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Practical used Bookarts by Publication and Various Case-Centering Around Limited Edition Publishing-
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김경희 Kim Kyung Hee , 김나래 Kim Na Rea |
JEWNR 22(0) 153-162, 2009 |
ABSTRACT
The purpose of this research is to propose a new alternative for publication by researching and analysing limited editions. Contemporary publication has various problems such as shortend lives of books, uncompetitive prices due to emersion of e-books, and standarization of books, etc. As an alternative, the limited editions are developed creatively and variously with idea and materials adapted from bookarts. Bookarts is a new concept of arts emerged in modern times, and we can find its root in the Fluxus Art in 1960`s in U.S.A. Today, the rise of bookarts as a genre of arts means that there are hopes and nostalgia for restoration of rarity against mass reprinting in highly industrialized societies, and that people have demand for a human touch as they are lonely. Generally bookarts are divided into 4 structures - Fold, Codex, Fan, Blind - and we can create more than 1000 structures by combining those 2-3 structures. These structures of bookarts are utilized actively in the limited editions. There are many limited editions utilized with methods and materials of bookarts, and the examples are printings, 3-D materials such as threads/ribbons, paper cutting and pop-up, etc. The anticipated effects of bookarts, when it is used for publication, is the diversity of expression, the rarity of books, and the originality of artists, etc. The strength of the limited editions lies in the value for collection, interchanges among genres, high class quality of publication, and competitiveness in broad market, etc. However, there are also problems such as expensive prices, limited purchase periods, distribution difficulties, and classification of readers` classes. To improve these problems; firstly we need popularized prices by developing new and qualified materials. Secondly, there should be more expert publishers. Thirdly the small scale binding market should be improved by resonable prices. Finally the publication market should be cultivated and developed through the interchanges among genres and among artists. If improved, it is expected that the value of diversity, originality, and rarity of the limited edition will be much higher.
keyword : 북아트, 출판물, 한정 본 출판물, Bookarts, Publication, Limited edition
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Study of Public Interface Design Notion on Ubiquitization of Public Space - Analysis of Communication System on Public Interface -
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김영찬 Kim Young Chan |
JEWNR 22(0) 163-172, 2009 |
ABSTRACT
Ubiquitous technology is a new paradigm of communication on Public Space. The limitations of communication technology have resulted in unilateral and repressive communication systems until mid-1990s before the beginning of cyber-space. The new technological development in communication has dismantled the unilateral communication system. Moreover, the recently developing ubiquitous technology is overcoming the limits of communication in the cyber-space by real mutual communication system. The Public Space which used to be regarded as one-dimensional, has reconstructed as multi-dimensional spaces by communication technology of Ubiquitization. In other words, the ideal of a Public Space that is able to embrace the diversity of the members of its community is coming to fruition. However, ubiquitous technology cannot solve all the problems inherent in the current communication system. Although ubiquitous can enliven the subjectivity and activity of all members in Public Space, its results will invariably differ according to the political decisions on how the distribution of power and desire will be controlled. We have to put into consideration how we will analyze and design the Public Space when the communication within it is realized freely and in agreement. The goal of this study is to make a contribution by designing a new public space that is adaptable to the changes of Public Space on Ubiquitization.
keyword : 공공공간, 커뮤니케이션 구조, 유비쿼터스 테크놀로지, 창의성, Public Space, communication system, Ubiquitous technology, creative
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Management of Culture and Arts Programs for Residential Education
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백수희 Baek Soo Hee |
JEWNR 22(0) 173-182, 2009 |
ABSTRACT
The purpose of this study is to examine the satisfaction level of learners with the culture and arts programs that were offered in 2008 by K university in the metropolitan area in an attempt to seek ways of producing and managing distinctive programs for residential education. A survey was carried out to 342 students among 671 students that were enrolled in the program. The survey was conducted to find out their motivation, satisfaction with their classes and class management, needs for support, and opinions on what improvements could be made. After the collected data were analyzed, the following information was revealed. First, culture and arts programs that focus on residential education should contain experience activities and deal with what can be applicable to real life. Second, students who participate in the programs should gain credit, and the grading system from A+ to F should be introduced to boost learner participation. Third, a small number of students should be allowed to take part in a program, and a sufficient amount of practice time should be offered. Fourth, appropriate facilities should be prepared, and there should be extensive aid for the program, including help from assistant instructors. Fifth, a variety of performance, exhibition and club activities should be utilized to bolster the self-achievement and satisfaction level of learners. This study attempted to look into the outcome of culture and arts programs for residential education as it was the first approach in Korea and it is expected to pave the way for the development of more efficient programs.
