showing the movement from tough and hard image to soft one. Structural change on local image shows the movement from angular edge to edgeless and the movement of cabin's pillar C placed to back of the equipment with gentle inclination. All of these movements are the result of effort to improve traditional excavator's negative image, that top structure is assembled separately, to positive ones. Today's tendency about its color becomes important to apply two different colour styles. Each style has brightness and tone comparison. As an enormous power convey system, it was in common that its brightness comparison was useful because of the alarm of its damage possibility. However, as its colour control and its design have been emphasized gradually, the tone comparison takes a part in an important role, too. As an example, there is an occasion that these comparisons are compromised simultaneously. In the respect of its image creation, its texture treatments make the tendency of being the same as passenger cars. It is caused from its development of the manufacture techniques of from the fabrication method in small business to the press method in big firm. Further, it is also because of its improvement of painting & coating skills. It may prohibit the reflection effect from solar rays. In the point of view of its visual images, it is recognized the prominent tendency that its composition has been gradually decreased. Lots of windows and the frames tends dark-colour as a whole. It is more preferred to have one colour image, but except KOBELCO and HITACHI. As well, there is another high-tendency to improve its standard treatments, especially for its corner and texture treatments.

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A Study on the Aesthetic Characteristics of the digital silhouette animation, (미셀 오슬로의 <밤의 이야기>를 통해 본 디지털 실루엣 애니메이션의 미학적 특성 연구)

  • Moon, Jae-Cheol;Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.32
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    • pp.1-21
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    • 2013
  • Silhouette Animation has been recognized as a genre of animation since the very beginning of the animation history, and also Its segmental movement and Aesthetic expression has led a variety of semantic interpretations. Especially the French animation director, Michel Ocelot, recently integrated 3-dimensional digital to the silhouettes animation, and it extended the possibility of the silhouettes animation in many aspects. In his latest animation feature, , he showed how he made changes in 3-dimension by creating and evolving his own way and style of silhouette animation. Although mainstream digital animations preferably to show realistic images and motion, Michel Ocelot used very selective movement, subjective digital colors and extended space which couldn't be expressed in the way of creating traditional style of silhouette animation. This alternative slow movement and the unique aesthetics in 3-dimension emphasize the unconscious elements of color, composition, patterns, and it provides digitally enhanced images and pictorial impression. In addition, the acquisition of digital three-dimensional use of space made possible to provides the wider formative imagination to the audience. In this paper, we analyzed aesthetic characteristics of the digital silhouette animation, (2011), specially focusing on the aspects of Movement, Image, Space, which could not be found in the traditional silhouette animation. It is significant to obtain diversity of the future digital animation and its positive development. In addition, this provides opportunity to explore Michel Ocelot's new experiments and animation philosophy.