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Representational Methods of Fun Shown in John Galliano Fashion Show Make-up
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신유경 Shin Yu-kyung , 강은주 Kang Eun-ju |
JEWNR 32(0) 239-248, 2011 |
ABSTRACT
Contemporary society has pursued for new and pleasant things than boring and uniform values as contemporary people tend to be sensitive rather than to be reasonable in spite of development of advanced technologies and industrialization.
The concept which rises as one of such alternatives is `Fun`. In examining elements of the Fun in terms of current cultural trends, we can find that the Fun is the best topic in recent mass culture. The Fun in fashion shows which lead in the recent trend vitalizes the shows and evokes laughing through familiar and funny elements.
In particular, Make-up of the John Galliano fashion shows breaks the frame as an additional element of fashion and represents Fun in unique and creative ways. First, for transformation of human bodies, make-ups are represented through simplification, exaggeration and malformation to evoke visual interest from viewers. Second, to represent kidult, adults are returned into the world of fantasy and dream, which gives rise to interest. Third, disharmony and unexpectedness are evoked through introduction of different elements, which gives us fun and laughing.
Thus, the Fun which spreads over contemporary society is reflected in fashion show make-up and is represented in various and distinctive styles.
Therefore, it is hoped that this study will be helpful for development of make-up techniques and creative representation of make-up, and make-up which represents the Fun can be used as a persuasive means for developmental possibility in various fields.
keyword : 펀, 키덜트, 부조화, Fun, Kidult, Disharmony
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The Mobile Style Guide for Web Identity
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김정아 Kim Junga , 김태균 Kim Taekyun |
JEWNR 32(0) 249-258, 2011 |
ABSTRACT
Nowadays, there are huge mobile devices that can access to internet. therefore many web contents are tried to fit in mobile web.
As Mobile web service based on web service, it is required to support a same user experience, if they are able to enjoy the same contents through other devices. In this study, we attempt to define Web Identity Style Guide that consist of Web interface and identity. As considered web identity, we refer to literature research about web style guide and mobile web. We found out what relations are between Web and Mobile service. Moreover, we identified the similar and different components.
As a result, we proposed component characteristics of Mobile web style guide. Therefore we categorized similarity and differentiation. The similar component of BI and visual design has both in web and mobile.
Information architectures and layout systems have differentiation between Web and Mobile. These differentiation are related to mobile environment such as screen size, mobility and small memory size.
Web identity is in a desktop web and mobile web. Therefore, when considering a differentiation and similarity, brand image will be able to effectively communicate.
keyword : 아이덴티티, 웹 스타일 가이드, 모바일 웹, Identity, Web Style Guide, Mobile Web
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The concepts of Convergence design as an Inter-hybrid design
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김지인 Kim Ji-in , 강혜승 Kang Hae-seung , 노승완 Roe Seung-wan |
JEWNR 32(0) 259-270, 2011 |
ABSTRACT
As movements of `convergence` are prevailing in various fields of society, interests in convergence increases even in the field of design. Because design has been developed in close connections with art, technology and industry, however, the convergence should be reinterpreted, unlike other fields. In this current paper, the convergence are explored in terms of historical, social and conceptual aspects. This work showed that the convergence movements in academic fields was facilitated by the formation of cognitive sciences induced by the development of computer sciences, and that social diffusion of convergence movements was based on significants changes in society induced by development of information technology such as advanced network system. It implies that in the contemporary society, which has the characteristics of border-crossing, decentration, displacement and hybrid, the convergence can not be interpreted only in terms of convergence itself or the outcomes of convergence. Rather, we should focus on other characteristics of converged outcomes such as potentialities and influences that convergence gives rise to new social and cultural connections.
