• Title/Summary/Keyword: Graphic Designer

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A Study of T-Shirt Graphic Designs Shown in Fashion Collections (패션컬렉션에 나타난 티셔츠의 그래픽디자인에 관한 연구)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.7
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    • pp.727-740
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    • 2012
  • This study is for the enhancement and utilization of future graphic design for T-shirts and deals with the expression styles and features of T-shirt graphic designs that appear in modern fashion. A literature examination about graphic design and T-shirts was performed for the research method and the analysis followed 378 pieces of graphic design featured in four major international collections for females from 2001S/S to 2011S/S. The research results from the expression type of T-shirt graphic design in the modern fashion are as follows. Expression in graphic figure accounts for the largest portion of 40.8% that includes illustration or cartoon characters, personal figure or part of the physical body, object in daily life or landscape pictures, animals and plants, and others. Expression given in text with typography or logo accounted for 27.5%, expression combined with letter/text, graphics and geometric figures accounted for 24.3%, geometrical expression accounted for 7.4%; most of which are given in print. Characteristics found in modern fashion graphic design are as follows. First, role of sort of public relations marketing was accompanied with utilization of brand logo or symbol. Second, visual play was shown in a sense of humor with diverse graphic figures and playful texts, witty layout with graphic motives, and a free design formation. Third, it denoted a front burner issue delivering the message for various current events or arguments via the way of texts, slogans, and symbolic pictures. Fourth, it depicted artistry through the self-expressive creation of the designer.

A Study on the Artistic Value in the Modern Graphic Arts (현대인쇄에 있어서 예술성의 문제)

  • SangChulRho
    • Journal of the Korean Graphic Arts Communication Society
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    • v.2 no.1
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    • pp.35-43
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    • 1984
  • Shince the introduction of machine methods into industry a problem has existed which has never been adequately solved. .... That is to say, there is no difference between the essential qualities of Machine art and abstract art, which is the main style of fine arts in the present day. This problem has been discussed by John Ruskin, William Morris, Herbert Read. In this study, I discussed the artistic value in the modern graphic arts from the standpoint of Herbert Read on the machine art. According to the above-mentioned discussings, we can come to the conclusion as follows 1) The machine art lie at the root of abstract art, and whenever the final product of machine is designed or determined by anyone sensitive to formal values, that product can and does become an abstract work of art in the subtler sense of the term. 2) We must recognize that graphic design is a function of the abstract artist, and the abstract artist must be given a place in the graphic arts in which be is not already established, and his decision on all questions of design must be final. 3) Therefore, the graphic designer must have therough knowledge of graphic arts technology in order to give the artistic value to the objects of machine production.

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

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.257-262
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    • 2017
  • 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.

A Study on the Visualization of Paralinguistic Phonetic Information for Creative Motion Typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park Sun-Mi;Nam Yong-Hyun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.61-69
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    • 2006
  • Along with advance in visual culture, the importance of motion graphic has been increasingly emphasized day by day, which can maximize information delivery using image illustration and typography, graphic factors of images. In addition, we can easily see increasing cases where what a designer intends is visualized using creative typography in diverse mass media such as TV commercials, movies or web. Thanks to the effects of this trend, various ways of manufacturing works have been proposed in the field of motion typography by applying diverse factors including verbal ones, time, form, motion, colors, and sound for the purpose of expressing formless semantic notions through visual form of typography. However, physiological features such as sex, age, health status, pathological conditions, and body size can have a bigger effect on the process of real communication. Therefore, if property of quasi-verbal sound can be reflected appropriately in motion typography where communication is expressed only by visual form, it can enable people to understand what a designer intends faster and more exactly.

