• Title/Summary/Keyword: fashion frame

Search Result 126, Processing Time 0.029 seconds

An Analysis of Current States and Curriculums of Interior Design Major at Vocational High Schools and Suggestions for Improvement (실업계 고등학교 실내디자인전공 활성화를 위한 교육현장의 실태와 교과내용 분석)

  • 김대년;오혜경;천진희
    • Journal of the Korean Home Economics Association
    • /
    • v.39 no.12
    • /
    • pp.1-14
    • /
    • 2001
  • The purpose of this study was to analyze the current states of interior design as a major at vocational high schools and to suggest ways in which it can be improved. Three hundred and four students and twelve teachers of two vocational high schools comprised the sample population for this study. Data was collected using two methods, questionnaires and interviews. Frequency distribution, mean, and chi-square tests were used to analyze the data. The findings of this study are as follows: The student respondents were more interested in studying residential design, furniture design and making, drafting and perspective drawing than other areas of study. Most teachers had difficulties teaching the subject of residential design because they were not well educated with this area. Surprisingly most students hoped to extend their education to a university or college after graduation, not to enter the workforce. According to teachers'responses, almost ninety percentage of students entered university or college. And more than two thirds of the students desired to study an interior design related major at the university level. Among graduates having jobs, half of them were working in interior design fields. If the students had to choose their jobs, they would work in interior design fields. The variables differentiating several related careers after graduation were school, grade, and sex. The students viewed interior design, interior coordination, and CAD related work as fields likely to enter upon graduating from vocational high schools; however, teachers viewed furniture making, interior accessorizing, and home fashion as fields more appropriate to the students'level of training. The teacher respondents criticized the textbooks in four categories; suitability with the students'level was average or below average; students'interest level and students'understanding level were average or above average; and whether the book was easy or difficult to be utilized for the purposes of teaching was also average or above average. The criticism was a little diverse depending on each book or each chapter. The teachers pointed out several problems using those books, such as insufficient examples or explanation, lack of coherence between some chapters, and an incompatibility with the allotted time frame in class. The merits of the textbooks varied such as a well organized structure, ability to generate students'interest. This study revealed that the strategy for improving the interior design major at vocational high schools should invoke, 1) dividing students into two groups-one to enter a university; the other to have jobs after graduation to focus their interests. 2) improving textbooks more appropriate to the students. 3) providing present teachers the opportunities for in-service training and hiring new teachers with credentials more suitable to educate students who desire to be interior designers.

  • PDF

A Study of CHOK-DU-RI (족두리에 관한연구)

  • 홍나영
    • Journal of the Korean Society of Costume
    • /
    • v.43
    • /
    • pp.243-258
    • /
    • 1999
  • This is a study of CHOK-DU-RI(族頭里) a black crown-like headpiece worn by woman on formal occasion in Chosun Dynasty and has succeeded until now. CHOK-DU-RI was originated by BOKTAK worn by Mongolian noblewomen and inflowed to the last period of Koryo dynasty under occupation of Yuan. The documentary records of O-JU-YON-MUN-CHSNG-JON-SAN-KO( by Lee Kyu-kung CHUNG-JANG-KWAN-JON-SUH by Lee Tock-mu and KO-SA-TONG by choe Nam-sun verify CHOK-DU-RI is a custom of mongolian fusion that was affected by KO-KO of Yuan and was formed. Ko-Ko is the same as BOKTAK. It is assumed KO-KO is a borrowed name as its transcription varies. The name was given according to its appearance which is certified by the record CHANGCHUN-CHIN-IN-SEO-BANG-YU-RAM-KI. It says that it can be simply named KO-KO as its edge is alike ad goose or a duck. In addition KO-Ko was called CHOGTAI in case of being added a camel fur that is JUGDUR. CHOGTAI similarily pronounced with CHOK-DU-RI which of being added a camel fur that is JUGDUR, CHOGTAI similarily pronounced with CHOK-DU-RI which provd CHOK-DU-RI was originated in Mongol. The shape of BOKTAK is very high and wided toward the top with the top with the angle getting more pointed and a feather stuck on the side. But its height got lower and its size smaller as it did gradually Koreanized to a CHOK-DU-RI. The use of CHOK-DU-RI has been settled since the last period of Chosun Dynasty. It came to stay as a popular custom when King Young-jo and Jong-jo wanting to do away with the corrupt practice of KA-CHE encouraged women at that time to do their hairs with CHOK-DU-RI instead of KA-CHE. It is as follows the classification of CHOK-DU-RI. First classified by a use group is divided into ceremonial use such as the seven treasures CHOK-DU-RI and jeweled CHOK-DU-RI. Hereby it is assumed that CHOK-DU-RI was used regardless of fortune. Secondly it varies by its type of frame. There are SOM CHOK-DU-RI OHT CHOK-DU-RI and O-YOM CHOK-DU-RI a kind of SOM CHOK-DU-Ri formed a base of O-YOM-MO-RI. The third group by jeweling has WHE-BONG CHOK-DU-RI and TA-BONG-CHOK-DU-RI JEwele CHOk-DU-RI can be still seen being commercially lent and worn by the brides at nuptical ceremonies performed in tradition of fashion and when worn bya bride as she gives her parents to her parents-in-law.

