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A study on Women`s Underwear in the late 19C
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김지연 |
JEWNR 12(0) 325-336, 2005 |
ABSTRACT
The object of this study is to understand the importance and structure of underwear. Scope of this research is late 19C. This paper results as follows: 1. When women`s social and economic status was subjected to men, women had worn corset and fashionable dresses. 2. According to those movements, the ideal beauty had changed little in the same sort emphasizing on bust and hip. 3. Structure method of underwear changed by ideal beauty and shape of outer garment.
keyword : ideal beauty, corset, hoop(petticoat)
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A Semiotic Analysis of Visual Communication Appared in Advertisements
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박일재 |
JEWNR 12(0) 337-346, 2005 |
ABSTRACT
Semiotics is to examine the way of communication by signs and the dominating rules in the use of the signs. In other words, semiotics analyzes the types and system structure of signs, finds out behind meaning, and explores how the meaning is created. Although a number of advertisements are poured in busy daily life, advertiser`s one-sided shout disappears into the < ad > trash can. It brings really about enormous national loss. To help advertisements shown to consumers, this study suggested the examples of semiotic analysis of visual communication with its focus on < print ad > of visual communication meida and < Motorola, Anycall, Sky > of three major mobile phone companies. Furthermore, this study intended to help consumer`s understanding of advertisements by interpreting the constitution of signifie and significant in the visuals of advertisements.
keyword : Advertising, Visual Communications. Semiotics
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Study about Graphic design`s representation of Skills Competition
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임태윤 Lim Tae Yun |
JEWNR 12(0) 349-359, 2005 |
ABSTRACT
The first International Vocational Training Competition (IVTC) was held at Madrid, Spain in 1947 and masterly skilled people competed for the championship at the IVTC. In 1967, the first time Korean team began to participate in the event and won at the 23rd IVTC in 1977 for the first time. Since then, Korea participators had won thirteen times at the IVTC until Korea hosted the IVCT in 2001. Despite of the good result, Korean team did not get a good result, especially from graphic-design part compared with the others. And there could be many reasons for this. One possible reason we think is that most of the participants mainly focused on computer-work, ignoring the basic principle and requirements. For that reason this study was conducted to try to make an analysis of the graphic-design part exhibits of Gyeongnam local technical contest 2005. The participants consisted of ten high school students from Gyeongsangnam-do and an individual. This study gave an analysis of two design points which are rough-sketch and computer-work, each selected from "book cover design" of the first subject and "poster" of the second subject. Using the works, we also analyzedwhere the participants put the weight when they have ideas, and how much they show an interest in creative ideas. Since many problems were pointed out in the representation of layout, we also made an analysis on this. As a result, the color-pencils or the pencils were used as representation materials in both subjects. In the field of visual element, the participants in the first subject used little creative ideas; however, in the second subject 21 of 44 participants (50%) did. In addition, blue was the color which was mostly used in both subjects. People would rather prefer using left side to right side when they represented the first subject, and most works from the second subject was horizontally made. In the end, I suggest that competition advance department needs to be properly adjusted to meet the reality and also hope this study help the participants of graphic-design.
keyword : Graphic Design Layout Rough Sketch
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Formative Arts Research of the Virtual Reality that is presented in Movie game
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이상화 Lee Sang Hwa |
JEWNR 12(0) 361-372, 2005 |
ABSTRACT
High level of technological innovation triggered by the spread of personal computers has been confusing our concept of reality as well as world view and way of living. It is not strange for another `I` but not `myself` to experience what happened before or may happen to `me` in a virtual space not an actual situation in advance. Likewise, it seems natural to feel that such an experience is equivalent to one`s own. The advances of virtual reality urgently ask for studies on alternative approaches to express the paradigm of virtual space across social and cultural sectors. In this regard, this study attempts to relate the changes in the expression of virtual reality of movie game design realized in this rapidly changing environment of media technology relating to the factors of the changes in visual and conceptual recognition system attributable to the changes in digital environment of movie-game related producers and consumers. Movie game allows for experiencing what is difficult or impossible in actual situations or what has been dreamed about by interacting 3D figures in the make-up virtual world created as one likes. Free navigation, which is to freely move virtual space as a user wants, and interaction in the virtual space, virtual reality system and detailed elements have been discussed in order to encode virtual reality expression of movie game and produce structured model. This structured model, which is consistent with the media definition suggested by McLuhan, is a that of maximizing realistic images on the basis of experience-centered code. This study looks into the figurativeness of expression of virtual reality in movie games, which is expected to be applied to module of movie game design and serve as a groundwork for movie game design in the future.
keyword : movie game, virtual reality, media technology
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The Study Of Brand Logo Type Design To Utilize Calligraphy
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김일관 Kim Il-kwan |
JEWNR 12(0) 373-386, 2005 |
ABSTRACT
The more different the contents and style of lives, the more past cultures could get forced to be changed. The era of the chinese character culture has passed away and then that of perception has been presented recently. Basically, that is why calligraphy which uses writing brushes and ink-stick could have been kept in mind as a kind of old-fashioned stylish activities which were for Korean scholars for years. However according to the environment of difference, calligraphy has been changed and shown it head to use character language which has a strong image to transmit an implication of contents in a communication design part recently. The most and biggest merit which calligraphy has is that many people can make something by himself with hands and feel versatile human emotion well-expressed directly. With this interconnections, what the purpose of this study is to examine the actual condition of Krean Calligraphy brand logo type in Korea and then indicate possible problems and finally present the new model.
