• Title/Summary/Keyword: studio designers

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Found Objects in Furniture Design (가구에서의 오브제 활용에 관한 연구)

  • Kim Seong-Ah
    • Journal of the Korea Furniture Society
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    • v.15 no.2
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    • pp.41-51
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    • 2004
  • Since Cubists represented a way of expressing image moving away from traditional illusion effect, new realities represented by collage and assemblage. Furthermore, Marcel Duchamp, a French Dadaist, suggested the concept of ready-made that everyday objects exhibited in an odd way in a gallery. These early fine art cases highly influenced to furniture design in the second half of the twentieth century. The use of objects in contemporary furniture is closely related to the emergence of Pop Art in the late 1950s and that of Postmodernism. After the 1970s the use of found objects were frequently utilized in furniture design of all over the countries. As an ecological issue became a new consideration to furniture designers, found objects also gave a chance to use recycled materials. Even in studio furniture area which is considered wood as a major material at the early stage, many studio furniture designers began to adapt found objects in their designs as a new source of Inspiration after the 1970s. This study explored various examples of found objects in furniture design and examined the meaning of the use in different designers and regions.

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Japanese Aesthetics on Furniture of George Nakashima (조지 나카시마 가구에 나타난 일본의 미학적 특성)

  • Kim-Lee, Seonga
    • Journal of the Korea Furniture Society
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    • v.29 no.1
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    • pp.24-30
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    • 2018
  • George Nakashima (1905-1990) is a second-generation Japanese American who was one of the pioneers of the American Studio Furniture movement. Known for the use of natural timber shape of furniture design, Nakashima's furniture shows the aesthetic characteristics of Japan, which distinguishes it from the furniture of other American studio designers. But Nakashima has been regarded as simply a studio furniture designer, designing furniture that takes its natural form. Therefore, research is needed from a more diverse point of view, and the process of interpreting the cultural backgrounds of a designer becoming a design may be an important subject of study. Thus, this study attempts to interpret the hierarchy of design cultures belonging to a studio designer and to identify cultural characteristics that are not apparent. Therefore, through a process of studying from visible to invisible levels of cultural hierarchy, the study analyzed the aesthetic characteristics of the Nakashima's furniture, his personal experience of Japanese culture, and philosophical background.

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Luxury Expressed in Movie Costumes - Focused on Hollywood Golden Age Movie Costumes - (영화의상에 나타난 사치성에 관한 연구 - 할리우드 황금기 영화의상을 중심으로 -)

  • Yang, Sook-Hi;Hahn, Soo-Yeon
    • Journal of the Korean Society of Costume
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    • v.57 no.4 s.113
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    • pp.81-94
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    • 2007
  • Luxury, an expression of richness and expensiveness which can be achieved after putting in extensive an elaborate handworks, has been expressed in Hollywood movie costumes. The purpose of this thesis is to explore the characteristics of movie costumes of Hollywood studio designers, and to contemplate luxury expressed in movie costumes for such purposes, this thesis first provides the study on the luxury in movie costumes which has been reflected in fashion history, film studies and feminist theories, and to conduct a case study by analyzing photographic materials. The luxury expressed in movie costumes could be identified as expensiveness, exclusiveness, excess, and indulgence. In the movie costumes, expensive materials such as furs, jewelry, and decorations were used. Couture and custom-made costumes were the expressions of exclusivity. Also, the excessive luxury were the expression of bigness, scalelessness or extreme abundance. Indulgence in luxury is shown in use of uncommon characteristics, especially in gangster movie costumes.

A Layered Authoring Model for Constructing Interactive Virtual Environment

  • Ishiwaka, Michitoshi;Inoue, Seiki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.154-159
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    • 1998
  • It is difficult and important for virtual studio systems and media-art products to be designed effective interactions between a performance person, who appears in the studio, and virtual studio equipments, and, an appreciation person and artistic products. The difficulties originate with originate with no even-grained component and no framework of interaction design work. In this article, a layered authoring model is proposed in order to facilitate system designers and artists to construct the system more easily and flexibly using fine-grained media components. And some experimental interactive virtual environments based on the model are shown.

