One of 21st century's main paradigms is a 'Culture', and people started to express their 'cultural desires and demands' regarding public environments. Accordingly central and local governments are paying attention to these demands from their citizens and trying to establish the policies to meet these needs. This research is done to suggest the strategy programming model to support the executions of culture-centered public designs which are based on the local resources and identities. The entire research contains three sub-topics. First topic is setting the prototype phases of strategy programming. Second topic is analyzing the associated indices for each prototype phase. Third topic is suggesting Matrix Model in which the prototype phases and their associated indices are linked. Among three topics, this paper deals with the first one - the prototype phases of strategy programming. It studies this subject in relation with Place Marketing which emphasizes the local resources and identities. The prototype phases are comprised of 3 steps for Place Strategy and 4 steps for Marketing Strategy. Place Strategy should be considered prior to Marketing Strategy because in culture-centered public design, locality has priority over other concerns. The phases for Place Strategy includes 'Resource_analyzing of local resources', 'Mission_setting a purpose', and 'Targeting_segmenting target groups'. The phases for Marketing Strategy involves 'Organization_instituting the main body and/or partnership', 'Image Positioning_setting an unique local image', 'Point_realizing the product', and 'Channel_deciding the sales promotion tools'.
The WeeFIM is an outcome measure used worldwide to evaluate the functional abilities of children. The aim of this study was to evaluate the psychometric properties of WeeFIM in Korean children with cerebral palsy (CP) using the Rasch model. The mean age of the participants (92 boys and 53 girls) was 10.6 years (SD=2.3, range 5~15 years). The Winsteps software was used for analyzing the internal construct validity and reliability of WeeFIM. For analyzing the internal validity the motor and cognitive area items of the WeeFIM were analyzed both together and separately. When all 18 items were analyzed 4 were considered to be misfits; upper extremity dressing, lower extremity dressing, toileting, and comprehension. When only the 13 motor items were analyzed, toileting, bladder management, and bowel management were considered misfits. In addition, only comprehension was considered as a misfit among the 5 cognitive items. The most difficult motor items were stair climbing, and bathing. The simple ones were eating, bowel management, and bladder management. The most difficult cognitive item was problem solving, and the simplest one was comprehension. The person separation indexes and reliability for combined and divided instruments were reported as excellent. These results demonstrated the applicability of WeeFIM to Korean CP children with satisfactory reliability and validity. Further studies should include young children with CP and compare item difficulty among the different types of CP. In addition, the Korean normative data of nondisabled children should be used to compare the cultural differences between Korea and other countries.
Citizens of 21st century which is called to be the era of 'Culture' express their cultural desires in their public environments. Governments found that these needs can be satisfied through the culture-centered public designs which are based on the local resources and identities. This research suggests the strategy programming model to support these projects. It aims at not suggesting the conceptual process model, but developing the practical supporting model with options to choose. Thus the indices which are related to each prototype phases of programming process are analyzed through the case analyses with qualitative approach. This paper focused on analyzing the indices for Place Strategy which includes the phases for Resource, Mission, and Targeting. Altogether, 81 indices are analyzed.
