• Title/Summary/Keyword: Fashion Photography

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A Research on 1990's Fashions Applying Photomontage Image - Focusing on T-shirt Design - (포토몽타주 이미지가 표현(表現)된 1990년대(年代) 의상(衣裳)에 관(關)한 연구(硏究) - 티셔츠 디자인을 중심(中心)으로 -)

  • Kim, Sun;Yang, Sook-Hi
    • Journal of Fashion Business
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    • v.4 no.2
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    • pp.95-111
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    • 2000
  • The purpose of this research is to investigate the concept of the photomontage technique, one of the various photographic techniques, and to analyze the photomontage image through the patterns that appeared in 1990's fashions. Moreover, by making clothes using the photomontage image, the intention of this study to apply the technique in real life is achieved. The results of this thesis for making clothes utilizing image of the photomontage are as followings. First, the photomontage expands the variety of materials that can be used, because the clothes using the photomontage image are able to take any photo images. Second, two different eras can co-exist in a piece of work since a photomontage work can uses two images from different eras. Third, it allows greater adaptability by expressing variety and utility in the making of the casual styles using conventional photo materials. The conclusion of this study is that the clothes appearing in the late 20th century using the photomontage image have been developed corresponding to the accelerated development of photography, machinery, and technical skill in civilization. Trends break away from the conventional expressions of art. This is a new trend and direction in art that will effect culture in the 21st century. The photo montage image would show the possibility of a good unification between human being and machines.

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A Study on the Efficacy and the Formative Characteristics of Danzhai Miao Batik of Guizhou China (중국 귀주성 묘족 단채납염의 효능과 표현의 특성)

  • Lee, Min-Jeong;Sohn, Hee-Soon
    • Journal of Fashion Business
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    • v.15 no.2
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    • pp.23-38
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    • 2011
  • This research is to examine the formative of patterns and characteristics of expression in Danzhai Miao batik of Guizhou China and to reveal the cultural factors and characteristics of artistic expression inherent to it. As the research methodology, theoretical study was done by utilizing the preceding research data, literature data at home and abroad, photo data, and Internet data, and as the empirical research, field trip was made to Guizhou China and investigation and experiment of dyeing techniques, purchase of dyeing craftworks, photography shooting, and interviews were conducted. The results of this research showed that ancient Chinese batik began in Miao in the Jinhan era and the three types of Miao's traditional batik, i.e. Danzhai batik, Huangping batik, Anshun batik. Danzhai Miao batik obtained indigo blue white patterns through traditional production techniques and natural dyeing batik and represented Miao batik of Guizhou. In the expression of Danzhai Miao batik, based on the cultural backgrounds, the formative such as symbolic of patterns, tradition, primitive, reality, abstract, and decorative of dress designs and high dignity of artistry of creative batik patterns be found from the aspect of expressing magnanimous nationality.

Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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A Study on Jean Wear Consumer Behavior and Preference of Design/Styling of Women in Their 20's and 30's (20~30대 여성의 진 웨어 착용 행동 및 디자인/스타일링 선호도에 관한 연구)

  • Yoo, Myung-Jin;Kim, Chil-Soon
    • The Research Journal of the Costume Culture
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    • v.17 no.6
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    • pp.960-971
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    • 2009
  • The purpose of this study was to observe street fashion, to determine preferred design of jean and to analyze preferred jean styling based on types of jean pants design, toward 20s to 30s women. We observed outfits of jean styles on the street using photography method and conducted a survey to 400 females to get information of consumers. Four hundred questionnaires were analyzed using SPSS. As a result of street research, the majority of people were wearing jean pants with T-shirts, sandal/high heel shoes and totes. The results of market research showed that preferred jean styles were significantly associated with age and marital status. Preferred color of jean pants was also significantly associated with age variable. Current popular jean style was a skinny style. We evaluated results of styling with different jean pants, creating five different images. There was a significant relationship between age/marital status and styling image in different jean styles. In a bootcut style, age variable was significantly associated with different styling images. Generally, most of people responded cute/casual image styling was the best for the bootcut style. In skinny pants, there was a significant association between a residence area and a styling image. Modern/chic image styling with skinny pants was the most favored one. In cropped jean pants, marital status was significantly associated with styling image created. We realized that we can create different images through a styling.

