• Title/Summary/Keyword: amusement

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Fashion Design Research on the Images Portrayed in Japanese Ukiyo-e - Focusing on Patterns - (일본 우키요에에 나타난 이미지를 통한 의상디자인 연구 - 작품에 나타난 문양을 중심으로 -)

  • Yang, Ji-Na;Lee, Sang-Eun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.11 no.2
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    • pp.143-151
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    • 2009
  • Ukiyo-e is the representative genre-painting of Japan, dominant during the 17th century Edo-Period (1503-1867). Ukiyo-e is mainly focused on expressing the lives of geishas, sumo wrestlers, and kabuki characters, who were the center of the Japanese amusement culture, and gained popular acceptance in Europe when it was first introduced in the late 19th century in the form of Japonism, having significant influence and impact on the impressionist artists of the time and on the design of western cloths. In this papers, we will be primarily conducting a historical study on the development of the Ukiyo-e, a representative genre-painting of Japan, and conduct a in-depth analysis of pattern expressed in the Kosode of women, represented through various different works of art. In order to conduct a thorough analysis of pattern expressed in Ukiyo-e, we collected over 255 pieces of materials from existing foreign paintings as well as museums in the National Museum of Tokyo, Edo Museum, and the Harajuku Museum of Ukiyo-e. This papers seeks to analyze and classify patterns expressed in the works of Ukiyo-e and research the characteristics express in the pattern to contribute to the development of fabrics in the modern fashion design industry.

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A Study on the Intergenerrational Consumption-oriented attitude and consumer role performance (세대별 소비지향태도와 소비자역할수행에 관한 연구)

  • 김인숙
    • Journal of the Korean Home Economics Association
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    • v.33 no.5
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    • pp.39-49
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    • 1995
  • The purpose of this study is to understand the characteristics of intergenerational consumption-oriented attitude and consumer role performance. Major findings are as follows; 1) There is significant difference between the consumption-oriented attitudes of respective generations. The means of New generation are higher than the other generations especially in amusemental consumption-oriented attitude and tenacious consumption-oriented attitude. Baby-boomer generation is more interested in consumption than any other generation and has a rational consumption-oriented attitude. The older generation is passive to consumption and their consumption-oriented attitudes are those of amusement. 2) There is also the significant gap between the consumer role performance of generations. The means of new generation and older generation are higher in consumer role performances than other generations and are especially doing better in the roles of estimator and manager. 3) consumption-oriented attitudes illustrate the variation of consumer role performance and the stronger the rational or tenacious consumption-oriented attitude, the higher the consumer role performance and the higher the rational or tenacious consumption-oriented attitude, and the lower the passive consumption-oriented attitude, the higher the consumer performance. In purchaser and manager role, the more positive the consumption and the higher the rational consumption-oriented attitudes, the better the consumer role performance.

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A Study on the Chanel Style (샤넬 스타일의 변천(變遷)과 조형적(造型的) 특성(特性)에 관(關)한 연구(硏究))

  • Lee, Mi-Sook;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.3 no.2
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    • pp.1-17
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    • 1999
  • The purpose of this study is to discover the source of the force that has continously pertained it through the years. Following the flow of the times, the Chanel Style has transformed and developed through the styles of the sporty look, the russian look, the gar onne look, the romantic look, and the classic look. Not only has Chanel created classic designs that transcend time, but she has created clothing that is very feminine and full of wit in the evening wear. She has also innovated the fields of textile, garment cutting, details, and accessories. The Chanel Style was expressed by simplicity, funtionality, sensuality, and amusement. Simplicity to Chanel was an important element that expresses both youth and casual characteristics and the use of jersy and the color black has resulted in a functional simplicity. For the active, new woman, not only a funtional beauty but also a subtle, moderate, and a unobtrusive sauve sensibility is expressed in the Chanel Style. Also pleasure can be observed in the costume jewelry that gives one enjoyment.

