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The Values of Vintage in Korean Fashion Influencer’s Activities
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이해동 Hae-dong Lee |
JEWNR 73(0) 129-144, 2021 |
ABSTRACT
Background The purpose of this study is to analyze the values of vintage in Korean Fashion Influencer’s activities and elevate the values as one of the characteristics of Korean modern fashion.
Methods The methodology included literary and empirical studies as well as Influencer and modern Korean vintage fashion literary studies. In-depth interviews were conducted to analyze the values of vintage in Fashion Influencer’s activities.
Result The values of vintage fashion for Influencers are creative activities based on public interest, expanded reproducing through sharing daily looks, and self-expression through the scarcity of vintage clothing. The characteristics of Influencers are self-satisfaction and sharing. Fashion Influencer’s vintage trends are heritage, image, video, and cultural convergence. The formativeness in Fashion Influencer’s activities is heritage, live video, image, and consumption. The meanings are reinterpretation, communication, daily life, and experience.
Conclusion The Fashion Influencers are developing the new genre of ‘vintage fashion activity’. In addition, values towards vintage fashion activity are drawing international interests.
keyword : 패션 인플루언서, 빈티지, 가치, Fashion Influencer, Vintage, Value
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The Design Expansion of Postmodern Media in the Digital Transition Period
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김상욱 Kim¸ Sanguck |
JEWNR 73(0) 145-156, 2021 |
ABSTRACT
Background The Western world experienced a diversified social structure from the early 1970s, ending the post-war recovery process, deepening ideological conflicts, and an explosive growth economy. Due to the diversified cultural-social decentralized environment, the question of the universality of the production-efficiency-oriented value, which was represented by modernism, began to be questioned. This change in the perception of modernism causes a demand for an alternative to it.
Methods The concept of the temporal range of the ‘digital transition period’ and the phenomenon of changes in the visual and social environment that occurred during that time will be investigated. In detail, it describes the phenomenon of diversification of visual arts that occurred during that time and how the experimental media in which design-art works were expressed spread. In order to examine this phenomenon, through the analysis of the works and perspectives of representative designers and artists, the technological progress of the analog era is visualized through the digital transition period, and experimental incubation that can be converted into the next generation is presented.
Result Postmodernism, which emerged in the 1980s, was a skeptical reaction to the universalism and efficiency of the previous era. At this point, design-art works that involved individualized individual tendencies and emotional interpretations occurred, and they had a direct impact on design and consumption linked to popular culture and digital media. In addition to design, the field of pure visual art also shows a phenomenon that is synchronized with the changes in the environment of the times of the artistic ideology.
Conclusion In the media environment that is being differentiated by technological development and diversification, the utility of text as a medium of expression through design and the wide range of versatility as an aesthetic object have developed and spread under complex demand conditions in the background of digital transformation.
keyword : 포스트모더니즘, 실험미디어, 텍스트, Postmodernism, Experimental media, Text
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A Case Study on Educational Craft Program of Traditional Natural Dyeing for Creating Social Value in the Textile Industry - Focused on 2020 KCDF College Student Craft·Design Program -
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박현주 Hyun-joo Park , 안강현 Kang-hyun An |
JEWNR 73(0) 157-166, 2021 |
ABSTRACT
Background Recently, textile design education has been in the spotlight not only to utilize digital processes using various devices, but also to develop online education programs and to provide offline content in various ways through convergence research with traditional textile techniques. Along with the change in social perception of textile products due to environmental influences, interest in traditional handicrafts is also increasing. Based on these changes, the project class was conducted with the aim of research and development of reinterpreted textile crafts in connection with modern textile design techniques-oriented classes.
Methods The class cases were analyzed through the "2020 KCDF Craft and Design Education for College Students" hosted by the Korea Craft and Design Culture. The natural plant dyeing study investigated the traditional dyeing method through Master Artisan Lee Byung-chan, and the modern fiber technique was fused through linked classes. Forty-five students who investigated the project. They were divided into seven groups with the aim of developing and collaborating on cultural products according to trends and.
Result Through this class, students had the opportunity to learn traditional techniques and to experience modern design processes together. This was an opportunity for research on contemporary design development as a formative and original expression attempt of handicraft. Through the convergence study of techniques, it was possible to present the possibility of inheriting traditional culture.
