• Title/Summary/Keyword: design originality

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Determinants of Inflation Expectations of South Korean Consumers (한국 소비자의 기대 인플레이션 결정요인)

  • Young-Bin Ahn
    • Asia-Pacific Journal of Business
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    • v.14 no.4
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    • pp.413-429
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    • 2023
  • Purpose - The purpose of this study is to investigate the determinants of consumers' inflation expectations using consumers' inflation perceptions and the sub-components of consumer price index (CPI) basket in South Korea based on a consumer survey conducted by the Bank of Korea (BOK). Design/methodology/approach - Using Carroll's (2003) epidemiological model, we analyzed data from January 2013 to January 2023, resulting in a data set of 121 observations for both inflation perceptions and inflation expectations. This study focuses only on aggregate inflation expectations and perceptions because of data availability from the BOK. Findings - Professionals' forecasts play a major role in forming consumers' inflation expectations, whereas the actual headline CPI and consumers' inflation perceptions do not. These results remain robust when including the sub-components of the CPI basket in the analysis. Research implications or Originality - It would be the most efficient way to suppress professionals' expected inflation in fighting against a substantial spike in consumers' inflation expectations. To guide consumers' inflation expectations based on BOK's inflation targeting, the bank needs to consider professionals' forecasts in devising monetary policies.

Does Accruals Quality Influence Management Choice on Disclosure Contents?

  • Kwang-Wuk Oh;Kwang-Hwa Jeong
    • Asia-Pacific Journal of Business
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    • v.15 no.2
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    • pp.23-40
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    • 2024
  • Purpose - The purpose of this study is to examine the relation between accruals quality and managers' choice on the type of voluntary disclosure. Design/methodology/approach - Samples of this study are 8,248 firm-year observations listed in Korea Stock Exchange. Poisson regression analysis was hired in order to analyze the association between disclosure frequency and accruals quality because the dependent variables are count data. Findings - First, this study finds that managers' use of non-earnings-related type of voluntary disclosure is negatively related to accruals quality while their use of earnings-related disclosure is positively related to accruals quality. Second, discretionary accruals quality as well as innate accruals quality is significantly associated with disclosure frequency. Research implications or Originality - This study extends the line of research by incorporating the content of voluntary disclosure, earnings- and non-earnings-related information. The results of this study suggest that accruals quality may play a role in the choice of disclosure manner when investigating managers' voluntary disclosure.

A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms (게임배경디자인의 한.중.일 지역적 특성에 관한 연구 - 삼국지게임 대상으로)

  • Wei, Meng;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.31-42
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    • 2013
  • With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.

A Study on Craft Design Using Storytelling -Focusing on the story of the Byeoljubujeon- (스토리텔링을 활용한 공예디자인에 관한 연구 -별주부전 이야기를 중심으로-)

  • Choi, Jung-Hwa
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.359-366
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    • 2017
  • As the quality of life increases and the aesthetic value of the product is emphasized, it tend to consider the sensitivity of consumers in designing goods. The importance of storytelling is becoming more prominent as the purchasing factor of products shifted from the center of the product to emotional of products. In this paper, the purpose of developing emotional marketing craft design using storytelling is to understand the storytelling concept and analyze the case of craft design using storytelling. Craft is an easy-to-value or aesthetic value of the goods in the fields of design, diversity and originality can be pursued and has unlimited potential. Now, in addition to the semantic value of expressive values with a consumer sensibility needs requires the development of this research craft crafts design industry has established itself as a high value-added industry could do more to take advantage of the Foundation.

A design development of men's pullover based upon Baekje traditional patterns (백제전통문양을 활용한 남성 풀오버 개발)

  • Suh, Seo-Young;Park, Kil-Soon
    • The Research Journal of the Costume Culture
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    • v.21 no.4
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    • pp.494-510
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    • 2013
  • The purpose of this study was to develop unique men's pullovers using the patterns of Baekje tile, brick, and gilt-bronze shoes. As the method of the study, it was reviewed of the literature about Baekje traditional patterns and the knitting techniques. The development of pullover design was used TexPro design CAD program. The manufacture of pullover were knitted by Shima Seiki computerized knitting machines and Brother manual knitting machines. The results of study were as follows. First, the patterns of Baekje tile, brick and gilt-bronze shoes were suited to develop as motif for men's pullover. Second, men's pullover using Baekje traditional patterns were able to maintain the identity of Korean traditional culture and express the originality of design. Third, pullover was chosen three styles and was developed four design. Each pullover design was applied four colorway. Forth, pullover products were made by wool 100% yarn or cotton 47%/acrylic 53% mixed yarn. The patterns were expressed by knitting techniques of floating jacquard and birds-eye jacquard. Luxurious knit fashions were produced. Consequently, through the men's pullover development utilizing Baekje traditional patterns was showed the superiority of the local traditional culture, which is further emphasized by the current globalization. It also confirmed the possibility of the development of high value-added knitted fashion products to meet the needs of modern people to pursue individuality.