  • PDF

Endowment of Duplicated Serial Number for Window-controlled Selective-repeat ARQ (Window-controlled Selective-repeat ARQ에서 중복된 순차 번호의 부여)

  • Park, Jin-Kyung;Shin, Woo-Cheol;Ha, Jun;Choi, Cheon-Won
    • Journal of IKEEE
    • /
    • v.7 no.2 s.13
    • /
    • pp.288-298
    • /
    • 2003
  • We consider a window-controlled selective-repeat ARQ scheme for error control between two adjacent nodes lying on a communication path. In this scheme, each packet to be transmitted is endowed with a serial number in a cyclic and sequential fashion. In turn, the transmitting node is not allowed to transmit a packet belonging to a window before every packet in the previous window is positively acknowledged. Such postponement of packet transmission incurs a degradation in throughput and delay performance. In this paper, aiming at improving packet delay performance, we employs a supplement scheme in which a serial number is duplicated within a frame. Classifying duplication rules into fixed, random and adaptive categories, we present candidate rules in each category and evaluate the packet delay performance induced by each duplication rule. From numerical examples, we observe that duplicating serial numbers, especially ADR-T2 effectively reduces mean packet delay for the forward channel characterized by a low packet error rate. We also reveal that such delay enhancement is achieved by a high probability of hitting local optimal window size.

