• 제목/요약/키워드: illustration

검색결과 841건 처리시간 0.028초

초등학생들은 과학 교과서에 나오는 삽화를 어떻게 이해하고 있을까? (How does Elementary Students Understand Illustrations in Science Textbook ?)

  • 양일호;이정은;임성만
    • 한국초등과학교육학회지:초등과학교육
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    • 제26권5호
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    • pp.475-488
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    • 2007
  • The purpose of this study was to investigate elementary students' difficulties when they read the illustrations on scientific textbook. 5 illustrations were selected on basis that they had some of the textual/graphical features. The data were collected from open-ended questionnaires and follow-up interviews. To investigate difficulties of reading illustrations, 100 sixth grade students participated in this study and interviews were taken to 9 volunteers among those participants. The results showed that many students had difficulties in the integration of verbal representation and realistic image representation on the illustration, therefore they often misunderstood the meaning of illustration. These results gave several recommendations when we used illustrations as educational materials. Teachers would be better to guide that students could understand illustrations with the integration of the reading of one or more representations.

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VMD 방안으로서 패션 일러스트레이션 활용에 관한 연구 - POP 광고를 중심으로 - (A Study on the Application or Fashion Illustration for the VMD Plan - Focusing on POP Advertisement -)

  • 김정민;김순자
    • 복식문화연구
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    • 제12권4호
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    • pp.648-662
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    • 2004
  • These days fashion market is overflown with many brands and their identities are not so clear that the advertisement emphasizing the characteristics of the products don't seem to be adequate in appealing the customers. Therefore it is required that the sensible image advertisement which appeals to the customers by stimulating their feeling and sensitivity to attract customer's interest. At that point, VMD especially of POP advertisement that can be attract direct purchasing plays an important part to build up the accurate image of brand to consumers. Even thought today's individualized consumers take much interested in the fresh and original expressions, the visual expressions of fashion advertisements still focus on using photographs. The most advertisement of photograph has a limit that it shows only an immediate fraction, so it can't present whole image It can deliver more- imaginations and message than photograph if fashion illustration is used in advertisement. Therefore the purpose of this study was to present the application of fashion illustration for the POP advertisement Twelve pieces of fashion illustrations were produced and classified three parts according to their images and expression techniques. Paper sculpture techniques were applied for fashion image expression, for paper is easily meet daily life and ecological materials. For study procedure and contents, the concept and useful functions of fashion illustration and the concept of paper sculpture were examined as a theoretical background, and various uses and techniques of paper sculpture by analysing a number of paper sculpture art works were also studied. Also the concept, roles and functions of POP advertisement were discussed, and then the examples that the fashion illustration applied in the advertisement were analyzed through case study. The theme of my works was jean fashion brand whose brand image is significant, Twelve pieces of fashion illustrations using paper sculpture techniques were produced and various kinds of paper were used in expressing the paper sculpture technique. Each works were cut out the forms and used a pertinent light for making cubic effect shadow when displayed them. In my works Ⅰand Ⅱ, Ⅰ illustrated jeans in two images of sexy and casual, these were created slightly bigger than actual body size in order to attract consumer's gaze at show window or store. In my works Ⅲ, Ⅰ illustrated part or model of a jean product so that it could be used as addition to main display.

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컴퓨터 그래픽에 의한 텍 스타일 디자인 연구(I) -Printing Patterns Design 중심으로- (A Study on the Textile Design by Computer Graphics)

  • 남후선
    • 디자인학연구
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    • 제5권1호
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    • pp.57-68
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    • 1992
  • The purpose of this study was to describe patterns of two dimensions, clothes of three dimensions. The IBM 32Bit Computer Graphics was used in this study. TIPS, LUMENA, FREE STYLE and TOP AS were used as soft wares. The procedures of study were as follows; 1.Selection of motives. 2.Selection of color and gradation. 3.Making patterns. 4.Input patterns of two dimensions on TOP AS. 5.Making Mannequin and fashion illustration. 6.Mapping patterns onto fashion illustration.

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패션디자인분야 교육과정에 대한 인식도 연구 (A Study on the Recognition of Importance about the Curriculum of Fashion Design Field)

  • 최해주
    • 복식
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    • 제66권6호
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    • pp.149-157
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    • 2016
  • For the Korean fashion industry to become more competitive, not only does it need to develop a higher value-added fashion products, but also needs to raise creative and professional talented people. The purpose of this study is to propose ways to develop new curriculum for education in the fashion design field by analyzing the degree of recognition about the importance of curriculum in fashion design. Based on the curriculums of fashion design field of universities, a survey was conducted using a questionnaire to measure the degree of importance and the degree of application for the curriculum of fashion design field. The study gathered data from 235 students from 6 universities in Seoul. Major conclusions of the study are as follows: First, preferred career courses after graduation were fashion designer for woman's or menswear, patterner. Second, clothing construction field is considered to be the most important subject in the present, while material planning field is considered to become the most important in the future. The fashion design field was evaluated as an important field in the present and the future. Third, fashion design, accessory design, fashion design CAD, fashion illustration were evaluated as important subjects and highly available for career. Fourth, fashion design CAD, fashion illustration, and textile design were evaluated as the courses that needed more emphasis. Flat sketch, spec sheet, on-the-job training were needed to be included. Fashion designer, and patterner were preferred for career courses. Clothing construction, material planning, and fashion design were evaluated as important fields. Accessory design, fashion design CAD, and fashion illustration were evaluated as important and highly available subjects for career. For the new curriculum in the fashion design field, more courses on fashion design CAD, fashion illustration, textile design and on-the-job training are needed.

