• 제목/요약/키워드: Public Media Art

검색결과 127건 처리시간 0.033초

크라우드 펀딩과 영화영상미디어 콘텐츠 제작과의 관계분석을 통한 성공적인 펀딩 연구 (Crowd-funding between the Movie Content Prodution through the Analysis of the Relationship or the Successful Funding Case Research)

  • 진승현
    • 한국콘텐츠학회논문지
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    • 제13권12호
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    • pp.81-91
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    • 2013
  • 스마트 기기의 발전에 따라 소셜 미디어(Social Media)가 활성화되어 새로운 기부 문화형태인 '크라우드 펀딩'이 생성되었다. '크라우드 펀딩'은 문화예술분야에서 새로운 프로젝트를 진행하거나 진행 중인 프로젝트의 투자금을 받기 위해 많은 대중의 후원을 받는 형태로 알려졌다. 요즘 영화 영상미디어 콘텐츠 프로젝트에서 새로운 영역으로 주목받고 있는데, 해외에서는 <도널드 밀더>, <베로니카 마스> 등 성공한 사례들이 많았지만 한국 영화 영상미디어 콘텐츠 시장에서는 뚜렷한 사례를 찾아보기 힘들다. 하지만 영화 <26년>으로 대중들에게 크라우드 펀딩이 알려지기 시작한 이후 현재 진행 중인 프로젝트 영화이 1, 2차 모금을 성공적으로 마치고 3차 모금을 진행하면서 한국의 대표적인 성공 사례로 떠오르고 있다. 크라우드 펀딩에 대한 대중 인지도를 자세히 알아보기 위해 SNS를 이용하는 대중들을 위한 설문조사를 진행하였고, 그에 대한 결론과 분석을 통해 국내 크라우드 펀딩의 현주소를 파악하였다. 앞으로 크라우드 펀딩이 국내에서 확대되기 위한 요소와 그에 대한 문제점 또한 논하였다. 법률에 대한 추진방안과 그에 대한 소음을 극복해내는 방안을 모색하여 크라우드 펀딩이 확고하게 자리 잡음으로써 영화 콘텐츠 산업의 미래에 대해 논하였다.

체험경제이론(4Es)에 따른 지역 체험전시관의 경쟁력 강화방안 : 전북 삼례문화예술촌 체험전시관을 중심으로 (Strategies to Increase Competitiveness of Local Experience Space: A Study of the 4Es in the Experience Space of Sam-Rae Arts Village in Wanju-gun, Jeollabukdo)

  • 하지영;이승현;김덕현
    • 문화경제연구
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    • 제17권2호
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    • pp.161-184
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    • 2014
  • 최근 역사적으로 의미를 가지는 근대건축문화유산을 활용한 체험전시관들이 부상하고 있는데, 본 연구에서는 문화자원을 활용한 지역 체험전시관이 경쟁력을 강화하기 위한 방안을 모색하고자 하였다. 이에 전북 완주군 삼례문화예술촌의 체험전시관을 대상으로 체험경제이론의 체험요소(4Es)에 따라 전시관의 성격을 분석하였다. 연구방법은 공무원, 체험관담당자, 전문가 세그룹을 대상으로 심층면접조사를 실시하였다. 분석결과 비쥬얼미디어아트미술관은 엔터테인먼트, 김상림목공소는 교육, 책박물관은 현실도피, 책공방북아트는 엔터테인먼트, 디자인뮤지엄은 심미, 문화카페오스는 심미로 나타났다. 또한 영리성을 추구하는 전시관은 김상림목공소, 책공방북아트센터, 책박물관, 문화카페오스이며 비영리성을 추구하는 전시관은 디자인뮤지엄, 비쥬얼미디어아트미술관으로 나타났다. 연구결과 지역체험전시관의 경쟁력 강화방안으로 첫째, 지역민의 문화향유를 위한 공공성 확보방안으로 작품 순환전시, 작품 보조설명 시설구축, 문화적 장소표현을 해야 한다. 둘째, 관광객확보를 통한 수익창출 방안으로 다양한 체험프로그램 제공 및 공간 확보, 기념품 샵 운영 등을 해야 한다. 셋째, 삼례체험전시관의 홍보마케팅 전략방안으로 모바일 앱 개발 및 SNS 등을 활용하여 다양한 이벤트를 실시해야 한다.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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21세기 패션커뮤니케이션 도구로서 영상 패션의 미학적 가치 (Aesthetic values of image fashion as fashion communication tool in the 21st century)