In contemporary advertising market, one of main trends is to speak surrealistic visual language which provides 'enjoyable spectacles'. Specially, in the beginning of 21st century, there discovered more and more exhibitions and discourses about surrealism reinterpreted from the viewpoint of postmodernism. Surrealism as a creative style of expression based upon free association, has been a great inspiration for fashion ads for commercial communication as well as fashion design since its origin. However, there has been ignored the idea of analyzing surrealistic image expressed in fashion ads in spite of their flood. Accordingly, the purpose of this study is to grasp its cultural meaning through analyzing aesthetic characteristics of surrealistic image expressed in fashion ads. It will provide a better understanding of surrealistic image in fashion ads reflecting popular taste and preference directly as popular visual culture, focusing on post modern context. A case study of surrealistic fashion ads limits to TV or print commercials and digital ads as image ads stimulating visual expressions. The Results can be summarized as follows. Surrealism is an avant garde style which deconstructs the established meaning system as well as the existing formalistic order and then put them together in the frame of 'dream' and 'unconsciousness'. Defamiliarization questioning the whole edifice of representation can be adapted to. By means of paradox and metaphor, unfamiliar new visual world can be represented. The plastic characteristics of surrealistic image in fashion ads are founded as surrealistic styling of time and space, distortion of object by methods of automatism, depaysement, parody and trompe-l'oeil which bring about the deconstruction of gestalt. Aesthetic values of surrealistic fashion ads appear as dualistic representation, allegoric symbolism, fantastic romanticism. Ultimately they lead to marvelous. mysterious, humorous visual effects. Foster reinterpreted these effects of surrealism from Freud's 'Uncanny Concept'. 'Uncanny' means the phenomenon recurring to familiar being defamiliarized by repression. Surrealistic fashion ads strengthen this shocking effect more and more dramatically in company with our post modern needs for fantastic adventure and thrilling spectacle. It can be thought that surrealistic fashion ads reflects uncanny as an alternative which can relieve us of our stress and anxiety and which realize our potential desire in contemporary post industrial stage.
Considering that star reflects the image of current society, analyzing fashion of celebrity is to read ideal type and demands of beauty of the era. Especially the rock music-represents youth culture that last on present day-born in 1960's, and it is considered to a significant decade in pop music history. Thus this research will analysis rock star's fashions in iconological view of E. Panofsky. The aim of this document is Clarifying how the fashion of pop stars appeared and what formed its worth. As a result of analyzing fashions of rock star in 1960's, it is available to find these sameness and difference. The Mods borrowed images of the past, and introduce the elite modernism and shows very urban style. The Folky and the Psychedelic showed post-structuralism propensity against industrial society, in the case of the Folky it induced styles that symbolize labor class to realize social worth. And as an aftereffect of war and repulsion of commercial worth, they embody nature-returning peasant look so that it shows pastoral mood in total. The Psychedelic express somewhat struggling escapism and it generated illusionary images with quests to superego and glorification to psychedelic status. The Folky and the Psychedelic are same in the side of introducing existentialism, this occurred by using ethnic factor. But the Folky showed plain outlook by pop propensity, on the other hand, the Psychedelic showed magnificent outlook such as optical art, pop art, and futurism ought to express merrymaking culture. And common feature of these is introduction of unisex mod which is came after the change of gender role. Thus each star or group has professed special ideology into their culture and it is reflected to acts which is including music and dress style. This affair is analyzed like these two things. The mass of people schemes their identity with inducing special ideology to their culture at the first. And the purpose to archive cultural hegemony in inter-social class at the next.
Japanese "Manga" (Comics) and animation films are very popular among the audiences from many countries. Japan is creating various new cultural contents through comics and animation films, and it became one of the important economic growth driver. Japanese famous comic Naruto, which had been successfully concluded recently, have achieved great success and gained popularity globally. One of the reasons for the success of Naruto is the various characters in the comic. In, there are various characters with different personalities and characteristics. Characters are important factors that makes the story stands out and delivers the story. Furthermore, the characters in the story often reflect the author's psychology and mind. By analyzing the characters' behavior and personalities, the audience can follow the story more interestingly, and understand the author's message better. The objective of this study is to analyze the Naruto's main characters' personality and characteristics through enneagram. Furthermore, the report explains the success of by analyzing the different behaviors that results from different personalities, and the relationship between the characters.
This research points out how the major newspapers and the Local newspaper try to report the issue of development in Incheon Free Economic Zone differently and observe how the press has played a role in a process. It is seen that the type of story-leading has been followed by properly traditional one as usual and reflected the recent trends well in both. The perspectives of ChosunIlbo to look at the regional issue is taken in the situation of a middle clear attitude but KyeonginIlbo is faithful to make the position of the monitor. In other words, a Metropolitan newspaper often deals with the regional issues in a more passive posture, while a Local daily newspaper tries to report the same issue in a more positive and active form. This kind of attitude upon news composition reflects the quality of the news, which is a standard of actual newspaper articles. The ChosunIlbo focuses on the political issues more while, KyeonginIlbo emphasizes on the cultural similarities. And they trace the economic importance, human interest but less to the structural figures.