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A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

Method of Motion Graphic Design Approach from Postmodern Point of View (포스트모던적 관점에서 본 모션그래픽 디자인 접근 방안)

  • Kim Gyo-Wan;Hong Su-Jung
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.124-131
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    • 2006
  • Motion graphic is also developing into its own genre in graphic design by establishing individual industrial fields. images and graphics but also recognize even motions and sounds as communication elements delivering a message. Nevertheless, web communication designers have yet to experimentally test the visual motion priniciples or the audio sound expressions in terms of technology. If the dance are used, they may be new communication approaches in the age of multi-media, which allows for communication of visual and audio information or images. With such conceptions in mind, this study was aimed at reviewing the structural relationship between visual motion principles of the kinetic and the sound images to combine the audio and video effects. To this end, the basic structure of dance and music were substituted into the dance to determine their relevancy, and thereupon, examine the effective sound expression methods and techniques depending on movements of the objects in the monitor. Thus, this study, by inquiring into the uniqueness of choreography in motion graphic, presents the possibility of limitless expression of designer creation and inner world, and the ultimate goal lies in assuring the artistic value of motion graphic and its position as a synthetic art.

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A Review on the paradiam of Eyewear Design Concept (안경 design concept의 paradigm에 관한 고찰)

  • Kang, Hyunshik;Jang, Woo-Yeong
    • Journal of Korean Ophthalmic Optics Society
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    • v.9 no.1
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    • pp.189-195
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    • 2004
  • Eyewear must not be judged only by the skill of the designer who created it. For production of successful eyewear, we must always take into account the point of view of the wearer. Because eyewear is above all a means to correct of the visual acuity, it is a medical instrument. Therefore in any case, it should not submit to the dictatorship of fashion designer. The eyewear designer's role may therefore be summarized in following way: to have a subtle sensitivity and inspiration, and originality, know-how to develop a symbiosis between functionality and technical know-how, harmonious production of the design and concept of the human engineering. At present, the way of designing has undergone a big change to enabling us to supply the customer with technical design and rapid prototyping of eyewear with assistance to computer processing such as computer graphic and cad/cam.

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Visual Cohesion Improvement Technology by Clustering of Abstract Object (추상화 객체의 클러스터링에 의한 가시적 응집도 향상기법)

  • Lee Jeong-Yeal;Kim Jeong-Ok
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.4 s.32
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    • pp.61-69
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    • 2004
  • The user interface design needs to support the complex interactions between human and computers. It also requires comprehensive knowledges many areas to collect customer's requirements and negotiate with them. The user interface designer needs to be a graphic expert, requirement analyst, system designer, programmer, technical expert, social activity scientist, and so on. Therefore, it is necessary to research on an designing methodology of user interface for satisfying various expertise areas. In the paper, We propose the 4 business event's abstract object visualizing phases such as fold abstract object modeling, task abstract object modeling, transaction abstract object modeling, and form abstract object modeling. As a result, this modeling method allows us to enhance visual cohesion of UI, and help unskilled designer to can develope the higy-qualified user interface.

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A Study on the Ink Dependence of Color Reproduction Properties in Domestic Offset Printing (국내 오프셋 인쇄에서 색재현 특성의 잉크 의존성에 관한 연구)

  • Kim, Sung-Su;Kang, Sang-Hoon
    • Journal of the Korean Graphic Arts Communication Society
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    • v.24 no.2
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    • pp.25-33
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    • 2006
  • The reality of domestic prints neither possesses an objective standard of standard density nor a spectrophotometric method in regard to process ink. As a result, it creates a difficult communication between a designer and a Prepresser as to estimating the color of reproduction prints. There was an experiment on paper, ink, and printing company to obtain the standard point. The result shows that paper has minimum effect on color reproduction as opposed to ink and different printing companies, which had a great effect. The purpose of this paper is to confirm how different the color reproduction properties of prints are using densitometer and spectrophotometer for three different ink companies. The process color inks of three different companies were used under the same printing environment in this experiment.

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Colour Condition of Packaging Design and Introduction of GMPs (포장디자인의 색채조건과 GMPs의 도입)

  • ByongIlMin
    • Journal of the Korean Graphic Arts Communication Society
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    • v.1 no.1
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    • pp.49-55
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    • 1983
  • Packaging should be made fitting for the special characters of goods along with development of modern industry, in the aspects of protection, safety, function, convenience, and good. As the Packaging industry is being developed it has contributed not only Packaging goods but also has appeared with important purpuses protecting goods from infection of vacterium sanitarily,keeping nice outside looks of Packaged goods. I am sure this report will become good references for the development of various problems such as item plan ad activity, promotion of sale, etc, applying GMPs so that the harmony according to reasonable ideas of both maker and designer and it may become on intensive study for the plans of export goods.

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