• 제목/요약/키워드: Characteristics of the Design Expression

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현대 스포츠 스타 패션 연구 - 데이비드 베컴과 타이거 우즈를 중심으로 - (A Study on Contemporary Sports Star Fashion - Focusing on David Beckham and Tiger Woods -)

  • 한수연;양숙희
    • 복식문화연구
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    • 제17권2호
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    • pp.296-308
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    • 2009
  • The purpose of this study is to comprehend the contemporary sports star fashion and to contemplate aesthetic characteristics of sports star fashion, thereby to establish the styles of sports star fashion. For such purposes, this study first examines aesthetic characteristics of sports fashion and star fashion based on previous studies, in order to analyze aesthetic characteristics of sports star fashion, and conducts a case study by analyzing photographic materials of fashion styles of well-known male sports stars such as the English soccer player David Beckham and American golf player Tiger Woods. The result of this study is as follows: the aesthetic characteristics of the contemporary sports star fashion are virility, functionality, sensuality and deconstruction. (1) Virility emphasizes manly features by displaying trained and disciplined body. (2) Functionality is expressed through structural simplicity and temperance of decoration. High-tech textiles and fibers are favored in order to fit in comfortable bodily movement for the heavy exercises. (3) Sensuality, as an expression of indulgence of sexual pleasure, is expressed through bodily exposure. Lastly, (4) deconstruction, which means destroying existed boundaries of cultural categories, is shown as co-existence of design elements from different times and places, stereotypes and sensibilities. Virility and functionality are prominent characteristics expressed in sports uniforms and training costumes. Sensuality and deconstruction are shown in daily fashion and formal dress outside the sports field.

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럭셔리 패션 브랜드의 문화.예술 활용에 관한 연구 - PRADA를 중심으로 - (A Study on the Application of Art and Culture in Luxury Fashion Brand - Focused on PRADA's Case -)

  • 백정현;배수정
    • 패션비즈니스
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    • 제16권5호
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    • pp.146-163
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    • 2012
  • This thesis aims to present how to make secure the identity of the brand with enhancing the esthetic expression of the brand and making the ways of emotional communication in variety, through investigating closely the case of Prada representative of the typical brands that have established the unique identity by cooperating the fashion with culture and art through their ingenious and consistent efforts. In the conclusion, the culture and art was found to be applied in two fields i.e. one of design and the other of marketing. In terms of the design, the method of inserting the image into the surface of the clothing and accessories was used. In the context, the illustration techniques, photographic patterns and applying the image of the art piece could be summarized to be used. In terms of marketing, the sponsorship of the art and exhibitions, look books, animations and fashion films, epicenter, the collaboration with the other kinds of enterprise, could be regarded as four ways of the approaches. The innovation and creativity, futuristic hybrid, nonprofit support of the art, the integration and consistency of the image of the arts could be concluded to be four major points defining the characteristics of the Prada renowned for the use of the culture and arts to its property.

루이즈 부르주아의 작품 의 내러티브 분석 (A Study on Narrative in Louise Bourgeois' "You Better Grow Up")

  • 오상일
    • 조형예술학연구
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    • 제9권
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    • pp.49-87
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    • 2006
  • Narrative has broad domains. So it is related to the everything man faces in his daily life and also performed in various modes. Narrative is revealed through all media including a character, which is also applied to plastic art. And narrative objects formed beyond the differences in media aid forms of expression are commonly based on a language. The study on such objects which created a new conceit of narratology can be said to be a spiritual trend by which to understand the world and man from the viewpoint of a 'story'. Plastic art took high interest in narrative in the same period as the rise of postmodernist art in the latter half of the 20th century, which was also applied to sculpture. The researcher, therefore, investigated through the history of sculpture in the 20th century the process in which narrative was denied under the value system of modernism and reappeared with the quickening of postmodernism. And as a result this period could be briefly characterized by 'return to figure' and 'reappearance of narrative'. The is, such flow means that late sculpture converted its center of interest from simple geometric abstract forms to irregular, figurative images. The researcher chose as the subject of his study the work of Louise Bourgeois, who was judged to have performed narrative positively and successfully among a great number of performed narrative positively and successfully among a great number of postmodernist sculptors who adopted it as their own strategy of expression. As the central artist of postmodrnist sculpture, She expressed human desire and condition as sexuality through the introspection of her own personal experience in contrast to the character of pop art sensitive to external world. The researcher borrowed narrative semiotics as a method of analyzing more elaborately the problem about the generation of narrative shown in her works. For it, he selected as the sample work for analysis Bourgeois's , which were judged to contain narrative most abundantly and as the metaphor of a gaze and recollection presented a new woman self that sublimed love, hatred, and loneliness. The narrative in her works are characterized by introspection questioning one's own trauma. It has independent domain and characteristics and clearly reveals narrative and content-centered characteristics, which are commonly discovered in postmodernist sculpture. The researcher could more concretely and definitely understand the characteristics of narrative through figurative images by analyzing the sample work. The researcher wanted to call your attention to the fact that the sculpture in the late 20th century contained narrative commonly and uniformly despite being characterized by various expressions and modes. And the focused on highlighting the fact that the narrative was more effectively revealed through figurative images of human body and simultaneously analyzing the formalizing process and structure for narrative. Besides he wanted to argue that the position of narrative defining the characteristics of sculpture should be valued more justly. Also, such acceptance of narrative, which is discovered in the sculpture, will have to be understood as the characteristics of the period reflecting the cultural aspect of the present time.

