• Title/Summary/Keyword: motifs

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Design Development for Fashion-Cultural Products Incorporating Traditional Lattice Patterns (전통창살문양을 응용한 패션문화상품디자인 개발)

  • Kim, Sun-Young
    • Journal of the Korean Society of Costume
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    • v.60 no.9
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    • pp.16-25
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    • 2010
  • This study reinterpreted the formative design elements of traditional grate patterns to create new lattice patterns and come up with a design concept for fashion-cultural products that highlight the uniqueness of traditional Korean culture and its characteristic features. Methodologically, the computer design software programs Adobe Illustrator CS2 and Adobe Photoshop were used to make grate patterns motifs. and they were applied to scarves and again to blouses using a three-dimensional simulation technique. In this study, three basic motifs for a new formative image were set using graphical functions such as omitting, simplifying, overlapping, repeating and reducing shapes based on the images of traditional 亞-shaped, arched and floral lattices, and each motif was expanded to have two variations with different colors applied to them. The direction of basic motif design was set to fit for each of fashion-cultural items such as scarves and blouses. Basic colors for motifs were arranged to create a colorful and modern but staid image in pink, blue, purple, green, yellow and brown tones. Based on a developed motif, changes were made in blouse design with lattice patterns through a variety of effects such as repetition, rotation, cross-arrangement, and oblique arrangement, and three-dimensional simulation was used to bring the design to life. Scarf design employed and applied the existing motifs in an appropriate manner for design purposes and reconstructed them through such effects as repetition, rotation, compositional variation and gradation to express a gorgeous and refined image.

Fun Motifs Represented in Walter Van Beirendonck's Fashion (Walter Van Beirendonck 패션에 재현된 펀 모티프)

  • Lee, Sangrye
    • Journal of Fashion Business
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    • v.18 no.5
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    • pp.171-183
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    • 2014
  • In general, the idea of fun is understood to be associated with interesting things, playfulnesses, joy, pleasure, etc. The "fun culture," which seeks enjoyment and pleasure through life, is a characteristic of elements observed in today's society and culture. This exerts a powerful impacts on the business operation, marketing, and product manufacturing. Moreover, it is accepted as one of remarkable phenomena representing the changing trends of fashion in the 21st century. The objectives of this study were to analyze and categorize the fun motifs observed in fashion designer Walter Van Beirendonck 's collections, to examine their formative characteristics, and to establish academic approaches and analytic framework in studying the fun phenomenon emerging in fashion. As to research methods, this study laid a theoretical ground by reviewing the related literature and previous studies, and conducted a positive case study using the data on Walter Van Beirendonck's collections and exhibitions. According to the results of this study, the fun motifs represented in Walter Van Beirendonck's collections are largely categorized into "deviation from rules," "humorous and obscene graphic images," "introduction and transformation of heterogeneous elements," "women with male gender' etc. On the other side of Walter Van Beirendonck's fashion are sex, sexual humors, sexuality, fetishism, love, form, body, language, social phenomena, harmony between nature and life, consumerism, race, shamanism, tribal rituals, nation, cultural collision, transcendent things, science fictions, cyber Space, dream, alien, future, fairytale, fantasy etc. which are expressed by using fun motifs. Moreover, these themes are led to masculinity and fantasy.

A Study on Nail Art Design by Application of the Plant Patterns of the Wadang in the Unified Silla Period (통일신라시대 와당의 식물 문양을 응용한 네일아트 디자인 연구)

  • Cho, Han-Sol
    • Journal of the Korea Fashion and Costume Design Association
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    • v.24 no.3
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    • pp.159-168
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    • 2022
  • With the recent proliferation of Hallyu content, national interest in Korea and the demand for designs with traditional Korean patterns as a motif is on the rise. In addition, as customers' design requirements tend to value more and more detailed and differentiated handcrafted designs, research on the motifs used in nail experts' original nail design development and nail design is continuously needed. Therefore, the purpose of this study is to expand the scope of nail design motifs with high practical value by producing nail design works applying plant patterns of Wadang, used during the Unified Silla Period, and to diversify nail art expression techniques. The research reviewed domestic and foreign literature related to Wadang during the Unified Silla Period, analyzed the collection at the National Museum of Korea, and categorized the motifs based on the characteristics of plant patterns and Wadang during the Unified Silla Period. The tangible motifs are intended to be presented as a fusion of nail art design works that utilizes both flat and stereoscopic art techniques. Through this study, it was confirmed that the plant pattern of Wadang from the Unified Silla Period is an attractive motif that can be expressed in various nail designs expressing Korean emotions and traditional beauty, and furthermore, it can be used as basic data for the idea of various beauty design areas.

