• Title/Summary/Keyword: graphic design trend

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A Study on the Classification and Development of Pattern Designs Represented in Luggage (여행용 가방 패턴 디자인 유형 분석 및 디자인 개발)

  • Lee, Misuk;Chung, Kyunghee
    • Journal of the Korean Society of Costume
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    • v.66 no.1
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    • pp.135-154
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    • 2016
  • The purpose of this study is to research the characteristics and types applied to Korean and foreign luggage brands, and then develop pattern designs for the luggage by applying Korean cultural contents that meet the various fashion needs of travel goods. To select the Korean and foreign luggage brands, a web search was utilized by inputting the keyword, 'luggage brand'. The results, which were extracted from 200 web documents, produced 27 Korean brands and 29 foreign brands that met the requirements. For the data analysis, images and contents were collected through luggage brand websites, and then 927 pattern designs were extracted. The results were as follows. First, characters, figures, animals, and plants were commonly used for the pattern design motifs applied to Korean and foreign luggage. A notable trend was that these motifs were expressed in a stylistic way with a graphic touch. Also, a singular point was formed from the luggage overall, and regularly repeated patterns were very common as well. Secondly, pattern designs for luggage were developed through the application of 'Hangul', 'Hanbok', and 'Hanok'. Nine kinds of patterns were designed via the phases of change into a vector image and color adjustments, and were simulated in luggage design. Adobe Photoshop CS 7.0, and Adobe Illustrator CS 5.0 programs were used for the pattern designs and simulations. This study is meaningful in that it suggested pattern designs for different kinds of luggage in the motifs of Korean cultural contents. It can be used as a useful reference, as we are in a time period where travel goods have become individualized, advanced, and fashionable, as well as laying stress on original design based on cultural interpretation.

Color Image Analysis of Cosmetic Web-Site for Color Marketing

  • Lee, Jeongman;An, Jongsuk
    • Journal of Fashion Business
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    • v.16 no.6
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    • pp.127-143
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    • 2012
  • This study aims to derive the sensitive image analysing the color tones based on the web-sites of cosmetic brand and to know how the web-site color tones and the color tone image as visual factor for information transfer do influence the effective communication. 10 cosmetic brand web-sites are selected based on the pre survey, and the main page color tones of cosmetic brand web-site are analyzed by Color Catch and Munsell Conversion program, whereas the composition of color tones and color image such as the main trend colors, secondary colors, accent colors and etc are analyzed by a graphic professional program 'Adobe Photoshop'. 5 color tone groups are classified as Black&White, Green&White, Blue&White, Purple&White and Red&White according to the color distribution chart, and the emotional language is derived applying them to the pre research and IRI image scale. The color association is empirically analyzed by a survey method. The study results finally show Black&White is proper for expression of high quality and modern image, Green&White for pure and clean image, Blue&White for cool and transparent image, Purple&White for mysterious and elegant image respectively. This study results are necessary for plan of color delivering the strong transferring power of visual information the time when to make the effective web-sites, and it hopefully will be utilized as the basic data for the color marketing to actively express the brand identity and to satisfy the consumers' sensitivity.

Study on Fashion Illustration as Viewed from the Allegorical - Based on the theory of Craig Owens - (알레고리 관점의 패션 일러스트레이션에 관한 연구 - 크렉 오웬스의 이론을 중심으로 -)

  • Kim, Mi-Hyun
    • Journal of the Korean Society of Costume
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    • v.62 no.4
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    • pp.81-90
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    • 2012
  • The contents of this study are as follows. First, an academic understanding has been achieved by exploring the theoretical concept "allegory", and a new theoretical approached methodology has been sought. Second, an analysis-index of fashion illustration cases has been suggested based on the allegory theory of Craig Owens. Third, in order to draw the characteristics of fashion illustration as viewed from the allegorical viewpoint and find out its feasibility, the case studies has been referred and the internal significance, external significance that combines different characteristics has been extracted. In regards to this study method, literature studies and case studies has been done in parallel with each other. This study was done in the following sequence: the establishment of the study system, the drawing of the allegory-associated concepts and the discovering the characteristics of aesthetic expressions. The results of this study on the expression characteristics of fashion illustration as viewed from the allegorical viewpoint of Craig Owens are as follows. First, the borrowing of image, which is a characteristic of allegory, contains the meaning of uncertainty in the fashion illustration as it expresses the image-synthesis and forms a completely different meaning as the fixed meaning is dissolved and it is utilized as a photo-montage technique. Second, the inference of pictogram is the mixture of linguistic medium and visual medium. Fashion illustration utilizes the characters and transmits the fashion information visually and immanently. It has the characteristic of making the information into pictograms and the internal significances of mutual-text with communication function. Third, the uniqueness of location in the fashion illustration has the special nature of utilized mediums as it is used for advertising or publicizing. The fashion illustration from the viewpoint of allegory has the impermanency of existing only for a limited time and reflects the coincidence that gives the meaning of utilized location according to the season trend. Fourth, the cross-breeding is expressed as the mixture of various materials in the fashion illustration. The expressions made by the mixture of media, such as the use of computer graphic programs mixed together with various materials showed the trend of diversity and genre dissolution.