  • PDF

Design Evaluation Model Based on Consumer Values: Three-step Approach from Product Attributes, Perceived Attributes, to Consumer Values (소비자 가치기반 디자인 평가 모형: 제품 속성, 인지 속성, 소비자 가치의 3단계 접근)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.23 no.4
    • /
    • pp.57-76
    • /
    • 2017
  • Recently, consumer needs are diversifying as information technologies are evolving rapidly. A lot of IT devices such as smart phones and tablet PCs are launching following the trend of information technology. While IT devices focused on the technical advance and improvement a few years ago, the situation is changed now. There is no difference in functional aspects, so companies are trying to differentiate IT devices in terms of appearance design. Consumers also consider design as being a more important factor in the decision-making of smart phones. Smart phones have become a fashion items, revealing consumers' own characteristics and personality. As the design and appearance of the smartphone become important things, it is necessary to examine consumer values from the design and appearance of IT devices. Furthermore, it is crucial to clarify the mechanisms of consumers' design evaluation and develop the design evaluation model based on the mechanism. Since the influence of design gets continuously strong, various and many studies related to design were carried out. These studies can classify three main streams. The first stream focuses on the role of design from the perspective of marketing and communication. The second one is the studies to find out an effective and appealing design from the perspective of industrial design. The last one is to examine the consumer values created by a product design, which means consumers' perception or feeling when they look and feel it. These numerous studies somewhat have dealt with consumer values, but they do not include product attributes, or do not cover the whole process and mechanism from product attributes to consumer values. In this study, we try to develop the holistic design evaluation model based on consumer values based on three-step approach from product attributes, perceived attributes, to consumer values. Product attributes means the real and physical characteristics each smart phone has. They consist of bezel, length, width, thickness, weight and curvature. Perceived attributes are derived from consumers' perception on product attributes. We consider perceived size of device, perceived size of display, perceived thickness, perceived weight, perceived bezel (top - bottom / left - right side), perceived curvature of edge, perceived curvature of back side, gap of each part, perceived gloss and perceived screen ratio. They are factorized into six clusters named as 'Size,' 'Slimness,' 'No-Frame,' 'Roundness,' 'Screen Ratio,' and 'Looseness.' We conducted qualitative research to find out consumer values, which are categorized into two: look and feel values. We identified the values named as 'Silhouette,' 'Neatness,' 'Attractiveness,' 'Polishing,' 'Innovativeness,' 'Professionalism,' 'Intellectualness,' 'Individuality,' and 'Distinctiveness' in terms of look values. Also, we identifies 'Stability,' 'Comfortableness,' 'Grip,' 'Solidity,' 'Non-fragility,' and 'Smoothness' in terms of feel values. They are factorized into five key values: 'Sleek Value,' 'Professional Value,' 'Unique Value,' 'Comfortable Value,' and 'Solid Value.' Finally, we developed the holistic design evaluation model by analyzing each relationship from product attributes, perceived attributes, to consumer values. This study has several theoretical and practical contributions. First, we found consumer values in terms of design evaluation and implicit chain relationship from the objective and physical characteristics to the subjective and mental evaluation. That is, the model explains the mechanism of design evaluation in consumer minds. Second, we suggest a general design evaluation process from product attributes, perceived attributes to consumer values. It is an adaptable methodology not only smart phone but also other IT products. Practically, this model can support the decision-making when companies initiative new product development. It can help product designers focus on their capacities with limited resources. Moreover, if its model combined with machine learning collecting consumers' purchasing data, most preferred values, sales data, etc., it will be able to evolve intelligent design decision support system.

Catastrophic Art and Its Instrumentalized Selection System : From work by Hunter Jonakin and Dan Perjovschi (재앙적 예술과 그 도구화된 선별체계: 헌터 조너킨과 댄 퍼잡스키의 작품으로부터)

  • Shim, Sang-Yong
    • The Journal of Art Theory & Practice
    • /
    • no.13
    • /
    • pp.73-95
    • /
    • 2012
  • In terms of element and process, art today has already been fully systemized, yet tends to become even more systemized. All phases of creation and exhibition, appreciation and education, promotion and marketing are planned, adjusted, and decided within the order of a globalized, networked system. Each phase is executed, depending on the system of management and control and diverse means corresponding to the system. From the step of education, artists are guided to determine their styles and not be motivated by their desire to become star artists or running counter to mainstream tendency and fashion. In the process of planning an exhibition, the level of artist awareness is considered more significant than work quality. It is impossible to avoid such systems and institutions today. No one can escape or be freed from the influence of such system. This discussion addresses a serious distortion in the selection system as part of the system connotatively called "art museum system," especially to evaluate artistic achievement and aesthetic quality. Called "studio system" or "art star system," the system distinguishes successful minority from failed absolute majority and justifies the results, deciding discriminative compensations. The discussion begins from work by Hunter Jonakin and Dan Perjovschi. The key point of this discussion is not their art worlds but the shared truth referred by the two as the collusive "art market" and "art star system." Through works based on their experiences, the two artists refer to these systems which restrict and confine them. Jonakin's Jeff Koons Must Die! is avideo game conveying a critical comment on authoritative operation of the museum system and star system. In this work, participants, whether viewer or artist, are destined to lose: the game is unwinnable. Players take the role of a person locked in a museum where artist Jeff Koons' retrospective is held. The player can either look around and quietly observe the works, which causes a game-over, or he can blow the classical paintings to pieces and cause the artist Koons to come out and reprimand the player, also resulting in a game-over. Like Jonakin, Dan Perjovschi's some drawings also focuses on the status of the artist shrunken by the system. Most artists are ruined in a process of competition to survive within the museum system. As John Burger properly pointed out, out of the art systems today, public collections (art museums) and private collections have become "something unbearable." The system justifies the selection system of art stars and its frame of reference, disregarding the problem of producing numerable victims in its process. What should be underlined above all else is that the present selection system seriously shrinks art's creative function and its function of generating meaning. In this situation, art might fall to the level of entertainment, accessible to more people and compromising with popularity. This discussion is based on assumption and consciousness on the matter that this situation might cause catastrophic results for not only explicit victims of the system but also winners, or ones defined as winners. The system of art is probably possible only by desire or distortion stemmed from such desire. The system can be flourished only under the economic system of avarice: quantitatively expanding economy, abundant style, resort economy in Venice and Miami, and luxurious shopping malls with up-to-date facilities. The catastrophe here is ongoing, not a sudden emergence, and dynamic, leading the system itself to a devastating end.