A Study on the Computer Textile Pattern Design using Modeling Element of Natural Dyeing Works (천연염색 작품의 조형요소를 이용한 컴퓨터 직물 패턴디자인 연구)

  • Sul, Jung-Hwa
    • Fashion & Textile Research Journal
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    • v.6 no.1
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    • pp.17-22
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    • 2004
  • The purpose of this study was to obtain the basic element of patterns, which is the motif, from the existing art works and use it to create and simulate a variety of patterns to show the practical use of the computer. Natural dyed works of geometric shapes like squares and 1/4 of circles, each dyed with a different natural dyes, were produced and motifs were extracted. Then using the 4D box in Adobe Photoshop v.6.0, the developing pattern change and simulation effects when using different patterns and different repetition settings were examined. Observations were made as the motifs were replicated. Different patterns like a diagonal line, a square and a circle appeared. In order to find out the effects according to the changes, the motifs from work's square portions, circle centre, and the composition of eight motifs were extracted and used. The repeated patterns according to the extracted motifs simply showed that in the case of just repeating and arranging, square patterns appeared. By replicating and arranging, the motif and the allophone were matched and patterns with regular lines were formed, like a twill, pointed twill line. By setting the direction to Y and X in the repetition methodes, a typical half-drop arrangement or a brick pattern arrangement were formed according to 1/4, 2/4, 3/4, 1/3, or 2/3 in changes. Also the steepness of the slope changes quickly or in turn slowly as the rhombus shape appears. However in the case of a composed motif, an ogee pattern appeared. Lastly, by 3-D mapping patterns like a slant line, pointed twill patterns, diamond patterns, and the repeat patterns of a motif with a circle and a line combined, and a circle motif, an optical illusion could be observed.

Using Traditional Costumes in the Design of Game Character Clothing for 'Heungbu and Nolbu 1' Series of On-line Game Tales Runner (전통복식을 응용한 게임 캐릭터 의상 디자인 개발: 테일즈런너의 '흥부와 놀부1' 게임을 중심으로)

  • Cho, Du Na;Kim, Eun Jung
    • Human Ecology Research
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    • v.52 no.4
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    • pp.347-354
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    • 2014
  • 'Heongbu and Nolbu 1' is a series of the on-line game 'Tales Runner.' It is based on a traditional Korean fairy tale. However, the game characters in Heongbu and Nolbu 1 wear casual clothes even though the game is set in the Joseon Dynasty. Therefore, this paper presents proposed game characters clothes based on traditional Korean costumes from the Joseon Dynasty. This work should help inspire gamers and game designers with the beauty of Korean traditional costumes and familiarize them with an aspect of Korean people's identity. A literature review of online games and game characters was carried out, and game characters' clothes were analyzed. The design motifs of historical relics of the Joseon era were evaluated. Three styles, one traditional and two "fusion" styles integrating traditional and modern elements were proposed for each of the 4 characters: Chowon, Ruff, Bada and Abell. The chulrik and jurip were used as design motifs for Chowon. A traditional chulrik, short chulriks and pants are suggested. Second, the dongari and jeonrip were used as design motifs for Ruff. A traditional dongdari, sapok pants, deck pants and a vest are suggested. Third, the jeogori and chima were used as design motifs for Bada. A traditional female hanbok, arm warmers, short-sleeved jeogori and dress are suggested. Fourth, the dang-ui and daeran-chima were used as design motifs for Abell. A traditional dang-ui and daeran-chima, blouse, skirt, jumper and tight Bermuda shorts are suggested. The length, shape and color were converted into new styles, but some traditional elements such as the git and goreum were retained.