keyword : 기숙교육, 문화예술교육, 디자인교육, residential education, culture and arts education, design education
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A Study on the Effectiveness of Design Methodology by Analyzing Elements of Graphic spreads
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김상욱 Kim Sang-uck |
JEWNR 22(0) 183-192, 2009 |
ABSTRACT
The purpose of the communication design is to share the information publicly and it has been evolved to an efficient communication method. Recently, the need in visual contents and making various cultural meanings has been arising through applying formative graphic methodology, not only just focused on visual style and functional design in the field of graphic design. At the same time, it is true that the impact of graphic design on the visual culture has been getting more significant. The main goal of this research lies on proving the validity of theoretical analysis on graphic methodology. To achieve this goal, the boundary of study is limited within physically flat surface (e.g. paper) and the examples in this research has been followed this criteria. In the course of fabricating the spreads, many kinds of outer factors affect this process. Taking account this fact, the research objective also covers the feasibility of graphic principles for visualization of formative elements, expression methods and theoretical chances to set up the methodology within the flat space for graphic design.
keyword : 시각 콘텐츠, 그래픽 구성물, 그래픽 구조, Visual contents, Graphic elements, Graphic framework
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The Effects of Feedback Types on Learners` Satisfaction and Problem-Solving Skills in Design Education via Private Web Community
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현은령 Hyun Eun-ryung , 김명희 Kim Myung-hee |
JEWNR 22(0) 193-204, 2009 |
ABSTRACT
The purpose of this study was to delve into feedback(task-involved and ego-involved) presentation via private web community in the sector of design education as a way to boost the satisfaction level and design problem-solving skills of learners. This study was conducted over the past three years. After a pilot study was carried out to find out the views of learners and educators about design education and the limits to that education in order to determine the right directions for this study, the focus of the study was placed on testing the effects of feedback presentation type via private web community. It`s specifically meant to examine the effect of two different sorts of feedback in a move to provide an opportunity for learners to infer the possible output of their design and come up with workable solutions. Currently, learners make an evaluation of lectures in the evaluation sector(the final stage of learning) of the existing design curriculum, but the findings of the study showed that a positive evaluation of lectures by learners couldn`t guarantee the quality of the instruction. Students should be taught to utilize different media and learn in a new and interesting way. At the same time, they should be given ample chances to be exposed to what previous media haven`t provided in order to grow into a design creator and appreciator who is able to take advantage of one`s own rich experiences with audiovisual media. Given the needs of today`s society, providing design education via private web community had a positive impact on the students, and that was a good attempt to ensure sequential learning and make up for the specificity of design class. In the future, design will exert an enormous influence as one of primary economic and cultural elements on the boundless global markets. Under the circumstances, educators should direct their energy into nurturing competitive designers who can properly respond to rapid changes, and sustained research efforts should be channeled into offering strategic design education.
keyword : 디자인교육, 학습자만족도, 디자인 문제해결능력, 피드백효과. 개인형 웹 커뮤니티, Design Education, Learners` Satisfaction, Problem-Solving Skills, The Effects of Feedback, via Private Web Community
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Analysis on the Current Status and the Utility of Pictogram for the Blind
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강수진 Kang Su-jin , 손원준 Son Won-joon , 조승래 Cho Seung-rae |
JEWNR 22(0) 205-214, 2009 |
ABSTRACT
Pictogram purports to communicate any information easily and fast to everyone by reducing the load of information processing resulting from the difference in nations, languages, races, religions, customs, and cultures, and then, symbolizing meanings. and the pictogram is the picture information that symbolizes human beings` intuitive, basic, and demonstrative meanings, and it is used as a more effective communication medium than a language or letters. But this paper clarified the limitations of the pictogram in communication among the blind who can`t use the visual sensory organ. That is, pictogram has a dual structure - one is for ordinary people who can use the visual sense and the other is for the blind. In the case of the pictogram for the blind, the pictogram that is lack of unity of shapes is used together and the expressions that are difficult to perceive with the sense of touch are used so it can make some errors in the blind`s interpretation, judgment, and behaviors. Therefore, under the current circumstances that the standardization of pictogram and the Act on the Ban on Discrimination of the Handicapped are in operation, this paper proposed the necessity for researching the pictogram for the blind that have different physical characteristics from ordinary people. In addition, through the theoretical examination of the characteristics of the blind and through the analysis of the current status and the utility of the pictogram for the blind, this paper prepared the fundamental knowledge to grasp out the problems with the pictogram for the blind and to find out the developmental ways of the pictogram for the blind.