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중세 그리스도 세례 도상의 신체와 복식에 나타난 신성과 인성 (The Expression of Divinity and Humanity of Christ through His Body and Clothes in the Medieval Paintings, Baptism of Christ)

  • 최선영;김민자
    • 복식
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    • 제64권5호
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    • pp.168-183
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    • 2014
  • When expressing Jesus Christ visually in the medieval Christian paintings, the most important issue was portraying Christ's divinity and humanity in a balanced manner; showing both attributes as Son of God and a human being. The purpose of the study is to examine both the formative and the symbolic characteristics of divinity and humanity on Christ's clothes in the Medieval paintings, Baptism of Christ. In the paintings, there are iconographical devices to show His divinity including God, Holy Spirit, the Trinity and the Jordan River. But Christ's body is definite evidence to show his humanity. In connection with the body, the clothes reveal Christ's humanity and divinity as well. Through this research, the study found that the divinity and humanity on the Christ's clothes in the baptism of Christ were as follows: Blue, gole, purple, and white are the emblem of divinity, while the colors red and white stand for the humanity of Christ. In addition, the divinity of christ is expressed through the decoration on the clothes, while the humanity of Christ is shown through the structured drapery and transparent material.

현대 교회건축에 있어서 창의 형태에 따른 빛의 유입 방식 및 표현특성에 관한 연구 (A Study on the way of light input pattern and Expressional Characteristics by the shape of windows on the Modern Christian Architecture)

  • 이종희
    • 한국실내디자인학회논문집
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    • 제30호
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    • pp.68-77
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    • 2002
  • From ancient to modern architecture, the light in the architecture spaces as the only changing factor, was the most important theme contributing vitality to the space and judging its character and expression. The efforts, to acquire both natural-physical light and internally experienced spiritual-supernatural light, had been revealed in several ways of the architecture from the ancient architecture. It was the main issues on the christian architecture. In this study, 1 have intended to determine how the light, the most important factor on the christian architecture symbolizing the blessing of God and forming the pious and restrained spaces has been expressed in the church spaces. For this purpose, I have compared and analysised the examples of the using the light, to the arts of the modern maestros of architecture and newly constructed churches in Korea on the way of light input pattern by the shape of windows. The results from the examples show that the most outstanding point of the modern christian architecture compare to the past, is that the natures of the inputted light has many diversities by the architects. And I reached the fact that the constructers by their own will to acquire the intended light, they are chose progressive light expressing methods through the shape of windows.

S­F 영화속에 표현된 미래패션의 Image에 관한 연구 (A Study of Future Fashion Image Showed in S.F Movie)

  • 이은영;나은강
    • 한국의상디자인학회지
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    • 제2권2호
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    • pp.19-40
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    • 2000
  • It is supposed that the future fashion could be made by the scientist instead of fashion designer. Because it is so intellectual and avantguard. In addition to this the practical value and a certain identity is needed in this future fashion. Especially, the intention of no acceptance of categorization could be explained through the fashion clud of young people and the extremeness in the street. Paul Hedmus has insited that Tokyo club is closely related the fashion styles depended on the western historical street fashions. Fashion is mixeded contrasted, modified, resembled, reversed and finally it includes the new neaning. Instead of distinguishable logo there are lots of messages in the fashion. There are a few thousand of young people who wear silver max metal shoes. And they craze the neon picture and advertisement implies meaning the drug. It could be applied to the people of 90's. The difference between sex from the stone age is induced basically from the fashion and the part of discussion of sex. In this study we research the images of future fashion showed in SF Movie, Star Wars, Episode, The 5th Elements, Nirvana. Those were geometric and natural, technological expansion of space, corset fashion acessoruy image and geometric expression and these characteristics implied in modern fashion trend and future fashion images. Because it is supposed to the future image of current fashion. The millenium fashion is more realistic, practical, and natural instinct realization of ideal. but it is not the unrealistic, the vague of the regendary image.

