• Title/Summary/Keyword: VISUAL IDENTITY

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The Portrayal of the Image of Women in Cosmetic Advertisements

  • Kim, Jung-Hwan
    • International Journal of Human Ecology
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    • v.8 no.2
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    • pp.127-139
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    • 2007
  • The purpose of this study is (1) to investigate how women's visual images in cosmetic magazine advertisements have changed over time and (2) to examine whether women's images in advertisements have changed in regards to the symbolic ambiguity of dress and appearance styles according to the time period. Social identity theory was used as the theoretical framework to understand the change of gender identity and physical appearance. The two magazines of Vogue and Working Woman were selected for the years of 1981, 1991, and 2001. The findings of the study showed that women's make-up colors portrayed in cosmetics magazine advertisements changed from artificial to natural over 20 years and messages in cosmetics magazine advertisement changed from a focus on attractiveness to a focus on skin-care and health. However, appearance styles of women in the advertisements analyzed were predominantly more feminine than masculine for the entire time period studied.

A Study on the Design Guidelines about Physical Elements for Effective Wayfinding in Public Spaces (공공환경에서 효과적인 길찾기를 위한 디자인 가이드라인에 관한 연구)

  • Park, Mong-Sub;Park, Hey-Kyung
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.76-79
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    • 2004
  • The purpose of this study is to suggest the specific design guidelines for major physical elements like colors, patterns or shapes which can produce the place identity enhancing wayfinding affordability. The research consists with theoretical studies. From the precedent researches, the main design principles enhancing wayfinding affordability were defined and then the list and the nature of the major physical interior elements were drawn, based on them. The result presented that the specific design guidelines as well as design principles could be focused on the categories like generating landmarks, introducing color codes, floor patterns, and wall decorating. And dealing them to promote place identity, were shown as useful in articulating the pathway and indicating spatial orientation. Design guidelines as the result of the research, could be easily and directly applied on the real public spaces as a visual guidance enhancing navigability(the ability to recover position and orientation) to make up the wayfinding weakness.

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Screen Performance of the Korean Actress Kim Hye-Soo (영화배우 김혜수의 스크린 퍼포먼스)

  • Kim, Jong-Guk
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.43-51
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    • 2021
  • This article explores Kim Hye-soo's film acting from the perspective of performance, which means a socio-cultural action planned and intended for a certain purpose. Through the aspect of screen performance which the identity of the era that the performance study aims for is expressed through acting and reappeared in a system of verbal and non-verbal symbols, it was intended to enhance the academic value of Korean film acting. First, Kim Hye-soo's acting performance transforms by repeating genre acting. The sensuality and sexual attractiveness that evaluates Kim Hye-soo are repeated by the typical vision required by genre films, but the acting performance is not consumed or subordinated as a tool for visual pleasure. Second, Kim Hye-soo's body, face, emotion and audio are engraved with memories of the times, and the sociocultural identity of the performance is expressed through dynamic interaction between actions and reactions. Third, Kim Hye-soo's restored and recreated performance is sensitive to the changes of the times and is still in the process.

디지털미디어 시대의 시각디자인 교육시스템 연구

  • 정봉금
    • Archives of design research
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    • v.16 no.3
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    • pp.341-350
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    • 2003
  • The topic of 21st century's culture is the appearance of digital media. It made changes as big as the industrial revolution, and our society is now ruled by the digital media. The main objective of this study is to forecast the direction of current visual design education by researching and analyzing how the introduction of digital media is influencing the evolution of visual design's identity, which is an ever changing and developing science. Also, since the rain target of digital media is the young generation, the change in the method of expressing visual language is inevitable In fact, there have been a lot of changes in the methods of creating and distributing visual communication due to the introduction of digital media. In the past, most educational institutions of design had similar objectives, curriculums and teaching methods to provide education that prepares students for practical business. However, in this digital media era, the application and utilization of visual design are uncomparably diversified, and it is generally classified as interaction. The purpose of this study is to find a wat to train visual design professionals in this digital era. For this purpose, this study will identify a new educational system that fulfills the demands of this society by fusing the traditional education and the new digital education, and will suggest what an design education institute that is ahead of the demands of society should be like.

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A Transmission Service Method for Processing Visual Recognition of Sender Information (발신자 정보에 대한 시각적 인식 처리를 위한 전송 서비스 기법)

  • 김기현
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.4
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    • pp.328-336
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    • 2004
  • Recently a mobile service is changing into a system environment that offers the customer various contents service. Representative example of service is a Calling Identity Del ivory Service(CID). Such service has the problem in the case which the receiver cannot remember the phone number of the sender; it has a difficult problem that cannot easily confirm whose the phone number it is. Therefore, it is desirable to design and implement visual services that can enhance the recognition of users. In this paper, we propose the architecture that is similar to a Calling Identity Delivery Service. We propose the architecture for communication service and system that is able to visually display the information of the sender using 2D image data in mobile environment. After that we set the image information to represent the user and this method is able to visually display the information of the sender by transmitting an image data through channels from switch station or base station using the server. When the receiver receives a phone call from the sender, this method provides an efficient service by transmitting visual data with bell sound. That is, the image information of sender is appeared on liquid crystal display(LCD) of the receiver at the same time. We investigate the concepts for processing real-time transmission of image data and describe an example of the implementation result that is based on system. This technology has a potential influence on the marketing and presents an efficiency of this method.

