• Title/Summary/Keyword: Visual Directing

Search Result 55, Processing Time 0.285 seconds

European Experience in Implementing Innovative Educational Technologies in the Field of Culture and the Arts: Current Problems and Vectors of Development

  • Kdyrova, I.O.;Grynyshyna, M.O.;Yur, M.V.;Osadcha, O.A.;Varyvonchyk, A.
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.5
    • /
    • pp.39-48
    • /
    • 2022
  • The main purpose of the work is to analyze modern innovative educational practices in the field of culture and art and their effectiveness in the context of the spread of digitalization trends. The study used general scientific theoretical methods of analysis, synthesis, analogy, comparative, induction, deduction, reductionism, and a number of others, allowing you to fully understand the pattern of modern modernization processes in a long historical development and demonstrate how the rejection of the negativity of progress allows talented artists to realize their own potential. The study established the advantages and disadvantages of involving innovative technologies in the educational process on the example of European experience and outlined possible ways of implementing digitalization processes in Ukrainian institutions of higher education, formulated the main difficulties encountered by teachers and students in the use of technological innovation in the pandemic. The rapid development of digital technologies has had a great impact on the sphere of culture and art, both visual, scenic, and musical in all processes: creation, reproduction, perception, learning, etc. In the field of art education, there is a synthesis of creative practices with digital technologies. In terms of music education, these processes at the present stage are provided with digital tools of specially developed software (music programs for composition and typing of musical text, recording, and correction of sound, for quality listening to the whole work or its fragments) for training programs used in institutional education and non-institutional learning as a means of independent mastering of the theory and practice of music-making, as well as other programs and technical tools without which contemporary art cannot be imagined. In modern stage education, the involvement of video technologies, means of remote communication, allowing realtime adjustment of the educational process, is actualized. In the sphere of fine arts, there is a transformation of communicative forms of interaction between the teacher and students, which in the conditions of the pandemic are of two-way communication with the help of information and communication technologies. At this stage, there is an intensification of transformation processes in the educational industry in the areas of culture and art.

Brand Image and VMD Strategy of Sports Stores in Korea (2017년 이후 스포츠매장의 브랜드이미지와 VMD 전략)

  • Seo, Jung-Hwa;Kim, Hwa-Kyung;Kim, Jong-Jin;Youn, Myoung-Kil
    • Journal of Distribution Science
    • /
    • v.15 no.11
    • /
    • pp.83-93
    • /
    • 2017
  • Purpose - The study aims to analyze the VMD(Visual Merchandising) perception factors in recent sporting goods store and clarify the effect of each VMD perception factors on brand image, satisfaction, and customer revisit intention. The VMD perception factors play an important role in attracting and actually inducing sales to the visiting customers. It has investigated the effect of VMD perception on customer satisfaction and revisit intention. It is expected that the company's marketing strategy with VMD will be differentiated and competitive in sports item stores, brand image enhancement, customer retention, and acquisition. Research design, data, and methodology - In order to verify the hypotheses of this study, a total of 380 questionnaires had been distributed. 360 respondents were used in the final analysis excluding 20 respondents' incomplete answers. The SPSS 18.0 program was used and the data analysis was conducted for the demographic characteristics and distribution behavior. Principal Components Analysis was used for the common factor extraction for validity analysis, and factor analysis was conducted to verify such as validity in brand image or brand attitude. As for Multiple regression analysis, was performed to verify and in the research model, and in and , the mediation was defined through the Sobel Test in order to verify the brand image mediating effects on VMD, store satisfaction, and revisit inquiry of sports store. Results - Qualitative research shows that VMD sub-variables such as aesthetic, fitness, and functional convenience influence store satisfaction and revisit intention. As a result of analyzing the mediating effect of the brand image, the more VMD is strengthened, the more brand image is improved and store satisfaction is also increased. Conclusions - VMD enhancement requires a VMD strategy aligned with the company's management policies and objectives, a visual directing and consistent concept that delivers a strong message to customers. The customer actual purchasing behavior is a combination of various factors such as sports item stores' interior design, display, advertisement promotion like POP(Point of Purchase), salespersons and their service quality, so that the VMD image and the brand image must be consistent and a unique strategic plan is required.