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가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜] (The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space)

  • 서정립;진경옥
    • 복식
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    • 제56권1호
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

2014 베니스 비엔날레 건축전 한국관의 전시이미지 표현특성 - 충돌 몽타주와 간격을 중심으로 - (Expressive Characteristics of Exhibition Image in 'The Korean peninsula' at the Venice Biennale Architecture 2014 - Focused on the Montage of Collision and Interval -)

  • 박영태
    • 한국실내디자인학회논문집
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    • 제26권1호
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    • pp.63-74
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    • 2017
  • This study is for the characteristic of expression of exhibition presentation in 'The Korean peninsula' which is the Golden Lion Winner at the Venice Biennale in 2014. The Korean peninsula provides two opposite political and economic systems and adaptations of modernism through various multi media images. The curator, Minsuk Cho, presented cinema montage image of Collision for analyzing dynamic exhibition organization and provides the foundation of his theory from Bergson's image and duration to Deleuze's movement-image and time-image which is mentioned from Deleuze's book "cinema 1" and "cinema 2". Furthermore, the Korean peninsula has showed perception-image and affection-image from Eisenstein & Vertov's cinemathology and systemized exhibition presentation. The montage of Collision has maximized the movement from the variety and complexity in a collision and it made difference between information images which are space, time, emotion, intelligence, the tumult between subjectivity and objectivity, fragments from reorganizing itself, and distribution and art images. The limit of montage of Collision's dialectic is not only visual but also space from organic organization but the Korean peninsula overcomes its limit and shows leap of tactile perception and time-reflection from the montage of Collision's dialectic. Therefore, the exhibition of the Korean peninsula presents the conviction of adaptations of modernism.

장소성 개념이 적용된 실내건축의 표현 양상에 관한 연구 (A Study on the Expression Tendency in Contemporary Interior Architecture based on the Concept of the Placeness)

  • 이유화;김종진
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2008년도 춘계학술발표대회 논문집
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    • pp.134-138
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    • 2008
  • In modern society, the place we live and reside decides quality of our lives and pattern of behaviors, and it appears with indeterminative and circulating forms. The place provides different experiences and restrictions to us as intentions of human being and order of nature merges into each other. Formation of such place decides the character depending on its relationship of orders. There would be various methods to prescribe for the ability, that is, characteristics, of space. It is the purpose of this research to classify different components defining the character of the space based on a general notion of place and to find out how it is reflected in the space itself. It is to analyze difference case studies by finding out the relationship between the factors affecting the formation of places and aspects of different expressions within the space. The research would assist in forming different harmonious places reflecting the phases of this modern time as designing interior spaces, and it is also to provide footstone for the formation of space which is not only growing but also future oriented.

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영상콘텐츠 시청자의 몰입상황 분석을 위한 몰입감정상태 연구 (A Study on Flow-emotion-state for Analyzing Flow-situation of Video Content Viewers)

  • 김승환;김철기
    • 한국멀티미디어학회논문지
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    • 제21권3호
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    • pp.400-414
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    • 2018
  • It is required for today's video contents to interact with a viewer in order to provide more personalized experience to viewer(s) than before. In order to do so by providing friendly experience to a viewer from video contents' systemic perspective, understanding and analyzing the situation of the viewer have to be preferentially considered. For this purpose, it is effective to analyze the situation of a viewer by understanding the state of the viewer based on the viewer' s behavior(s) in the process of watching the video contents, and classifying the behavior(s) into the viewer's emotion and state during the flow. The term 'Flow-emotion-state' presented in this study is the state of the viewer to be assumed based on the emotions that occur subsequently in relation to the target video content in a situation which the viewer of the video content is already engaged in the viewing behavior. This Flow-emotion-state of a viewer can be expected to be utilized to identify characteristics of the viewer's Flow-situation by observing and analyzing the gesture and the facial expression that serve as the input modality of the viewer to the video content.