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An Investigation into the Nurturing Strategy of Korean Young Designers in the International Market Expansion - Based on London's Young Designers' Support Programs - (국내 신진패션디자이너의 해외시장 진출 전략 연구 - 영국 런던시의 지원 사업을 기초로 -)

  • Kim, Hye Eun
    • Fashion & Textile Research Journal
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    • v.18 no.3
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    • pp.272-281
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    • 2016
  • From the year 2000 on, Seoul has aimed to be a fashion city, and thus has been supporting young designers through Seoul Fashion Creative Studio, Generation Next, Le Dome, Concept Korea, etc. London is famous for nurturing young designers through the joint help of government, schools and industries: Alexander McQueen, Christopher Kane and Peter Pilotto are successful cases. Therefore, this research aims to suggest a direction for policies aimed at helping young designers in the international market, on the basis of London's nurturing programs and ideas from a literature review and case studies. The results are below. Firstly, a step-by-step supporting program is recommended. Secondly, long-lasting, sustainable programs are considered essential to support designers after the end of their contracts. Thirdly, practical assistance is preferred to monetary funding in order to lighten the designers' lot and in the interests of transparency. The mentoring service should be strengthened for the designers to eventually become independent. The support should be tailor-made according to items. Fourthly, the supporting programs should be promoted. Fifthly, government and industries should collaborate. Sixthly, 'de minimis' against overlapped support should be legislated. For these, the change of supporting method can be helpful; an independent administrative organisation plans and collects funds from governments and companies. Through these programs and any subsequent studies, Seoul could become a fashion city where young designers play active roles at a global level.

A Study on the Application of 3D Digital Technology for Fashion Design (3D 디지털 기술을 활용한 패션 디자인 개발에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.2 s.111
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    • pp.45-58
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    • 2007
  • This study shows that clothes are made just the same as the real thing in the virtual space through 3D digital technology. This study is significant to expand the area of fashion design in the virtual space. This study analyzes the practical use of the third dimension computer graphics in the aspect of fashion, and it is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. "Temporary bridge" is a rainbow bridge which connects nature, man and technology, and also the past, present, and future. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing rotor and texture used on 3D simulation. The conclusion are as follows : First fashion design process, which consists of design conceptualization, design definition, and computer design process, composed of body modeling, clothing modeling, texture mapping, rendering by lighting and camera establishing are compared. Second, fashion design process is applied to digital technology. Third, the method of body modeling is both that of direct modeling in 3D Studio Max and that of importing DXF file from poser. And the method of direct clothing modeling in 3D Studio Max are two methods, polygon modeling and nurbs modeling. Polygon modeling is more satisfied than nurbs modeling in the aspect of expression to clothing and round face. Forth, this study applies textures and colors transformed by photoshop on manufactured 3D Clothes. According to this result, fashion designers are able to confirm a customer or client in their design minds viewing 3D simulation by various textures. colors and angles. It is able to advance digital fashion show in the future.

Study on the Foundation of a Carpentry Studio Run by a Female Owner (여성이 운영하는 목공방 창업에 관한 연구)

  • Kim, Young Joo
    • Journal of the Korea Furniture Society
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    • v.27 no.3
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    • pp.203-210
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    • 2016
  • According to the research on the gender ratio of furniture design courses at universities, female students account for 70 to 80 percent of the total enrollments. Likewise, other design courses reveal the similar trend. Even though female students want to build up their career in the furniture design or related fields, the figure is not so high. There is a trend that many female designers tend to take time off or quite their jobs after their marriage for that reasons such as pregnancy, childbirth, the upbringing of children and so on. The study also shows that women with higher education feel more difficult to resume their careers after being left from economic activity for a long period; this results in the lower figure of women involved in the specialized jobs than men. In particular, the furniture companies avoid hiring old female designers because they believe that younger candidates are more capable of learning the latest style; therefore, it has become harder for the job seeks to win the competition in the job market. The data released by Statistics Korea in 2015 shows that there was the higher increase in female employees than the figure of the male workers, compared to the previous year. As it can be seen, female workforce was emerged as the new growth power; Nevertheless, the working environment and conditions haven't meet the demands from women despite the gradual rise of female job seekers inspired by their wish to achieve self-realization, gender equality. To conclude, this is to suggest the plans for the foundation and management of small-scale carpentry studios so that women, who have a degree in furniture design studies and wish to resume their careers after their long breaks, start their own carpentry studios so as to reach self-realization and feel satisfied with their work while earning their livelihoods.