An Aesthetic Review on the Traditional Active Sports Wear Design - Focusing on Korean Wrestling Uniform- (전통 국기복 디자인에 관한 미학적 고찰 -씨름복을 중심으로-)

  • Yun, Eul-Yo;Park, Sun-Kyung
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.105-116
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    • 2005
  • Focusing on costume research to set image of Korean wrestling that has potential power as a traditional and cultural item, the purpose of this research is to systemize Korean wrestling uniform and offer suggestions regarding visualization, and to carry out basic ground research to develop Korean wrestling uniform design. For the basic part, I compared world wrestling and Korean wrestling in an effort to learn more about the history of wrestling uniform along with its transitional changes. And for the practical part, I studied the criterion of the current wresting and its uniform, and classified the aesthetic points of Korean wresting uniform into four categories in the view point of design ground research: tradition and uniqueness, usability and compatibility, symbolism and ornamentation, variety and unification. It is concluded that the most important part in designing Korean wrestling uniform lie in how to consistently visualize it based on the above mentioned aesthetic points. As the theoretical research on aesthetic parts of Korean wrestling uniform, this research finds its meaning in suggesting guideline for design concept and development while planning traditional and cultural costume design which will be materialized in the follow-up research.

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Textile Design for Children Applying Korean Prehistoric Petroglyphs (한국 선사시대 암각화를 응용한 아동용 텍스타일 디자인 연구)

  • Jang, Kyung Ah;Park, Eun Kyung
    • Journal of the Korean Society of Costume
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    • v.64 no.2
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    • pp.135-149
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    • 2014
  • This study attempts to adapt and develop Korean prehistoric petroglyphs into textile design for children. For this purpose, literature review was conducted to understand the plasticity and symbolism expressed in Korean prehistoric petroglyphs. Also this study conducted textile design development as follows: First, the figures and faces in petroglyphs were selected because children can easily recognize them. Second, two groups of different ages (7-9 and 10-13) were allowed to freely draw the selected motifs. Third, some of the motifs created by the children were selected that show children's individuality and also keep the features of the original motifs. The children's motifs were developed into textile design using Texpro and Photoshop. Then digital textile printing and 3D mapping program were used to make pajamas (5 types), umbrellas (3 types), and simulate bedding sets (2 types) for children. This research's results are as follows: First, petroglyphs are symbolic language of human's oldest art form, and related to religious and mythical belief. Korean petroglyphs have plasticity showing the development steps in technique and expression, with various shapes such as animals, human figures, faces, masks and abstract figures. Third, children showed their interests in various human figures and faces of the petroglyphs, and it was easy to draw those motifs in their own way. Fourth, 10 design motifs were selected from the children's work and used to create textiles considering materials and colors for children. Total 10 items were made and presented. This study confirmed the usefulness of applying prehistoric petroglyphs to children's textiles designs. These designs may grow as a kind of cultural product for children who know about and like petroglyphs. They can be a niche market items too, made to order for children with individuality and who favor originality.

Development of Fashion Design Based on the Formative Characteristics of Cubism Arts (큐비즘 회화의 조형적 특성을 응용한 의상 디자인 개발)

  • Lin, Huishun;Cong, Xiaoning
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.1
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    • pp.61-78
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    • 2016
  • This study through the literature research to understand the most representative art trend - the definition and evolution of the Cubism in the early 20th century, and through the analysis on the representative painter's works, such as works of Pablo Ruiz Picasso and Georges Braque, This article raises the unique characteristics of the Cubist painting, such as geometry modeling, simultaneity, transparency, collage, deconstruction and reconstruction, etc. On the basis of theoretical research in this study, in order to meet the novelty and originality of clothing design requirements in the field, this research uses the modeling characteristics of the Cubist painting, designs and makes five sets of works in costume designing. Research findings are as follows, 1) According to the geometry modeling, split garment surface into triangle or irregular polygon shaped. 2) Show front and side images of the characters in the same garment surface. 3) Overlapping the images of the characters in the same garment surface. 4) Make use of composite materials to express the characters. 5) Disassemble the characters recombine them in an abstract painting way. These works mainly completed by adopting some techniques like Patchwork and Figurative painting. The colors consist of red, yellow and blue caused "Three primary colors series" to achieve the goal of expanding visual effect. Additionally, for the sake of the formal beauty-deformation distortion, symmetric and asymmetric, for instance the structure of the costume adopts formal beauty technique.

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A Study on the Typography in the Digital Environment (디지털 환경에서의 타이포그래피 발전 방향에 관한 연구)

  • 이정선
    • Archives of design research
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    • v.14 no.3
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    • pp.187-196
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    • 2001
  • With the introduction of Macintosh computer in 1984. the environment of typography design has been digitalized rapidly. Although it has been less than 20 years, typography went through dramatic changes more than any period in the design history. Digital technology saved the time and efforts in the process of design works. The new temporal and spatial elements opened new dimensions and made it possible for typography to challenge for new experiments. On the other hand, with the overuse of digital technology, design works lack of originality and quality have been produced a lot. The purpose of this thesis is to propose the direction of the typography in the turbulent digital environment. To fulfill this goal, I have researched the typographic changes due to the technical innovations, and the experimental works of pioneering designers. As a result, I propose that the direction of digital typography is to combine the strengths and value from the historic heritage as well as digital technology, and to explore new possibilities of digital typography.

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Game Design Education using PIT(Product Innovation Test) Technique (PIT 기법을 활용한 게임 디자인 교육)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1531-1537
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    • 2021
  • The quality of the game can be evaluated by its fun and functional stability. Among them, the quality area for fun is the essence of the game, so it is a very important factor to be considered from the point of view of a game designer. Usually, fun games with high originality and immersion are designed in the early stages of development, such as idea generation and concept setting. At this time, making it possible to verify the fun factor of the game has an important influence on the success of the game. In this study, the case of using PIT technique when teaching fun element design to students who are starting to study game design was introduced and the effect was analyzed. It is expected that the PIT technique will be used more actively in the game design education field for high-quality and fun game design.