Conclusion In implementing this project, we were able to feel the necessity and value of development that combines tradition and modern textile crafts and design techniques reflecting our unique cultural identity and its value. It is believed that the students should be the subject that can protect its value and pass it on to future generations. The beauty of art and craft is widely known and does not disappear easily by examining and studying the past and present of modern craft design together.
keyword : 섬유공예·디자인교육, 식물염색, 사회적가치, Natural dyeing, Fiber art&design Education, Social Value
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Aesthetic Research on Blurred Fear Face Artwork Based on Low Spatial Frequency - A Case Study of Francis Bacon's Portrait -
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Liu Xu , Cho¸ Taigyoun |
JEWNR 73(0) 167-175, 2021 |
ABSTRACT
Background As a means of conveying non-verbal information, facial expression is very important in all aspects of life. Humans can quickly obtain information from facial expressions, especially sensitive to blurred fear faces. Francis Bacon, a British painter, is good at portraying the feelings of fear in rough brush strokes, especially the facial expressions of fear, but his work also gives viewers a heavy sense of repression and horror. Studies have shown that the ability to read blurred fear faces is an inherent trait not only in humans but also in many animals, which is related to the brain's special processing mechanism for low spatial frequency (LSF) fear expression information and is independent of regional culture. Many artists or designers have used their keen sense of blurred fear faces as a medium to express emotions in various fields.
Methods The symmetry between artistic expression and visual design creation and brain emotion processing structure is explored in this study. First, the painter Bacon's representative paintings depicting blurred fear faces and other visual design works were sorted out through the Internet; second, a design experiment was carried out, that is, blurred fear faces were made withPhotoshopCS6 and a questionnaire survey was conducted; finally, from the perspective of cognitive neuroscience, previous studies and experimental results were summarized, the significance and process of rapid recognition of fear faces at low spatial frequency (LSF) were sorted out, and the corresponding neural structures of fear facial expressions were processed.
Result Through the analysis and experimental results of the existing paintings and designs of fuzzy fear facial expressions, it is found that they are in line with the neural structure of the brain to deal with low spatial frequency ( LSF ) fear faces, that is, there is symmetry between artistic expression and brain emotional structure.
Conclusion In this study, starting from the discovery of the phenomenon in which blurred fear faces are used as artists or designers to convey fear, bacon was taken as an example and previous studies in cognitive neuroscience were used to find that the brain has special neural structures corresponding to the rapid recognition of facial expressions of fuzzy fear. In this paper, the author tries to explain the phenomenon of design aesthetics from a scientific perspective so as to get a visual artistic creation method that reflects this facial expression. This neurological study of the art of fear seems to be more effective than previous empirical designs.
keyword : Blurred Fear face, Low spatial frequency, Cognitive neuroscience
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A Study on the Creation of Korean Tiger Reinterpretation Works.
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노정연 Jungyeon Roh |
JEWNR 73(0) 177-188, 2021 |
ABSTRACT
Background Even though Korean tigers are extinct, interest and love for tigers continue to this day. In Korean traditional works, tigers are an indispensable symbolic animal and have been used in various ways. Based on these, this paper is a theoretical report to show the process of releasing three pieces of artwork representing modern society's backside under the theme of extinct Korean tigers.
Methods Based on the tiger's ecological characteristics, the research focuses on reviewing the old Korean tiger paintings and find some artworks and products that successfully reinterpreted cases of modern times. The study sources are books, papers, publications, exhibition catalogs, online searches, and visiting exhibitions.
Result Tigers have a variety of symbolic images ranging from fierce beasts to satire and humor. The series comprises a tiger face with three hawks, a walking pose with four magpies, and a sitting pose smoking cigarettes with five rabbits. The tigers in each piece reinterpret into a robot, building, and a stuffed tiger. The series intended to realize the problems of dealing with extinct animals in modern society.