This study analyzes the images of models in womenswear advertisements targeting women in their fifties. The goals of this study are: 1) to investigate beauty ideals for middle-aged women by analyzing models' look age, chronological age, wrinkles, gray hair, hair length, body type, and race; and 2) to explore how ageing is dealt with in advertisements by analyzing the range of bodies shown in advertisements, the color mode of photographs, and the clarity of models' figures in relation to models' look ages. A total of 155 printed advertisements from January 2012 to January 2017 from the brands Daks Ladies, Lebeige, Luciano Choi, PAT, and Zishen were selected for analysis. Womenswear brands targeting middle-aged women reinforce cultural ideals of female beauty that emphasize youth and slenderness. They do this by using thin and slender models, who most often appear to be in their twenties and thirties, and have hair longer than their shoulders. Brands with higher price ranges show a preference for Caucasian models, which reveals that a Caucasian identity is associated with sophistication. In addition, the bodies of models who appear to be in their forties and fifties were concealed by framing photographs mostly above the knees. Older models' features were also obscured via the use of black and white photography, strong lighting and contrast, and digital editing that blurred the boundaries between figures and their backgrounds. These decisions for how to represent models could result in negative self-esteem and a denial of the symptoms of ageing among middle-aged women.
Semiotics studies the structures and systems of all signs related to human life, thus being capable of analyzing games. "Playing games" can be deemed as an act of reading or interpreting games semiotically, which makes game producers "senders," games "texts," gamers "receivers," and gamers playing games "contexts." Since most games are in the multi-variable narrative format, however, it is not a frequent case that gamers interpret games in the ways intended by producers. This study thus set out to analyze and interpret the console game (2001) remembered as the same evaluation by many gamers in the way intended by the producer. For analysis, the study defined its story program by analyzing the plot and sequence. For semantic analysis, the study applied the Actor Model and the Semiotic Square Model to interpret . The process identified such codes as confrontation, assistance, collaboration, and control and confirmed that Ico and Yorda, non-subject characters, were transforming into subject ones. That is, tells a story of the main characters that used to lead a non-subject life earning lives of their own.
Journal of the Korean Society of Fashion and Beauty
/
v.5
no.4
/
pp.149-157
/
2007
Hair style was mean of visual symbol that display position or wealth about human life. Also, have spoken for cultural value as human body plastic art that speak for the age. I wished to study about modeling of hair style and interrelationship of color by analyzing systematically laying stress on color through contest creation work consisted in beauty art congress. Urpose of this study is as following. First, examines domestic' outside great council work head change by era, and studies Hair Work's change in work head. Second, Hair Color's change that appear in domestic' outside contest work head studies effect that get in work. Method of study runs parallel literature study and supporting research, utilized domestic' outside literature, connection paper, magazine, picture data etc. To literature study, and work picture data examined laying stress on work that is choosesed picture dataworld beauty use association (OMC) data etc. that appear in domestic' outside beauty art magazine to examine closely specification and stability of beauty art game style and participates in domestic and world beauty art contest. In this study, domestic' characteristic, and effect that collar gets in work head of collar that collects outside contest participating in an athletic contest hair style by ($1981{\sim}$until present) by year and appears in contest work head and in work since analyzing study forward $2007{\sim}2008$ year direction of collar. First, stream of whole color of the 1980s Brown gave highlight color point partially to basis, and was consisted of creative style and do Gold base color on the whole in Hair by Night item. Second, various Hair color was popularized in the 199Os, and Tuton's color appeared in beauty art game work, and I contributed to improve technique that step-up gradation color appears and does technique to highlight in neon orange in creative style and Hair by Night item by entrance on the stage of neuter gender color.
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