The purpose of this study was to investigate elementary students' difficulties when they read the illustrations on scientific textbook. 5 illustrations were selected on basis that they had some of the textual/graphical features. The data were collected from open-ended questionnaires and follow-up interviews. To investigate difficulties of reading illustrations, 100 sixth grade students participated in this study and interviews were taken to 9 volunteers among those participants. The results showed that many students had difficulties in the integration of verbal representation and realistic image representation on the illustration, therefore they often misunderstood the meaning of illustration. These results gave several recommendations when we used illustrations as educational materials. Teachers would be better to guide that students could understand illustrations with the integration of the reading of one or more representations.
These days fashion market is overflown with many brands and their identities are not so clear that the advertisement emphasizing the characteristics of the products don't seem to be adequate in appealing the customers. Therefore it is required that the sensible image advertisement which appeals to the customers by stimulating their feeling and sensitivity to attract customer's interest. At that point, VMD especially of POP advertisement that can be attract direct purchasing plays an important part to build up the accurate image of brand to consumers. Even thought today's individualized consumers take much interested in the fresh and original expressions, the visual expressions of fashion advertisements still focus on using photographs. The most advertisement of photograph has a limit that it shows only an immediate fraction, so it can't present whole image It can deliver more- imaginations and message than photograph if fashion illustration is used in advertisement. Therefore the purpose of this study was to present the application of fashion illustration for the POP advertisement Twelve pieces of fashion illustrations were produced and classified three parts according to their images and expression techniques. Paper sculpture techniques were applied for fashion image expression, for paper is easily meet daily life and ecological materials. For study procedure and contents, the concept and useful functions of fashion illustration and the concept of paper sculpture were examined as a theoretical background, and various uses and techniques of paper sculpture by analysing a number of paper sculpture art works were also studied. Also the concept, roles and functions of POP advertisement were discussed, and then the examples that the fashion illustration applied in the advertisement were analyzed through case study. The theme of my works was jean fashion brand whose brand image is significant, Twelve pieces of fashion illustrations using paper sculpture techniques were produced and various kinds of paper were used in expressing the paper sculpture technique. Each works were cut out the forms and used a pertinent light for making cubic effect shadow when displayed them. In my works Ⅰand Ⅱ, Ⅰ illustrated jeans in two images of sexy and casual, these were created slightly bigger than actual body size in order to attract consumer's gaze at show window or store. In my works Ⅲ, Ⅰ illustrated part or model of a jean product so that it could be used as addition to main display.
The purpose of this study was to describe patterns of two dimensions, clothes of three dimensions. The IBM 32Bit Computer Graphics was used in this study. TIPS, LUMENA, FREE STYLE and TOP AS were used as soft wares. The procedures of study were as follows; 1.Selection of motives. 2.Selection of color and gradation. 3.Making patterns. 4.Input patterns of two dimensions on TOP AS. 5.Making Mannequin and fashion illustration. 6.Mapping patterns onto fashion illustration.
For the Korean fashion industry to become more competitive, not only does it need to develop a higher value-added fashion products, but also needs to raise creative and professional talented people. The purpose of this study is to propose ways to develop new curriculum for education in the fashion design field by analyzing the degree of recognition about the importance of curriculum in fashion design. Based on the curriculums of fashion design field of universities, a survey was conducted using a questionnaire to measure the degree of importance and the degree of application for the curriculum of fashion design field. The study gathered data from 235 students from 6 universities in Seoul. Major conclusions of the study are as follows: First, preferred career courses after graduation were fashion designer for woman's or menswear, patterner. Second, clothing construction field is considered to be the most important subject in the present, while material planning field is considered to become the most important in the future. The fashion design field was evaluated as an important field in the present and the future. Third, fashion design, accessory design, fashion design CAD, fashion illustration were evaluated as important subjects and highly available for career. Fourth, fashion design CAD, fashion illustration, and textile design were evaluated as the courses that needed more emphasis. Flat sketch, spec sheet, on-the-job training were needed to be included. Fashion designer, and patterner were preferred for career courses. Clothing construction, material planning, and fashion design were evaluated as important fields. Accessory design, fashion design CAD, and fashion illustration were evaluated as important and highly available subjects for career. For the new curriculum in the fashion design field, more courses on fashion design CAD, fashion illustration, textile design and on-the-job training are needed.
In this study, the fashion trend after the 1990s and the characteristics of fashion in the postmodernistic viewpoint that mainly effected fashion were observed, and the characteristics of fashion illustration expression was observed in the viewpoint of its link. It can be seen that mutually close characteristics are mutually linked. As the result of this study, the characteristics of fashion illustration can be categorized into three areas. and the sub-concepts are as following. The first category is the pursuit of feminine beauty of individual multi-dimension. This includes- 1) retro feminine beauty; 2) fetishistic and ecstatic feminine beauty; 3) mixed composition genderless (mixed composition style. ageless style and raceless style): and 4) beauty of body deconstruction and reconstruction (deformation due to partial transformation, change into animalization, mechanization and spirituelization. and beautification of crudeness). The second is the intentional deviation of expression and production technique. This includes-1) deviation from traditional perspective; 2) deviation from composition concept: and 3) breaking away from the existing material and expression technique of material. The third is the pursuit of authority-rejection form of expression. This is an area that should be noticed in the fashion illustration expression of the 1990s, as it shows the most diverse phenomenon. The sub-concepts of this category include- 1) separation of art 2) minimalism (minimalism in structure and production method); 3) flatness; 4) completion of incompletion; 5) accidentalism; 6) sportive;7) absence of figure; 8) intentional childishness 9) story development; 10) techno mechanism and cyber character; and 11) animation style.
