• Title/Summary/Keyword: Characteristics of the Design Expression

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A Study on Expression Techniques of Nail Art: Focused on Nail Holic in 2012

  • Kim, Jeongmee;Jeong, Seungeun
    • Journal of Fashion Business
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    • v.18 no.6
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    • pp.100-115
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    • 2014
  • This study examined the history of nail art in 20th century, defined characteristics of many techniques used on nails, and analyzed how those techniques have been utilized in recent nail art works. For the method of the study, books and previous studies on nail art were examined as primary sources, and newspaper articles on nail art were studied as references. Then, the case studies were conducted on photographs of nail art works published in Nail Holic in 2012. As a result of analyzing expression techniques of nail art featured on Nail Holic, there had been a total of 517 works created using a single technique. The reason why hand painting is used very frequently is because artists can draw unique images of their own to create various designs according to their tastes. Rhine stone is also very popular, because stones are easy to apply and various in their shapes and colors. There were a total of 555 works created using two or more techniques. The most important point to examine is that hand painting, rhine stone, and 3D art were most popular among all techniques. These works featured highly various effects and images by combining flat effect of hand painting with three-dimensional effects of rhine stone or 3D art. The tendency can also be found in the fact that there have been many works using techniques of flat effects such as decal or marbling combined with techniques of three-dimensional effects such as rhine stone or 3D art.

Fashion Taste Expressions in the Use of Instagram (인스타그램 이용에 나타난 패션 취향 표현)

  • Kim, Heeyoung;Ha, Jisoo
    • Fashion & Textile Research Journal
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    • v.22 no.4
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    • pp.432-445
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    • 2020
  • This study identified the utilization characteristics of individual fashion taste expression on Instagram, and examined the impact of the use of the media on the formation and change of fashion taste. The research method conducted 1:1 indepth interviews with 19 people in their 20s and 30s using 501 images for analysis. The results of this study are as follows. Posting, searching, and reading behavior on Instagram were identified in three dimensions (self-expression, information gathering, and relationship orientation). In the image of self-expression, clothes were displayed at the time so that they could be checked and applied in other ways. Accumulated posts inspired people to look back on past styles and use them to reflect on the present. A media environment that was constantly exposed to information in real time allowed people to try various styles by imitating other users' posts and share in a process of creatively exploring styles to help organize fashion tastes developmentally. Participants had selective relationships with people of similar tastes who experienced the pleasure of enjoying through the exchange of tastes in fashion. These taste mates directly influenced the formation or change of tastes, serving as a criteria for styles or presenting new styles. In this study, fashion taste was formed by individual efforts of pursuit (not a collective social class choice) and was a continuous process of constantly changing that also exploring discriminatory styles.

A Study on the Three-dimensional Expression of Fashionable Textiles based on Analyses of 3D Scanning and Textile Properties -Focus on the Work of Iris van Herpen- (패션소재의 입체적 표현에 대한 3D Scanning 및 소재특성 분석 연구 -Iris van Herpen의 작품을 중심으로-)

  • Lee, ReA;Kim, Jongjun
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.124-133
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    • 2016
  • Currently the fashion industry is developing to create a novel culture due to the very sensitive and knowledge-oriented advancement of the IT industry. With fast turnover of information, consumers have come to have a more diverse desire for purchasing. Cubical expression techniques, which empathizes formativeness, can be a creative expression method adjusting into the trend of this era. Along with functional aspects of consumers, even in a textile manufacturing sector, new materials are required to meet sensitive and emotional aspects. Consumers' desire for new and creative designs and the development and adoption of new materials are essential to meet their emotions. The IT industry and fashion industry are forced to combine and a 3D apparel CAD system has been developed, enabling virtual clothing to be represented within a computer virtual space. All processes such as design, pattern creation, sewing and simulation are possible in 3D level. Digital clothing can shorten the production process time and is very effective in that it can reduce clothing waste generated during the sample production. This paper reviewed the works of Dutch designer, Iris van Herpen, who has developed formative designs. She tries to build, construct, and sculpt employing diversified materials other than soft textile materials, as shown in her series of fashion shows. The materials include films, 3D printed polymers, stiff and sheer organza, and artificial leather textiles. A few characteristics of her works have been selected in order to prepare patterns exhibiting the traits. The paper further focused on the physical features of the textile materials used to express similar techniques and its various forms were reviewed.

컴퓨터 Animation의 임펙트(Impact)한 표현의 사례에 관한 연구(Softimage 3D Animation을 중심으로)

  • 김정반;김관음
    • Archives of design research
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    • v.21
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    • pp.173-182
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    • 1997
  • Technology represented by computers has made a ne w word, communication technology, and now we are at the time of opening New-Media, Multimedia, which sou nd a little unfamiliar. As the use of computers in produ cing movies, games and advertising commercial films in creases, very realistic and various transmission of infor mation is possible. This study has a purpose to suggest some possibilitie s by using softimage 3D Animation operated in the wor kstation which has an excellent function in producing co mputer animation Frist of all, I grasped the contents of light and textur e for an effective expression, the characteristics and ere ation methods of Motion Module which is the base of S oftimage 3D, and suggested general using plan through some examples of impact expression in computer animat ion to plan more lively production of computer artists, a nd produce quality products by grasping the adaptability and merits and demerits of the technique

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Analyzing 3D Imaging of Type as Formative Language (조형언어적 타입의 공간적 이미지화 분석)

  • Chung, Hoon-Dong
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.104-116
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    • 2009
  • Today's Digital Environment made Typography to enter into a new phase. The Type which is a principal component of Typography is no exception to this aspect. However since the existing two-dimensional space has figurative potential, Visual Communication designers are still striving to explore both X axis and Y axis. In this context, Z axis which signifies 'Depth' is often recognized as an unfamiliar mathematical concept unrelated to Design Sensibility. If Z axis is used, the figurative aspect can be acquired, which was hard to be realized in the flat space, because the additional space of depth allows the expansion of omni-directional expression of target. Most notable is the fact that Z axis provided by Digital Environment has actually long existed and is inseparable from Type. This study, therefore, focuses on the three-dimensional expression of Type in the Visual Communication Design area by taking into account the above characteristics.

