• 제목/요약/키워드: Exhibition Design Technique

검색결과 23건 처리시간 0.024초

스큐어모피즘을 적용한 패션 에듀테크 XR 콘텐츠 연구 (Research on Fashion Edutech XR Content Applying Skeuomorphism)

  • 김향자
    • 한국의류산업학회지
    • /
    • 제25권5호
    • /
    • pp.560-567
    • /
    • 2023
  • This study aims to rediscover the industrial value of a borderless service in the hyper-connected era by producing fashion content at the forefront of the cultural industry as XR content and contributing to developing fashion content for edutech. The research method employed design aesthetic theory, while the empirical proposal utilized scientific knowledge information to build a framework for 3D convergence content. The characteristics of fashion content exhibitions that apply the neumorphism technique are as follows: The first is a virtual space that produces clothing culture by type. Africa, where dyeing and crafts are developed, selects a product-oriented exhibition type; Asia, where weaving and textiles are excellent, selects a random movement type; and Europe, where the evolution of clothing design over time is evident, selects a guided movement type to create a three-dimensional fashion edutech. The goal was to produce content. The second is creative reproducibility, which combines a new fashion design that embraces the aura of the original with a trendy sense. The realistic folk costume style of the original allowed for its implementation in the AR exhibition space using historical traditional style techniques such as weaving and textiles. The third is building organic, modular content. By designing and then saving/editing/arranging the basic VP zone for each style, learners and instructors can freely edit the content for each fashion class topic and create various presentations to ensure that it functions as non-face-to-face edutech content around the world.

니트의 편직기법에 의한 디자인 연구 -작품제작을 중심으로- (A Study on the Design of Knit be based Knitting Technique -Focused on the Exhibition-)

  • 이선희;이순홍
    • 복식
    • /
    • 제53권1호
    • /
    • pp.99-116
    • /
    • 2003
  • Knit is classified into two such as basic texture and applied one according to knitting principle, and the basic texture of weft knitting consists of single knit. rib knit, purl knit and interlock knit. The basic texture of warp knitting consists of double knit texture, double code knit texture and double vandyke knit texture. Fourteen costumes were produced with eighteen (18) different types and twenty four (24) raw materials, and we were trying to show a wide range of costumes produced with knitting by making two different brands at random and making different designs depending on four seasons. Knitting technique is very important element in that it allows special surface effectiveness and decides the characteristic of knitting materials. Knit designer plays very important roles such as selection of raw thread, deciding knitting technique and type of knitting machine in designing the knit. Therefore, the knit designer requires the ability to utilize the function of knitting machine to the maximum, the effort to acquire the variety of knitting technique, develop the new knitting technique and for the improvement of knitting design.

전시공간 내 최적의 O2O 서비스 배치를 위한 기계학습 기반평가 모델 (Evaluation Model Based on Machine Learning for Optimal O2O Services Layout(Placement) in Exhibition-space)

  • 이준엽;김용혁
    • 예술인문사회 융합 멀티미디어 논문지
    • /
    • 제6권3호
    • /
    • pp.291-300
    • /
    • 2016
  • 스마트 디바이스와 사물 인터넷의 등장은 온라인과 오프라인의 경계를 허무는 O2O 서비스의 등장으로 이어졌다. 이는 오프라인 시장에 온라인 서비스의 강점이 덧붙여지면서 오프라인 공간이 디지털화가 됨을 의미하며, 오프라인 산업의 판도를 바꾸고 있다. 이러한 오프라인 시장의 변화 양상과는 다르게 전시 산업은 오프라인 산업에서 꾸준한 성장세를 보이고 있으나, 전시 산업 또한 O2O 서비스와의 접목으로 새로운 부가가치를 창출이 가능한 것으로 보았다. 본 논문은 코엑스에서 열린 '2015 서울 디자인 페스티벌'에서 20명을 대상으로 설문을 진행하였다. 설문은 공간 구조에 대한 분석 용도 및 기계학습을 위한 데이터 세트를 생성하는데 사용되었다. 본 논문은 기존의 공간 구조에 대한 분석연구가 가진 문제점을 파악하여 공간 구조에 대한 새로운 분석 방법을 제안하였다. 또한 생성된 데이터 세트를 기반으로 기계학습을 진행하여 전시 공간 내 O2O 서비스 배치를 위한 평가 모델을 제안한다.

