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Purchasing Practices and Wearing Satisfaction of Panties for Elderly Women
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석혜정 Seok Hye-jung , 김상희 Kim Sang-hee |
JEWNR 34(0) 65-74, 2012 |
ABSTRACT
This study surveyed elderly women`s purchasing practices of panties currently being distributed and their satisfaction with the quality and fit. It aimed thereby at improving the measure fitness and design satisfaction at the time of developing pantie products, in consideration of physical features of elderly women.
The findings are as follows.
First, the selection criteria elderly women consider at the time of purchasing panties were shown to be in the order of materials, fit, sewing, price, and the ease of maintenance.
Second, among the panties currently avaliable in the market, the brand preference of `B company` was the highest, the reason for which was `good stitching.`
Third, the material favored by elderly women was 100% cotton, and their favored colors were in the order of beige, white, and pink. The standard type was favored as the shape of pantie waist line, and maxi line was most favored as the shapes of buttock line and front crotch line.
Fourth, the discomfort parts of the panties currently worn by elderly women were front crotch line and abdomen part.
keyword : 노년 여성, 팬티, 구매 실태, 착용만족도, 맞음새, elderly women, panties, purchasing practices, wearing satisfaction, fit preference
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Expressions of Pop Art in Music Videos - Focusing on Image Duplication in Girl Groups` Music Videos -
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이고은 Lee Go-eun , 김준교 Kim Jun-kyo |
JEWNR 34(0) 75-85, 2012 |
ABSTRACT
With development of scientific technology, modern society in the 21st century is changing more and more rapidly. Art also has extended its expression fields according to development of scientific technology and industry.
In the rapidly changing modern society, the spread of visual images has been increasingly promoted, and modern people are exposed in the flood of various visual materials.
The technology development in video media led the boundaries between popular culture and art to collapse. In this regard, the music video, as the cultural product, is a genre that begun to make a mark, as cultural media environments have become computer-oriented, as well a ubiquitous cultural form.
Pop art is interdisciplinary art to be interpreted in various meanings of accepting environments, which have been constructed through development of industry and formation of consumer society in the mid 20th century. In spite of harsh criticism such as excessive jump on the commercialism, it has approached real world more positively, and actively and shown popular features in view of objet troupe with living patterns of modern civilization reflected, utilization of media images, mass duplication and production of images.
In this research, various expressions of image duplication in pop art were examined, based on cases of Korean girl groups` music videos. The correlation between pop art, which has been just regarded as popular art, and pop art expressions in music videos, as well as analysis of their social influences, was also examined, according to principles of visual perception.
keyword : 팝아트, 시지각, 뮤직비디오, Pop art, Visual perceotion, Music video
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Body Change for Women in Their 30s by Using the 5th and 6th Size Korea 3D Scan Measurements
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조신현 Cho Shin-hyun , 김영옥 Kim Young-ok |
JEWNR 34(0) 87-98, 2012 |
ABSTRACT
This study tried to compare and analyze the body measurements of female adults in their 30`s. As for the research method, 3D body scan data from Size Korea`s 5th and 6th study of women in their 30`s was used on 513 female subjects and 192 women respectively The results were as follows:
1. The items of high standard deviation in physical measurements of all women in their 30s were a height and waist circumference. Particularly, the standard deviation of waist circumference was the highest by 8.17.
2. The comparison of the physical change between the 5th(2004) and the 6th(2010): The measurement of the significant differences between women in their early 30s were 15 items, including waist circumference > shoulder length> chest circumference > abdomen circumference > underbust circumference > weight >.
The measurement of the significant differences between women in their late 30s were various items such as shoulder length, wrist circumference, left-shoulder slope, abdomen circumference, and neck base circumference.
