• 제목/요약/키워드: Graphic trend

검색결과 82건 처리시간 0.032초

Analysis of Graphic Design Trend in Fashion Design (패션 디자인에서 표현된 그래픽 디자인 트렌드에 관한 연구 -2004년~2006년을 중심으로-)

  • Seo, Yu-Jin;Ha, Ji-Soo
    • Journal of the Korean Society of Costume
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    • 제57권10호
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    • pp.156-168
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    • 2007
  • Brands started to manufacture consumer-oriented products and look for active methods to appeal their brands to consumers, in the 1990s. As a result, actively adopting graphic design to clothing designs has recently become an important strategy among others. Graphic design has important significance in contemporary fashion design in the aspect that it has expanded the range of expressive methods by bringing over expressive methods of visual design, and has led to an increase in sales due to consumer satisfaction, but it has been vaguely handled together with textiles design, and research on the topic has been insufficient. Therefore this study aimed to clearly define the idea of graphic design based on documentary research, and analyze applying case and formative features of graphic design expressed in clothing, through case studies from 2004 to 2006, and derive the trends of graphic design expressed in contemporary fashion design. The results of this study are as follows. The common characteristics of images that reflect recent graphic design trends in fashion design are hand writing and irregular composition, and images that actively pursued these pointes were retro and craft images, and modern and sporty images reflected these graphic design trends in a comparatively passive manner. It is important to maintain style differentiation rather than indiscreetly adopting graphic design trends to clothing, and to appropriately apply trend characteristics of fashion design and other design areas. Expressive methods of design are expected to expand through appropriate application and development of graphic design, and can potentially provide a new solution to brand differentiation.

Research about Graphic Modeling Element of Media Skin (미디어스킨 기반의 그래픽 조형 요소에 관한 연구)

  • Kim, Moon Seok;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • 제6권3호
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    • pp.151-158
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    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • 제18권2호
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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The Use of Graphic Monitoring during Mechanical Ventilation (기계적 환기기 사용중 그래픽 모니터링의 활용)

  • Son, Dong-Woo
    • Neonatal Medicine
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    • 제17권1호
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    • pp.1-12
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    • 2010
  • Graphic monitoring assists the clinician at the bedside in several ways. It can be helpful in fine-tuning or adjusting ventilator parameters. Graphic monitoring may help to determine the patient's response to pharmacologic agents. The clinician also has the ability to trend monitored events over a prolonged period of time. The neonatal patient's self respiration, synchrony to ventilator and respiratory efforts can be well recognized with graphic monitoring. Of all, it may enable detection of complications before they become clinically apparent. This article introduces the basics of real-time graphics.

A Study on Real-time Graphic Workflow For Achieving The Photorealistic Virtual Influencer

  • Haitao Jiang
    • International journal of advanced smart convergence
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    • 제12권1호
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    • pp.130-139
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    • 2023
  • With the increasing popularity of computer-generated virtual influencers, the trend is rising especially on social media. Famous virtual influencer characters Lil Miquela and Imma were all created by CGI graphics workflows. The process is typically a linear affair. Iteration is challenging and costly. Development efforts are frequently siloed off from one another. Moreover, it does not provide a real-time interactive experience. In the previous study, a real-time graphic workflow was proposed for the Digital Actor Hologram project while the output graphic quality is less than the results obtained from the CGI graphic workflow. Therefore, a real-time engine graphic workflow for Virtual Influencers is proposed in this paper to facilitate the creation of real-time interactive functions and realistic graphic quality. The real-time graphic workflow is obtained from four processes: Facial Modeling, Facial Texture, Material Shader, and Look-Development. The analysis of performance with real-time graphical workflow for Digital Actor Hologram demonstrates the usefulness of this research result. Our research will be efficient in producing virtual influencers.

The Use of Graphic Novels for Developing Multiliteracies (그래픽노블을 통한 다중문식성의 발달)

  • Yun, Eunja
    • Journal of English Language & Literature
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    • 제56권4호
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    • pp.575-596
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    • 2010
  • The modes of narratives and communication have expanded due to social and cultural changes and technological development. Thus texts have become multimodal and media hybridities and media crossover have been increasing as well. Multimodality requires new literacy to understand and interpret those multimodal texts other than existing traditional literacy approaches. The New London Group (2000) argues that multiliteracies are needed to serve today's changing multimodal texts. Kress (2003) also argues, visual texts have been prevailing, being mingled with other modes of texts such as linguistic, audio, gestural, and spatial modes. Literary texts are not exception in this trend of multimodality. The recent renaissance of comics, in particular, the new light on graphic novels can be interpreted in this historical vein. In comparison to comics, no consensus has been made in defining graphic novels, however, many studies have been recently conducted in order to look into the potential of graphic novels in building multiliteracies. In this paper, the graphic novel as a literary genre are explored from a histocial perspective and the definition of graphic novels was attempted to be made. In the light of multiliteracies, this paper presented cases that show how graphic novels can be utilized to build multiliteracies. Lastly, the use of graphic novels for English as a foreign language was introduced as well. The author hopes that at the age of multimodality, the potential graphic novels have in language and literacy education can be taken into account by language teachers and students in expanding their territory of literacy.

