• 제목/요약/키워드: Graphic expression of photography

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패션 일러스트레이션에서의 사진 이미지 차용에 관한 연구 (A Study on the Photo-image Appropriation in Fashion Illustration)

  • 김순자
    • 한국의류학회지
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    • 제33권7호
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    • pp.1061-1073
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    • 2009
  • Present expression methods have close relations with popular culture in the active acceptance of various kinds of genre. Fashion illustration is no longer limited to sketching garments or technically explaining construction, it is accepted as an art that is expressed by the desire and consciousness of the artist. This study examines the expressional characteristics and effects of photo-image appropriation as an expression method in fashion illustration. The word 'appropriation' (to steal something) is used as euphemism and not meant to be derogatory. The methods of appropriation in art indicate that paintings are not inventions but are self-satisfactory creations that show that the idea of originality is false and that paintings should be uninhibited from the greed of the authority of the genius of artists. In postmodern paintings, the photo-image of appropriation are expressed through the methods of re-photography, photo collage, and photo painting. Photo-image appropriation methods in fashion illustration are re-photography, photo collage, image mixing of photography, drawing, and graphic expression of photography. Fashion illustrators are able to develop expression techniques for expanding a field of expression and enhance the ability of communication through the photo-image appropriation methods.

현대 패션 디자인의 그래픽 요소에 나타난 매개 소스별 미적 특성 -유희본능적 시각 표현을 중심으로- (Aesthetic Characteristics of Graphic Factor in Contemporary Fashion Design Categorized by Media Source -Focusing on Play-Instinct Visual Expression-)

  • 제갈미;이연희
    • 복식문화연구
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    • 제19권5호
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    • pp.945-956
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    • 2011
  • The purpose for this paper is to categorize and analyze the aesthetic characteristics of graphic factors in contemporary fashion design by media source. Focused on play-instinct visual expression in contemporary fashion design and adopted media source following the way of communication design. A variety of literatures and online sites for graphic factors in contemporary fashion was studied. The standard of media source is classified as graphic media-source: photography media-source, typography media-source, illustration media-source. With this standard, expressed ways are as followings. First, graphic media-source in play-instinct expressional fashion design is mostly borrowing existed character or using designer's brand logo. Second, photography media-source in play-instinct expressional fashion design is placed photograph of social issued people in front of shirt. Third, typography media-source in play-instinct expressional contemporary fashion design is mostly expressed social messages or designer's name in brand. Fourth, illustration media-source is the best way to express play-instinct visual expression. Based on these, aesthetic characteristics of graphic factor in contemporary fashion by media source are classified as three: social words, playfulness and information transference. Frequency ratio using media source per aesthetic characteristics is different and these are able to categorize expression way and image feature. In conclusion, expressional way of graphic factors in contemporary fashion design became diverse as social and cultural changing. Frequency of graphic factor use in contemporary fashion is increased than before. This paper suggested that fashion design is one of the way of communicating with people and should be analyzed graphic factors in contemporary fashion design.

대중문화의 전위 언어로서 프린트 (Prints as Avant-garde Language of Mass Culture)

  • 임영길;김숙영
    • 한국콘텐츠학회논문지
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    • 제9권2호
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    • pp.181-192
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    • 2009
  • 현대미술에 있어서 프린트는 시각이미지 분야에서도 판화가 지닌 특성을 유지하면서도 동시에 대중의 욕구를 충족하고 소통하는 데에 있어서 전위성을 띠고 있다. 그것은 판화의 형식이 르네상스 시기의 라인컷(Line Cut)에서부터 칼라 프린트의 프로세스, 사진, 20세기의 카툰의 시작, 그리고 광고와 예술, 그래픽 포스터로 이어지는 다양한 표현과 매개체의 변화에서 보듯이 고정적이기 보다는 유동적인 매체로서 복잡하고 다양한 문화 지형 속에서 말-언어보다는 개인들의 욕구와 특성을 원활히 소통할 수 있는 시각 언어 행위로써의 그 역할을 훌륭히 수행해왔음을 알 수 있다. 이 연구는 대중문화의 전위언어로서 프린트들, 즉 판화가 정치와 경제 분야에서 첫 번째, 언어와 그림언어간의 특성의 차이들과 그것들이 우리의 감각적인식이나 행동에 어떻게 작용하는 가를, 그래픽 포스터의 구체적인 특성에 초점을 맞추었으며, 두 번째로는 판화예술이 순수 예술로서 그 언어적인 행위를 어떻게 수행해 왔는가를 연구하는 데에 있다.

디지털디자인에서 이미지의 變換 (Image Conversion in Digital Design)

  • 김훈
    • 디자인학연구
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    • 제15권1호
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    • pp.309-318
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    • 2002
  • 시각디자인(visual communication design)에서 이미지의 표현은 전통적으로 여러 표현매체(Media)의 매커니컬한 부분과 깊은 관계가 있다. 특히 디지털방식을 이용한 이미지 표현에서는 회화적인 표한 도면작성, 광학적인 표현, 영상이미지 등 다양한 형식의 이미지들이 디지털데이터로 전환됨으로써 이미지의 변환이 쉬워졌다. 한편 디지털형식으로 각종 표현매체가 통합됨으로써 여러 형식의 시각이미지들간의 함성이 활성화됨으로써 이미지표현의 범위가 다양해지고 있으며, 나아가 기존의 평면적인 표현에서 3D, 4D 등 다양한 차원의(dimensional) 표현들이 디지털디자인의 이미지표현에서 종합되고 있는 경향을 보이고 있다. 또한 이렇게 여러 이미지형식들이 종합되는 과정에서 부분적이거나 전체적인 이미지의 변환이 자주 발생하고 있으며, 그 변환은 크게 조형적인 측면과 기술적인 측면의 두 가지 요인으로 요약된다. 본 논문에서는 조형적 측면으로 기존의 회화적 표현과 사진술로 대표되는 광학적 표한 그리고 컴퓨터그래픽에서의 이미지 변환 원리를 유형화하고 기술적인 측면으로 데이터형식에 따른 이미지의 변환과 디멘션에 따른 세부적인 내용을 기술하였다. 이 중 특히 기술적이고 정량적인 측정이 필요한 내용에 대해서는 컴퓨터를 이용한 간단한 시뮬레이션을 통해 객관적이고 실증적인 결과를 요약하였고, 연구내용의 세부적인 결과를 실제 시각디자인 작업에서 활용하는 방안을 사안별로 제시했다.

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미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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