• 제목/요약/키워드: Design Creativity

검색결과 773건 처리시간 0.028초

미술사에 표현된 여신의 헤어 아트 연구 (A Study on Goddesses Hair Arts Shown in History of Arts)

  • 이현진;김선아
    • 한국의류산업학회지
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    • 제9권6호
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    • pp.663-670
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    • 2007
  • 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.

현장체험학습을 위한 가상학습 기반 수업모형의 설계 및 적용 (Design and Application of a Virtual Reality based Teaching Model for Field Based Learning Activities)

  • 김다정;전석주
    • 정보교육학회논문지
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    • 제18권1호
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    • pp.133-142
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    • 2014
  • 우리나라의 교육시스템은 최근에 자율과 창의에 바탕을 둔 자기 주도적 학습력 배양을 위해서 재량활동영역을 확대하고, 교과 학습에서 직접 체험하기 어려고 현장학습을 통해서만 얻을 수 있는 학습내용들을 배울 수 있도록 다양한 현장학습을 권장하고 있다. 실제로 현장학습을 하도록 권장하고 있으나 학교에서는 시간적 여유 부족, 비용, 날씨, 안전 관련과 같은 문제점들로 현장학습이 확대, 실천되어 이루어지고 있지 않다. 이러한 문제점을 극복하기 위하여 본 연구에서는 가상현실 도구를 활용한 현장학습모델을 개발하였다. 개발된 현장학습모델을 사용하여 서울 시내 초등학교 4학년 학생들을 대상으로 수업을 진행하였다. 수업한 결과 대부분의 학생들이 수업에 적극적으로 참여하였으며 재미있어 했고 또한 한 한기동안 학업성적이 향상되는 결과를 보였다.

모듈화(Modularity) 개념이 적용된 가구디자인 연구 - 프랙탈 개념을 중심으로 - (A Study on Modularity Concepts of Furniture Design - Focus on Fractal Concepts -)

  • 이현정
    • 한국가구학회지
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    • 제21권5호
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    • pp.380-391
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    • 2010
  • 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.

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헤어와 메이크업 일러스트레이션 기법 연구 -사실적 표현기법에 의한 작품제작을 중심으로- (A Study of Hair and Make up illustration Techniques -focusing on production based on graphical expression techniques-)

  • 구자명
    • 한국패션뷰티학회지
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    • 제1권1호
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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.

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현대 패션에 나타난 주술적 원시미술의 조형적 특성 연구 (A Study on the Formative Characteristics of Enchanting Primitive Art in Modern Fashion)

  • 이은경;김양원
    • 한국생활과학회지
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    • 제8권2호
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    • pp.327-337
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    • 1999
  • 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.

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공간 정리가 소비자의 신제품 수용 의도에 미치는 영향: 제품의 새로움의 조절 효과 (Effect of Space Order on New Product Adoption: Moderated by Product Newness)

  • 주효빈;주재우
    • 유통과학연구
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    • 제17권2호
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    • pp.71-76
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    • 2019
  • 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.

3차원 캐릭터 모델기반 CGS System 구축 I (Part1:Non-Digital Process에 관하여) (CGS System based on Three-Dimensional Character Modeling I (Part1:About Non-Digital Process))

  • 조동민
    • 한국멀티미디어학회논문지
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    • 제11권11호
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    • pp.1592-1600
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    • 2008
  • 본 연구는 '캐릭터 구성 이미지 요소들의 재구성'이라는 논제를 바탕으로 하여 창의적 아이디어 발상을 돕기 위한 연구로 형태 이미지 요소들의 조합을 컴퓨팅 형태 생성에 의한 독창적이고 다양한 이미지 생성을 목적으로 하였다. 기존의 아이디어 발상법에서 벗어나 창의적 형태발상능력을 극대화시키고 사고의 한계를 극복하기 위한 디자인 발상법을 제시하기 위하여 창의적 아이디어 발상법에 대한 선행연구 중 비례를 이용한 기존 시스템인 PDS(Proportion Distort System) 아이디어 발상법의 문제점을 파악하여 보완한 창의적 아이디어 발상법인 CGS(Character Generation System)를 제시하였다. 본 연구는 영상 3D 캐릭터 디자인 개발프로세스 중 아이디어발상 또는 창조적인 이미지발상지원에 대한 한 방법으로 그 효과가 있을 것이며, 다양한 아이디어를 만들어 낼 수 있어 형태발상의 한계점을 극복할 수 있는 보조역할을 할 수 있을 것이라 기대된다.