90년대 이후 패션일러스트레이션의 표현적 특성에 관한 연구 - 패션의 트랜드와 패션의 포스트모던적 특성과의 연계(連繫)를 중심으로 - (A Study on the Characteristics of Fashion Expression after the 1990s - Focusing on the link between Fashion Trend and Characteristics of Postmodernistic Fashion -)

  • 성광숙
    • 복식
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    • 제54권1호
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    • pp.109-123
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    • 2004
  • In this study, the fashion trend after the 1990s and the characteristics of fashion in the postmodernistic viewpoint that mainly effected fashion were observed, and the characteristics of fashion illustration expression was observed in the viewpoint of its link. It can be seen that mutually close characteristics are mutually linked. As the result of this study, the characteristics of fashion illustration can be categorized into three areas. and the sub-concepts are as following. The first category is the pursuit of feminine beauty of individual multi-dimension. This includes- 1) retro feminine beauty; 2) fetishistic and ecstatic feminine beauty; 3) mixed composition genderless (mixed composition style. ageless style and raceless style): and 4) beauty of body deconstruction and reconstruction (deformation due to partial transformation, change into animalization, mechanization and spirituelization. and beautification of crudeness). The second is the intentional deviation of expression and production technique. This includes-1) deviation from traditional perspective; 2) deviation from composition concept: and 3) breaking away from the existing material and expression technique of material. The third is the pursuit of authority-rejection form of expression. This is an area that should be noticed in the fashion illustration expression of the 1990s, as it shows the most diverse phenomenon. The sub-concepts of this category include- 1) separation of art 2) minimalism (minimalism in structure and production method); 3) flatness; 4) completion of incompletion; 5) accidentalism; 6) sportive;7) absence of figure; 8) intentional childishness 9) story development; 10) techno mechanism and cyber character; and 11) animation style.

Antonio Lopez의 패션일러스트레이션에 나타난 인체재현에 관한 연구 (A Study on the Representation of Human Body in Antonio Lopez's Fashion Illustration)

  • 이경아;금기숙
    • 복식
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    • 제61권1호
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    • pp.1-19
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    • 2011
  • The purpose of this study is to pursue the way of human body expression for prospecting of future fashion illustration through research of the methods and meaning expressed in the works of 30 years by Antonio Lopez. The research was conducted by looking into the perception of the body between 1960s and 1980s, when Lopez worked actively, on the basis of the discourse, art and fashion for the femininity and studying the representation method and meaning of the body in his works. Lopez suggested an index of the ideal beauty of the times through the representation of the immature body like a child in the 60s, the glamorous body in the 70s and the exaggerated muscular body in the 80s by predicting the changes of the perception of femininity and ideal beauty. As the result of this research, it is found that Lopez employed the art form for the representation of the body in his works and presented the polysemous implications of the art form in the context of the body expression. In addition, he redefined sexuality by focusing on the code that confronted the conventional women's morals by changing the representation method of the women's pose, and depicted the other's image such as the colored races, departing from the ideal human body based on the white women. Lastly, he deconstructed the human body in various ways, thereby enlarging the concept of the human body in the existing fashion illustration.

3D 게임 캐릭터 제작에 있어서의 캐릭터 일러스트에 관한 연구 (Research About Character Illustration Which the 3D Game Character Manufacture)

  • 이동열
    • 한국콘텐츠학회논문지
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    • 제5권6호
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    • pp.178-183
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    • 2005
  • 현재를 산업사회에서 지식, 정보화 사회로 전환되어지는 종합코드시대라고 할 수 있다. 이러한 종합코드 시대에서 가장 복합적인 매체산물이 게임 산업이다. 그 게임 산업 속에서도 게임 제작의 요소 중 하나인 게임캐릭터는 유저와 상호작용을 통한 시각적인 요소를 내포하므로 가장 중요 요소이다. 게임 산업에서 캐릭터 제작의 초기시작은 그 무엇보다도 부가가치를 확산시킬 수 있는 요소를 내포하고 있다. 게임제작의 캐릭터라 함은 제작 요소 중 기본 원화로부터 시작을 뜻하는 확산성처럼, 2D 게임 캐릭터 일러스트에서 3D 게임 캐릭터제작으로 이어는 복잡성. 그리고 개체성, 가상성과 같은 게임의 발전 요소가 기존의 코드와 다른 차별적 마인드코드에서 세워질 때 그 초석은 만들어 질것이다. 따라서 게임제작에 있어서의 캐릭터 일러스트와 원화의 중요성을 파악함은 보다 완성된 3D 게임캐릭터를 제작하는 원인제공을 할 수 있다고 사료되어진다.