Functions and Roles of Digital Landscape Architectural Drawing (조경 설계에서 디지털 드로잉의 기능과 역할)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.1-13
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    • 2018
  • This work discusses the major roles of digital technologies in the history of landscape architectural drawing, and offers a critique of the dominant trend towards realism in recent digital landscape representations. During the period of transition from conventional drawing tools, computer technologies generally functioned as mechanical tools to imitate prior manual techniques. Specifically, the GIS was served as a mechanical tool to efficiently process the manual layer cake; CAD software generally functioned to translate physical models to two-dimensional construction documents while graphic software generally functioned as a tool to perform processes similar to those of manual collage and montage techniques. Recent digital landscape drawings tend to adopt a realistic depiction like the painting of landscape appearance. In the representations, discernible traces of cutting and assembling are removed via graphic software; thus, the complete representations are perceived as if they were a copy of an actual landscape. The realistic images are an easy way to communicate with the public. However, it is difficult to achieve a full embodiment of all of the multisensory characteristics of a landscape through these visuals. They often deceive viewers by visualizing idealized conditions of not-yet-actualized landscapes and production of the final images takes up a large portion of the overall design process. Alternatively, 3D digital modeling of landscape performance and creative uses of digital technologies during the overall design process, as well as hybridized techniques with different drawing techniques and technologies, provide the opportunity to explore various aspects of a landscape.

A Study on UI Design Trends Analysis with Neumorphism Design (뉴모피즘 디자인이 적용된 UI 디자인 트렌드 분석 연구)

  • Park, Ji-Hye;Oh, Na-Yea;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.148-160
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    • 2021
  • Although a great deal of research has been carried out recently with the rise of importance of the UI design, little research has been conducted on the new Neumorphism design. Given the paucity of the research, we demonstrated the development process of GUI design, focusing on the UI design trends, Skeuomorphism, Flat, Material design and the emerging Neumorphism design. Based on this, the aim of the study is to look into the possibility of Neumorphism design, which is currently drawing attention, as the new UI design trends. This study was ordered as follows in two ways. First, drawing from the work of literature, we illustrated the UI design trends by considering the Skeuomorphism, Flat, and Material Design which were before the advent of the Neumorphism design. In addition, we conducted a study on the characteristics and limitations of the UI design trends through actual cases in which UI designs were applied. Second, the Material design as the most recent UI design trends and the Neumorphism design were compared with the method of expression based on the definition and characteristics of Neumorphism design that we investigated. In this context, we also analyzed the possibility of Neumorphism becoming the new UI design trend. We proposed an application of the design to maximize the benefits. This study is meaningful in that the Neumorphism design, which has yet to be studied, is likely to become the UI design trends in the future.

An Analysis on the Contents and the Trend of Research of Performance Appraisal in Korea (인사고과에 관한 국내 간호연구 동향분석)

  • Jang, Keum-Seong;Kim, Nam-Young;Chung, Kyung-Hee;Kim, Yun-Min
    • Journal of Korean Academy of Nursing Administration
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    • v.11 no.1
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    • pp.89-104
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    • 2005
  • Purpose: The authors reviewed researches related to performance appraisal(32 researches), in order to identify the direction for future research and to establish a credible performance appraisal system. Method: Almost all of the theses and research published in 9 major journals of nursing in korea were reviewed. Results: Most of research(84.4%) were theses and all researches were used to non-experimental design; survey 81.3%, methodological research 15.6%, review 3.1%. The major subjects of study were appraisees and appraisers. Psychosocial data collection which only used questionnaire were 81.3% and carried out interview(12.5%) and delphi-method(3.1%). Data analysis methods were used frequency 78.1%, t-test 62.5%, mean/SD 59.4%, Pearson's correlation 50%, and Cronbach α 50%. Appraisal tool used or developed in studies was graphic rating scales in nine studies and ran parallel with forced distribution in 2. Also, MBO and BSC were developed. Total number of korean terms in performance measurement were 11, and english terms 15. The tendency of the terms was toward performance appraisal or evaluation. Conclusion: In the light of results, we expect development of corporate appraisal tool that can evaluate nurse competence and performance. Total performance management system also should be established.

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FORECAST OF FASHION TO 1995 -Concerning the Behavioral Science Models of Fashion- (예측으로 본 1995년까지의 패션 경향 -패션의 행동 과학 모델을 중심으로-)

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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