  • 김선영
    • 복식문화연구
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    • 제21권6호
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    • pp.793-809
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    • 2013
  • This study examined the trend and aesthetic value of image fashion of the 21st century through empirical case study with image media as fashion communication tool. This research is intended to provide the basic material for both better comprehension of image fashion as emotional medium in the modern fashion and more activated research on interactivity and communication in the fashion communication area by examining how fashion designers deliver their design philosophy, thought and vision via image fashion. For the research method, the theoretical study was realized about image media and fashion communication with focus on related literature and precedent research. Also, the empirical study was performed about image fashion covering 2005 through 2012 by the group of fashion film, fashion animation, and video look-book. Fashion image in the research was developed into various layouts that include the story based or non-story based creative images, many kinds of episode or behind-the-scenes story in the prep course of collection, designer's personal life or product world, or re-cutting course after collection. It also played a communicative role for public relation of new product ad, concept conveyance of seasonal collections, means as online collection to substitute for the existing offline collections, and better understandings of designer or fashion brand. Aesthetic values derived from case analysis of image fashion in the modern fashion of 21st century appeared in the form of trans-boundary as convergence art, fantasy in harmony with virtuality and reality, and interactivity among the humans, image media and fashions.

현대 패션에 나타난 오브제 햇(objet hat)의 장르별 특성 (Genre Characteristics of Objet Hats in Contemporary Fashion)

  • 박선희;임은혁
    • 한국의류산업학회지
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    • 제17권2호
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    • pp.147-156
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    • 2015
  • Lately, unique hats, which worn by iconic figures in fashion industry, like Anna Piaggi and Isabella Blow to express the originality and self-awareness, received attention from the mass media along with their styles. The purpose of this research is to investigate, analyze, and media-specific characteristics of objet hats which are used to show various items, shape up targets, and express the concept of attires. In order to fulfill this, this study focuses on objet hat designers who have been influential from the 1980's to recent years. As for the research methodologies, this study conducts investigating examples from fashion related books, research papers, and websites along with literary research. Study of objet hat is based on cases and works of designer in objet hat in contemporary fashion expression shape. As a result, objet hat, First, the experimental work to maximize the effectiveness as a fashion objet containing the concept of designer in the runway shows. Second, as pieces displayed on art galleries and museums, objet hats are recognized as artistically defined world of conceptual designers' imaginations. Third, objet hats function as ways of celebrities' expression, who affects the public as fashion leaders. Lastly, objet hat designers's activities operate the story and notion contained in the work through a variety of genres. Objet hats, an independent fashion genre, which symbolize creativity and freedom, influenced the fashion industry with astonishing materials, forms, and decorations.

문화경쟁력 제고를 위한 스포츠 문화콘텐츠 분류체계 정립 (The Study on Classification System of Sport Culture Contents for Korea's Cultural Competitiveness)

  • 이수연
    • 한국체육학회지인문사회과학편
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    • 제55권2호
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    • pp.111-121
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    • 2016
  • 본 연구의 목적은 문화경쟁력 제고를 위한 스포츠 문화콘텐츠 분류체계를 정립하는 것이다. 이를 위한 주요 연구방법은 문헌연구에 기반을 둔 델파이조사이다. 문헌연구를 통한 스포츠 문화콘텐츠에 대한 정의와 국내외 산업 분류체계를 분석하였으며 델파이 조사에서는 패널 총 25을 구성하여, 개방형을 포함한 총 2라운드에 걸쳐 실시하였다. 그 결과는 다음과 같다. 첫째, 스포츠 문화콘텐츠는 창의성과 예술성을 포함하며 대중에게 전달 가능한 가공형태를 가지며 스포츠 활동을 조직화하고 관련 콘텐츠, 서비스를 고부가가치화하기 위한 기술로 분류된다. 둘째, '문화' 대분류 항목의 경우, 다시 문화유산, 문화예술을 포함한다. '미디어' 대분류 항목의 경우 시간적 개념을 중요성 인정하여 전통 미디어와 뉴미디어로 분류하였다. '이벤트' 대분류의 항목의 경우 국내외 스포츠 경기와 축제로 분류되며, '서비스' 대분류 항목은 복지, 케어, 교육 서비스로 구분되었다. 마지막으로 '기타' 대분류는 저작권 항목을 포함한다.