Logo Renewal Design according to Strategy for Renewal based on Brand Life Cycle Focused on Cases for brands in Food and beverages (브랜드 수명 주기별 리뉴얼 전략에 따른 로고 리뉴얼 디자인 - 식음료 브랜드 사례를 중심으로 -)

  • Lee Yerim;Han Jiae
    • Smart Media Journal
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    • v.12 no.5
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    • pp.111-121
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    • 2023
  • The purpose of this study is to find methods for logo renewal design according to the brand life cycle, considering the logo as an important visual tool that represents the brand identity in terms of brand management. This study was conducted through literature study on brand life cycle and brand renewal strategy, an expert survey on logo renewal design, and logo analysis of 35 food and beverage brands with statistical data to determine brand life cycle. The results of the study are three. First, the four stages(introduction, growth, maturity, and decline) of brand life cycle characteristics and renewal strategies were derived. Second, four brand renewal strategies(partial change, total change, repositioning, new image creation) and methods for logo renewal design were proposed based on the life cycle of the brand. Based on this, renewal characteristics for each life cycle were proposed. Third, visual elements of identity that are important depending on the brand life cycle and brand renewal strategy were found. It was found that the addition and subtraction of graphic elements and change of color tone are important in the partial change strategy of the growth period and maturity period, and that the change of signature color is important in the repositioning strategy and the creation of the new image.

A Study on Visual Identity of Korean Government (우리나라 행정부의 시각 정체성 연구)

  • Cho, Ju-Eun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.261-272
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    • 2006
  • As we cannot think of our lives without a nation, it is closely related to almost every part of our daily lives. The role of government is becoming more important in the complex modern society as an essential element of national authority even though the government has indirect and secondary characteristics in its functional performance. Therefore, the government has to be efficient in planning and executing its policies, and it needs to be representative and fair as part of a national authoritative community. In the 21st century when symbolic and cultural importance of images are becoming more important, it is crucial for the government organizations to have an integrated identity design system that can satisfy both of these requirements of the government. However, the C.I.(Corporate Identity) of each Korean administrative branch has been developed separately and sporadically, which resulted in lack of consistency as part of the government. Shape and material of their C.I.s that follow short term design trend and popularity also lack uniqueness which can be distinguished from those of any private corporation. This may show that our government lacks systematic administrative capability, since image of a feature represents its characteristics and reality, and their recognition and evaluation from others become identity of the feature. In this perspective, the purpose of this thesis is to suggest an identity design system that has certain rules and regularity with wide variety of possible alterations for the central administration in Korea. In order to represent this visually, identity design system with both integrity and variety of possible alteration is created based on traditional Korean culture, especially the concept of Umyang-ohaeng and Samjae.

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A comparative analysis of images for green spaces (녹지공간의 이미지 비교분석에 관한 연구)

  • 안득수
    • Journal of the Korean Institute of Landscape Architecture
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    • v.23 no.3
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    • pp.155-166
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    • 1995
  • The aim of this paper was to investigate images of neighborhood parks and pergola facilities. 280 individuals responded to the 19 semantic differential pollar terms for all four parks. A 7-point semantic differential scale was used. Results from the data analysis suggest several important findings; 1. Mean scores were significantly different in most of S.D.scales according to park and pergola facilities types. As compared with park, S.D.scales values of pergola varied with its visual identity in the spatial composition of park. 2. Data from the factor analysis revealed that four dimensions appeared for all park and pergola types : "Evaluation ", "Potentiality", "Variety", and "Familiarity". 3. In terms of the "Familiarity" dimension, Omok park and its pergola were viewed a ssignificantly more familiar than any of the other three areas. 4. Parks were perceived more positive than pergolas images in the dimensions of "Evaluation ", "Variety", and "Familiarity". 5. Regression analysis showed that "Evaluation "and "Variety" dimensions were mainly related to visual preference.

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Function and Meaning of Color Gray in Korean Films : Memory and Oblivion (한국영화에 표현된 회색의 기능과 의미 : 기억과 망각)

  • Kim, Jong-Guk
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.77-87
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    • 2021
  • The color gray in the cinema expresses the private or public memory and oblivion in the reminiscence scenes. The aesthetic function and meaning of gray that interacts with other elements in cinematic time and space are expanded in various ways. This study was analyzed the cases in which gray was used as the main visual style by limiting the scope to Korean films. Based on the traditional cultural symbolic meaning of gray, I analyzed how it was applied and transformed in films, and interpreted the cultural-social meaning by the interaction between gray and other elements. In film history starting from monochrome, gray has been used as a visual device suitable for realizing cinematic or imaginary reality. Gray is adopted when dreams or recollections are visualized as imaginary reality, and it is used when dreamy imaginations of daydreaming are demonstrated. Gray, which reproduces the dreamlike reality of imagination, is the concrete and realistic way of expression. First, in Korean films, gray is a flashback visual device that recalls the past, and is an intermediary visual form that materializes the imaginary. In films such as Ode to My Father (2014), DongJu (2015), A Resistance(2019) and The Battle : Roar to Victory (2019), the gray of the past is a visual device for cultural memory that builds the homogeneity and identity of the group. In the era of hyper-visibility, gray in black and white images is intended to be clearly remembered by unfamiliarity rather than blurry oblivion by familiarity. Second, in genre films with disaster materials such as Train To Busan (2016) and Ashfall (2019), the grays of rain, fog, clouds, shadows and smoke highlight other elements, and the gray color causes anxiety and fear. In war films such as TaeGukGi: Brotherhood Of War (2003) and The Front Line (2011), gray shows a more intense brutality than the primary color. In sports films such as 4th Place (2015), Take Off (2009) and Forever The Moment (2007), gray expresses uncertainty and immaturity. Third, gray visualizes the historical memory of A Petal (1996), the oblivion in Oh! My Gran (2020) and Poetry (2010), and the reality of daydreaming Gagman (1988) and Dream (1990). At the boundary between imagination and reality, gray is a visual form of dreams, memories and forgetfulness.