Conclusion The final works of tigers can be a part of the aesthetic indoor interior and give a chance to think about the two sides of the coexistence of humans and animals in modern society. In addition, it can be an opportunity to promote Korean beauty to the world through Korea's fascinating visual storytelling of the work.
keyword : 호랑이, 일러스트레이션, 재해석, Tiger, Illustration, Reinterpretation
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Study of Types of Bio-design and Convergence Technology
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김지은 Jieun Kim , 이지현 Jeehyun Lee |
JEWNR 73(0) 189-206, 2021 |
ABSTRACT
Background Recently, convergence design research is expanding to realize ideal design, and “Bio-Design” is leading design research as an future design based on convergence technology. Therefore, this study identified the types and categories of new technologies that can be used in a wide range of technology fields based on the analysis of the concept and type of biological design, and attempted to study the possibility of expansion of biological design.
Methods A literature review and case study were conducted at the same time. previous studies were conducted through literature source such as domestic and foreign books and papers, and case studies were conducted through researching for related keywords on Internet sites. The type and characteristics of biological design, and the types of convergence technologies shown in biologicak design, and the characteristics of each were analyzed.
Result Biological design types could be classified into ‘implementation of structural forms of organisms’, ‘implementation of functions and mechanisms of organisms’, and ‘implementation of ecological systems’. The types of major convergence technologies used to implement bio-design could be classified into ‘digital fabric’, ‘smart technology’, and ‘biotechnology’.
Conclusion This study attempted to expand the direction and scope of use of science and technology applied to design while showing examples of ideal convergence research between biological design and science and technology. In addition, it was intended to provide basic research data on the aesthetic value and sustainable technology of creatures that inspire design.
keyword : 바이오디자인, 바이오 테크놀러지, 융합 기술, Bio-design, Biotechnology, Convergence technology
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Anomie phenomenon for the costumes in the films ‘Snowpiercer’ and ‘Parasite’ - Based on R. K. Merton’s Anomie Theory -
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이주경 Jukyung Lee , 이혜원 Hyewon Lee , 박주희 Juhee Park |
JEWNR 73(0) 207-219, 2021 |
ABSTRACT
Background Director Bong Joon-ho explored the gap between the rich and the poor between social classes in the films Snowpiercer and Parasite, and the movie costume is an important clue in defining these social classes and character types. In this study, characters and movie costumes were classified and analyzed based on five individual adaptation types according to anomie theory of Robert King Merton, an American sociologist.
Methods Literature research and empirical research were conducted at the same time. In the literature review, the concept and role of movie costumes, the society and class that appeared in the movies Snowpiercer and Parasite, and anomie theory were theoretically examined. As an empirical study, costumes according to human types by social classes were reviewed and analyzed for movies Snowpiercer and Parasite characters.
Result Characters and costumes were classified according to Merton's anomie theory into conformity, innovation, ritualism, retreatism, and rebellion types. The following results were found. The conformity type emphasizes his/her socioeconomic status by wearing sophisticated clothes. The innovation type disguises his/her status through neat clothes. The ritualism type expresses obedience and innocence by wearing clothes according to circumstances. The retreatism type shows a decadent atmosphere. The rebellion type expresses the psychology of protection and defense.
Conclusion Through this study, the Anomie phenomenon in the characters and costumes in the films were analyzed. This study contributes from various interpretive aspects of identifying classes into individual adaptation types in capitalist society and analyzing characters.
keyword : 아노미 이론, 영화의상, 설국열차와 기생충, Anomie theory, Costumes of the movies, Snowpiercer and Parasite
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An Empirical Study of the Influence of Brand Collaboration on Preference and Purchase Intention
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서송이 Song Yi Suh |
JEWNR 73(0) 221-230, 2021 |
ABSTRACT
Background Private brands owned by retailers are a critical part of brand differentiation strategy. In particular, retro brands have recently been playing an essential role as private brands of convenience stores. Hence, the purpose of this study is to explore factors affecting the preference and purchase intention of brand collaborations.
Methods A survey was conducted among a national sample of 154 adults. A regression analysis was performed to analyze the effect of consumer perception of retro brands on product preference. A correlation analysis was then used to measure the association between product preference and purchase intention. Analysis of variance was also used to examine the interaction effect of brand type and product preference on purchase intention.
Results The findings of this study show that innovation has the strongest influence on product preference, followed by cognitive value and hedonistic value. Furthermore, a positive correlation was found to exist between product preference and purchase intention. A positive relationship was found between product preference and purchase intention of products with high product-category fit. However, purchase intention of products with low product-category fit showed an interaction effect with product preference.
