• Title/Summary/Keyword: gorgeous

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A Study on Fashion Design with Geometric Pattern by Linear Type - Focusing on Digital Textile Printing - (선의 형태에 의한 기하학무늬 패션디자인 개발 - 디지털 텍스타일 프린팅 기법을 중심으로-)

  • Oh, Yun-Jeong
    • Journal of Fashion Business
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    • v.13 no.4
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    • pp.178-190
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    • 2009
  • The purpose of this study is to make reference for geometric fashion by investigating geometric patterns by linear types and to propose high value added print and fashion design by designing and producing geometric prints and apparel with them focusing on digital textile printing. As a method of the study, visual and textural data were investigated for theory of geometric pattern and fashion design samples were illustrated. The geometric pattern could be defined as abstract pattern which was crossed with straight line or curve. We could group it into three classes such as straight linear, curved, and mixed type. Images varied with linear types. The image of straight linear type was sharp and modern, that of curved one was soft and feminine and that of mixed one was gorgeous and artistic. And then, 3 geometric prints and 3 one-pieces were designed. The concept of design was simple optimism which was based on sixties. Target was young optimistic women group from the mid teens to the mid twenties who continued to seek after their unique individuality keeping their modern lifestyle. Geometric patterns with straight linear, curved, and mixed type were designed and dresses which went well with them were designed and produced. According to the result of this study, images of geometric fashion can be represented diversely by varying linear type, digital textile printing is good method for high value added geometric fashion because of its high quality and degree of sensitivity, and geometric pattern is a good source for contemporary fashion.

A Study on the BI Strategies for International Competitiveness of the Cosmetic Industry: A Focus on the Image Analysis and Design Development for the Uniforms of Korean Cosmetic Brands (화장품 산업 국제경쟁력 강화를 위한 BI 전략 연구: 화장품 브랜드의 유니폼 이미지 분석 및 디자인 개발을 중심으로)

  • Chung, Kyunghee;Lee, Misuk
    • Journal of Fashion Business
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    • v.19 no.2
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    • pp.103-117
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    • 2015
  • The purpose of this study was to examine the uniform image of Korean herbal cosmetic brands amongst Korean and Chinese consumers. This study would enable us to explore a BI strategy to enhance international competitiveness of Korean herbal cosmetics brands. The results were as follows. The key words of BI pursued by Sulwhasoo were dignified, novel, graceful, soft, gaily, natural, Korean, modern, and international. Korean people felt that the uniform was graceful and soft, which accorded with Sulwhasoo BI, but also it was trite and dingy, indicating a negative and opposing image. On the other hand, Chinese people felt that the uniform was dignified, novel, graceful, natural, modern, and international, indicating that it matched with Sulwhasoo BI. In The History of Whoo, the key words of BI pursued by the brand were precious, soft, gorgeous, gaily, and natural. The Koreans felt that the uniform was intelligent, and decent, but conversely, it was also austere and dingy, indicating a negative image. The Chinese felt that the uniform was common, hard, austere, dingy, and unnatural, indicating an opposing image to BI. Finally, a uniform design was developed to improve on its problems, establish The History of Whoo's brand identity, and its brand image. First of all, 'The Quintessence : noble passion' was set up as a developmental concept. The textiles, clothing, and accessories were designed using the symbolic elements from The History of Whoo as a motif. Uniforms were developed for spring, fall, and summer.

Techniques of Oriental and Western Flower Arrangement through Historical Study (동서양 꽃꽂이의 역사적 고찰을 통해서 본 기법)

  • Lee, Jeong-Hwa
    • Journal of agriculture & life science
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    • v.43 no.6
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    • pp.53-57
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    • 2009
  • The Oriental flower arrangements have the beauty of a strict triangle in a symmetrical three-dimensional effect as the form of flower tribute to gods in ancient times and used frogs to fix flowers to a basin easily. Flower arrangements of a conical shape made by repeatedly piled flowers in ancient Egypt shows the origin of the present vertical form of the Western flower arrangements. Flower arrangements in ancient Greece formed in a smooth S shape, while Roman flower arrangements were rich and gorgeous in a lowering and thin shape horizontally. Persians were showing triangular forms similar to the Oriental three-dimensional effect. The basic form of flower arrangements in the age of Renaissance was also created upon the ancient one, descending to Art Nouveau when flower arrangements were widely expressed from mass to space aesthetics led by America in the 20th century influenced by mild color, simplicity and realistic description of the Oriental art in the late 19th century. The Western flower arrangements are focused on formation, same as the Oriental ones, yet they disregard naturality and based on practicality.

