• 제목/요약/키워드: graphic symbol

검색결과 40건 처리시간 0.029초

유·아동복 브랜드 구성요소의 특성 (Characteristics of Components in Infant and Children's Clothing Brand)

  • 나수임
    • 한국의상디자인학회지
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    • 제13권1호
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    • pp.135-146
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    • 2011
  • Despite the recession that has affected people's consumption of clothing, the 'Gold Kids' market shows steady growth. This study analyzed the characteristics of components that make up infant and children's wear brands. Firstly, this study found the linguistic features of infant and children's clothing brands. Most brand names have common characteristics such as idiomatic expressions, combination and separation of vocabulary, and more than 6 syllables. Also, when they formative brand quality, they frequently used words like 'girl', 'kid' and 'baby' to clarify the category of the brand product. Also it is meant to present a clear brand concept to the target consumer to offer their brand information and product characteristics. Moreover, English is widely used in the brand names, and they used appropriate symbol graphics that fit the titles and qualities of the brands. Second, to strengthen their brand identity and inherent concepts, infant and children's clothing brands normally use their own particular brand colors wich makes special and strong visual impressions on the target consumer. Also, they mainly use applied sans serif typeface showing the softer brand quality. Brand logos have different visual expressions depending on their brand value and the target consumer. The word type of the logos presents clear brand identity and information to the target consumer. Through the study, we found that infant and children's clothing brands tend to use written brand names for the logo type more than graphic symbol logo patterns. This indicates that infant and children's clothing brands tend to emphasize information transfer rather than visual graphic symbols when they organize brand logos.

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CAD를 활용한 데이 마케팅에 의한 넥타이 디자인 연구 - 크리스마스를 중심으로 - (A Study on the Necktie Design to Day Marketing using CAD - Focused on Christmas -)

  • 추미경
    • 복식문화연구
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    • 제18권4호
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    • pp.640-654
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    • 2010
  • The purpose of this study is to design neckties that are motivated by Christmas symbol images that have been known to public most widely in the basis of Day marketing so as to develop the competitive commodities closed to consumers' emotion in the fashion industry. As a method of this study were to use Adobe Illustrator CS2, which is one of the vector graphic programs, to present the motif design such as Santa Claus, trees, presents and letters among Christmas symbols, and are to apply to neckties by giving a change with striped pattern, all over pattern and one point pattern. The results are as follows; Firstly, Santa Claus image was expressed by color contrast with red and white, which was perceived by red, green and white that are mostly used in Christmas. Secondly, tree images are expressed abstractly with color contrast where red and green are contrasted, and color way change was given for symbol color of Christmas. Third, in the image of gift, the image of share and image of colorfulness were considered for expression by making motifs of three dimensional hexahedron shape. Fourthly, in the image of type, motif was expressed by giving a change in horizontal and vertical writing types.

조각보와 매듭을 활용한 전통 배자 디자인 개발 (Development of Traditional Baeja Design Applied Jogakbo and Knot)

  • 양숙향
    • 한국의상디자인학회지
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    • 제16권4호
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    • pp.189-203
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    • 2014
  • In this study, Creative motifs using face composition of Jogakbo and Knot Symbol were developed, and applied to traditional Baeja of Joseon Dynasty to develop design contents of traditional clothes. As for study method, 7 motifs of new formative image that integrates traditional beauty and contemporary sense were developed by applying Knot Symbols and face compositions of Jogakbo with the use of Adobe Illustrator CS6 and Adobe Photoshop CS6 vector graphic software. The motifs were designed in contemporary image in face compositions like rectangle pattern, triangle pattern, dual rectangle pattern, vertical and horizontal pattern, pinwheel pattern, gojunmun pattern and free pattern by involving various changes like repetition, rotation, reduction, expansion and decomposition and using the colors used in the Jogakbo. It is desired that through this study, traditional Baeja may develop to bear traditional and contemporary image so that our traditional clothes design may become global. Also it is anticipated that this study will contribute to development of culture products of Hanbok like Jeogori, pants and skirt that require change of design in the global era while maintaining traditional beauty to appeal to the emotions of world citizens.