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The concept of hybride phenomean is to selected to describe the fashiontrend of ‘98-00’. (‘98-00’ Fashion Trend에 나타난 Hybrid 현상에 관한 고찰)

  • 정미혜
    • Journal of the Korea Fashion and Costume Design Association
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    • v.1 no.1
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    • pp.5-16
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    • 1999
  • The purpose of this study is to identify the distinctive characterics HYBRID, strictly defined, an offspring that is a cross between different species, genera, or, in rare cases, families, More loosely defined, a hybrid can also be a cross between parents of different subspecies or varieties of a species. Hybrid varieties of plants and animals are of economic value because the hybrid is nearly always more vigorous, larger, and more fertile than either of its parents. Plant and animal hybrids may arise spontaneously in nature or may be produced intentionally by man. Forward-looking fashion explores progress. Adjusting to a world that has integrated genetics and its mutations, the new silhouette seems without references, as if born from a spontaneous generation. A slightly bizarre composite, asymmetrical, discreetly technological aesthetic, it draws on the latest technological details. the pursuit of performance and ergonomics, yet also of comfort and amusement that takes into account the body and its articulations, generates strange garments. Inspired by medical protheses. Focos on fabric touches, their weightiness and surface effects obtained with silicone, rubber or wax. in a range that highlights yellows but can also contrast with colder, slightly surgical hues, the hybrid woman doesn't necessarily want to stand out.

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A model of computer games for childhood English education (어린이 영어교육을 위한 컴퓨터 게임 모형)

  • Jeong, Dong-Bin;Kim, Joo-Eun
    • English Language & Literature Teaching
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    • v.10 no.2
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    • pp.133-158
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    • 2004
  • The purpose of the present study was to scrutinize computer games that can motivate elementary school students through their interactive "edutainment" effects. The types of elements in computer games that students find interesting as learning media and their impact were studied. The current status of Korean computer games, issues related to learning English, and methods to stimulate the motivation and interest in learning by elementary school students were explored. A computer game model for efficiently teaching English to elementary school students through a connection between computer games and education was suggested. In this model, overall games were designed with the focus on the integration of curriculum and content subjects related to learning activities. For games not to be biased toward entertainment and to have systemized learning steps, the games are composed of an introduction, presentation, practice, production and evaluation, in that order. The model suggested by this plan and composition make it possible to approach learning efficiently with entertaining games based on a systematic learning curriculum. As shown above, developing the model of educational computer games can be seen as an opportunity, which can provide amusement and interests and a broad learning experience as an additional learning method.

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A Comparative Study on the Surrealistic Characters of Jaime Hayon and Marcel Wanders Design (하이메 아욘과 마르셀 반더스의 디자인에서 나타나는 초현실주의적 특성 비교 연구)

  • Han, Jeong-Won
    • Korean Institute of Interior Design Journal
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    • v.20 no.2
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    • pp.55-63
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    • 2011
  • This study aims to figure out diversity and complexity of modern design by analysing surrealistic characters of Jaime Hayon and Marcel Wanders design, who are working actively in diverse design fields including graphic design, product design, and space design. First fundamental theories of surrealism was reviewed, and structure for analysis was made by studying characters of design representation derived by surrealistic concepts. And then design projects in the fields of furniture and product design, interior space design, and project design that were performed by two designers after the year 2000 were analysed. Two designers assume critical attitudes in mass production of functional design which is made by only machines, and they have something in common pursuing creative and imaginative design by making unique artistic elements by using modern technology. In this way, they create surrealistic fantasy in their design. On the other hand Jaime Hayon and Marcel Wanders show interesting differences in modes of expression. Hayon creates unique and organic forms and characters based on his creative imagination, and he enjoys to express boldness and amusement. Wanders shows sophisticated and elegant duality by dramatic balance between intricate patterns and minimal forms. Both designers have important influences in modern design as creative leaders always pursuing new things and representing complex tendency of modern society.