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우리 나라 지방자치단체 식재 조례 기준의 현황 및 개선방향 (A Study on Improvements of Local Governments' Planting Regulations in Korea)

  • 최일홍;황경희;이규목
    • 한국조경학회지
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    • 제26권2호
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    • pp.194-206
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    • 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.

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3차원 캐릭터 모델기반 CGS System 구축 II (Part 2 : Digital Process에 관하여) (CGS System based on Three-Dimensional Character Modeling II (Part 2: About Digital Process))

  • 조동민;조광수
    • 한국멀티미디어학회논문지
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    • 제13권7호
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    • pp.1095-1104
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    • 2010
  • 본 연구는 기존의 아이디어 발상법에서 벗어나 창의적 형태발상능력을 극대화시키고 사고의 한계를 극복하기 위한 창의적 아이디어 발상법의 하나로써 선행연구 중 비례를 이용한 기존 시스템인 PDS(Proportion Distort System)아이디어 발상법의 문제점을 파악하고 보완하여 개발한 CGS System의 Digital Process System 부분에 관한 연구이다.[1] 또한 본 논문은 한국멀티미디어학회 2008년 11월 멀티미디어학회 논문지 제11권 11호에 게제된 "3차원 캐릭터 모델기반 CGS System 구축 (Part1 : Non-Digital Process에 관하여),"에 관한 연장된 연구로써 실질적 System의 구현방법, 연구방향 및 결과를 제시하여 캐릭터 디자이너가 캐릭터 제작 시 즉각적인 아이디어 발상 Feed-Back을 얻을 수 있으며 작업과정의 시간과 비용을 절감할 수 있는 효과를 가져 올 것으로 사료된다.

기술친화형 게임그래픽디자이너 인력양성 특성화 방안 (Specialized manpower trainning system for Technology-friendly game graphic designer)

  • 이완복;유석호
    • 한국융합학회논문지
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    • 제8권11호
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    • pp.257-262
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    • 2017
  • 한국 게임 산업의 성패는 역량 있는 콘테츠 제직을 위한 융복합 인재 배출 여부가 관건이 되고 있으며, 디지털 콘텐츠는 지역을 초월하여 흥행하는 속성이 있으므로, 전 세계적인 경쟁력을 확보하는 것이 매우 중요하다. 본 연구는 글로벌 경쟁력을 갖추는 기술친화형 게임그래픽디자이너 인력양성 특성화 방안을 도출하는 것을 목표로 한다. 다학제적인 교육 방법의 성패여부는 해당 전공 책임 교수들과의 협조와 해당 전공 책임교수의 적극적인 의지, 해당 학교의 교육적인 비전 공유와 적극적인 행정서비스가 실시간적으로 지원되는지 그 여부에 여해 결정될 것이다. 본 연구에서는 게임산업 특성화 분야 인력에 대한 수요 공급에 대한 분석을 토대로 기술 친화형 전문 게임 인력에게 요구되는 창의력, 실무 경험 및 국제적 역량을 함양시킬 수 있는 방안에 대해 분석하였다. 또한 관련 산업분양 전문 인력으로 육성할 수 있도록 지역 산업체 및 유관 기관과의 연계 방안과 교과과정의 구성 방안에 대해 제시하였는데, 이러한 방안은 특성화 배경의 필요성에 의해 제시된 요구사항들을 분석하고 해결방안을 모색하는 과정에서 도출된 방안으로써 나름의 의미가 있다고 사료된다.