3. There was the main differences between women in both their early and late 30s in the item of shoulder length, reflecting this in ready-made garments.
keyword : 신체변화, 3차원 인체형상, 3차원측정, body change, 3D scan, 3D measurements
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Exploratory Discussion on the Acceptance of the Early Smart Phone Users
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최민수 Choi Min-soo |
JEWNR 34(0) 489-498, 2012 |
ABSTRACT
This study examined the smart phone user-behavior exploratory to identify the characteristics of the early smart phone users and acceptance factors of the smart phone. These were developed to 9 factors, under the in-depth interviews and online survey, which are the accessibility, social influence, functional factors, cost, mobility, emotional factors, user interface, service interface and personal innovativeness. The smart phone user characteristics and acceptance factors can be used as an effective Implication on the adoption and usage of a new media in the future.
keyword : 초기 스마트폰 사용자, 스마트폰 사용자 특성, 스마트폰 수용요, Early Smart Phone User, Smart Phone User Characteristics, Smart Phone Acceptance Factors
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A Study of Using Universal Education Program for Children
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조성옥 Cho Seong-ock |
JEWNR 34(0) 499-508, 2012 |
ABSTRACT
As people always encounter just seeing things, they overlook that the important one is a consequence named `design` not a structive process reach to the result. The design, which is the creative way to solve the problems through the design process, is the consequence of process arranges and systemizes the idea. Thus design education is only possible through an integrated education which combines realm of things learned in other courses creatively, and not limited by any areas; mathmatics, technology, etc. Design education in all areas while you put on it by integrated thinking. In this sense, design education for childeren beyond the design field to maximize the creativity of children. About universal design education for children, let children think about the things that can be observed easily and what is inconveniences and what should be improved. In addition to design their own specific set of ideas throughout a series of the process can leaner the culture that care for the others and communicate with the world. This article`s problem which is `If I were designer` write about the things that can be seen around surroundings and the points to improve. Then proceeds to step, sketch, apply, announce, and appraise. In this process, children depending on the design process leaner how to maximize their ability to integrate the idea and systemize. Information Society with theme of creativity and character education means education for children which will have.
keyword : 어린이 유니버설디자인 교육, 창의성, 인성교육, Children Universal Design Education, Creativity, character education
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Smartphone Application UI Design Guideline of University Information - Focused on Application of Usabilities for University -
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홍혜경 Hong Hye-kyung , 김민수 Kim Min-su , 김준교 Kim Jun-kyo |
JEWNR 34(0) 509-518, 2012 |
ABSTRACT
Digital devices including the recently released smart phones have become the daily necessities for university students. However, user interface applied with the latest technologies may stir up user complaints and be subject to rejection due to the display centering on graphics, complicated execution stages, inappropriate functions, lack of information and inconsistency between what users think and the actual control · execution sequence. Therefore, user interface often has plenty of room for improvement. It is anticipated that the correlation between information of university and 13 usability principle (visibility, direct manipulation, low physical effort, recognition, navigation, responsiveness, hierarchy, context-based, personalization, predictability, familiarity, learnability) derived in this study will be applied to the process of developing and assessing applications. The proposal of improvement based on the correlation between diverse & effective information user interface design usability principles and information applications of university aims at providing important reference data to the conventional media interface & application developers.
keyword : 스마트 폰, 유저 인터페이스 디자인, 대학정보 애플리케이션, 사용성 원칙, Smartphone, User Interface Design, Application of University Information, Usability Principle
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Valuable Interactive Interface for Wireless Lobby Community - Focused on University Lobby -
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김민수 Kim Min-su , 김준교 Kim Jun-kyo |
JEWNR 34(0) 519-528, 2012 |
ABSTRACT
In a Ubiquitous environment, it is significant to provide not only appropriate information, but also communication via user-friendly devices. Recently, designers are concerned with how to design interaction that elicits specific kinds of emotional responses in users, such as motivating them to talk and play, or be social. In this paper, these are interactive user interface that can enhance common information activities and communicate them as a digital interface between students in lobby. The space of lobby can make students could share their information and create communities through displaying of certain diverse information as well as interaction with friends and students through the RFID(Radio Frequency Identification) system. In addition, effective information delivery and use will be enabled by identifying and analyzing common points and differences between students` perception(learning & sharing information, replacement, interactive community) and guide line in relation to interactive communication. Therefore, the proposal of improvement based on the correlation between diversely valuable information user interface design and communication for students in lobby aims at providing important reference data to the conventional media interface developers.