Seen from this point of view, convergence design was defined as `design activities that process of convergence is strongly influence on characteristics of the outcomes, and these have characteristic ways of potentiality which brings social and cultural changes by giving impetus to the new networking and condivergence progress.` Being focused on interactions between converged outcomes and society and culture, the concept of `Inter-hybrid design` were suggested.
keyword : 융합, 혼성, 잡종사회, convergence, hybrid, heterotopic society
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Design activities and cognitive processes of visual communication designers - Through verbal and visual protocol analyses of the thinking processes
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Kim Hyunjung , Lee Hyunju |
JEWNR 32(0) 271-280, 2011 |
ABSTRACT
Researches on design activity and cognitive process of different design disciplines have been explored on the foundation of design thinking theories through various research methods. This paper calls to the attention of visual communication designers` thinking processes with research goals of proposing a research method for the analysis of visual communication designer`s thinking process and conducting experiments on visual communication designers to analyze design activities and cognitive processes from problem structuring phase to detailing phase. After a comprehensive review on research methods for the analysis of design thinking process, experiment appropriate for examining design activities and cognitive processes of visual communication designers is designed. Two visual communication designers participated in the experiment and the verbal and visual data collected are analyzed through two separate coding schemes. Results from the experiments indicate that visual communication designers perform various activity modes such as thinking, examining, writing, sketching, and working with computer throughout the process of designing. They structure ill-defined design problem by multi-modal activities of thinking and examining and generate either a design concept or a visual concept by writing and sketching. They refine visual design by working with computer. The simultaneity and the modal shifts of the activities have shown to make novel design decisions. Visual communication designers diverge their thoughts during problem structuring phase to preliminary design and again, during design refinement to detailing for visual exploration . Convergence of visual concept is done rapidly after examining their writings. Convergence of visual execution is done by the designer`s level of satisficing design work through computer iterations.
keyword : activity-based design modes, cognitive processes, visual communication designer
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Development of facial and make-up images scales
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유태순 Yoo Tai Soon |
JEWNR 32(0) 281-294, 2011 |
ABSTRACT
The purposes of this study were to perform item analyses of two scales constructed for measuring images before make-up and after it, to execute factor analyses for finding factor structures of two scale scores, and to examine discrepancy scores between corresponding items in two scales.
Subjects of 482 females aged 20`-50`s were sampled in Daegu city area. For measuring one`s own facial images before and after make-up respectively. Two equivalent forms of SAIFF(Scale for Assessing Images of Facial Features) were constructed, which contained 31 five point rating items illustrating parts of the human face.
The results revealed that the direct application of classical item analysis technique to image scales may be inappropriate and factor structures of two scales were quite different. However significant differences between items of two scales were founded.
keyword : 맨얼굴 이미지, 화장 이미지, 얼굴이미지 측정척도, facial image, make-up image, SAIFF(Scale for Assessing Images of Facial Features)
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A Study on the Implications of Movement as a Factor of Kinetic Typography - Focus on the Kinetic Typography in the Opening Titles of Kyle Cooper`s Movie -
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우경훈 Woo Kyung-hoon , 김면 Kim Myoun |
JEWNR 32(0) 295-306, 2011 |
ABSTRACT
This study examines the implications of movement in kinetic typography in movie opening titles because such studies were not enough in the past. The reasons why the study focuses on the movement of kinetic typography is that movement is the most characteristic factor in the kinetic typography as media trend changes from static to dynamic. For the analysis of movement, the study categorized it into four: forward and backward (Z axis), left and right (X axis), upward and downward (Y axis), and combined. The study carried out frequency analysis on the 20 opening titles of movies by Kyle Cooper and tried to find out how the subject of opening titles are expressed by the implications that the movement of kinetic typography generates. And the result shows that the movement of kinetic typography has a relationship with the subject of opening titles and it expresses symbolic significance. The study has limitations in that such implications that kinetic typography generates are inferred by a researcher`s personal experiences. In that sense, it is lack of objectivity and need further complementary studies. But, the study has significance in that it uses inductive reasoning and it provides a foundation for deductive reasoning study.