Analysis of Fashion Window Display at Printemps Department Store in Paris, France - Focused on the period from 2009 to 2014 - (프랑스 파리 쁘랭땅 백화점 패션윈도우 디스플레이 분석 - 2009년부터 2014년 기간을 중심으로 -)

  • Heo, Seungyeun;Kim, Chil Soon;Kim, Sunha
    • Fashion & Textile Research Journal
    • /
    • v.17 no.4
    • /
    • pp.501-512
    • /
    • 2015
  • This study was to consider and analyze of fashion window display design at Printemps department store in Paris, France which has tried continuously space presentations through the sensibility and differentiated strategy. The framework for analysis of this study was established by related precedent studies. Data collection was done by searching related specialty publications and website of Printemps department store, and the results of this study were drawn through qualitative analysis of experts' group. The results are as follows. Printemps department store set up presentation types of fashion window display design's themes that have been developed by the method of display presentation such as symbolic, ambience, surrealistic, realistic, and information. The most frequently used presentation development techniques applied in windows' VP of Printemps were the 'transferal of daily space', 'transferal of unexpected space', 'exaggeration of animal & plant', and 'descriptive narrative scene.' In addition, the display theme components such as the materials that can be easily accessible in everyday life, unique directing props, the memory or childhood, the image of animal or plant, and lighting etc. We found that the major colors of window display design at Printemps department store were purple, blue and black during the period from 2009 to 2014.

Development of Water Environmental Education Program Using Streams - Focused on ENVISION - (소하천 물 환경교육 프로그램 개발 - ENVISION을 중심으로 -)

  • Kim, Jeong-Hwa;Lee, Du-Gon
    • Hwankyungkyoyuk
    • /
    • v.20 no.4
    • /
    • pp.12-26
    • /
    • 2007
  • The purpose of this research is to develop a water environmental education (EE) program using streams, based on the core ideas of ENVISION and materializing elements that were extracted in this research. This research realized the elements and presented a model of the water EE program using a local stream. First, this research developed a basic model of a water EE program using streams by extracting 10 materializing elements and realizing the elements in 4 stage-procedural model. The 10 materializing elements were 1. experiencing the process of inquiry, 2. inquiring local environments, 3. self-directing learning and mutual interaction with colleagues, 4. collecting real data and interpreting, 5. utilizing the ICT(information and communication technology), 6. inquiring with the view point of the 'Environmental Studies for EE', 7. inquiring with the watershed concept, 8. inquiring with the integrating and the holistic view point, 9. pursuing the macroscopic understanding about environment, and 10. connecting the real world phenomena with the environmental concepts and theories. This research materialized these 10 elements in 4 stage model, following the previous ENVISION research, which are 1. preparing stage and visual assessment, 2. writing the report of the inquiry plan, 3. collecting the real data in the environment and performing the investigation, and 4. presenting the inquiry results. Second, with using this basic model, this research developed and presented a model of the specific water EE program using a case stream called 'Baig Cheon' stream, which is a local stream. This research is considered to have a considerable meaning in developing a EE program with ENVISION ideas for the watershed concept and inquiry with environmental science using local streams. The developed model can help the professional development of teachers and teacher education of water EE.

  • PDF

Design Process for Stage Costume of the Theatre 'White Neutral Nation(Original: Andorra)' (연극 '하얀중립국(원제:안도라)'의 무대의상 전개과정)

  • Cho, Woo-Hyun;Cho, Hyun-Jin;Park, Min-Jae
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.15 no.4
    • /
    • pp.1-15
    • /
    • 2013
  • The stage costume in theater, along with the stage art, is the element that has the biggest visual effect in helping the audience to understand the theater. Nevertheless, in the domestic theater production system, compared with the other public performance products, the stage costume has been rented or purchased due to the lack understanding of the importance of the stage costume and budget problem, and thus the role of the stage costume has been undervalued. Such a phenomenon is more noticeable in the small scale theater. However, in this play White Neutral Nation (Original: Andorra), the production team and the directing team recognized the importance of the costume in the early stage of production, and accordingly lots of efforts, such as staff meetings and budget allocation, were made for the stage costume. As a result, the entire production process of the stage costume could be examined. Recently, performance culture in Korea has made rapid progress and diverse forms of public performances are created and planned. Accordingly, the level of audience has been rising and the interest in the stage costume is also rising. So, it can be said that not only the stage costume but also the production system that makes it are important. This research examined the production process of the stage costume only of the play White Neutral Nation but it is considered necessary to make researches on the production process of the stage costume used for the theater of different themes and public performances of different kinds and to systematize their production process of the stage costume.