Genre Characteristics of Objet Hats in Contemporary Fashion (현대 패션에 나타난 오브제 햇(objet hat)의 장르별 특성)

  • Park, Sun-Hee;Yim, Eun-Hyuk
    • Fashion & Textile Research Journal
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    • v.17 no.2
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    • pp.147-156
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    • 2015
  • Lately, unique hats, which worn by iconic figures in fashion industry, like Anna Piaggi and Isabella Blow to express the originality and self-awareness, received attention from the mass media along with their styles. The purpose of this research is to investigate, analyze, and media-specific characteristics of objet hats which are used to show various items, shape up targets, and express the concept of attires. In order to fulfill this, this study focuses on objet hat designers who have been influential from the 1980's to recent years. As for the research methodologies, this study conducts investigating examples from fashion related books, research papers, and websites along with literary research. Study of objet hat is based on cases and works of designer in objet hat in contemporary fashion expression shape. As a result, objet hat, First, the experimental work to maximize the effectiveness as a fashion objet containing the concept of designer in the runway shows. Second, as pieces displayed on art galleries and museums, objet hats are recognized as artistically defined world of conceptual designers' imaginations. Third, objet hats function as ways of celebrities' expression, who affects the public as fashion leaders. Lastly, objet hat designers's activities operate the story and notion contained in the work through a variety of genres. Objet hats, an independent fashion genre, which symbolize creativity and freedom, influenced the fashion industry with astonishing materials, forms, and decorations.

A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

A Study on the Deformable Art Pavilion Spatial Expression Characteristics (가변형 아트 파빌리온 공간 표현특성에 관한연구)

  • Du, Bo-Yu;Hong, Kwan-Seon
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.23-34
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    • 2019
  • The space before modern times is fixed and closed, then that after modern times is flexible and open. Based on the concept of space, the modern art exhibition hall gradually shifts from the interior space of a building to the outdoor space, giving birth to the concept of outdoor art pavilion. Based on this background, we analyzed and learned about the latest deformable art pavilions, focused on the investigation of its space performance characteristics and the case analysis, fully understood the design principles of deformable pavilions, and proposed the basic design directions and strategies for future research. Firstly, through learning the theories of transformable space, the characteristics and concept range of deformable space are understood. Secondly, based on the preliminary research and analysis of art pavilions, the performance characteristics are summarized. Thirdly, the pattern of deformable space and the method of reflecting the characteristics of deformable space are investigated based on cases. After summarizing the case analysis, we identified the differences of different art pavilions between deformable modes and space characteristics, and analyzed the causes. This work provides a basis for distinguishing the transformation patterns of the deformable space, and reveals the changes in space concepts and the expansion of space meaning in future architectural space design.

The Expression of Postmodern Pop Art Style in Contemporary American Animation (현대 미국 애니메이션에서의 포스트모던 팝의 표현)

  • Wu, Ying;Chang, Wook-sang
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.727-741
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    • 2022
  • This article focused on contemporary American animation since the 1990s and later detailed clues to the theory that contemporary pop art style influenced contemporary American animation art creation expression and contemporary American animation. Knowing why American animation swept the world summarizes the art creation characteristics of modern American animation. After a combination of theoretical and actual animation works, the main manifestations of the postmodern pop art style in contemporary American animation: exaggerated and superficial shapes highlight character characteristics; rebellious colors reconstruct emotional perception; creation impacts the mass media-dependence; bizarre collage and repetition, embodying the postmodern pop spirit of jokes and spoofs, Etc. Through this, it is expected that the current analysis of American animation will provide new innovative ideas for domestic animation design and increase the competitiveness of domestic animation in international video animation.

A study on the Secondary Stations of Catholic Church in Jeju (제주도 천주교 공소 건축에 관한 연구)

  • Kim, Hyung Nam;Shin, Suk Ha
    • Journal of the Korean Institute of Rural Architecture
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    • v.14 no.4
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    • pp.67-76
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    • 2012
  • The main purpose of this study is to understand the existing and the architectural characteristics of the Secondary Stations of Catholic Church in Jeju. The method of this study is to research all the literature and to visit. The time of establishment of the Secondary Stations of Catholic Church in Jeju was mostly 1950's, and that time was the heyday of the Secondary Stations of Catholic Church that was built in Korean. Catholicism was spread throughout Jeju during this time, and in the process, the Secondary Stations of Catholic Church was built. The Secondary Stations of Catholic Church in Jeju are sited mostly in coastal villages, and especially Catholicism was actively spread throughout the west of Jeju and the a large number Secondary Stations of Catholic Church were built in the west of Jeju. The Secondary Stations of Catholic Church were built between the mid-1950's to the mid-1960's. The plan type is kept as plan shaped of straight shape. When made an enlargement of the interior space and altered, framework of the Secondary Stations of Catholic Church was generally maintained. The head of the side window and the front door have the same design characteristics. When the belfry is located, it is attached to an outer wall of the Secondary Stations of Catholic Church, or is located to the left or the right the front of the Secondary Stations of Catholic Church. The design of belfry found expression in various forms. The buttress are not located in the others but in Young-su Gong-So, and it has not the structural functions but the design functions.