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A historical study on the flexibility square-format typeface and the prospects - Focused on the three-pairs fonts of hangeul - (탈네모글꼴에 관한 역사적 연구와 전망 - 세벌식 한글 글꼴을 중심으로 -)

  • Yu, Jeong-Mi
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.241-250
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    • 2006
  • Hangeul as the Korean unique characters were invented according to some character-making principles and based on scholars' exhaustive researches. While most of the characters in the world evolved naturally, Hangeul was invented based on a precise linguistic analysis of the time, and therefore, it is most scientific and reasonable among various characters throughout the world. Nevertheless, Hangeul typeface designs do not seem to inherit the ideology of scientific and reasonable Hangeul correctly. For the square forms have been used intact due to the influences from the Chinese characters which prevailed during the time. If a single set of square characters should be designed, as much as 11,172 fonts should be designed, which suggests that advantages of Mangeul may not well be used fully; Hangeul was invented to visualize every sound with the combinations of 28 vowels and consonants. Problems of such square fonts began to be identified since 1900's when typewriters were introduced first from the West. Since a typewriter is designed with 28 characters laid out on its keyboard by using such combinations, the letters may be easily combined on it. The so-called the flexibility square-format typeface was born as such. Specially, the three-pairs fonts of these can be combined up to 67 letters including vowels and consonants. The three-pairs fonts system can help to solve the problems arising form the conventional square fonts and inherit the original ideology of Hangeul invention. This study aims to review the history of the three-pairs fonts designs facilitated by mechanic encoding of Hangeul and thereupon, suggest some desirable directions for future Hangeul fonts. Since the flexibility square-format typeface is expected to evolve more and more owing to development of the digital technology, they would serve our age of information in terms of both functions and convenience. Just as Hunminjongum tried to be literally independent from the Chinese characters, so the flexibility square-format typeface designs would serve to recover identity of our Hangeul font designs.

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A Study on the Examination of Cultural Character of Korean Train Interior -with Emphasis on Leading Design Guidelines based on Cultural Theory- (한국 철도차량 객실공간의 문화적 특성 규명에 관한 연구 -문화이론에 근거한 디자인 가이드라인 도출을 중심으로-)

  • 이소라;이병종;김명석
    • Archives of design research
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    • v.17 no.3
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    • pp.431-440
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    • 2004
  • Environment has formed characters of one society and the society has formed its characteristic cultural behaviors. Oppositely cultural behaviors make the characteristic products like environment and space products. It gives the idea that we can create cultural space by examining cultural characteristics. This research bases on the 5 cultural dimensions of Geert Hofstede to inspect cultural quality of Korea and the 10 cultural factors of Edward. T. Hall in order not to omit some part of cultural characters. From April 2004, KTX which is originated from TGV of France began toroll in Korea. It is interesting that the same interior of train is used by two different cultures. The method to find out the special quality of transportation culture of Korea passed 5 steps like following; 1) making a questionnaire to understand general concepts 2) observation to make dear what are the special behaviors in the interior of train 3) comparison valuation with marking sheet of the interiors of KTX and HSR in order to find out which space Korean people prefer 4) comparison of behaviors in the interior of KTX and TGV 5) Interviewing and surveying the opinions of passengers of KTX. With these methods it would be possible to seek out the characters, preferencesand needs for the interior space of train. There were remarkable things like following 1) importance of privacy from the other's eyes 2) seriousness of individual seat because of the short term transportation 3) necessity of continuous information because of 'Uncertainty Avoidance Culture' 4) absence of moving 5) requirement of bright and comfortable interior like one's inner room 6) preference to take a seat as a group with their friends or family due to 'Collective Culture' 7) self-defense and self-protection of one's baggage because of 'Uncertainty Avoidance Culture'. With these discoveries this research suggests guidelines to design interior of train of Korea.

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Model for stage make-up design by personality types based on Physiognomy - Focused on eyebrows and eyes make-up design - (관상학에 근거한 성격유형별 무대 분장디자인 모형 연구 -눈썹과 눈 디자인을 중심으로-)

  • Jeon, In-Mi;Lee, Hye-Joo
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.273-286
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    • 2007
  • The performing art is a genre which is integrated of various fields of arts, and Stage Make-up as well. Stage Make-up functions as an important means of communication which makes audience understand the characteristic facts by transforming an actor/actress into the character in the play and also, visually enlarging characters. Due to the creativeness of Stage Make-up, the conceptual study on Stage Make-up design for visual expression coincide with the intended character is needed. However, in Korea, the systematical approach for Stage Make-up design by character types has not developed, or studied yet, The result of this study is to present system model through theoretical study of psychological personality types. and to apply for the expression of characters in the play based on physiognomy(face-reading), The case study of visualizing according to an actor/actress's shape of face. is Specially focused on eyes and eyebrows. In designing Stage Make-up, eyes and eye brows are important elements as a tool for strong expression of the characters. This model of Stage Make-up design by personal type constructed in this study, is for applying methodically as professional approach on actual Stage Make-up design and educational teaching methods as well.