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Semiological Analysis about Wearable Computer -a point of view of Computer and Clothes -
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김재희 Kim Jae Hee |
JEWNR 12(0) 387-396, 2005 |
ABSTRACT
The meaning(sign) of clothing has been changed `protection` into `fashion` through ages. There also a kind of history of wearable computer like that. So we need to analyze the wearable computer at the semiological point of view because there have been some social, cultural, and contextual changes. There also have been formal and functional changes by human needs too. In this study we will have the knowledge of the Semiological analysis about wearable computer at two points of view(computer and clothes). We can also guess `what is the wearable computer we really want` in any kind of social and cultural background.
keyword : Wearable Computer, Context, Mediation, Semiology
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A Case Study on Animation TV-CM - Focused on Line Animation -
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박장열 Park Jang Yul , 이인걸 Lee In Gul |
JEWNR 12(0) 397-405, 2005 |
ABSTRACT
We are living in the digital era that celluar phone became a must-have item, on-going conversation through the internet chatting program is available to us anytime anywhere and TV allows us to meet all the kinds of culture over the world. In other words, we live in the period of digital civilization. However, people are afraid of getting behind changes under a modern convenience resulted from the advancement of technology and struggled with an economic depression due to the rapid current of the times. It is a gloomy turn of the digital period. To find a way out of the fear and depression, people ironically try to find human nature in the state-of-the-art technologies and interchange heart-warming mind with cold liens. The ironical situation is also found in video media representative of a mirror of society. Currently, most 3D animation works pursue not the existing heterogeneous technique expressing cold-hearted and actual aspects but 2.5D (cartoonization of 3D) technique, which allows expression of warn-hearted mood and human nature with line animation. This study is to describe various advantages of 3D CG including formation of various space structures, wide expression of creativity and continuous availability analyze TV-CMs using line animation on the basis of the social mood pursuing warm-hearted and human nature, and discuss its development potential in future.
keyword : 3D Animation, Line Animation
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The system of visual communication and Adevertising Illustrations
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박영화 Park Young Hwa |
JEWNR 12(0) 407-418, 2005 |
ABSTRACT
What is "Advertising illustration"? it says that it`s a characteristic that happened visual reaction totally and instantly in "now" which has a limit of time and space. This characteristic becomes to attach importance to its roles to meet with the flow of changing age toward an information age of various media. The advertisement of modern society not only delivers the simple product information but plays role in what is called "miniature mirror" reflected exactly the age`s society, politics, economics and culture awareness. Rather then any other impression means, the advertising is delivered and understand to the mass of people easily and makes common sense of the times with building a new image, too. There are various kinds of advertisement in each information media and said that what the type of the contents to persuade consumers is made of visual language, acoustic language and other expression is an advertisement. Among them, print media is the way of delivery message to consumers through the prints such as a newspaper, magazine, directed email and so on. The communication expression of printed media with this way is the illustration. The illustration is a visual language focus on visual appeal with obvious concept. As the visual language is in return for letter language, the development of the visual and acoustic media is changed an behavior of communication. Today, because the environment of visual communication under the condition of print way "copy", would change toward expended way by the times and spaces of the computer, multimedia, etc., the advertisement and the illustration have to require a new communication way to be able to adapt to such an environment. The communication core is the process of message delivery. As a behavior that the same meaning operation take part in both the sender and receiver, the meaning operation is an operation to add on deduct the meaning. For the receiver, that is what the meaning is reproduced. Accordingly, this study would like to understand whether the illustration in advertisement expression properly shows the various and complicated appearance of modern society with image sign, and to think to be able to not only provide some valuable information and visual fun to consumers who meet the advertising illustration. visual language but create the larger common sense, whether its expression of various advertisement creative is proper not a unified way as an visual transmitting art or not. whether the meaning of message were delivered correctly in the communication ability.
keyword : Visual reaction, Information media, Communication ability
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A Study on the plan for opening the training course on invitation of a foreign specialist - Focusing on the process of the training course management -
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원종열 Won Jong Yeoul |
JEWNR 12(0) 419-428, 2005 |
ABSTRACT
The international competitiveness of design is influenced by how many professional designers the countries have, and it is a very important factor to the countries which are short of professional designers that how they can secure and educate them. This report will present plans as below focusing on the training course management by the invited foreign specialist as a part of the way to strengthen the international competitiveness of industrial design. First of all, it presented the outline of promoting the system and method of the training course with the invitation of the foreign specialist, and also presented a series of process from planning to evaluating the project afterwards. Secondly, it presented the checklist as general details coming with the foreign specialist invitation on the stage of training course management, such as the advance preparations to open the course, things to be checked in progress and every other detail coming after the course completion. Thirdly, the above presented process in association with the training course management inviting the foreign specialist led us to find a way to educate specialists for raising the international competitiveness of design in the future, and we will be able to improve the quality of internal designers and advance their design through this.
keyword : Foreign specialist invitation, Designer manpower development, Implementation of training course
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A Research about hierarchical connections in experiences of MMORPGs usage
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한국디자인트렌드학회 |
JEWNR 12(0) 429-438, 2005 |
ABSTRACT
People getting experience from specific attributes of game when playing MMORPGs(massively multiple online role playing games). Game user`s experience produce some consequences, and consequences produce user`s value. So I try to figure that out with MEC model. MEC model is originally based on figure out customer`s life value when they are make selection from the products. Laddering was interiew method that I did, and it`s popular in MEC model research. The result is when people selecting game, they consider fine graphic game for the full regarding reason. Besides, scenario, character, item, social name recognition, and friend`s suggest are being refer to attributes. With this attributes, people experience`s results are more fun game, virtual reality`s experience, made laddering with users. Research result that user`s values are perfection of self, sense of superiority, sense of achievement, immersion and increasing reality. Finally, people`s values when ther are playing MMORPGs are mental stability, and enlargement of life quality.
keyword : 다사용자온라인게임, MEC, 게임 사용자 경험
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