• Title/Summary/Keyword: 도자디자인

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The effect of silica composite properties on DLP-stereolithography based 3D printing (실리카 복합소재의 물성에 따른 DLP 3D printing 적용 연구)

  • Lee, Jin-Wook;Nahm, Sahn;Hwang, Kwang-Taek;Kim, Jin-Ho;Kim, Ung-Soo;Han, Kyu-Sung
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.29 no.2
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    • pp.54-60
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    • 2019
  • Recently, various composite materials for additive manufacturing are interested to expand the application field of 3D printing. 3D printing technique was mainly developed using polymer, and ceramic materials for 3D printing are still in the early stage of research due to the requirement of high solid content and post treatment process. In this study, silica particles with various diameters were surface treated with silane coupling agent, and synthesized as silica composite with photopolymer to apply DLP 3D printing process. DLP is an additive manufacturing technology, which has high accuracy and applicability of various composite materials. The rheological behavior of silica composite was analyzed with various solid contents. After DLP 3D printing was performed using silica composites, the printing accuracy of the 3D printed specimen was less than about 3 % to compare with digital data and he bending strength was 34.3 MPa at the solid content of 80 wt%.

발명계 소식

  • (사)한국여성발명협회
    • The Inventors News
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    • no.38
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    • pp.3-4
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    • 2005
  • 브라겔코리아, 짝퉁 누브라 단속에 몸살 - 특허기술정보서비스 방문자수 2천만 회 돌파 - 2008년 변리사 시험 확 달라진다 - 진주시, 중소기업에 산업재산권 등록비 지원 - 중국산 MP3 플레이어 `짝퉁` 다시 활개 - `네이버`상표 분쟁에서 NHN 승소 - 특허청, 실시간 평가제도 도입 - `특허$\cdot$실용신안 대법원 주요판례` 발간 - 광복의 기쁨은 상표에도 녹아있다 - 2005 APEC 제10차 여성지도자네트워크 회의 - 도심 공공시설물에 대한 디자인 출원 대폭 증가

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An Introductory Study on Convergence of Traditional Chinese Paper-cutting Art and Contemporary Ceramic Decoration (중국전통 전지공예와 현대도자장식의 융합에 대한 연구)

  • Xinqing, Li;Zhengqi, Wei;Peng, Yan;Kim, Won-Suk;Ro, Hae-Sin;Kim, Sung-Min
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.351-356
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    • 2020
  • This study is an introductory study on Convergence of Traditional Chinese Paper-cutting Art and Contemporary Ceramic Decoration. As a part of Chinese folk art, now newly developed by the convergence of contemporary ceramic ar, today it promotes artists' creativity and find a alternative way for ceramic art. This mainly explore transition of 2 dimentional paper-cutting art into ceramic art. As a part of convergence art, this study suggest combination of 4 elements yin-yang-true-false with understanding of its history and contemporary status, and towards aesthetic values.

A Study of Case Studies on Craft and Design Convergence Education Programs -Focus on Kookmin University 「TeamTeam Class」 Curriculums- (디자인·공예 융합 교육 프로그램 사례연구 -국민대학교 「팀팀Class」를 중심으로-)

  • Park, Jung-won
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.327-335
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    • 2021
  • The tendency of the current times require education to focus on convergence, and the same applies to the essence of ceramics and design base imagination and creativity. For effective integration, a wide range of experimentations is required both in terms of academic and methodic approaches. This study analyzes the [TeamTeam Class] curriculum, converging ceramics with design initiated in the second semester (autumn semester) of 2020. Through reference materials on ceramics and design convergence education, it was possible to classify the following 5 categories: Subject, Method, Management, space and communication. The aim of the study is to find resolutions to overcome existing issues and problems in search of more effective methods. Although this study is based on convergence education, [TeamTeam Class] at Kookmin University, I hope to extend it further to also consider education after COVID-19.

A Study on the Fashion Design Process Based on the Digital Textile Printing System (디지털 텍스타일 프린팅 시스템에 기반을 둔 의류디자인 프로세스 연구)

  • 이지원;이주현
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.85-96
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    • 2002
  • Entering the period of Mass Customization, and with the help of the Digital Textile Printing technology, the purpose of this study is to propose two customer involved design process models, based on the Digital Textile Printing technology, and to compare their efficiencies and appropriateness with those of the existing design process model, which would lead us to discover the possibilities of Mass Customized design process. By the result obtained from the survey of 166 females in their twenties and thirties, the second Mass Customized design process model which gave most choices to prosumers was preferred the most, while the existing design process which gave no choice seemed to be preferred the least, and among the design elements of textile, color appeared to be the most significant influential factor in the preference of the clothing by the consumers. In summary, it appeared that every aspect of the society requires a shift in the process of the thought from Mass Production to Mass Customization at this point, and a guideline was made from the Mass Customized design process suggested in this study.

