• Title/Summary/Keyword: Traditional Crafts Industry

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Study on Development of Crafts Cultural Industry - Central Region of South Korea Craft Industrial as center - (공예문화산업의 발전방안 연구 - 중부권 공예문화산업 중심으로 -)

  • Kim, Sung-Min
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.385-390
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    • 2016
  • Cultural industry consists of a national own value and life style known as the cultural characteristics, and it has decorative and practical features so it covers necessaries and items of personal preference that the public use. Craft Culture Industry means the craft industry where goods with cultural features of traditional art are made based on specific region and surroundings, which is a series of process in which inherent traditional and cultural elements are produced, representing cultural industry. With the review on issues and solutions in each section of Craft Culture Industry, it would help solve the problem when developing Craft Culture Industry. This study examines the popularity and status of the craft cultural products and figures out the current situation of the domestic cultural industry and the development plan.

Development of Culture Goods with Traditional Lady's Art Craft Work (전통규방공예를 이용한 문화상품 개발)

  • Song, Jung-A
    • Fashion & Textile Research Journal
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    • v.13 no.4
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    • pp.472-477
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    • 2011
  • In the tide of globalization, culture products play pivotal role in effectively introducing our tradition and culture to the world. This research is about developing culture products using our traditional lady's art craft work to attain the purpose of modern application through recreation of tradition along with modern technology. First, the types of traditional lady's art craft work include pouches, wrapping clothes and other accessories made by sewing except costumes. The materials used were cotton, silk, ramie, hemp and decorating techniques involved were embroidery, patchwork, quilting, knot. Second, the purpose of this study is developing culture products with traditional images which also satisfy modern sense. Therefore, items that could be used readily in daily life were selected. Such items include bags, mufflers, name card cases, brooches. In addition, the Korean traditional Patchwork images which have both western-style and modern sense were selected out of the many kinds of traditional lady's art craft works. Third, cultural products (bags, mufflers, name card cases, brooches) were created by DTP in silk with sacdong and free-styled division Korean traditional Patchwork images and quilting technique. The significance of this study lies in examining the possibility of developing modern culture products using traditional lady's art craft work. A way to further develop this study would be to shed new light on traditional crafts and local cultural resources and actively carry on the study of cultural product development to provide the foundation for developing cultural products with modern applications.

A Study on Fashion Design Using Shape Grammar (형상문법(Shape Grammar)을 활용한 패션디자인 연구)

  • Soo Kyung Ko;Chul Yong Choi
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.4
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    • pp.123-132
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    • 2023
  • The term 'module' is an architectural term. It refers to the components or systems that make up a finished product. As industries develop, modules have become one of the methods that can create diverse and creative designs. Traditional modular fashion design mainly focused on structural methods, such as the combination, assembly, overlap, and arrangement of modules, as well as the tessellation of geometric shapes. However, in this paper, significance lies in exploring the application of shape grammar, a design method in architecture, to fashion design. It aims to search for ways to express three-dimensional designs, derive designs that can be worn and produced, and propose fashion design by applying the rules of shape grammar to the design process. Through this analysis, the paper aims to examine the methods and characteristics of shape grammar. The research method of this paper is as follows. First, by utilizing optimized programs for implementing the modules of shape grammar, it was possible to propose a method for producing modules of shape grammar and suggest module designs. Additionally, effective methods of representation using the Clo 3D program were explored in the design development process. Second, by applying shape grammar to the fashion design process, five-dimensional modular fashion designs were proposed, including a bolero, dress 1, dress 2, setup, and coat. The proposed modular fashion design using shape grammar in this paper provides a rational design process that differentiates itself from traditional modular fashion design. By formalizing the shapes between modules and creating rules, it overcomes the limitations of design that rely on the designer's intuition or sensibility and enables the development of more diverse modular fashion designs. This application of shape grammar in fashion design can provide an important direction in exploring a sustainable fashion industry.

Research on Fashion Edutech XR Content Applying Skeuomorphism (스큐어모피즘을 적용한 패션 에듀테크 XR 콘텐츠 연구)

  • Hyang-Ja, Kim
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.560-567
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    • 2023
  • This study aims to rediscover the industrial value of a borderless service in the hyper-connected era by producing fashion content at the forefront of the cultural industry as XR content and contributing to developing fashion content for edutech. The research method employed design aesthetic theory, while the empirical proposal utilized scientific knowledge information to build a framework for 3D convergence content. The characteristics of fashion content exhibitions that apply the neumorphism technique are as follows: The first is a virtual space that produces clothing culture by type. Africa, where dyeing and crafts are developed, selects a product-oriented exhibition type; Asia, where weaving and textiles are excellent, selects a random movement type; and Europe, where the evolution of clothing design over time is evident, selects a guided movement type to create a three-dimensional fashion edutech. The goal was to produce content. The second is creative reproducibility, which combines a new fashion design that embraces the aura of the original with a trendy sense. The realistic folk costume style of the original allowed for its implementation in the AR exhibition space using historical traditional style techniques such as weaving and textiles. The third is building organic, modular content. By designing and then saving/editing/arranging the basic VP zone for each style, learners and instructors can freely edit the content for each fashion class topic and create various presentations to ensure that it functions as non-face-to-face edutech content around the world.

Local Cultural Ecosystem and Emerging Artists: A Study on Hindering Factors in Creative Activities of Young Artists in Gwangju by Adopting Creative Sector Holistic Model (지역문화생태계와 청년예술가 - Creative Sector Holistic Model을 적용한 광주 청년예술가들의 창작 활동 저해요인에 관한 연구 -)

  • Kim, Miyeon;Kim, InSul
    • Korean Association of Arts Management
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    • no.51
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    • pp.5-34
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    • 2019
  • This study is a qualitative study conducted to identify environmental factors that impede emerging artists' ongoing creative activities, focusing on the local cultural ecosystem that they are part of. By doing so, we tried to understand the dynamics between key stake holders in the ecosystem that these young artists interact with and how they build and perceive their own, local cultural environment. The central research question of this study is: what factors impede the continuous creative activities of young artists and what causes them to leave local art scenes? The research was conducted thoroughly on the basis of emerging artists' experience and perspectives and applied to Creative Sector Holistic Model for analysis. The data of this research were collected based on two national-funding projects to support young artists from 2016 to 2018. The main research method of this study was interviews: official and casual interviews were executed with 29 young artists aged 20-34 who work in the fields of painting, literature, sculpture, video, korean traditional music, visual design and crafts. For the analysis of the data, the Creative Sector Holistic Model(Wyszomirski, 2008), which had applied the ecological logic to the creative industries, was applied. The result of this study shows that economic difficulties were not the only hindering factor in their sustainable art-making process. Various impeding factors derived from the local cultural ecosystem have been identified within the Holistic Model, demonstrating that these factors are all intertwined and connected. Thus, analyzing and understanding one's local cultural ecosystem can provide keys to long-term and lasting impacts when a local authorities wish to support young artists for the future of local cultural environment.