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      프린트 기법을 이용한 문화상품 개발 및 연구 = A study of cultural product development on textile print technic

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      https://www.riss.kr/link?id=A40009116

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      다국어 초록 (Multilingual Abstract)

      So far, numerous attempts have been made to commercialize Korea's representative cultures in terms of contemporaneity, but only few of them have been upheld and developed with continuity. The purpose of this study is focused on making neckties, scarves, and purses with applications of weaving machine, our world-famous cultural inheritance, and developing them as general tourist goods.
      Now, there are many local communities who plan and hold cultural events and festivals featuring their native traditions. In addition, the development of a variety of cultural items is attempted in many-sided ways. Especially, cultural goods made using textile materials can provide more business opportunities for development and marketing, because they are more readily accessible to consumers in actual life. The recent development of digital technology has made it possible to produce various goods in small quantity by realizing the regular use of the digital textile print (DTP) system that allows fabrics to be printed on the spot.
      Such technological development provides great advantages of shortening the sampling and main processes, identifying consumers' preferences readily, and ultimately controlling the production volume. Therefore, these advantages can lead to higher strength in producing cultural goods that have been under a poor or no distribution system.
      Likewise, this study produced a small quantity of prototypes using the digital print in a way to examine consumers' preferences, which were difficult to predict through paper design or on the computer screen. As a result, the process of mass production could be handled more carefully after the processes of correcting and making up for the discovered facts. For some items, the weaving technique had to be applied due to those product features and design differences that could not be expressed by the print technique. However, the weaving method has a disadvantage of increasing the unit cost of production, because, although it may give a high-class image to products, it takes a long time to produce prototypes and work on corrections and it is impossible to produce in small quantities.
      In Korea, local communities (governments) offer various cultural events and functions in a way to promote national competitiveness, also expecting their incidental synergy effects. Those cultural events will serve to attract more tourists, and the development of cultural tourist goods will not only increase the income from tourism, but lead to the qualitative enhancement of cultural events. In conclusion, we will have to continue to concentrate on developing more advanced cultural goods as well as traditional cultural handicrafts.

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      So far, numerous attempts have been made to commercialize Korea's representative cultures in terms of contemporaneity, but only few of them have been upheld and developed with continuity. The purpose of this study is focused on making neckties, scarve...

      So far, numerous attempts have been made to commercialize Korea's representative cultures in terms of contemporaneity, but only few of them have been upheld and developed with continuity. The purpose of this study is focused on making neckties, scarves, and purses with applications of weaving machine, our world-famous cultural inheritance, and developing them as general tourist goods.
      Now, there are many local communities who plan and hold cultural events and festivals featuring their native traditions. In addition, the development of a variety of cultural items is attempted in many-sided ways. Especially, cultural goods made using textile materials can provide more business opportunities for development and marketing, because they are more readily accessible to consumers in actual life. The recent development of digital technology has made it possible to produce various goods in small quantity by realizing the regular use of the digital textile print (DTP) system that allows fabrics to be printed on the spot.
      Such technological development provides great advantages of shortening the sampling and main processes, identifying consumers' preferences readily, and ultimately controlling the production volume. Therefore, these advantages can lead to higher strength in producing cultural goods that have been under a poor or no distribution system.
      Likewise, this study produced a small quantity of prototypes using the digital print in a way to examine consumers' preferences, which were difficult to predict through paper design or on the computer screen. As a result, the process of mass production could be handled more carefully after the processes of correcting and making up for the discovered facts. For some items, the weaving technique had to be applied due to those product features and design differences that could not be expressed by the print technique. However, the weaving method has a disadvantage of increasing the unit cost of production, because, although it may give a high-class image to products, it takes a long time to produce prototypes and work on corrections and it is impossible to produce in small quantities.
      In Korea, local communities (governments) offer various cultural events and functions in a way to promote national competitiveness, also expecting their incidental synergy effects. Those cultural events will serve to attract more tourists, and the development of cultural tourist goods will not only increase the income from tourism, but lead to the qualitative enhancement of cultural events. In conclusion, we will have to continue to concentrate on developing more advanced cultural goods as well as traditional cultural handicrafts.

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      목차 (Table of Contents)

      • Ⅰ. 서론
      • 1. 연구목적
      • 2. 연구방법 및 범위
      • Ⅱ. 새로운 문화환경과 문화산업
      • 1. 문화산업이란 무엇인가?
      • Ⅰ. 서론
      • 1. 연구목적
      • 2. 연구방법 및 범위
      • Ⅱ. 새로운 문화환경과 문화산업
      • 1. 문화산업이란 무엇인가?
      • 2. 문화 환경의 변화
      • Ⅲ. 한국문화상품의 현황
      • 1. 문화상품의 개념 및 범주
      • 2. 문화상품의 개발 및 유통 형태
      • 3. 문화산업의 활성화를 위한 제언
      • Ⅳ. 한국 공예문화상품의 유통구조 개선 방안
      • 1. 한국 공예문화상품의 유통현황
      • 2. 한국 공예문화상품의 유통 개선 방향
      • Ⅴ. 한국 공예문화상품 개발방안
      • 1. 한국적 공예문화상품의 필요성
      • 2. 전통과 공예문화상품
      • 3. 전통성을 통한 공예문화상품개발의 요소
      • Ⅵ. <직지>를 이용한 문화상품 디자인
      • 1. 직지의 개념
      • 2. 직지의 의미
      • 3. 디자인 및 제품
      • Ⅶ. 결론
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