A case study on the promotional animation of the mobile game 'Honour Of Kings' (모바일 게임 <왕자영요>의 홍보 애니메이션 사례연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.293-299
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    • 2021
  • With the development of OSMU mode in the game industry, the most popular 3D mobile game 'Honour Of Kings' in China, in addition to the entertainment effects of the game itself, has paid more attention to the production of promotional animation video contents in recent years. The huge animation market is generating abundant game revenue for 'Honour Of Kings'. This paper selected the most popular game promotional animations 'MU BIAO' and 'Bu Ye Chang'an' through a survey of 30 CG promotional animation in the official story station of 'Honour of Kings'. Important elements such as rich stories and the special effects of the gorgeous scenes, etc are summarized. Through the research of this paper, grasped the importance of promotional animation content in the game industry, and can expect the common growth of the game industry and the animation industry, which is one of the ways to create high profits in the game market.

An Analysis of K-POP Stars' Images in Chinese Social Medias (중국 소셜 미디어에 나타난 K-POP 스타들의 사진 이미지 분석)

  • Yin, Jing;Yang, Jong-Hoon;Lee, Sang-Eun
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.71-82
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    • 2021
  • The main purpose of this study was to investigate K-pop stars' images in photos presented by social networks in China. In this study photos of K-pop stars were collected from a community site of Baidu as one of the biggest portal sites and were five idol groups (EXO, IKON, T-ara, Wonder Girls, and Girls' Generation) which have beeb getting famous in China. For this musical styles and backgrounds of the K-pop idol stars were scrutinized in brief and explored in respect with its images. The results of the study were follows: First, the overall pictorial images of K-pop boys' groups were characterized in masculine and stylish images emphasizing the western appearance. In case of K-pop girl groups, sexy, gorgeous, feminine and youthful images were identified. In conclusion, K-pop idol stars is contributing to expand Korean pop arts into Chinese public culture as Chinese people produced and circulated the pictorial images of K-pop stars and facilitated consumption activities of K-pop contents.

A Study on the Type of Audience Preference for the Image of Beggar Chivalrous Man: Focused on Chinese Martial Arts MMORPG Online Games

  • XiaoZhu Yang;JongYoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.65-77
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    • 2023
  • Chinese martial arts culture is a kind of Chinese kung fu culture, a cultural category that uses martial arts kung fu for chivalry and justice. Chinese martial arts MMORPG online game is the embodiment of Chinese martial arts culture in online games, which is a unique Chinese online game. The image of beggar chivalry is a special chivalrous image in Chinese martial arts culture, and in the top 3 martial arts MMORPG online games, all of them have the image of beggar chivalry, which shows that this image has a wide player base. The Q methodology is an approach that endeavors to discover complex issues in human subjectivity, unlike existing empirical studies. In order to determine the type of beggar chivalry image preference of the game players, 32 beggar chivalry images were selected in the study and three types of beggar chivalry images were found through the Q method: Type 1 is the type of gorgeous and noble beggar chivalry; Type 2 is a competent type and is good at fighting the beggar's chivalry; and Type 3 is comparable relatively refined type. The result of this study is that the image of beggar chivalry preferred by game players is the opposite of the traditional Chinese image of beggar chivalry. The traditional image of beggar is the image of wearing plain and begging in the street, but the image of beggar chivalry that is liked in online games is luxurious, noble, exquisite and about the image of good at fighting. This research result has some value and significance in the development and design of beggar chivalrous image in future martial arts MMORPG online games.

A Study on the Early Computer Utilization in Korean Broadcasting: Focusing on the History of Election Broadcasting(1985-1992) (한국 방송에서 초기 컴퓨터 활용에 관한 연구: 선거 개표방송 변천사를 중심으로(1985년-1992년))

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.301-307
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    • 2022
  • Today, each broadcasting station makes the best use of CG (computer Graphics), which is the latest technology in election broadcasting, and competes to attract the eyes of viewers. This paper investigated the history of CG technology and design transitions in election ballot counting broadcasts from the perspective of CG designers. From the 1980s, when computer-based election ballot counting began, to the full-scale use of virtual studios, the image and technology produced by CG while watching the ballot-counting broadcast video of general elections, presidential elections, and local elections. We analyzed the utilization from various angles. In Korea, we started with the EDDS (Election Data Display System) developed in-house, created a database using a computer, and introduced manual animation CG every day from that time. After that, broadcasting stations focused on diverse and gorgeous CG image competition, and CG images were expanded from 2D to 3D while technology and design developed together. From 1985 to 1992, Korean broadcasting can be seen as a transitional period in which the image changes due to the emphasis on information power while utilizing digital technology.