keyword : 키네틱 타이포그래피, 내포적 의미, 영화 오프닝 타이틀, Kinetic Typography, Implication, Movie Opening Title
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Utilization of used land of major public facilities for urban regeneration - Application to the Gyeong-buk provincial government building -
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김영훈 Kim Young-hoon , 이영창 Lee Young-chang |
JEWNR 32(0) 307-316, 2011 |
ABSTRACT
This paper proposes a method on the urban regeneration: the utilization of used land where major public facilities had been located in the existing city and the activation of areas connecting with neighboring areas. By field survey on the target area, we knew that the environmental conditions of most areas fell behind or were been old. To confirms a latent demand on utilization of used land and activation of areas, we interviewed people, knew that most of them wanted improvement of environments, and saw developmental potentialities. Finally, we proposed activation details on planned urban development, land utilization and improvement of physical environments, economic regeneration, social and cultural promotion, and promotion of system in urban regeneration.
keyword : 도시재생, 이전적지, 지역 활성화, Urban Regeneration, Relocated Site, regional revitalization
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A Case Study on Metaphorming for Creative Design Education
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박지다 Park Jee-da |
JEWNR 32(0) 317-326, 2011 |
ABSTRACT
This study has been carried out with the purpose of developing of metaphorming Approach in the creative design methodology and new creative design education. The principal subject of this research is metaphorming case study and design process development by metaphorming. For such purpose of this research, First, the case study of Metaphorming has been performed in order to extract the common traits on Metaphorming in architecture design, car & train design, AD design and Luxury-goods design. Second, the metaphorming process and the education way has been researched for the further creative design education.
keyword : 메타포밍, 창의적 디자인, 창의적 디자인교육, Metaphorming, Creative Design, Design Education
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Neo Platicist ideology and pattern propaganda of De Stijl group
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김연화 Kim Youn Hwa |
JEWNR 32(0) 327-336, 2011 |
ABSTRACT
De Stijl group - firm supporter of the formation of modern abstract art with mechanical aestheticism and influenced the formation of modern art and painting - did not only created patternized art but also acted as pioneer of abstract painting, architecture, design, etc.
The paper looked at metaphysical and metachemical variances contributed to Neo-Platicist theory based on P. Monderian Theo Van Doesburg, and probability of common plausibility by referencing existing thesis - specifically that of Carens.
Along with contribution of the creation of modernized patterns, mean of expression and audiences` experience play an important role in foundation of new art that is based on fusion of art and technology. Thus, problems concerning obtaining credibility and objective rationality in selection of pattern, movement, methods for the topic emphasize the importance of the discussion and verify facts based on qualitative and quantitative reinterpretation.
Along with cubism, futurism, constructionism, De Stijl identity had not only provided empirical experience in formation of 20th century`s modern art, but also reinterpreted factor and property of model employment in equivalence way using existing. Thus establishing mutual reciprocity of ideological type and form as well as its value.
Also, the paper looks at interrelationship of framing influence between De Stijl movement in the formation of neo-formative art - visible and non-visible composition, influential factor, standard and value of ideology formation as formative art.
keyword : 등가적, 조형성, 신조형주의, Equivalence, Formativeness, Neo Plasticism
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Users` Knowledge Aquisition and Utilization in User-Product Interaction
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최정민 Choi Jung-min |
JEWNR 32(0) 337-346, 2011 |
ABSTRACT
When using an interactive product or system to achieve a goal, a user utilizes his/her existing knowledge and acquires new knowledge. Throughout this process, the user`s knowledge is constantly modified and generated. In the current technological era, however, interactive products and systems do not provide enough opportunities for users to generate their own knowledge in interaction. Rather, knowledge needed for producing quality results tend to be hidden behind product operation, not communicated to users. As a result, users` experience in interaction tends to be confined to passive machine-operating procedures, and users may not be able to learn how to adjust their product use in order to achieve quality results in various situations.
When designers seek to fully support users` goal achievement in interaction, they should consider how to support users` effective and efficient knowledge development. To this end, this particular paper aims to investigate users` knowledge acquisition and utilization process in their interaction with a product. This paper first defines what kinds of knowledge are involved in user-product interaction and what components and factors shape users` learning experience. Then, the effects of users` levels and types of knowledge on their knowledge process are investigated through some observational user studies. The observation results particularly emphasize that in order to achieve quality results through interaction, it is necessary for users to acquire and properly apply sufficient problem-solving knowledge of the domain of concern (i.e. domain knowledge).
keyword : Interactive product design, Operation and domain knowledge, Users` learning experience
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