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산업용 정보표시 시스템 구현 (Implementation of Industrial Information Display System)

  • 김휘영;홍정환;강욱;박성준;김희제
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2001년도 하계학술대회 논문집 D
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    • pp.2048-2050
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    • 2001
  • 기존의 생산관리 현황반, 각종 산업용 판넬의 Faul Indicator, 각종 기계의 상태표시, 엘리베이터 정보출력장치, 주차타워 안내표시, 버스 행선지 안내표시, 병원, 은행 등 각종 광고용에서 사용되는 정보표시장치를 휘도와 안정성이 우수한 40mm 3 Color LED Dot Matrix Module을 이용한 Message 표시장치로서, 각종 Panel 및 기계 장치에 부착되거나 단독 설치되어 Parallel 또는 Serial Port로 입력을 받아 그 입력에 해당되는 Message를 출력 하며 User에 의해 제작되는 Graphic과 Text 형태가 있으며 외부입력에 의해 선택되는 Text Message와 출력 형태는 User에 의해 제작되는 Program에 의해 출력되는 방식으로 구현하여 영문, 숫자는 물론 한글 및 한자 표현도 가능 하도록 하여, 문자의 크기가 5${\times}$7 LED Dot Matrix에 비해 상대적으로 크고 미려하여 현장에서 상황의 인지도를 높이고 ASC-II 및 KS-5601의 Hex Code 입력방식보다 일반사용자가 Programming 하기 쉬우며 Message를 Graphic Symbol형태 및 문자로 작성하여 Message출력 형태를 선택할 수 있는 Mode Programming방식을 적용해 사용자의 용이이성이 배가 되도륵 하여 비교 검토한 결과 사용에 있어 편리성을 입증할 수 있었다.

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게임 스킬 비주얼 이펙트의 의미 분석 -월드 오브 워크래프트를 중심으로- (A Study on Meaning Analysis of Game Skill Visual Effects -focused on world of warcraft-)

  • 강윤희
    • 디지털융복합연구
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    • 제20권5호
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    • pp.751-759
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    • 2022
  • 게임 그래픽은 플레이어들에게 몰입감을 제공하여 능동적인 참여를 이끌어낸다. 본 논문은 신화를 모티브로 하는 게임의 서사와 세계관을 재현하고 있는 게임 스킬 비주얼 이펙트의 상징적 디자인을 위한 신화적 의미 분석을 목적으로 하고 있다. 연구방법은 비주얼 이펙트 이미지를 보편적인 원형의 재현인 형태의 상징과 게임 내의 서사를 표현하는 색채의 상징으로 분류하고 롤랑 바르트의 의미작용모델을 적용하여 분석했다. 본 연구를 통해, 게임의 서사를 상징하는 함축적 의미와 보편적으로 공감할 수 있는 신화적 의미로서 비주얼 이펙트의 의미를 분석할 수 있었다. 신화가 반영된 게임의 서사를 재현하고 있는 비주얼 이펙트의 상징적 표현은 플레이어들의 몰입과 참여를 유도할 수 있으며, 게임 그래픽 제작에 있어 비주얼 이펙트가 게임의 신화적 세계관을 반영하는 고유한 상징성을 가질 수 있도록 디자인 방향을 제시하고자 했다.

페트리네트 기반 AIM 관리 제어 시스템의 설계 (A Design of Petri net-based AIM Supervisory Control System)

  • 공성학;김홍록;서일홍
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 춘계학술대회 논문집
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    • pp.203-206
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    • 2005
  • This paper presents a design experience of supervisory control system for agile and intelligent manufacturing(AIM). For effectively program job instructions, a Petri net-type graphical language is proposed and it can be applied to a various task such as concurrency and synchronization. PGL is consisted of PGL editor, PGL analyzer and PGL translator; PGL editor generates a job instruction program using graphic symbol. PGL analyzer prevents a deadlock or resource allocation of unit cell. PGL translator transfers to adequate sequential job commands of each unit cell.

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스포츠웨어 브랜드 로고의 기호학적 분석 (A Study on the Semiotic Approach of Logo in Sportswear Brand)

  • 이민경
    • 복식문화연구
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    • 제14권2호
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    • pp.177-191
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    • 2006
  • The purpose of this study was to analyze the signification system between logo and brand concept systematically in sportswear brands. For this purpose, 37 apparel brands focused on sportswear brand were selected and the results of the study were following : First, the sportswear brands that symbolize a specific sports used a related supplies such as a golf ball or tennis ball, etc to express sports or concept that pursuit each brand. Second, the sportswear brands used the brand logo that represent or symbolize a specific animal, plant and natural world to express a strong spirit of sports and active energy. Third, the sportswear brands used the word mark or symbol that design a brand name in dynamic or speedy typeface to represent a speed and progressive spirit of sports. Fourth, the sportswear brands used the symbols that represent a concrete object, person such as a mast, shield, etc to emphasize the brand concept. Fifth, the sportswear brands used the symbols of a graphic or geometric style to represent the special quality of brand in type.