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전통사상(專統思想)과 서원건축배치(書院建築配置)의 구성(構成) 원리(原理) (Composition Principle of Seo-Won Architecture from the View of Its Disposition and Korean Traditional Thought)

  • 박정해;한동수
    • 교육시설 논문지
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    • 제18권6호
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    • pp.33-43
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    • 2011
  • The Korean academics of classical learning, Seowon which from the middle of Joseon Dynasty was complexly reflected in "the illustration of Taiji(太極圖說)" Five-Elements school(陰陽五行說), "Zhou Yi(周易)" and a theory on spherical heaven and square ground(天圓地方) which based on orientalism. Also the theory of Xiangshu Xue(象數學) was a significant factor to decide the size(number of facade module) of Seowon architecture. So, in this study, how the oriental thought was adopted and reflected in existing 21 Seowon in South Korea. The size of Seowon architecture was adopted a theory of combination with heaven, earth and human(天地人三合論) that based on the theory of Xiangshu Xue on "the illustration of Taiji" and "Zhou Yi". "Zhou Yi" was the central thought of Confucian culture in Joseon Dynasty, with which Seowon space was divided into two, ancestral rites space and lecture space. It coincides with balance of yin(陰) and yang(陽), Five-Elements(五行) and four seasons(四季節). In lecture space, lecture hall is relevant with the water(水) and winter, and front tower structure or outer three-door is the fire(火) and summer. Also, central garden means the soil(土) and center. Thus, the size and spatial composition was planned with the philosophy, "the illustration of Taiji", Five-Elements school and a theory on spherical heaven and square ground. Yin and yang has an idea of the heaven and earth, and Five-Elements has an idea of direction and season with which spatial composition of Seowon could be set. And the numeral meaning on the theory of Xiangshu Xue established an ideal background for spatial composition of Seowon architecture.

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프랙탈(Fractal) 프로그램을 응용한 패션 일러스트레이션 연구 (A Study on the Fashion Illustration Using Fractal Programs)

  • 김선아;김혜연
    • 복식
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    • 제51권2호
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    • pp.181-192
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    • 2001
  • Men study the nature in two ways. Scientists and mathematicians inquire a branch of those two ways. Mathematical formulations are the tools and the expressions of their nature. Meanwhile, the other branch, the art, alms for different inquiry. Instead of formulating the nature, the artists create their masterpieces from their ultimate source, the Mother Nature. For thousands of years these two branches have grown together, influencing each others work. Some mathematicians find that formulation, are not enough to fully express the beauty of nature. It is believed that such a simple expression, formula, easily omits the careful details of nature. The nature is simply too chaotic to be shaped with a formula. Of those mathematicians, Mandelbrot, one of the first to realize this matter, introduced the world of fractal geometry. Fractals give new possibilities. It allows us not to limit ourselves to linear prospect, rather a whole new view of this chaotic beauty of the nature. A popular practice to understand fractals is in costume design. The artistic characteristic and organization mechanism is appalled to costumes. Meanwhile, another practice, rather aggressive, is using computer to create an image of fractals. This image is then used for motives to generate artistic expressions. Computer and paper ironing technique is used for fashion illustration in this research. The works were synthesized arid transformed from computer programs. To add more traditional painting touch to this work, Paper ironing technique was used. Since the of effect of this technique is so random, irregular, and unordered, it corresponds to fractal consideration. This thesis asserts an another prospect to fractal as a structural way of describing nature ailed fashion illustration, rather than restricting it to only mathematical theory.

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디지털아트에 의한 패션일러스트레이션의 소프트웨어 미학 분석 - 아인슈타인의 상대성이론을 중심으로 - (Aesthetic Analysis of Digital Art Using Fashion Illustration Software - Focusing on Alfred Einstein's Theory of Relativity -)

  • 오은경;곽태기
    • 복식
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    • 제60권3호
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    • pp.26-43
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    • 2010
  • The inflow of digital technology into the art, especially in the Fashion Illustration since 1990, makes the new aesthetics of the beginning of the 21 century which the Software aesthetics can be called. The meeting of technology and the art make us recall a great scientist and artist, Leonardo da Vinci in the Renaissance that the notion of the art and skill was unified, same as the ancient history. This study is purposed to expand the concept of the art for the broad exchange of the digital technology and art and for the extensive expression method of the modern fashion illustration. Having views on science theory of the beginning of the 20 century, Theory of Relativity which had given a lot of influence in the philosophy, the litterature and the art, as well as all the science, it makes a connection with the history of art in the beginning of the 20 century and the story of the digital art in the beginning of the 21 century. Firstly, the Fauvism and 2D is based on the expression of the glowing and bright color by the Principle of constancy of light velocity. Secondly, the Cubism and 3D is associated with the Special theory of relativity in the cyberspace which the space and the time are totally accorded. Thirdly, the Futurism and 4D is compared with the General theory of relativity which contains the material and the gravity. They are gradually evolved into the Interactive art and the Kinetic art by the digital technology in the profound cyberspace.