Arts is the expression of reasoning and conscious life of human and arouse human the concept of existence, utmost emotion and excellent thoughts. Also it makes humans life very abundant. I make it come first to get rid of the art thirst on the opposite sight of technical one for hair as on part of humans body. Next purpose is that to confirm the esthetic value of 'hair arts' by solidify the academic ground of beauty arts through creating 'hair arts' works and learning and make the direction for the beauty industry and education of the next generation. In this study I investigated the Greek myth and the hair styles of ancient Greek Goddesses. On the basis of that symbols I elaborated hair formative works made of metal and studied, analyzed and displayed that. Work No.1 'aphne' pictures the second of changing into a laurel tree avoiding the love. Secondly 'Muse Erato' was exhibited the peaceful figure that have enough the fine melodies. 'Leda' brings out the feature of Leda resembling a swan and the fourth piece, 'Eos' conveys the brilliant and mystery of dawn. So this study conducted based on the concept of practical hair and have made efforts to be close to theoretical manufacturing research needed at making hair arts works and academic one needed at organic design composition for pioneering new field, 'art hair.' I hope these 'hair arts' works make creativity of the practise hair alive. It will be very thankful to me if this study can help even though slightly for splendid beauty arts to make its status firm as a one part of arts, and there are following studies.
Journal of The Korean Association of Information Education
/
v.18
no.1
/
pp.133-142
/
2014
South korea's education system recently expands discretion activity classes for raising self-leading learning ability based on autonomy and creativity, and also recommends students to perform diverse field trips in order to learn the contents which can be obtained only from field learning. However most schools come hard to go on a field trip because they face many difficulties such as lack of time, expense, weather, and safety. In this paper, in order to get over these difficulties we design a teaching model for field based learning activities using a virtual reality tool. And using the developed virtual reality tool, we taught 4th grade students of an elementary school located in Seoul. As a result, most of students were engaged and interested in the class and improved their academic achievement during one semester.
Modular furniture's colors, materials, finishing materials and quantities are determined by users' tastes and it's diverse functions, shapes and sizes are determined by the spaces of users. That is, modules satisfy the diversity of consumers, meet differentiated individuals' tastes and enable communications with consumers rather than delivering one-way messages of designers. The contemporary spaces of the 21st century have been gradually shifting from uniform spaces attaching weight on individuals' individuality and tastes and along with it, the consumption of expensive custom-made furniture and foreign branded furniture is increasing to satisfy those small numbers of consumers who want to express diversified individuality. The modular furniture as a concept which is the most suitable to Mass Customization can be produced in large quantities while considering the diverse needs and tastes of individuals and it does not have absolute shapes or sizes. The concept of modular furniture shows similarities to the creation of fractals that forms shapes by self similarities, repeats and similar transformations which is in the same context as the characteristics of a modular design that presents diversity with scales, materials and jointing points. Fractals will be combined with the digital media of today to present great plasticity and influence designers more heavily. Pursuit of new modeling is a requisite for the creation of future spaces and it will require continuous creativity and the transformable modular furniture will contribute to the satisfaction of diverse consumers' needs. This study is to propose the modular furniture that considers the diversity of the public in the 21st century and their individuality and that will enable interactions between designers and consumers.
Journal of the Korean Society of Fashion and Beauty
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v.1
no.1
s.1
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pp.65-78
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2003
This research is to provide practical help in learning hair and makeup illustration skills by presenting techniques for hair and makeup drawing; to serve efficient illustration education; and to enhance the status of beauty and contribute to artistic development. Hair style and makeup techniques include graphical one, pattern-centered one, one using pattern paper, simplifying one and mood one expressing image. Of them, this research made the illustrations to use cosmetics, color pencils and pastel based on the graphical technique. for each design of the illustrations, ethnic, sexy, natural, romantic and gorgeous images, which were considered to be appropriate to the graphical technique, were chosen by the researcher out of hair and makeup styles that appeared in the fashion magazines including Vogue, Gap, Mode et Mode from 2000 through 2001. In particular, they were chosen with focusing on basic styles. The summaries below were found with the experience of making illustrations. Various techniques and skills are required to express the ideas of hair and makeup styles. Of them, the graphical technique is very useful as the primary step to learn various techniques and improve drawing skills. First, the graphical technique may enable not only expressing what is desired to draw as is, but also accurately representing hair and makeup designs so as to convey objective expression. In this regard, it is a proper way to achieve its inherent purpose as conveyance of messages. Second, more accurate styling of hair and makeup is available through graphical expression, which helps understand related practical techniques. In addition, makeup illustration, which is expressed through direct makeup products and instruments, may serve skill improvement since such direct use provides the feeling of real makeup. Third, the graphical technique as a basic drawing skill may unrestrictedly show the artist's expression ability. Fourth, although artistic merits implying individuality and creativity should be shared through illustrations that express the artist's ideas or emotions, the graphical technique is the easiest method to beginners who just started learning of illustration, in that it enables expression without highly advanced skills.