keyword : 시각장애인, 픽토그램, 커뮤니케이션, The blind, Pictogram, Communication
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The Use of Mosaic techniques and Visual Representation in Visual Art - Focused on historical consideration of Mosaic and Modern Artist -
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안호은 Ahn Ho-eun |
JEWNR 22(0) 215-224, 2009 |
ABSTRACT
The feature of Mosaic is that the parts compose the whole. The mosaic technique which is represent concrete and symbolic images has been used from ancient world. Development of technologies bring more intelligent style and the technique expand for information visualization, new media. However, the fundamental concept of mosaic has similarities over the period even appear artificial intelligent model using digital technology. This paper describes historical background of mosaic and styles of modern artist who are using mosaic methods. Mosaic is the representational style which is considered human`s physical, cognitive characters and it included philosophical issues about the relationship between parts and whole. The problem of cognition is being associated with eternal stimuli and it is the stand for inferences from concrete and abstract. Mosaic also has logical and scientific unfolding process while being applied. Mosaic methods as visual patterns, represent in the various media and there are a number of possibilities for the new expressions.
keyword : 모자이크, 시각표상, 시각미술, Mosaic, Visual Representation, Visual art
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Meaning & progress of character rearing game, Tamagotchi
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오철훈 Oh Cheol-hoon , 윤대영 Yoon Day-young |
JEWNR 22(0) 405-414, 2009 |
ABSTRACT
The digital technique which is connected with character industry made a new concept about the digital era. Tamagotchi which realized digital virtual reality in the pocket is giving a life with various digital equipments. Despite it is cheap device which is not the expensive digital Handheld Game Console, Tamagotchi which was produced for the unique game affects on game market with the contemporary sense. Tamagotchi seems to be boom temporary. Recently Handheld Game Consoles and Mobile devices are increases which are based on High technology. Concept of Tamagotchi should be installed in Mobile devices as being benefiting the contemporary sense on the social context. According to being able to use a sensitivity element, it is changing to my avatar or fondling machinery. So, digital device becomes the existence which is familiar and sensitivity in the human being.
keyword : 타마고치, 휴대용게임기, 캐릭터, Tamagotchi, Handheld Game Console, Character
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Research on introduction of module system of product-Based on analysis of types and shapes elements of module systems-
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김호 Kim Ho |
JEWNR 22(0) 415-426, 2009 |
ABSTRACT
A numerous products out in the market provide convergence functions that enable interconnection of a variety of digital contents through wireless communications working as a major media in the information society and this trend is considered as one of the cultural icons of our time. As such, development of products is staged within the framework of social code, known as `Sea of Information` and the traditional market approach where customer requirements and personalities are emphasized only needs to be revised accordingly. It is against this backdrop that products are getting so de- individualized that their uniqueness and values are increasingly combined and that a group of products with similarities are getting clustered and identified. However, we cannot ignore the significance and unique value of long-established traditional products that are closely related to basic needs of human life, that is, food, clothing and shelter. The environment where a lot of products are evolving to be multi-functional and complex provides convenience to enable us to conduct multiple tasks at the same time. Therefore, this product convergence trend will most likely affect many other products in the future when multi-functional products with unique advantages will dominate the consumer market. This research has started based on the assumption that physical as well as functional convergence of products will be prevalent and common in the future among general consumer products, which is the intention to systemize new variable associations of physical shapes and functions. I have found a clue towards problem-solving in module system that facilitates physical, functional and structural expansion and conversion and try to come up with a concrete solution during the process of examining and investigating those clues more closely. Next, I`m going to focus on analyzing the relevance of module and structure and on the process of reassembling module items so that structural elements that are extracted and segmented can be applied to all module systems, while at the same time presenting a variety of cases regarding the assembly of physical shapes and functions.
keyword : 모듈 시스템, 제품의 융합, 다기능 제품, module system, convergence of products, multi-functional products
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A Study on the Actualizing and Expression in Information Design - Focused on the Information Space -
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김용근 Yonggeun Kim , 윤준성 Joonsung Yoon |
JEWNR 22(0) 427-436, 2009 |
ABSTRACT
With the development of the computer-based information technology, the application of the interactive information design prevails. This situation requires the alternative understanding for the linearity of information, data, signal, phenomenon and the non-linear expression of that linearity. For this, three Deleuzian concepts, the actualizing, expression and assemblage are borrowed in this paper. So this paper presumes that the information design is a visualized signification structure. With this condition, information can be understood as a selectively actualized data which constructs the signification system with the intervention of subject/user. The subject`s inclusion to the virtual field of data produces the actualized data, the information that can be understood as the structured sign system. And the information in this structure needs to be expressed with the mediation. To achieve this expression successfully, it is requisite to constructs the information space as a mediation where the actualized information is assembled through the visual methodology. And the machinic assemblage and the enunciative assemblage regulate this whole process.
keyword : 정보공간, 현행화, 정보디자인, information space, actualization, information design
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