A Study on the Acting Application of CIP 4 Work Flow (CIP 4 Work Flow의 현장 적용에 관한 연구)

  • Kim, Se-Jin;Ha, Young-Baeck;Oh, Sung-Sang;Lee, Euy-Soo
    • Journal of the Korean Graphic Arts Communication Society
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    • 제24권2호
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    • pp.1-10
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    • 2006
  • In the past few years, the printing industry has witness a trend that has become ever more defined: due to the advent of digital technology, the production of short print runs has continued to gain in importance. An important initiative for the support of digital work flow in the manufacturing of printed products is CIP4 consortium. CIP4 stands for "International Cooperation for Integration of Prepress, Press and Post-press, it is an association of around forty international companies, mostly manufacturers of prepress, press and post-press, as well as suppliers and users. In this paper, we studied on the acting application of CIP4 work flow.

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A Study on the Image Make-up according to Theme (테마별 이미지 Make-up에 관(關)한 연구(硏究))

  • Kim, Hyo-Sook;Kang, In-Ae
    • Journal of Fashion Business
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    • 제7권1호
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    • pp.72-83
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    • 2003
  • The purpose of this study is to understand the history of 20th century fashion and make-up culture, analyze trend of the modern fashion and make-up, creat a cyber make-up model according to themes and also it will find out how to use make-up as a part of fashion genre. As a result of this study is 1. Looking over change-process in 20th century fashion and make-up history, we can find the popular make-up color and pattern reflecting the society and cultural environments. And also make-up culture reflecting their sense of values and way of thinkings. 2. Analyzing fashion and make up color trend of 2002 F/W, we can find a similarity between fashion and make-up color trend by comparing with hue&tone chart. All of theme have a tendency to be natural, veiled, feminine by neutral color and artifical highlighted, illuminate, transparant by clear-high saturation color. 3. Creating imagemaps, color palletes and cyber model of 4 trend themes by computer graphic, It can give more visual and interesting effect on the cyber space, and also it can help to expect make-up will be dizitalized, visualized and informationalized.

Virtual Object Generation using No-Zippering Method (노-지퍼링 기법에 의한 가상객체 생성)

  • Kim, Ki-Ho;Ryou, Hwang-Bin
    • The Transactions of the Korea Information Processing Society
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    • 제7권11S호
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    • pp.3739-3751
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    • 2000
  • The remarkable progress of computer graphic and virtual reality fields has increased the need of 3D graphic data for implementing more realistic environments. However, despite this trend, lots of time and labor required to process 3D graphic information extracted still limits its application only to the specific areas. As one proper solution to this problem, 3D scanner acquiring graphic data in short time and new algorithm for a data processinig are often mentioned. In this paper, A method generatinig a virtual object quickly by not zippering range data obtained from 3D moire-scanner is introduced and its effectiveness is examined.

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The Analysis of Mix & Match Visual Image of One-Point Graphic Appeared in T-shirt (티셔츠 원 포인트 그래픽에 나타난 Mix & Match 시각 이미지 분석)

  • Lee, Mi-Yoen
    • The Research Journal of the Costume Culture
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    • 제13권5호
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    • pp.777-789
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    • 2005
  • Mix & Match Visual Image, appearing in T-shirt one-point graphics, is a new visual image emerged as a result of several trends: development of cutting-edge machinery and computer programs, various needs of consumers, and an international trend of fusion concept. Thus, a concrete research of Mix & Match Visual Images is demanding. This paper studies one-point graphic, which appeared in the SamsungDesignNet, Interfashion Planning, and firstviewkorea, with a focus on apparel T-shirt of women's wear and casual wear from 2001 to 2004. The study shows that the most preferred independent visual image in Mix & Match Visual Images is a typography, and next is in the order of marks, symbols, geometric diagrams and abstract shapes, animals and plants, characters, materials, and collages. As Mix & Match of independent visual images was mainly combined typography with other independent visual images, we need to develop more Mix & Match Visual Images using various independent visual images's mix and match. Then, T-shirt will be one of the most representative items in Korean fashion trend that enable consumers to express their characters, escaping from the old-fashioned concept that T-shirt is just a T-shirt.

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