K-POP과 전통예술의 융합 사례분석을 통한 한국전통예술의 대중화 방안 연구 - BTS의 IDOL을 중심으로 - (A Study on the Popularization of Traditional Korean Art through the Case Study of Convergence of K-POP and Traditional Art - Focusing on the idolization of BTS -)

  • 조영인
    • 한국엔터테인먼트산업학회논문지
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    • 제13권2호
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    • pp.27-36
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    • 2019
  • 오늘날 K-POP 중심의 한류 열풍은 기존의 드라마 중심에서 벗어나 유럽, 러시아, 미국 등의 지역으로 그 영역이 확장되었다는 점에서 신(新)한류로 명명된다. 신(新)한류의 주역인 K-POP이 해외진출에 성공한 전략에는 SNS 마케팅 통로를 적극적으로 활용한 요인도 있겠지만 무엇보다 그들의 콘텐츠가 한국을 넘어서 전 세계인들에게 매력적으로 다가갔기 때문일 것이다. 한류에 집중된 언론과 대중의 관심은 단순한 문화수출의 의미가 아니라, 자국의 문화가 정신적으로 타 지역에 영향을 미치는 모습을 통해 민족적, 국가적 자긍심을 느낄 수 있게 한다는 데에 의미가 있다. 더욱이 근대 물질적인 산업 발전에 치중하던 우리사회의 문화산업 발전은 한국사회가 글로벌 시대의 중심에 존재한다는 반증이기도 하다. 20세기까지 한국의 문화는 문화의 수용과 전파의 측면에서 볼때 주도적이기보다 수용적인 성격이 강하였다. 즉, 문화의 능동적 창출이나 유출보다는 수용에 더 크게 무게 중심을 두었다는 의미이다. 하지만 이제 K-POP은 서구의 문화를 모방하는 수준을 넘어서 개성 있고 희소가치가 있는 콘텐츠로 범위를 넓혀가고 있다. 한국의 독특한 역사적 배경에서 장기간 걸쳐 형성된 한국 특유의 전통문화는 그 자체만으로도 글로벌 경쟁력을 갖춘 고유의 자산이며, 한류 대중문화에서도 전통 고유의 특성을 활용하여 새로운 콘텐츠로서 창출해 세계시장에 나가 자생력을 높여야 한다. 한국 대중문화에 대한 호감은 한류 콘텐츠와 그에 따른 파생상품의 부가가치를 창출해내며 국가 이미지에도 커다란 영향을 미치게 된다. 즉, 전통예술과 K-POP이 융합하여 우리만의 독특하고 예술성이 높은 문화로 갖춘다면 세계 문화예술 시장에서 앞장서게 될 것이다. 이에 본 연구는 K-POP의 성장과 발전을 더불어 한국 전통예술의 가능성을 인식하고, 대중화를 위한 활용에 의미를 두어 K-POP과 전통예술을 융합한 사례를 분석해 다음과 같이 제안하고자 한다. 첫째, 전통예술과 여러 장르와의 융합작업 및 실험 작업을 활발하게 시도하여 다양한 콘텐츠를 창출하고, 대중매체 채널들을 적극 활용한다. 둘째, 전통예술을 활용한 활발한 융합작업을 위해 전통예술의 저작권에 대한 인식을 개선하고 창작무용의 저작권을 완화하여 활용할 수 있는 콘텐츠 범위를 확대한다. 셋째, 전통예술의 조기 교육화를 시행하여 어려서부터 전통예술을 학습하고 발전되도록 한다. 넷째, 전통예술을 한국문화정책 전반으로 확대, 지원하여 국가의 문화가치를 높이고 경제이익을 창출하는 방안으로 삼는다. 이를 통해 전통예술의 경쟁력을 강화하고 K-POP과 같은 대중예술과 융합하여 활용한다면, 전통예술의 정체성은 지키며 자국의 문화를 세계화하는 데에 효과적인 방안이 될 것으로 기대된다.

한국의 민주화와 미디어 : 정부와 시장 주류 미디어의 관계 (The relationship between the major market-based media and the government in Korea)