The Effect of Motifs in Korean Traditional Women's Dress on Impression Formation of The Wearer -the sorts, types, arrangements of motifs in the dress- (복식무늬가 한복착용자의 인상형성에 미치는 영향 -무늬 종류, 형태, 배열의 조합을 중심으로-)

  • 이혜숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.7
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    • pp.921-928
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    • 1999
  • The purpose of this study were 1) to find out impression dimensions of the dress wearer with various motifs 2) to evaluate the impression effects of motifs in Korean traditional dress for women. The research method was a quasi-experimental with the between subjects design. The experimental materials developed for the study were a set of stimuli and response scale. The stimuli were consisted of 12 drawings with full factorial design of 3 independent variables : motif sorts (2:flower animal) motif types(2: realistic stylized) motif arrangements(3: all over the traditional to modern) The stimuli consisted of color photographs and color of clothing and motifs was controlled the blue. The response scales were consisted of 30 bi-polar adjectives. The subjects were 333 undergraduate college students of Taejon. The data was analyzed by factor analysis MANOVA and Duncan's multiple range test. Results were as follows: 1. The wearer's impression were consisted of the 3 different dimensions : attractiveness · dignity dimension. Interaction effect among motif sorts motif types and motif arrangements was significant on the same dimension. Interaction effect between motif sorts and motif arrangements was significant on the visibility dimension. 3. The motif arrangements were a significant variable on the attractiveness·dignity and the evaluation dimension. The traditional arrangement and the modern arrangement showed more faborable impression and the all over arrangement showed less favorable impression on the attractiveness·dignity dimension. The all over arrangement showed positive impression on the evaluation dimension and the traditional arrangement and the modern arrangement showed negative impression on the same dimension. There were no significant difference between flower sort and animal sort and also no significant difference between realistic type and stylized type in their impression effects.

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Construction of CpG Motif-enriched DNA Vaccine Plasmids for Enhanced Early Immune Response

  • Park Young Seoub;Hwang Seung Ha;Choi Cha-Yong
    • Biotechnology and Bioprocess Engineering:BBE
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    • v.10 no.1
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    • pp.29-33
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    • 2005
  • A DNA vaccine methodology using eukaryote expression vectors to produce immunizing proteins in the vaccinated hosts is a novel approach to the development of vaccine and immuno-therapeutics, and it has achieved considerable success over several infectious diseases and various cancers. To further enhance its efficiency, attempts were made to develop novel plasmid vectors containing multiple immunostimulatory CpG motifs, for rapid and strong immune response. First, a 2.9 kb compact plasmid vector (pVAC), containing CMV promoter, polycloning site, BGH poly(A) terminator, ampicillin resistance gene and pBR322 origin was constructed. A pVAC-hEPO was also constructed, which contained a human erythropoietin gene, for evaluating the transfection efficiency of naked plasmid DNA both in vitro and in vivo. To examine the adjuvant effect of multi-CpG motifs on naked plasmid DNA, 22 and 44 enriched and unmethylated CpG motifs were introduced into pVAC to generate pVAC-ISS1 and pVAC-ISS2, respectively. $100{\mu}g$ of pSecTagB, pVAC, pVAC-ISS1 or pVAC-ISS2 were each injected intramuscularly into the tibilias anterior muscle of Balb/c mice. The level of interleukin-6 induced in the mice injected with pVAC-ISS1 and pVAC-ISS2 were significantly elevated after 12 hours, which were almost 2 and 2.5 times higher than that in the mice injected with pSecTagB, respectively. These results suggest that DNA vaccine plasmids with enriched CpG motifs can induce rapid secretion of interleukin-6 by lymphocytes. In conclusion, these vectors can contribute to the development of adjuvant-free DNA vaccinations against infectious diseases and various cancers.

