DOI QR코드

DOI QR Code

A Study of Digital Hanbok Design: focuse on Online Games

디지털 한복 디자인 연구: 온라인게임을 중심으로

  • Cho, Du Na (Korea Royal Costume Research Institute)
  • Received : 2018.02.06
  • Accepted : 2018.04.05
  • Published : 2018.04.30

Abstract

Online game digital hanbok has an aesthetic value in a digital culture and is useful for developing a digital hanbok design for online games as well as other industries. This thesis analyzes its attire and design composition elements to design a 3D digital hanbok by utilizing its formative characteristics. The literature review defines them as transmutability, virtuality, fictionality, reality and playfulness based on the characteristics of digital media, late digital generation and online games. We analyzed 471 images from 50 online games. Sonmaep was used for making 3D digital hanboks. Its attire was grouped into jogori pants, jogori chima, po and armor. Its design composition elements were classified as pleat, layering mu or hemline, mu sub gyeopmagi mitbadae, vent, git dongjung and decoration elements. The results feature 8 digital hanbok designs. Reality designs are replicas of jogori daegugo for men and po for women in the period of the Three States. Virtuality designs are slightly changed shapes of yoseoncheolrik for men and white jogori yellow chima for women in the Koryo Dynasty. Fictionality designs are casual fusion armors for men and women as a hyperbolic form. Playfulness designs are doll costumes for men and jogori chima for women as a kitsch and childish style. The concept of online game digital hanbok escapes from conceptual limitations of traditional hanboks. This result can be used for designing digital hanbok contents in various industrial parts.

Keywords

References

  1. Cyphers. (2015). Retrieved April 21, 2015, http://thvkf610.blog.me/220126312129
  2. Dungeon&Fighter. (2015). Retrieved April 21, 2015, http://chlo159.blog.me/
  3. Gamechosun. (2015). Retrieved April 21, 2015, http://c9.gamechosun.co.kr/
  4. Gamemeca. (2015). Retrieved April 21, 2015, http://www.gamemeca.com/
  5. Gameshot. (2015). Retrieved April 21, 2015, http://www.gameshot.net/
  6. Gametree. (2015). Retrieved April 21, 2015, http://fs.gametree.co.kr/
  7. Hanbiton. (2015). Retrieved April 21, 2015, http://audition.hanbiton.com/
  8. Lee, C. Y., Hong, J. M. (2002). A multiattribute attitude analysis of on-line game attributes and user's perceptions, Korean Society of Basic Design and Art , 3(2), 193-201.
  9. Main Task of Anetwicks. (2015). Retrieved April 21, 2015, http://www.qmud.com/
  10. Naver. (2015). Retrieved April 21, 2015, http://blog.naver.com/
  11. Nexon. (2015). Retrieved April 21, 2015, http://at.nexon.com/
  12. Nexon. (2015). Retrieved April 21, 2015, http://df.nexon.com/
  13. Nexon. (2015). Retrieved April 21, 2015, http://everplanet.nexon.com/
  14. Nexon. (2015). Retrieved April 21, 2015, http://heroes.nexon.com/
  15. Nopp. (2015). Retrieved April 21, 2015, http://tr.nopp.co.kr
  16. Park, W. G. (2010). A study on illustration reflecting digital-generation lifestyle and its use: Focusing on cases applied to TV ads at home (Unpublished master's thesis). Kyunghee University, Seoul, Korea.
  17. Plaync. (2015). Retrieved April 21, 2015, http://aion.power.plaync.com/
  18. Smilegate Megaport. (2015). Retrieved April 21, 2015, http://tr.nopp.co.kr/
  19. Song, E. Y. (2011). Ego identity of type of online game users (Unpublished master's thesis). Dankook University, Seoul, Korea.
  20. thisisgame. (2015). Retrieved April 21, 2015, http://www.thisisgame.com/