The purpose of this study is to pursue the way of human body expression for prospecting of future fashion illustration through research of the methods and meaning expressed in the works of 30 years by Antonio Lopez. The research was conducted by looking into the perception of the body between 1960s and 1980s, when Lopez worked actively, on the basis of the discourse, art and fashion for the femininity and studying the representation method and meaning of the body in his works. Lopez suggested an index of the ideal beauty of the times through the representation of the immature body like a child in the 60s, the glamorous body in the 70s and the exaggerated muscular body in the 80s by predicting the changes of the perception of femininity and ideal beauty. As the result of this research, it is found that Lopez employed the art form for the representation of the body in his works and presented the polysemous implications of the art form in the context of the body expression. In addition, he redefined sexuality by focusing on the code that confronted the conventional women's morals by changing the representation method of the women's pose, and depicted the other's image such as the colored races, departing from the ideal human body based on the white women. Lastly, he deconstructed the human body in various ways, thereby enlarging the concept of the human body in the existing fashion illustration.
It is said that today is an era of total cord characterized by the transition from the industrial society to the knowledge based and information one. In this age of total cord, the most complex media production is the game industry. In the game industry, game character as one of the elements of game production is the most important because it contains visual elements created through interaction with a user. Initial creation of characters in the game industry is considered having the most value-adding element. Character creation in game production begins with basic drawings, like a diffusive property of the production elements, and proceeds to complicated 2D game character illustration and 3D game character production. In addition, only when driving forces for game development such as individuality and virtual reality are based on different mind cord from existing one, foundation for it will be firmly established. Therefore, it is clear that understanding of the Importance of character illustration and original drawings in the game production is essential to successfully produce more perfect 3D game characters.
Journal of the Korean Institute of Educational Facilities
/
v.18
no.6
/
pp.33-43
/
2011
The Korean academics of classical learning, Seowon which from the middle of Joseon Dynasty was complexly reflected in "the illustration of Taiji(太極圖說)" Five-Elements school(陰陽五行說), "Zhou Yi(周易)" and a theory on spherical heaven and square ground(天圓地方) which based on orientalism. Also the theory of Xiangshu Xue(象數學) was a significant factor to decide the size(number of facade module) of Seowon architecture. So, in this study, how the oriental thought was adopted and reflected in existing 21 Seowon in South Korea. The size of Seowon architecture was adopted a theory of combination with heaven, earth and human(天地人三合論) that based on the theory of Xiangshu Xue on "the illustration of Taiji" and "Zhou Yi". "Zhou Yi" was the central thought of Confucian culture in Joseon Dynasty, with which Seowon space was divided into two, ancestral rites space and lecture space. It coincides with balance of yin(陰) and yang(陽), Five-Elements(五行) and four seasons(四季節). In lecture space, lecture hall is relevant with the water(水) and winter, and front tower structure or outer three-door is the fire(火) and summer. Also, central garden means the soil(土) and center. Thus, the size and spatial composition was planned with the philosophy, "the illustration of Taiji", Five-Elements school and a theory on spherical heaven and square ground. Yin and yang has an idea of the heaven and earth, and Five-Elements has an idea of direction and season with which spatial composition of Seowon could be set. And the numeral meaning on the theory of Xiangshu Xue established an ideal background for spatial composition of Seowon architecture.
Men study the nature in two ways. Scientists and mathematicians inquire a branch of those two ways. Mathematical formulations are the tools and the expressions of their nature. Meanwhile, the other branch, the art, alms for different inquiry. Instead of formulating the nature, the artists create their masterpieces from their ultimate source, the Mother Nature. For thousands of years these two branches have grown together, influencing each others work. Some mathematicians find that formulation, are not enough to fully express the beauty of nature. It is believed that such a simple expression, formula, easily omits the careful details of nature. The nature is simply too chaotic to be shaped with a formula. Of those mathematicians, Mandelbrot, one of the first to realize this matter, introduced the world of fractal geometry. Fractals give new possibilities. It allows us not to limit ourselves to linear prospect, rather a whole new view of this chaotic beauty of the nature. A popular practice to understand fractals is in costume design. The artistic characteristic and organization mechanism is appalled to costumes. Meanwhile, another practice, rather aggressive, is using computer to create an image of fractals. This image is then used for motives to generate artistic expressions. Computer and paper ironing technique is used for fashion illustration in this research. The works were synthesized arid transformed from computer programs. To add more traditional painting touch to this work, Paper ironing technique was used. Since the of effect of this technique is so random, irregular, and unordered, it corresponds to fractal consideration. This thesis asserts an another prospect to fractal as a structural way of describing nature ailed fashion illustration, rather than restricting it to only mathematical theory.
The inflow of digital technology into the art, especially in the Fashion Illustration since 1990, makes the new aesthetics of the beginning of the 21 century which the Software aesthetics can be called. The meeting of technology and the art make us recall a great scientist and artist, Leonardo da Vinci in the Renaissance that the notion of the art and skill was unified, same as the ancient history. This study is purposed to expand the concept of the art for the broad exchange of the digital technology and art and for the extensive expression method of the modern fashion illustration. Having views on science theory of the beginning of the 20 century, Theory of Relativity which had given a lot of influence in the philosophy, the litterature and the art, as well as all the science, it makes a connection with the history of art in the beginning of the 20 century and the story of the digital art in the beginning of the 21 century. Firstly, the Fauvism and 2D is based on the expression of the glowing and bright color by the Principle of constancy of light velocity. Secondly, the Cubism and 3D is associated with the Special theory of relativity in the cyberspace which the space and the time are totally accorded. Thirdly, the Futurism and 4D is compared with the General theory of relativity which contains the material and the gravity. They are gradually evolved into the Interactive art and the Kinetic art by the digital technology in the profound cyberspace.
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