프랙탈 이미지를 활용한 쌍방향 실감형 전시에 관한 연구 (A study on Interactive-type Exhibition Using Fractal Images)

  • 임미정;조형제;최규석
    • 한국인터넷방송통신학회논문지
    • /
    • 제15권5호
    • /
    • pp.163-168
    • /
    • 2015
  • 최근의 전시형태는 기존의 관람위주 단방향 전시형태에서 전시물을 직접 체험하면서 다양한 정보를 얻을 수 있는 쌍방향 실감형 전시형태로 패러다임이 바뀌고 있다. 이러한 인터랙티브 형태의 전시에서는 보통 시공간에 빛, 소리, 압력 등을 활용하여 전시물에 대한 휴먼인터페이스를 구현한다. 본 논문은 다양한 형태의 체험형 전시에 대해서 알아 본 후 프랙탈로 생성된 이미지를 이미지 필터링 기법을 통하여 여러 가지 형태로 변환되는 방법에 대한 연구로, 관람자가 프랙탈 이미지의 어느 위치에서 마우스를 클릭하느냐에 따라서 수채화 효과, 판화 효과, 스케치 효과, 팝아트 효과 등의 다양한 이미지 변형이 일어나는 것을 체험할 수 있다. 이러한 연구결과는 향후 전시회, 제품 프로모션, 미디어 아트 디자인 등에 활용될 수 있을 것으로 기대된다.

2014 베니스 비엔날레 건축전에 나타난 환유적 리얼리즘 (The Metonymic Realism of the 2014 Venice Biennale of Architecture)

  • 박영태
    • 한국실내디자인학회논문집
    • /
    • 제25권1호
    • /
    • pp.13-23
    • /
    • 2016
  • 2014 Venice Biennale of Architecture, presented by general director Rem Koolhaas, has shown the distinct difference between his present displays and past displays. Under the theme of FUNDAMENTALS and ABSORBING MODERNITY, Rem Koolhaas has developed his own unique way which is a research-oriented display technique to explain the difference at the exhibition. The purpose of this study is to define a research-oriented display technique as realism rhetoric for the opened dialectic and identify its aspect of a methodic approach. This report investigated not only Rem Koolhaas's thought and theoretical approach through his work but also the comparison of between his present and past displays. His display is based on the constellation of Central Pavilion, National Pavilions, and Arsenale display and reflected the reality of architecture in self-deception through the metonymical interaction of various facts and records. Rem Koolhaas called it the composition of contradiction. In his work, the spatial situation which is the present has been made with the intervention of historical events and has revived the reality of architecture. Also, the present is a montage of the strict control of architecture, the isolation from the architecture itself, and the autonomic communication with other fields. Finally, as a result of his work, Rem Koolhaas has shown that his display is not the end of phase but a phase of creation.

Understanding Consumer Perceptions of Luxury Vintage Fashion

  • Tungyun Liu;Sijun Sung;Heeju Chae
    • 아태비즈니스연구
    • /
    • 제14권1호
    • /
    • pp.41-57
    • /
    • 2023
  • Purpose - The purpose of this study is to research how the different types of experiences affect consumer's recognition in terms of luxury vintage fashion products, and what kinds of value consumer can achieve. Design/methodology/approach - The study is based on the means-end chain (MEC) approach for an in-depth understanding of consumers' recognition systems through conducting the laddering interview technique. Above all, the research conducted a pilot test to gain attributes of consumer experiences about luxury vintage fashion products from Korean and Taiwanese. Findings - It is found that not only by actual purchase, experience without purchasing also can lead to consumers' self-fulfilment and self-accomplishment, which filled the lack of relevant literature in the luxury vintage industry. In addition, the study sorted out the channels that consumers approach LVF products, which provide a classification reference for future research related to the luxury vintage consumer. Research implications or originality - As consumers can gain a lot kind of value through LVF products, luxury brands can attract consumers by using vintage as a market strategy. For luxury marketers, by running LVF shopping mall online or opening LVF stores, not only allow consumers' attach with LVF products but also can further lead to the purchase behaviors. In addition, consumers who are interested in LVF are those who are aware of the authenticity, uniqueness, and rarity of the brand. Due the fact, these consumers may be interested in the topic of sustainability.

매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구 (Video Production Method using Match Moving Technique)

  • 이준상;박준홍;이임건
    • 한국정보통신학회논문지
    • /
    • 제20권4호
    • /
    • pp.755-762
    • /
    • 2016
  • 모션그래픽이라는 분야는 그 역사가 오래되지 않았다. 최근 영상디자인이 부각되고 있는 것은 세계적인 추세이다. 이러한 세계적 흐름은 영화, 광고, 전시장 영상, 웹, 모바일, 게임영상 및 뉴미디어까지 그 영향을 미치고 있다. 또한 컴퓨터의 새로운 기술이 발달하면서 영상콘테츠의 VFX 분야가 급격하게 변화되고 있다. 이러한 제작기술은 실사와 C.G의 합성기법으로 가상과 허구의 개념을 초월함과 동시에 매치무빙 기술을 이용하여 그래픽과 현실공간에 사실적인 표현방법을 극대화하고 있다. 매치무빙 기술은 실사와 그래픽이 공존하기 위하서 실사카메라와 가상카메라의 합성을 정교하게 매칭하는 기술이다. 본 논문은 입체적 공간에서 매치무빙 기법을 활용하여 실사카메라의 움직임을 3D Layer 방법으로 이어받아 새로운 디자인과 결합된 모션그래픽 영상제작방법을 제안한다.