Primitive men's primordial formative activity derives from incarnation contained in intensive vitality and strong creativity mind. The trend of modern fashion requiring the boundless imagination can be called that it, just, itself, has something in common with basic spiritual activity that primitive men had. What is concerning how modern fashion designers have developed formative language through enchanting primitive art is as follows. 1. The nature's mysterious power appears to be transformed into personified image. The incarnation for acquiring beauty, power, prestige of genius appears in the form of personification, making use of mask in modern fashion. 2. As for primitive men, the whole universe has a potentiality as a symbol. The symbolism of primitive art based on religion and myth appears in modern art as the form of presenting oppositional objects together in one space. 3. Primitive art is the purest form and the most unpolluted. This shows the natural quality being assimilated into nature, which is expressed in modern fashion as intensity, free-spirit, simplicity, etc. 4. The primitive men's anxiety to the outside world appears as impulse. The geometrical form of primitive art occurred in the shape of impulse appears in expressional form of modern fashion. 5. The real existence in primitive art inducing real materials and objects, in themselves, into formative world appears in modern art in the way of expression such as repetition, enlargement, exact reproduction.
Purpose - People have long thought that disorderly space would influence their lives negatively. However, disorderly space may have positive impact such as increasing sales for new products for store managers. Borrowing the prior findings that disorderly space enhances creativity, we developed two hypotheses regarding space order, product newness, and new product adoption. We hypothesize that space order negatively influences new product adoption and that the proposed negative effect of space order on new product adoption is moderated by product newness. Research design, data, and methodology - We conducted a pre-test in China using 70 undergraduate students to test whether two newly developed cosmetic products were appropriate for the experimental stimuli. We confirmed that a fragrance patch concept, which is unavailable in the market, is a RNP (Really New Product), and an edible fragrance, which is available in the market, is an INP (Incrementally New Product). Next, we conducted a main experiment with a 2 (Space order: orderly vs. disorderly) × 2 (Product newness: RNP vs. INP) between-subjects design in China using 100 undergraduate students. Half of the participants answered questions on the disorderly desk and the other half answered questions on the orderly desk. Results - We obtained evidence from the main experiment that consumers' new product adoption is the function of space order and product newness. First, participants were more likely to adopt the RNP when they were in the disorderly space than in the orderly space. However, the effect of space order on new product adoption disappeared when the product was INP; the adoption rates for the INP did not differ between the participants who answered questions on the disorderly desk and the participants who did so on the orderly desk. Conclusions - Our findings are counter intuitive. Contrary to the conventional wisdom that neat and tidy space benefits store managers, the research demonstrated that disorderly space increases sales, providing fresh insights into store managers to manage their stores and shops to sell new products. In order to help store visitors understand the value of really new products, store managers will have to sacrifice space order to some extent.
This study is to help creative idea generation based on the theory of the 'reconstruction of character shape image elements', and aims to extrusion of creative and diverse shapes with combination of image elements upon computing creative image generation. In order to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process, and to serve as an assistance to overcome the restriction of the character shape image generation through diverse idea generations.
Journal of the Korean Institute of Landscape Architecture
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v.26
no.2
/
pp.194-206
/
1998
In 1977, Local governments' planting regulations for the development projects were established in accordance with the revised building law in Korea. A landscaped area, planting densities of trees and shrubs, a percentage of evergreen plants, minimum tree size and species were prescribed in the planting regulations. But the clauses for an excessive planting density and a high ratio of evergreen trees that the regulations includes, have been gradually in the way to a creative planting design, and raise a problem of poor growth of trees an a disordered planting landscape. Therefore, in this study the present planting regulations of 124 local governments throughout the country were analyzed and compared with 13 foreign local governments' of 4 countries ; Japan, the United States of America, Canada and Singapore. And the linitations and characteristics of the regulations are drawn as follows ; 1. The regulations focus on controlling the green spaces and plantings by quantitative methods such as controlling the number of trees and the landscaped area, which are inadequate for estimating the crown coverage of mature trees, and which areinadequate for estimating the crown coverage of mature trees, and implementing the function of polantings and the use of green spaces. 2. Minimums of tree densities are higher than those of foreign countries, especially higher about 10 times to 100 times than those of the United States of America. 3.Excessive number of evergreen trees and fruit trees should be planted under the present planting regulations, that results in constricting the creativity in planting design. 4. An article for using specific tree size, 2.0ms over in height makes it difficult to use a wide variety of different sizes of trees. And there is no incentive measures when larger trees are planted. To enhance the quality of green spaces and plantings, it is needed that the function and locating of green spaces and plantings have to be emphasized, and the planting density should be concerned about the mature tree size. The incentive measure to use various sizes of trees is also needed, and the regulations to use excessive number of evergreen trees or fruit trees should be loosened.
This study is to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. In addition, this research being extended on the article vol.11,no.11, "CGS System based on Three-Dimensional Character Modeling Ⅰ(Part1: about Non-Digital Process )," on Korea Multimedia Society in November 2008 issue and this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process with practical implementation of system, research directions and present the results.
The success or failure of the Korean game industry is a key issue for the creation of competent and talented human resources for the production of competent contents. The purpose of this study is to elucidate how to characterize and educate human - friendly game graphic designers with global competitiveness. The success of multi-disciplinary education will be maximized when cooperation with the responsible professors, the active will of the professor, the educational vision of the school, and real-time and active administration are supported In this study, based on the analysis of demand and supply of the human resources in the game industry, we found out that the game industry requires specialized manpower of technology-friendly game graphic designer who has the creativity, practical. application ability, and the international competency. In addition, we suggested ways of linking the curriculum with the local industries and related organizations such that they could be well educated as experts in related fields.
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