  • 조항제
    • 한국언론정보학보
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    • 제16권
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    • pp.168-206
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    • 2001
  • This study attempts to examine the relationships between the major market-based media and the government after closing military regime era, 1961-1987. After the military regime was collapsed, while the mass media in Korea obtained independence and autonomy from government, they have been confronted with the terrible competition not so much comparatively as before. The watchdog role in the traditional liberalism, which is regarded as normative relationship between the media and the government would be transformed in accordance with the market condition and the maturity of democracy. Thus, the watchdog metaphor has been variously deviated in rower-centered society; lap dog, guard dog, attack dog. liberalists argue that the primary democratic role of the media is to art as a public watchdog overseeing the state. Social democrats, however, criticize them as simplistic conception which could be only applied to the government. They argue that the media should be seen as a source of redress against the abuse of all forms of power over others; the home, the economy, and the civil society. The lap dog view is that the media is overwhelmingly dependent on the established power structure contrary to the watchdog. While the guard dog perspective is a means to preserve the power structure alarming with playing 'conflict role', the attack do8 aims to the private interest of the media in intruding into the politics. The attack dog perspective by T. Patterson could be composed of the interpretive style of report, the game schema report over the policy schema in the election, and the negativism against politics and government. The market-dominant press has been likely to transform from lap-guard dog into attack-guard dog. In Roh Tae Woo government(1988-1992), while the press was a lessened lap-guard dog before three parties merger in 1990, after merger the press had been transformed as the reinforced lap-guard dog because this merger entailed joint, party-to-party negotiations, and the formation of the new party preceded by dissolution of the ruling blot. In the early stage of Kim Young Sam government(1993-1997), the press has kept in pace with the reform movement drive-forced by the government. However, the press withdrew the support of Kim's reform in reaching the level of threat to ruling bloc. The press coalesced only circumstantially with government and was interested in preserving some margin of independence. The failure of Kim's reform proved the political muscle of the press in post-autho-ritarianism. In the middle stage of Kim Dae Jung government (1998-) that resulted in the shift of power structure as once-opposition party leader, the stress has been a manifested attack-guard dog owing to the anti-cold war policy, the realignment policy of power, and the minority-base of Kim's government. The press has endeavored to hold political communication within limits relatively less threatening to the established order.

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Push-To-Talk 재난 서비스 환경에서 전송 지연 최소화를 위한 고속 데이터 복사 및 키 성능 지표 개선 방안 (Methods of High-speed Data Copy and Key Performance Indicator Enhancement for Minimizing the Transfer Delay in the Public Safety Push-To-Talk Service)

  • 채용두;최윤호;정우석;남백산;김주엽
    • 한국통신학회논문지
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    • 제41권11호
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    • pp.1481-1489
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    • 2016
  • 유무선 통신 기술 및 Internet Protocol (IP) 기술의 발전 및 보편화에 따라 최근 다양한 데이터 서비스가 등장하게 되었다. 이에 따라 1:1 데이터 전송을 주된 형태로 하는 전통적인 서비스와는 다르게, 1:N 데이터 전송을 활용하는 다양한 서비스가 등장하고 있으며, 이 서비스들은 1:N 전송의 효율성 및 성능 향상을 요구하고 있다. 특히 최근 많은 관심을 받고 있는 국가재난안전통신망에서 가장 중요한 서비스인 Push-To-Talk (PTT) 서비스의 경우 서비스 서버가 다수의 그룹 수신자에게 동일한 음성 데이터를 실시간 및 최소 지연 시간으로 전달해야 한다. 본 논문에서는 이런 서비스 요구 경향에 따라, 동일 데이터를 다수의 수신자에게 전달하기 위한 효율을 높이는 방법을 제시한다. 또한, 실제 유무선 통신망이 구축된 필드 환경에서 1:N 전송 성능을 어느 정도까지 높일 수 있는지 그 가능성에 대해 PTT 서비스 핵심 성능 지표 관점에서 분석해보고자 한다.

패션 일러스트레이션의 상업적 기능과 특성에 관한 연구 - 국내를 중심으로 - (A Study of the Commercial Function and Characteristic of Fashion Illustration - a domestic research -)

  • 성광숙
    • 복식
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    • 제50권7호
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    • pp.165-179
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    • 2000
  • This research centers on studying the function and characteristic of fashion illustration for advertisement and publication which is, among plenty of fashion illustration's functions, the commercial one. Here are some purposes of the research. First, it presents the function of fashion illustration. Second, under the contemporary circumstance of specialization and subdivision. It givers people the better understanding of fashion illustration by providing a variety of its classification bases other than the typical, simple grouping of style drawing and fashion illustration. Third, this research helps fashion illustration establish itself as commercial art by showing how fashion illustration is utilized in the field as a part of the fashion industry. The methods and contents of the research are described that the concept of fashion illustration, characteristic, classification bases and commercial function are presented and than the data of fashion illustration which hale been used as goods since 1990 in the nation are selected in order to analyze the media for the application of fashion illustration. its expression methods, factors and images. By doing so, advertising fashion illustration are much less than those of published fashion illustration and even most cases of advertising fashion illustration are related just to poster advertisement such as magazines, fashion events or public subscription. The published fashion illustration isn't also attracting the public since it focuses on fashion information books, fashion magazines or fashion -clothing books. Another finding is that the expression style of fashion illustration is not various or distinctive. The expression remains in the trends of painting, figurative drawing, sometimes adopts post-modernism which is reflected in popular cartoon and figures exaggerates or simplifies the human body. The image of fashion illustration is simple. casual or feminine in the rough. For the development of commercial fashion illustration, it is required to produce fashion illustrators, not works but goody, with various concepts appealing to the public.

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