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한국 전통문양 식물문(食物紋)과 젠탱글 아트의 융합연구 (A Convergence Study on Korean Traditional Plant Patterns and 'Zentangle Art')

  • 윤희선;김기범;정진헌
    • 디지털융복합연구
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    • 제17권4호
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    • pp.285-290
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    • 2019
  • 본 연구는 아날로그 연필, 펜 등과 같은 필기구를 사용하여 패턴을 그리는 젠탱글 아트(zentangle art) 제작 과정 중, 디지털 아트의 효과적인 융복합을 통해서 보다 창의적인 젠텡글 아트 작품을 제작하기 위한 방법론과 활용 가능성에 대한 연구이다. 특히 디지털 아트의 저작도구를 활용한 제작 방식과 한국 전통문양의 형태별 분류인 식물문(食物紋)의 상징성(symbol)을 응용하여 전통문양과 젠탱글 아트가 융합된 디자인을 연구하고 기호학의 관점에서 연구 및 분석했으며 그에 따른 새로운 방향성을 제시한다. 향후에는 제작자를 중심으로 젠탱글 아트 작품 제작 시 발생하는 특유의 몰입감과 심리적 현상을 연구할 예정이다. 추후, 지속적인 연구를 통해서 젠텡글 아티스트 및 연구자들에게 콘텐츠 제작의 새로운 확장성과 산업적 가치를 제시할 계획이다.

유용생물자원을 이용한 천연염료의 개발 및 문화상품전개 - 함평나비축제를 위한 관광기념품 개발에 관한 연구중심으로 - (Development of Natural Dyeing Pigments and Culture Goods with Useful Biological Resources - Research on Development of Tourist Souvenirs for Hampyeong Butterfly Festival -)

  • 박미령;김상률
    • 한국의류산업학회지
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    • 제8권6호
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    • pp.665-671
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    • 2006
  • This study is to develop tourist souvenir which designed image of butterfly, the symbol of Hampyeong Butterfly Festival, using natural dyeing product, the specialty of Namdo region. Results of market survey of tourist souvenirs for Hampyeong Butterfly festival showed that souvenirs of butterfly design sold in market which were not discriminated from that of general products and locality or characteristic of the region could not be exhibited. According to the results of market survey, design of souvenirs of Hampyeong Butterfly Festival is as follows; Butterfly pattern of hinge and Dangcho pattern are developed to graphic motive of modern sense with traditional beauty to make design which can be consumed by modern consumers in their actual life and then proper pattern is planned by combining, repeating and disassembling them. Such a pattern is applied to souvenirs like T-shirts, necktie and scarf to make tourists feel identity and unification of the festival visually. In addition, design of souvenirs was made to be coordinated with casuals. Therefore, visual factor could be extracted from Korean cultural heritages suitable to concept of local festivals and it is considered that ways of commercialization and development of traditional pattern suitable to consumers' demands can be suggested.

패션 브랜드의 아이덴티티 디자인을 위한 일러스트레이션의 활용 방안 연구 (A Study on the Utilization of Illustration for the Identity Design in Fashion Brand)

  • 백정현;간문자
    • 복식
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    • 제65권5호
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    • pp.88-102
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    • 2015
  • The purpose of this study is to investigate the examples of using illustration as a strategic factor of composing brand cultures and as a factor for brand identity design. Through analyzing the external characteristics and the internal characteristics of illustration, this study will give suggestions on ways to apply the examples to real design. Illustration in external characteristics is investigated as a case of applying it directly to fashion design and to fashion marketing. Most of the fashion items were printed or weaved and most of the bags, shoes, and accessories were printed on the cover, attached as a patch, and expressed three-dimensionally. Illustration in internal characteristics is investigated as fixing and expansion of brand image, improving artistic and emotional value of brand, vitalization of masstige items, and cultural support and expression of social responsibility. The three themes used to develop the illustrations of "Hello ZIBI", which was used in this study, were "Graphic", "Forest" and "Flower", and these were based on modified brand symbol. Casual brands grafted fashion item designs onto T-shirts, bags, hats, and scarves. Marketing items were designed as shopping bags that could reflect brand image, as well as other items, such as key holders, mug cups, and tumblers, with designs that targeted specific age groups.