  • PDF

Costume Code Analysis Placed Mise-en-abyme in the Movie - Focused on the Lucien Dällenbach's theory and the film - (미장아빔으로 배치된 영화 속 의상코드 분석 -Lucien Dällenbach의 이론과 영화 를 중심으로-)

  • Kim, Hyangja
    • Journal of the Korean Society of Costume
    • /
    • v.67 no.1
    • /
    • pp.130-146
    • /
    • 2017
  • This study focuses on the Mise-en-abyme theories of Lucien $D{\ddot{a}}llenbach$, and presents research methodology to analyze the modern cinema costume in a new view. Inherent aesthetic values of the costume code shown in the film are as follows. First, esthetics value shown is the analogic code through the maximization of factual realism by directing target. Mise-en-abyme placed in this film plays the role of costume codes, and highlights the subject by presenting specifically targeted realistic icons to maximize the realism of the movie. Second, Mise-en-abyme is deployed to the explicit text through costumes code is placed as Displaced code arrangements. In other words, each of the characters is a signifier. Symbolizing a historical era is the device that represents a self-reflective signifier. Third, paradoxically reflected by the overlapped expansion of virtual reality and the self-referential characteristics and are subject to reflect the thinking of the author. Costumes code placed in Mise-en-abyme is expressed in costumes positioned to maximize the realism in the film as described above, and implies narratives and self-reflective mediating tools that symbolism can be seen that the paradoxical metaphor for the reality and the future. In addition, through the metaphor of visual narrative is allegorical representation Mise-en-abyme with ambiguity, and it is a concrete text that can be realized in a variety of creative storytelling methods and image delivery methods of modern fashion. This study confirmed that this costumes to take the point of view of emotional $Mise-en-sc{\grave{e}}ne$ in the process of completing the film's themes and cinematic devices by identifying the roles and aesthetic value of code costumes as the core subjects that make up the narrative of the film.

A Study on the Industrial Design of Leading Companies' Successful Product Design Strategy by Design Management (산업디자인 선도기업의 제품디자인 성공화 전략에 관한 연구 : 디자인 경영전략을 중심으로)

  • Lee Hai-Mook
    • Journal of Science of Art and Design
    • /
    • v.2
    • /
    • pp.128-160
    • /
    • 2000
  • The objective of this study is to establish a theoretical framework of factors and strategies for success , by probing into design management strategies and the resulting product development details of firms from many parts of the world that improved their images and competitiveness through industrial design. As a means for a company to successfully develop products and to survive, strategies for successful product development were unfolded by many leading businesses of industrial design, whose methods and strategies were respectively unique. International companies such as Philips, Sony, Braun, Ford, and Alessi employed industrial design to not only renew their brand perceptions, but also added values to human life by embedding exclusive designs that customers prefer in their products. They have used design as a business strategic tool, whose elemental processes are, planning, organizing, directing, and controlling. In conclusion, the successful strategies of the leading global companies' design management and product development share the following First, these companies seek design strategies that foresee upcoming changes and are ahead of their time. Second, the CEO is aware of the importance of design, has an appreciative eye for design, and puts in effort into supporting and developing his or her design sector. Third, the director is provided with the conditions in which he or she can take control of one's tasks, and has the abilities and qualities to provide visions for the future. Fourth, the product development team uses original and logical processes and is highly organized. Fifth, the design organization effectively utilizes necessary experts of internal and external company. Sixth, the firm produces innovative products that meet the customers' demand and predict the future. Seventh, the products developed shall employ cutting-edge technologies and are new and original. Eighth, the product must have an identity as a product that represents the company.