  • PDF

A Study on History and Archetype Technology of Goli-su in Korea (한국 고리수의 역사와 원형기술의 복원 연구)

  • Kim, Young-ran
    • Korean Journal of Heritage: History & Science
    • /
    • v.46 no.2
    • /
    • pp.4-25
    • /
    • 2013
  • Goli-su is the innovative special kind of the embroidery technique, which combines twining and interlacing skill with metal technology and makes the loops woven to each other with a strand. The loops floating on the space of the ground look like floating veins of sculpture and give people the feeling of the openwork. This kind of characteristic has some similarities with the lacework craft of Western Europe in texture and technique style, but it has its own features different from that of Western Europe. It mainly represents the splendid gloss with metallic materials in the Embroidered cloth, such as gold foil or wire. In the 10th century, early days of Goryo, we can see the basic Goli-su structure form of its initial period in the boy motif embroidery purse unearthed from the first level of Octagonal Nine-storied Pagoda of Woljeong-sa. In the Middle period of Joseon, there are several pieces of Goli-su embroidered relic called "Battle Flag of Goryo", which was taken by the Japanese in 1592 and is now in the Japanese temple. This piece is now converted into altar-table covers. In 18~19th century, two pairs of embroidered pillows in Joseon palace were kept intact, whose time and source are very accurate. The frame of the pillows was embroidered with Goli-su veins, and some gold foil papers were inserted into the inside. The triangle motif with silk was embroidered on the pillow. The stitch in the Needle-Looped embroidery is divided into three kinds according to comprehensive classification: 1. Goli-su ; 2. Goli-Kamgi-su ; 3. Goli-Saegim-su. From the 10th century newly establishing stage to the 13th century, Goli-su has appeared variational stitches and employed 2~3 dimensional color schemes gradually. According to the research of this thesis, we can still see this stitch in the embroidery pillow, which proves that Goli-suwas still kept in Korea in the 19th century. And in terms of the research achievement of this thesis, Archetype technology of Goli-su was restored. Han Sang-soo, Important Intangible Cultural Heritage No. 80 and Master of Embroidery already recreated the Korean relics of Goli-su in Joseon Dynasty. The Needle-Looped embriodery is the overall technological result of ancestral outstanding Metal craft, Twining and Interlacing craft, and Embroidery art. We should inherit, create, and seek the new direction in modern multi-dimensional and international industry societyon the basis of these research results. We can inherit the long history of embroidering, weaving, fiber processing, and expand the applications of other craft industries, and develop new advanced additional values of new dress material, fashion technology, ornament craft and artistic design. Thus, other crafts assist each other and broaden the expressive field to pursue more diversified formative beauty and beautify our life abundantly together.