Robust yaw Motion Control of Unicycle Robot (외바퀴 로봇의 진행 방향 강인 제어)

  • Lim, Hoon;Hwang, Jong-Myung;Ahn, Bu-Hwan;Lee, Jang-Myung
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.11
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    • pp.1130-1136
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    • 2009
  • A new control algorithm for the yaw motion control of a unicycle robot has been proposed in this paper. With the increase of life quality, there are various transportation systems such as segway and unicycle robot which provide not only transportation but also amusement. In most of the unicycle robots share the same technology in that the directions of roll and pitch are controlled by the balance controllers, allowing the robots to maintain balance for a long period by continuously moving forward and backward. However, one disadvantage of this technology is that it cannot provide the capability to the robots to avoid obstacles in their path way. This research focuses to provide the yawing function to the unicycle robot and to control the yaw motion to avoid the obstacles as desired. For the control of yawing motion, the yaw angle is adjusted to the inertia generated by the velocity and torque of a yawing motor which is installed in the center axes of the unicycle robot to keep the lateral control simple. Through the real experiments, the effective and robustness of the yawing control algorithm has been demonstrated.

A Study on characteristics of method for New-media Art appeared in Interior of contemporary commercial space (현대 상업공간에 있어 뉴미디어 아트 표현 방법에 관한 연구)

  • Choi, Ji-Eun;Yoon, Jea-Eun;Yoon, Sang-Young
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.67-74
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    • 2010
  • Today, the world is facing overflowing digital technology, floating digital contents in the air, and various perspectives on the contents, and these are called new media waves. The waves show diverse features applied in arts and interior designs. In the new media world, a process that shows what artists and designers are dreaming of, planning, and presenting is becoming important., Therefore, a purpose of this research is to understand and refine the concept of new media world, and is to study on presentations of new media art in commercial spaces. Up to present times, New media art is a metaphor in the air, which connects digital art and design. Like the modifier "NEW" contains meaning of frequent changing, new media art has various characteristics in the commercial areas. First, new media art shows lighter and various space-designs with numerous lights and colors through the evolution of interface between substances and non-substances. Second, new media art has liquidity of spaces that come with diverse communication and change though infinite possibilities of digital technology. Finally, new media arts has amusement itself based on virtual images through interactive reality extension from human experience.

Design and Implementation of the Pitching Machine with Mobility using the Android Smartphone (안드로이드 스마트폰 기반 이동형 피칭 머신의 설계 및 구현)

  • Park, Sung-Yong;Oh, Kyung-Hyun;Choi, Ho-Lim
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.63 no.7
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    • pp.987-993
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    • 2014
  • Pitching machines have been around for many years for casual amusement purpose or professional athletes' training usage, and so forth. The current pitching machines are usually built on the firm ground and do not have any mobility function. In this paper, we develop a pitching machine that has both ball-shooting and mobility functions. Our developed pitching machine consists of two parts. The upper body part has a function of shooting a ball using two DC motors and the lower body part has a function of mobility like mobile robots by using two wheels governed by DC motors. All these functions are operated wirelessly by Android smartphones via bluetooth. The control of each DC motor is done by ${\epsilon}$-PID control method in which the gain tuning is simplied by using a single parameter ${\epsilon}$. Simulation and actual experiment show that our developed pitching machine has both nontrivial shooting and mobility features.

A Study on the Hybrid of Different Genres in Contemporary Fashion (현대 패션에 나타난 장르간 하이브리드에 대한 연구)

  • Kim, Ja-Min;Ha, Ji-Soo
    • Journal of the Korean Society of Costume
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    • v.55 no.8 s.99
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    • pp.1-14
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    • 2005
  • This study aims to find out how the deconstruction and combination of genres is being carried out in modern art and design, to look at the role of art and fashion in modern culture through a study of genre hybrid tendencies in fashion, and to reposition fashion as a tool that sensitively reflects changes in society and culture. The heightening of deconstructionism, gadgets, high technology which provide a background for the fall of all art and design styles and genres and the overlap and diffusion of different styles, is the fundamental reason behind genre hybrid. In the genre hybrids of fashion, the four characteristics of nomadism, amusement, wearability and noticeability were especially strong. As a result of studying the genre hybrids in modern fashion, I found out that the idea of wearing in fashion was made easier with the deconstruction and combination of fashion with different genres. It was also apparent that the genre hybrid phenomenon will continue in the future due to the continuous development of technology.