Conclusion This study implies that retro brand strategies should be designed to focus on product-category fit and to create awareness of retro brands as innovative brands. This study further indicates that consumers should become aware that retro brands are consumed for functional purposes rather than hedonic purposes. Conclusively, this study theoretically explains the psychological processes of consumers as well as the communication process in regard to brand collaborations.
keyword : 브랜드 협업, 레트로 브랜드, 제품범주 적합성, Brand collaboration, Retro brand, Product-category fit
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A Study on the History and the Future of Electronic Games : Focused on the Characteristics as Art Media
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이봉비 Pengfei Li , 이운형 Woon-hyung Lee |
JEWNR 73(0) 231-240, 2021 |
ABSTRACT
Background Although the history of electronic games is not very long, it occupies a very important place in the cultural and industrial aspects of modern society. Today's game industry is experiencing explosive growth in the global non-contact era triggered by the Covid-19 crisis, and considering the recent boom in metaverse-related industries, where game functions are playing an important role, electronic games are the future It is expected to play an important role in the development of the media industry.
Methods First, the academic foundation is secured through data collection and literature analysis, and the development history of games and art is comparatively analyzed. Next, the future development direction of the game is predicted by establishing the relationship between the characteristics of the game, the characteristics of the user experience, and the art.
Result Electronic game art was formed considering the participation of the audience based on film art. In terms of the positioning of popular art due to the development of science and technology and the development of film art, electronic game art is a completely new form of art. Currently, the narrative and emotional expression of electronic games does not come close to that of movies. However, the experiential expression of user participation and interaction has become a major feature of electronic games and pioneered a new genre of art.
Conclusion The form of electronic games is constantly changing and developing. Virtual reality has changed significantly in recent years with the development of science and technology. Because it is an interactive form that uses all five senses centered on the user, and can satisfy the needs of the best user experience, including all existing art forms, virtual reality combines the sufficient interaction of the game with the narrative of the movie to create the ultimate experience. Virtual reality will be the future of game art.
keyword : 전자게임, 예술, 가상현실, Electronic game, Art, Virtual reality
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Research on the Design Using Biomaterials - The Use of Food Waste and Mycelium -
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조배문 Bae-moon Cho |
JEWNR 73(0) 241-250, 2021 |
ABSTRACT
Background Biomaterials are emerging as an alternative in the design industry amid a deeper environmental awareness as nature's vulnerability has been revealed due to the COVID-19 pandemic. Biological design in which nature and science are integrated in a unique way, is underway through research on producing eco-friendly materials using food wastes and organisms emitted from food. The purpose of the study is to expand the area of ideas for new materials by analyzing bio-design cases, which are part of this new approach.
Methods This study briefly examined the current status of eco-friendly materials in the theoretical background and summarized the concept of biological design, which is suggested as an alternative, by referring to the Public Relations(PR) data, academic papers, and professional books of the Bio Design Research Institute. Then, the design was found, and empirical research was conducted focusing on cases of food wastes and mycelium among the biomaterials.
Result By limiting the scope of the study to vegetable biomaterials, cases of using food waste materials, mycelium, and seaweed were analyzed. As food waste was reborn as a new material, or a material that produced natural textures and colors by living cultured bacteria, nature and science were integrated to give life to products. At this point in time when environmental factors are being evaluated as important based on continuously developing scientific research and social and ethical aspects, the expansion of the area of materials can be seen as an alternative to one eco-friendly material. In addition, circulation is of paramount importance, and products that imitate sustainable natural circulation are produced by preventing toxicity without damaging the nature of the material itself and naturally decomposing it without burning after use.
Conclusion By implementing zero waste through biomaterials, environmental problems that threaten not only humans but also animals, plants, and the Earth can be eliminated, and waste and organisms are also recognized as valuable innovative resources. Through these cases, it is hoped that the foundation for new research will be laid to prepare for changes in the material industry by recognizing the continued trend of changes in the eco-friendly product market and using it as data to discuss biomaterials that have taken a step forward from existing eco-friendly materials .
keyword : 친환경소재, 바이오소재, 바이오디자인, Eco-friendly materials, Biomaterial, Bio-design
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