A Study on Ubiquitous Environment and Furniture Design - Focus on Elements of Interior Design Trends -

  • Kim, Jong-Seo
    • 한국가구학회지
    • /
    • 제22권3호
    • /
    • pp.160-173
    • /
    • 2011
  • Increased internet use under a ubiquitous environment may be called as a great human information space revolution followed by Industrial Revolution. This revolution is exerting its significant influence over all the industry as a whole with speed faster than that of any other times. Along with this trend, if furniture design field that leads living culture should fail to jump on this main stream without noticing it, it may be reduced to a unpopular field some day without any sign of recovery. Under this background, this study is intended to recognize a goal aiming at understanding our rapidly changing living environment and leading our way positively. Currently, our surrounding living environment is immersed in computers here and there and Mark Weiser once defined a system that moves in advance before an action as ubiquitous computing and in this respect, I am going to observe a detailed transformation process of space. First nature of the space may be defined as atoms, a physical space equivalent to a spatial element and Bits space that is untouchable is usually called as 2nd space and a combination of atoms and Bits is an intelligent space - 3rd space - that can be intelligible without touching it and finally, this space is called as a ubiquitous space. This spatial transformation is developed by several changes of living environment and we may call it as living trend or interior design trend. Transformation in terms of social perspective, space structural perspective and digital technique perspective may be enumerated. These transformations were surveyed based on its contents being implemented at a future housing exhibition hosted by 5 construction companies along with fusion of information furniture and furniture depending on each housing space. In conclusion, it could be realized that most of the companies were decorating future space by implementing ubiquitous environment as a success factor of future housing market. It may be meaningful to note once again that under an interior environment, a fusion of furniture and information furniture is required considering interior trend elements.

  • PDF

네트워크 분석 기법을 통한 패션 상권의 특성 분석 (Analysis of Properties of Fashion Trading Areas Using Network Analysis Technique)

  • 김윤정;이조은;이유리
    • 한국의류학회지
    • /
    • 제40권2호
    • /
    • pp.203-220
    • /
    • 2016
  • This research analyzed characteristic changes in trading areas and the success factors of popular fashion trading areas (Garosu-gil, Dongdaemun, and Itaewon). This research adopts a social network analysis method to semantically analyze trading areas. Articles on the three fashion trading areas were located through KrKwic software to extract keywords and calculate word frequency. Keywords with high frequency were placed through NodeXL software to identify relationships among keywords. Researchers created a network of relationships among trading areas and between past and present of trading areas to analyze and visualize. In the past (2008-2009), the trading areas of Dongdaemun, Garosu-gil and Itaewon were placed horizontally with a limited number of shared keywords between them. However, the three trading areas retain diverse rage of keywords and an organic realtionships five years later (2013-2014). Compared to the past, all three areas see the emergence of relevant fashion keywords such as 'designer', 'design', 'brand'. Additional cultural keywords such as 'culture/art/performance', 'exhibition', and 'event' have commonly appeared and imply that related industries are an important factor as well. Fashion companies that consider evaluating areas for a new store opening need to understand the trading area characteristics and select the most suitable area. In addition, it is necessary to equip the trading area with basic fashion elements as well as relavant industry when the government tries to develop fashion trading areas.

Villard de Honnecourt: 스케치북의 저자와 특성 (Villard de Honnecourt: the Characteristics and Authors of the Sketchbook)

  • 홍성우
    • 건축역사연구
    • /
    • 제7권3호
    • /
    • pp.107-120
    • /
    • 1998
  • Even though Gothic architecture, one of the most technologically complex sophisticated structural systems, has been interpreted by art and architectural historians since the nineteenth century, we still cannot entirely comprehend either the medieval builder's constructional technique and structural knowledge or the meaning of Gothic architectural elements. The major reason is that contemporaneous written documentation concerning design methods and constructional techniques of medieval architecture is lacking. In 1955, the Bibliotheque Nationale in Paris exhibited the sketchbook of the thirteenth century architect Villard do Honnecourt. After the exhibition, analysis on the architectural drawings of Villard's sketchbook had reported widely. Most of analysis on Villard, however, has been on his drawing and artistic style, and there has been very little published analysis of his profession and question on the author of the sketchbook. Thus, the purpose of this study is to investigate the characteristics of the sketchbook and identify the artist who drew it. The sketchbook poses a number of unsolved questions. There is no doubt that several hands have contributed some drawing with appropriate captions, particularly in the section devoted to the application of practical geometry to problems of masonry and carpentry. Scholars have assumed and revealed that it was not made by only one person, and it dealt too many different fields and styles. Through this study, the sketchbook drawings consist of five different styles and person (original painter, master1, master2, master3, and the last owner), and they, not Villard, just redrew the original drawings and bound the sketchbook. Therefore, Villard de Honnecourt was just a mentor of the sketchbook and he did not participate any writing and drawing in the sketchbook.

  • PDF