Comparative Analysis of Color Attributes in Infant and Children's Clothing Brand Logos by Brand Type and Pursued Image (유아동복 브랜드의 종류와 추구이미지에 따른 브랜드 로고의 색채 분석)

  • Jungeun Lee;Sungwoo Moon;Youngjoo Chae
    • Journal of Fashion Business
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    • v.28 no.2
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    • pp.76-91
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    • 2024
  • This study analyzed the colors used in the logos of infants' and children's clothing brands, comparing them based on brand type and the pursued image. A total of 34 brands with the highest recent sales rates were selected. Among these, 17 were large-sized enterprise brands found in department stores, and the other 17 were in-house production enterprise brands. All colors used in the logos of the selected brands were extracted from the brand logo images. In addition, the study classified the pursued images of the selected brands using emotional adjectives in order to assess variations in different color attributes of the logos according to the brand type and pursued image. The study found that in-house production enterprise brands used lighter and more varied colors compared to department store brands. For both brand types, reddish-to-yellowish hues were most commonly used. Brands projecting a 'cute' and 'gorgeous' image exhibited a greater array of colors in their logos, while brands with a 'neat', 'modern', and 'luxurious' image used less saturated colors. In terms of logo type, symbol logos used the most colors with a moderate level of lightness, while typographic logos used the fewest colors with a low level of lightness.

The Comparison of Characteristics of Korean, Chinese and Japanese Traditional Flower Arts Used in Royal Court Ceremonies (한국과 중국 및 일본의 궁중 전통 꽃꽂이 특징비교)

  • Hong, Hoon Ki;Lee, Jong Suk
    • FLOWER RESEARCH JOURNAL
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    • v.18 no.2
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    • pp.125-135
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    • 2010
  • To discover the main characteristics of Korean traditional flower arrangement, they were compared with different articles and old paintings used in royal court ceremonies. The primary research involved principle of design. The times periods used were the Joseon Dynasty era of Korea, the Ming era of China, and the Edo eras of Japan. The result, which shows both the similarities and differences, of the research is summarized as follows. The similarities were that they all respect the features of nature, and their image expresses their creator's thinking. There was one technique, called 'Suje', in which a part of the stem is coming out from one branch. Also, each three eras preferred flowering trees and ornamental trees more than annuals or foliage plants. one of the differences was that korea used a simple number of materials. The work had volume and appeared mild by using a soft curved line which was repetitive and massive. The Joseon Dynasty era advanced a sense of beauty with artistic symmetry and balance. The work seemed soft and natural because of the little change in blank space, with almost no angle of line. The form had a characteristic preference of being taller than the typical Japanese arrangement. It appeared simple, calm, and rustic by using only one kind of material. In contrast, the Chinese style was gorgeous and displayed volume in a non-symmetrical tripodal form, which incorporated various colors and materials. Also, they avoided processing the materials in order to emphasize the original beauty of nature. Chinese flower arts did not become formalized because they did not consider the formality seriously the formal. The Japanese style was also gorgeous because it incorporated various materials and angles. It included an extreme technique in which an artificial line divided the blank space delicately. The line was both strong and delicate in an established form. The restriction of the main branch gave a light feeling, as well as more strain as in a balance sense. The Japanese eras emphasized more the use of line and a sense of blank space.

The Development about Fashion Trend Reflection in a Dmestic and foreign Silver Brand (국내$\cdot$외 실버 브랜드에서의 패션 트렌드 반영에 관한 연구)

  • Chung Sham-Ho
    • Journal of the Korean Society of Costume
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    • v.55 no.2 s.92
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    • pp.1-17
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    • 2005
  • The realistic plan to establish a silver market in the clothing industries has not taken concrete shape, although the interest in the establishment of a silver market targeting the aged as a new custom group Is gradually Increasing because the rapid development of science and medical technology in the 20th century has led to an extension of lift and improvement of living conditions. The specialized business which produces and sells the clothing for the elderly is of small number and most of the clothes for the elderly are manufactured and sold by the companies for women's clothing in which change the size or length of the original works rather than reflect the bodily features of the elderly. The findings indicated that domestic brands showed the coordinated concept of a suit of jacket and slacks or skirts while the clothes were formed with a variety of coordinations centering around single article in the U.S brands. But, there was no difference in the use of natural materials centering around cotton and silk etc. and in the use of embroidery, lace and decorative details between the two countries. The knit brands of knit suit style in Korea were formed with the items focused on pull over and cardigan twin set, while the U.S brands were mainly formed with the design of knit suit style. The domestic knit brands were mostly developed with complicated patterns and gorgeous colors, while most of the U.S. brands were presenting a single or two tone color suit style and evening one-piece dress with a simple and modern style. The sporty casual brands of sporty casual style in Korea had a variety of colors and patterns focused on function and comfort for diverse leisure activities and daily life, while the U.S brands were established to present a variety of styles with the items of single article because they had a separate brand for casual even though it was not a exclusive brand for the elderly This study has a meaning in the presentation of the design idea considering the bodily shape of the elderly compared to the ready-to-wear considering the size alone, by examining the characteristics of bodice according to the physical change of the elderly women, analyzing the design of madam brand and the style of the ready-to-wear, researching the general circumstances of the brand for the elderly women, and highlighting the necessity of the elderly clothing market.