keyword : 무선 로비 커뮤니티, 인터렉티브 미디어, RFID, Wireless Lobby Community, Interactive Media
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The Application and Development View of Visual Media Design - Focusing on Motion Graphics on New Media -
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최기현 Choi Kee-hyun , 이운형 Lee Woon-hyung |
JEWNR 34(0) 529-538, 2012 |
ABSTRACT
This paper deals with the forecast of the applications and the future of visual media design through the case studies of three areas - smart TV, augmented reality and 3d holography.
The twenty first Century`s media industry could be explained by four keywords - digital, network, mobile and convergence. Digital media caused the change of era. The network connection enabled the internet and it changed our society. The mobile technology allowed ubiquitous society. Nowadays, smart interactive media era has come through digital convergence. It changed the film design area as well. these days, we use the term `visual media design` instead of `film design`. In this paper, visual media design on new media and motion graphics - a genre of visual media design are considered. Through the considerations, the trend and the future of visual media design are analyzed.
keyword : 뉴미디어, 미디어 디자인, 모션그래픽스, New Media, Media Design, Motion Graphics
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Innovativeness Factors for Design-Centered Innovation - Focused on User Experiences -
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박주현 Park Joo-hyun , 류한영 Ryoo Han-young |
JEWNR 34(0) 539-548, 2012 |
ABSTRACT
The purposes of this research are to understand the characteristics of design-centered innovation and to develop the innovativeness factors which could be the standards/directions of successful design-centered innovation.
Reviewing literatures on innovation and design, the significance of design-centered innovation was addressed and factors that would be used in the next step were collected.
A survey was conducted focusing on digital media to develop design-centered innovativeness factors, and its results identified eight innovativeness factors for design-centered innovation; self-expression, convenience, learnability, emotion, usefulness, social prestige, stimulated elevation and sharing with others.
The study is an exploratory research considering design as the core of innovation, and it might be believed that such a research contributes to both academic advance and industrial development.
keyword : 디자인 중심의 혁신, 혁신성 요인, 사용자 경험, Design-Centered Innovation, Innovativeness Factors, User Experience
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COMPARATIVE ANALYSIS OF TOILETRIES DESIGN IN KOREA, CHINA, AND JAPAN - FROM LATE 17TH TO 19TH CENTURY -
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정의철 Jung Eui-chul , 박영순 Park Young-soon , 신지혜 Shin Ji-hye , 김은정 Kim Eun-jeong |
JEWNR 34(0) 549-560, 2012 |
ABSTRACT
This research describes the design characteristics in Korea, China, and Japan by investigating makeup culture and toiletries. To find unique design characteristics, the toiletries of upper class women from the late 17th to 19th centuries were compared. The research methods included both reviewing previous publications and field studies.
The three countries developed their own forms, proportions, materials and surfaces. Korean toiletries could be diverse and stable in forms and proportions, because they had various shapes and lower centroid. Korean women thought the symbolic meanings significant for their daily necessities, and preferred planar painting and engraving to decorate the patterns. The materials and surfaces of Korean toiletries were practical, soft, and gave less artificial process to reveal their natural material texture. Chinese toiletries had complex forms and were tall. For the patterns, symbolic meanings were significant as Korea. The patterns were carved in three-dimensional forms. Chinese women preferred rare materials. Japanese toiletries had simple lines and were easily stackable. Japanese women often used patterns for decorative purposes instead of symbolic meanings, and the patterns were mostly decorated with planar paintings. For the materials and surfaces, the Japanese preferred wood with lacquers and luxurious materials such as gold.
In summary, the design characteristics of Korean toiletries had diverse forms, flexible proportions, painted patterns with symbolic meanings, practical materials and soft surface, while those of China had a complicated structure and carved patterns. Japan had simple forms, sharp edges, and layered structure with colorful lacquers.
keyword : Traditional makeup, Toiletries design, Asian aesthetic sense
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