The current situation and development strategies of the Fashion Creative Studios in Korea (국내 패션창작스튜디오의 현황과 발전에 대한 연구)

  • Kim, Hee young;Ha, Jisoo
    • The Research Journal of the Costume Culture
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    • v.26 no.3
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    • pp.265-281
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    • 2018
  • Government policy supporting the fashion industry in Korea has focused on the future development of rising fashion designer's brands, and as a part of this support, several Fashion Creative Studios are presently operated. The purpose of this study is to identify the meaning of these facilities and suggest development strategies for their effective utilization. This paper presents a conceptual understanding based on a literature review, and deduces the direction of Fashion Creative Studios through an exploratory analysis of various case studies and in-depth interviews with five designers, who have graduated from the Seoul Fashion Creative Studio. The results are as follows. Firstly, fashion educational institutions have to provide sufficient information about the Fashion Creative Studios to students. They can also consider adding short-term residencies to the curriculum in which students prepare collections or portfolios for the studios. Secondly, Fashion Creative Studios are required to intensify business and marketing programs to increase real-world support. It would be helpful to provide 1:1 management programs with several segmented stages for the design brands, or connect them to investors who could provide financial support and business expansion. Thirdly, Fashion Creative Studios need to find a way to strengthen textile differentiation and craft characteristics to increase designer brand competitiveness. Broadening participation with textile designers, connecting with experts and ateliers, and promoting collaboration with artists and artisans in the Arts Creative Studios can be further examined to this end.

A Study on the Characteristics of Marcel Breuer′s furniture designs (마르셀 브로이어의 가구디자인 특성에 관한 연구)

  • 유연숙
    • Korean Institute of Interior Design Journal
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    • no.30
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    • pp.59-67
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    • 2002
  • Marcel Breuer is considered one of the most important furniture designers of the 20th century. He studied at the Bauhaus in Weimar from 1920 to 1924 and in 1925 became master of the furniture studio at the Bauhaus in Dessau. Virtually from the outset, he was one of the most prolific and inventive designers at the bauhaus and fulfilled its claim to create designs for serial production. Gropius, the Bauhaus founder, had a profound influence on his furniture designs. In 1925, Breuer created the tubular-steel armchair, which revolutionized design and technique in the field, marking the advent of a new era. The furniture that was developed, by him and by others, from this design - technically cool, but light, elegant and clear - became the very symbol of modernism. Despite the success of his tubular-steel furniture, Breuer went on to explore the use of other new materials, such as aluminium and plywood. He made use of these new materials, which were associated with new technologies, to create new forms, as it were, some which proved to be foreunners of later developments in furniture design. Breuer had a profound influence on the evolution of modern design through his furniture designs, which received worldwide recognition and acclaim. His work unified functionality and beauty in a way that was to become a valid expression of its time and simultaneously far ahead of it.

An Observation on Characteristic of Mutual-borrowing Paradigm in Twentieth Century Fashion and Art (20세기 패션과 예술의 상호차용화(相互借用化) 패러다임 특성 고찰)

  • Park, Shin-Mi
    • Journal of the Korean Society of Costume
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    • v.61 no.7
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    • pp.80-100
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    • 2011
  • The purpose of this research is to classify that fashion and art in the twentieth century broadened the creative field by individually applying each other's ideas or through collaboration. This paper analyses the work of individual artists and fashion designers who created work on the boundaries of fashion and art. These samples are selected to extract features related to specific periods as it is proposed that contemporary creation has been developed from a combination of fashion and art, sharing their distinct concerns. Accordingly, this research will focus on the collaboration between fashion and art in the twentieth century from the aspect of 'fashion into art'/'art into fashion' in order to analyse the historical flow, and thereby examine the relationship between fashion and art. The cross-fertilization between fashion and art was initiated as an imitation of form in the early twentieth century, and led to a 'new cross-disciplinary form' which exists on the boundary of fashion and art. This paper considers the relationship between fashion and art from the perspective of sharing intrinsic concepts and the creation of a new creative sphere. It analyses the characteristics of the works of fashion designers and artists whose works lie on the boundary between fashion and art.