The Preference on Korean Traditional Motifs and It′s Relationship with Motif Images

  • Chang, Soo-Kyung;Kim, Jae-Sook
    • The International Journal of Costume Culture
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    • v.2 no.2
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    • pp.60-70
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    • 1999
  • The purposes of this study were to investigate preference and images of Korean traditional motifs, and to identify the relationship between them. The subjects consisted of 369 male and 356 female undergraduate students. The experimental materials used in this study were 48 stimuli and a questionnaire composed of 7-point semantic differential scales of 26 adjectives. Twelve motifs selected from 3 groups of Korean motifs were used as pattern design stimuli. Twelve repeated patterns were constructed from them to be applied on a CAD-simulated dress. The data were analyzed by ANOVA, Duncan's multiple range test, and regression. The major findings were as follows : 1. Category, composition type, and application object had a significant effect on the preference. Interpretation type has no significant effects on the preference independently, but it had interaction effects when combined with composition type, and category. Especially the composition type had a greater effect than the other variables on the preference. Cloud motif and its abstract and decorative type were found to be more related to the preference than the other category and interpretation type. On the basis of the analysis results, image charts and preference charts were developed. By combining information from the image chart and preference chart, motifs and images preferred by consumers may be selected and developed into new valuable designs. 2. The preference was affected mainly by 'quality'image followed by 'simplicity', 'interest', and 'modernity'image. The preference on pattern design was affected by 'quality', 'simplicity', 'interest', and 'interest', 'simplicity', and 'modernity'image in the order. The relationship between the preference and sensibility images has been represented by equations.

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Sensibility Images of Korean Traditional Motifs Cognized by American College Students (미국대학원이 인지하는 韓國傳統紋樣의 感性이미지)

  • 장수경
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.3_4
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    • pp.402-411
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    • 2002
  • The objective of this study was to investigate sensibility images of Korean traditional motifs cognized by college students in U.S.A. The subjects consisted of 217 male and 351 female undergraduate students. The experimental materials used in this study were 48 stimuli and questionnaires, composed of 7-point semantic differential scales of 15 bipolar adjectives. Twelve motifs selected from 3 groups of Korean motifs were used as motif stimuli. Twelve repeated patterns were constructed from them to be applied on a CAD-simulated dress. The data were analyzed by factor analysis, ANOVA, Duncan's multiple range test. The major finding were as follows: 1. Four dimensions were emerged accounting for the dimensional structure of the images of Korean traditional motifs. These dimensions were ‘quality’, ‘simplicity’, ‘cheerfulnees’, and ‘modernity’. Among them, ‘quality’and ‘simplicity’were the major dimensions. 2. Category, interpretation type, composition type, and application object had significant effects on the images of above-mentioned dimensions. The interpretation type had a significant effect on ‘quality’image, the composition type on ‘cheerful’image, and the application object on ‘modernity’image.

Development of Fashion Cultural Product Design Based on the Iconological Analysis of Four Auspicious Animals in Korean Folk Painting (사령수(四靈獸) 민화의 도상해석학적 분석에 의한 패션문화상품 디자인 개발)

  • Kim, Ji Young
    • Journal of Fashion Business
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    • v.23 no.2
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    • pp.18-33
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    • 2019
  • The purpose of this study is to develop fashion cultural products that contain an example of cultural symbolism, which is based on the results of iconological analysis seen on imaginary animals. The method of research was to derive design ideas through a verbal association method, using the technique of mind map as based on the iconological analysis results. In the scarf design, four auspicious animals were used as the main motifs, and the background elements that appeared with each folk painting were used as sub-motifs for each of the four animals. In this case, the Yong was expressed with an image of clouds and flames as sub-motifs, and was strongly represented by the presence of a contrast color combination. In what follows, the Bonghwang was used with the sun and feathers in a stable structure due to its four-way arrangement, and was expressed with its soft light tone. The Shingoo was used with blue and khaki colors of dull and deep tone, and the image of aquatic plants and lotus were used. Finally, with the Kirin was represented by a symmetrical structure as characterized with a dull toned color and square border that provides a sense of stability. The clutch bags were as generally expressed using simple animal motifs, and were composed of a uniform motif and color. The design process used the Illustrator CS6 to perform motifs design. In the end, the process finally developed the actual product of eight scarves and four clutch handbags.