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TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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Study on the brand personality of animation character and the consumer's personality (애니메이션 캐릭터의 브랜드개성과 소비자개성 연구 - 브랜드개성과 소비자개성의 일치성이 브랜드태도에 미치는 영향에 관한 연구 -)

  • Lim, Byung-Woo
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.141-150
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    • 2006
  • The animation should be produced to attract the audience's interests. Its characters will have the intended personalities through the interactions with the audiences, discarding the attributes of the nature. These personalities form the brand identity when they are exposed visually and will be powerful brand assets which lead the animation industry to the high-value added products. The brand identity of the character, the brand assets, can be used for various products in form of licensing and is noted to make an affirmative leverage effect. In this regard, the author has conducted an empirical research on the animation characters from the viewpoint of the brand, adopting, in particular, the Brand Personality Scale (BPS), which is the output of J. Aaker's (1997) study on brand personality defined as the human properties in relation with the brand. In addition, this study determines the correlation among the animation, brand and consumers based on the Sirgy's study (1982) resulting in that the better the brand and the consumer's personality are matched, the more the brand attitude is improved. In consequence, it is found that the animation characters have three personality levels such as refinement/ability, integrity and interests. The consumer's personality is divided into the 'practical ego-image' and the 'ideal ego-image' in the survey, and the survey result shows that the brand personality of the animation character exists between them.

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The Korean Communicational Expressions for the more effective Copy writing (효과적인 광고 카피 작성을 위한 한국인의 의사 표현에 관한 연구 -신문 광고를 중심으로-)

  • 김동운
    • Archives of design research
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    • v.13 no.4
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    • pp.185-194
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    • 2000
  • The aim of copy writing is the communication between sender and receiver. The method of communication is language, which reflect the character of the culture of the community. And also the cultural difference owe to the linguistic difference. So, if we reflect this characters of the culture upon the copy of advertisement, it could be more effective. This is a study on Korean communicational expressions in the copy of advertisement. The copy is a communicational expression, the types of it differ the difference of culture and language. We can consider the type of Korean communicational expression as the expression of emotion, honors, authority, community, and passivity. In this study, we analyzed the real copy of advertisement, investigated how did the communicational expression appear in it and saw the result of analysis. we proposed next subjects in order to the more effective advertisement.

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A study on the Semiotic about 3D animation (3D애니메이션 <슈렉2>에 관한 기호학적 연구)

  • Jung, Joo-Youne
    • Archives of design research
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    • v.17 no.4
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    • pp.327-336
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    • 2004
  • The cultural production of meanings is becoming more and laden with the intricacies of signs and symbols in our times. The idea of 'character' is important as an intermediation for information and an essential characteristic of "the object" experienced through the sence of sight. Character is symbolicin its form but also in its iconic markings. Motion Picture Animation makes Character not just an expression of an image but visual communication that expands the action of meaning piled up, sign upon sign. The analysis of 'character' suggests that motion picture animated characters could play an important role as a cultural mode leading to new styles not merely as an aesthetic mechanism. The study there with analyzed animated character systematically to discem where the sign phenomena shows up in social conventions under the semiotic rigor of Peirce's concepts of icon, index, and symbol.

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A Study on the Status of 3Dimension Character Animation Industry (3차원 캐릭터 애니메이션 산업현황에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.14 no.2
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    • pp.87-94
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    • 2001
  • 3D character animation grow rapidly with the development of computer graphic technology and software. Nowadays 3D character animation holds a important position in the various industry fields including movie, advertisement, animation, and game. With the rapid growth of computer graphic, real time animation of complex characters as well as high quality rendering, which was impossible before, are now prevailing. What is remarkable in this growth is the appearance of virtual idol. The virtual idol plays a leading role in 3D character animation and has a synergy effect in the field of fancy and theme park industry. The aim of this inquiry is to examine the status of computer graphic skill and media related to the 3D character animation to search out the problems in the fields and to propose the solution of the problems

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Application of Art Clay Silver in Manufacturing Necklace (목걸이 제작에 있어서 Art Clay Silver활용에 관한 연구)

  • Park, Su-Jung;Koh, Je-Man;Mun, Sung
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.35-44
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    • 2005
  • In the world, most of the metal technologists were as called as adornment artists than other field of industrial arts strongly industrial characters functional materials and manufacturing technology many used in the present age. In the study, one of adornments researched and material character analyzed about Art Clay Silver. The shrinkage rate of shape was about 0.24%. A shrinking phenomenon drying time thought of evaporation of water linking bonding agents and powders. After calcination of Art Clay Silver, the EDX used that just Ag 100% analyzed a result from the surface assay in the room temperature. A binder with powder in the room temperature considered to disappear, because it was been fume and smoke at high calcined temperature. A study showed when handicrafted necklaces make by these characteristic as using in difficult and delicated operations rather than naturally and beautifully expressive products.

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A Study on User Centered Design Process of Virtual Reality Contents (가상현실 컨텐츠의 사용자 중심 디자인 방법론에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.16 no.3
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    • pp.191-200
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    • 2003
  • This paper summarizes the characters of virtual reality contents and its design problems, and suggests user centered approach in design methodology of VR contents. Based on case study of former VR contents design project, I developed a new VR contents design process in experience design perspective. This design process was applied on Tangible Space Initiative project of KIST, which showed positive roles of this design process as a dear communication media between project players, and an active generator of user-centered interaction design.

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