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Classification of Adult Women's Fingernail Type (성인 여성의 손톱 유형 분류)

  • Kim, Ha Eun;Kim, Nam Soon;Do, Wol Hee
    • Fashion & Textile Research Journal
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    • v.22 no.4
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    • pp.504-514
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    • 2020
  • This study improves the dimensional suitability of nail tip products by reviewing the type of fingernail as seen among adult women in Korea. Subjects were 147 adult women ranging from age 20 to 40. Direct fingernails measurements were made using digital Vernier calipers and a curvature gauge. Data on various fingernail shapes were collected through indirect measurements using photography to reveal the shape characteristics of each fingernail types. In this sense, data were analyzed by statistical methods with the use of factor analysis. There were various factors considered to classify extracted fingernail types such as five factors (for the thumb), four factors (index, middle, and little fingers), and three factors (for the ring finger). The cluster analysis resulted in three types. Type 1 is a 'Square' shape characterized with wide fingernails, low height, flat, and low curvature of the cuticle line. Type 2 is 'U-round' shape characterized with narrow fingernails, high height, convex, and the highest curvature of the cuticle line. Type 3 is a 'Round' shape in which the fingernails are wide, high in height, convex, and characterized with a medium curvature of the cuticle line. The results are useful for companies that develop the free edge shape of fingernails for consumer products. The measured values of fingernail can be applied to the shape and lake setting of the nail tip product, depending on type of fingernail.

A Study on High Value Added T-Shirts Design Using Digital Printing (디지털 프린팅을 활용한 고부가 가치 티셔츠 디자인)

  • Kim, Se-Eun;Yoo, Young-Sun
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.383-393
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    • 2007
  • The purpose of this study is to examine the expressional characteristics of T-shirts design using digital printing. Through digital printing system, a variety of patterns and pictures can be printed on T-shirts in a relatively short time. At this backdrop, the result of this research can aid to develop design of T-shirts with a high value added on it. The result was that the printing methods were categorized into borrowing the pictures of masterpieces, applying photography or caricatures, introducing graffiti or lettering, and representing industrial arts. In conclusion, digital printing system unlike the established printing method can have almost an unlimited range of expressing various kinds of pictures and patterns, so that designers may develop high value-added differentiated T-shirts. In other words, by creating a variety of designs with no limit of its quantity, its expressive range can be more widened and with an increased development of plotting machines, we may manufacture more varied kinds of products in a small quantity at a faster rate.

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Images of models in womenswear advertisements targeting middle-aged women (중년 여성을 타겟으로 하는 여성복 광고에 나타난 모델 이미지)

  • Kwon, Sang-Hee
    • The Research Journal of the Costume Culture
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    • v.25 no.3
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    • pp.285-300
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    • 2017
  • This study analyzes the images of models in womenswear advertisements targeting women in their fifties. The goals of this study are: 1) to investigate beauty ideals for middle-aged women by analyzing models' look age, chronological age, wrinkles, gray hair, hair length, body type, and race; and 2) to explore how ageing is dealt with in advertisements by analyzing the range of bodies shown in advertisements, the color mode of photographs, and the clarity of models' figures in relation to models' look ages. A total of 155 printed advertisements from January 2012 to January 2017 from the brands Daks Ladies, Lebeige, Luciano Choi, PAT, and Zishen were selected for analysis. Womenswear brands targeting middle-aged women reinforce cultural ideals of female beauty that emphasize youth and slenderness. They do this by using thin and slender models, who most often appear to be in their twenties and thirties, and have hair longer than their shoulders. Brands with higher price ranges show a preference for Caucasian models, which reveals that a Caucasian identity is associated with sophistication. In addition, the bodies of models who appear to be in their forties and fifties were concealed by framing photographs mostly above the knees. Older models' features were also obscured via the use of black and white photography, strong lighting and contrast, and digital editing that blurred the boundaries between figures and their backgrounds. These decisions for how to represent models could result in negative self-esteem and a denial of the symptoms of ageing among middle-aged women.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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Modern Vision in the 18~19th Century Garden Arts - The Picturesque Aesthetics and Humphry Repton's Visual Representation - (18~19세기 정원 예술에서 현대적 시각성의 등장과 반영 - 픽처레스크 미학과 험프리 렙턴의 시각 매체를 중심으로 -)

  • Lee, Myeong-Jun;Pae, Jeong-Hann
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.2
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    • pp.30-39
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    • 2015
  • The English Landscape garden and picturesque aesthetics, which was in fashion during the 18th to early 19th century in England, has been accused of making people see the actual garden in terms of a static landscape painting without a synesthetic engagement in nature. As new optic devices such as diorama, panorama, photography, and cinematography were invented, ways of seeing nature transitioned from a perspective vision to a panoramic, that is, modern one. This study intends to uncover signs of this kind of modern vision in the picturesque aesthetics and visual representation of landscape gardener Humphry Repton. German garden theorist Christian Cay Lorenz Hirschfeld contended that the English landscape garden was a new style of designing landscape that followed the principle of the serpentine line, which produced movement in sightlines; thus, he considered garden art as a superior art form among all other genres. The signs of visual motion appear in Repton's sketches of "Red Books". Firstly, he designed systemic routes in his clients' properties by considering different types of movements between walks and drives. Secondly, he often used the visual effects of panoramic views for his sketches in order to allow his clients to experience the human visual field. Lastly, he constructed sequences of sketches in order to provide his clients with an illusion of movement; in other words, Repton's sketches functioned as potential visual media to produce the duration of time in a visual experience. Thus, the garden aesthetics of the time reflected the contemporary visual culture, that is to say, a panoramic vision pertaining to visual motion.