  • PDF

A Study of Scenography of Antonio Buero Vallejo's (안토니오 부에로 바예호의 <어느 계단 이야기> 시노그래피(scenography) 연구)

  • Cho, Joon-Hui;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.15 no.2
    • /
    • pp.319-325
    • /
    • 2017
  • The scenography in terms of directorial viewpoints could suggest the overall vision of scripts rather than providing stage design only. I chose Antonio Buero Vallejo' because he presented the spatial characteristics and images clearly and believe that it could be an exciting challenge to change its original scenography that the playwright suggested. The concept of failed social success and enclosed repeated destiny spaces gave shape to my scenography of stairs. I chose every character in this play had to climb a flight of stairs in order to go outside because a main and sole entrance was located on the top floor. Characters' visual movement which went up in the morning for their dreams, but came down disappointedly due to failure day by day. This concept of scenography became the characters' given circumstances and intended to always affect the characters' acting during the show. Finally, I verified a new scenographic possibility beyond theoretical examination because I applied it to practical production.

Developing Experiential Exhibitions Based on Conservation Science Content of Bronze Mirror

  • Jo, Young Hoon;Kim, Jikio;Yun, Yong Hyun;Cho, Nam Chul;Lee, Chan Hee
    • Journal of Conservation Science
    • /
    • v.37 no.4
    • /
    • pp.362-369
    • /
    • 2021
  • In museums, exhibition content focuses mostly on cultural heritage's historical values and functions, but doing so tends to limit visitors' interest and immersion. To counter this limitation, the study developed an experiential media art exhibition fusing bronze mirrors' traditional production technology and modern conservation science. First, for the exhibition system, scientific cultural heritage contents were projected on the three-dimensional (3D) printed bronze mirror through interactions between motion recognition digital information display (DID) and the projector. Then, a scenario of 17 missions in four stages (production process, corrosion mechanism, scientific analysis and diagnosis, and conservation treatment and restoration) was prepared according to the temporal spectrum. Additionally, various media art effects and interaction technologies were developed, so visitors could understand and become immersed in bronze mirrors' scientific content. A user test was evaluated through the living lab, reflecting generally high levels of satisfaction (90.2 points). Qualitative evaluation was generally positive, with comments such as "easy to understand and useful as the esoteric science exhibition was combined with media art" (16.7%), "wonderful and interesting" (11.7%), and "firsthand experience was good" (9.2%). By combining an esoteric science exhibition centered on principles and theories with visual media art and by developing an immersive directing method to provide high-level exhibition technology, the exhibition induced visitors' active participation. This exhibition's content can become an important platform for expanding universal museum exhibitions on archaeology, history, and art into conservation science.

The Study on the Role of 3D Animated Pre-visualization in VFX FilmProduction (VFX 영화 제작을 위한 3D animatied Pre-visualization(3D애니메이티드 사전시각화)의 역할에 관한 연구)

  • Park, Sung-Ho
    • Cartoon and Animation Studies
    • /
    • s.51
    • /
    • pp.293-319
    • /
    • 2018
  • Thanks to the advancement of the related technologies and equipment, today's video contents like movies, animations and soap operas are rapidly expanding their expressible cinematic imagination area. In order to fulfill the elevated visual expectations of audiences and realize exciting storytelling and fantastic world, the fusion of different techniques is actively used, and the reality for visual effects and image synthesis is increasing more and more. Accordingly, recent VFX-oriented movies using CG have a much more complicated production process than before. Therefore, the importance of Pre-visualization, aka Pre-vis is becoming bigger in the planning process for sophisticated design. Pre-vis means that the advance visualization for stories or directing ideas in the planning process before starting production of movies or animations. 3D animated Pre-visualization realizing directors' abstract and ambiguous ideas in 3 dimensional environment in advance is, as a powerful means for visual storytelling, briskly used focusing on the VFX film industry on which the present CG is broadly used, and the role of Pre-vis throughout productions has increased compared to the past. The studies, however, on the role and utility of Pre-vis are not enough. Therefore, this study was conducted on the role of Pre-vis used for present VFX movie productions using the examples of 3D animated Pre-visualization production in which the researcher of this study participated. In this study, the role of the Pre-vis that is subdivided presently, is divided into and 3D animatics and their each role is analyzed with the example images. Through this, the characteristics that Pre-vis should have are clarified and the concept of the advantages and utility led by the use of Pre-vis in productions is strengthened. The goal of this study is to induce active uses of Pre-vis throughout productions after forming consensus about the various roles of Pre-vis and their utility.