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Staudy on Design Management of Rosenthal AG (독일 로젠탈사(社)의 디자인매니지먼트에 대한 고찰)

  • Song, Hyun-Soo;Choi, Sung-Woon
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.102-110
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    • 2013
  • To date, the technology competence and design have been understood as the pre-requirements required in the midst of unlimited competition age. It is true that the most of the companies handle the practical or the aesthetic part of the product individually especially in the field of ceramic industry. Accordingly, it is difficult to create the identity of the company. However, the Rosental Co., Ltd in Germany had acquired the corporate identity already by means of the creative process and the design as well from the middle of 1900s and it has been reputed as a company producing the products through the unique design management. Especially, the identity of Rosental has been formed more uniquely with "jury system" verifying not the design results but the development process, independent brand marketing and the experimental mind such as the collaboration with the pure artists. Especially, the participation of the artists to the design development enables to evaluate the ceramic products not only as the simple products for daily life but also as the luxury goods for appreciation and collection. In addition, Rosental shows that the corporate identity may be created not only with the products simply but also completed with the internal external factors of the company through design management skill.

A Study on Craft Design Using Storytelling -Focusing on the story of the Byeoljubujeon- (스토리텔링을 활용한 공예디자인에 관한 연구 -별주부전 이야기를 중심으로-)

  • Choi, Jung-Hwa
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.359-366
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    • 2017
  • As the quality of life increases and the aesthetic value of the product is emphasized, it tend to consider the sensitivity of consumers in designing goods. The importance of storytelling is becoming more prominent as the purchasing factor of products shifted from the center of the product to emotional of products. In this paper, the purpose of developing emotional marketing craft design using storytelling is to understand the storytelling concept and analyze the case of craft design using storytelling. Craft is an easy-to-value or aesthetic value of the goods in the fields of design, diversity and originality can be pursued and has unlimited potential. Now, in addition to the semantic value of expressive values with a consumer sensibility needs requires the development of this research craft crafts design industry has established itself as a high value-added industry could do more to take advantage of the Foundation.

The study on Ceramic Kilns for Common Qualities Based on the Sejongsillokjiriji -Focused on Woohari Kiln Site- (世宗實錄地理志에 나타난 中品磁器所에 관한 硏究 -于下理 窯址를 中心으로-)

  • Kim, Jong-Tae
    • Archives of design research
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    • v.17 no.4
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    • pp.307-318
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    • 2004
  • We could understand that Woohari oven place is the main place to create important ceramic from Sejongsillokjiriji through the research on the collected remains and books. It was very important founding to understand The history of Korean ceramic industry as well as the special feature of the valuable ceramic in Chosun Dynasty because this place is considered as the original place for center of creating valuable ceramic which called Gongseunghyun during the King, Sejong. Most of the unearthed pieces are containers for living. Specially, it shows clearly about this thought after we found a piece of a soup bowl which has the black letter "Seon". So Woorhar Kiln is an official place to manage food during the King, Sejong(1420') which took care of tribute for one of Sasunsa.

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A Design of Ottchil Products, Chinese Qing Dynasty Decorative Ceramic Deformities (중국 청나라 장식도자 기형을 적용한 칠기작품디자인)

  • Zou, Wanli;Chung, Hae Cho;Kim, Chung Ho
    • Journal of the Korea Furniture Society
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    • v.27 no.4
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    • pp.375-382
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    • 2016
  • This study focuses on the shape of the bottle, the Chinese Qing Dynasty porcelain decoration. Consideration given to understand the basic form of the catheter, and the basic division. To study the binding form to the principles of the design work to prepare a lacquer on the basis of the results obtained here. When classified by type illness Qing Dynasty porcelain decorative porcelain six types, semi-porcelain could be classified into five types. Production form to pursue work in this study design is produced in the form of asymmetrical vases object type curve. These bottles of Qing Dynasty porcelain for decoration. The basic type of pottery types and selected six of its basic and applied work. Production design work was produced Hyupjeotae production techniques that facilitate formative representation.

Design of Continuous Cultural Heritage Education Applications via Gamification - Focused on Korean Ceramic History (Gamification을 통한 지속적인 문화재 교육 앱 디자인 - 한국 도자사를 중심으로)

  • Ham, Chorom;Yu, JeongMin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.409-411
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    • 2020
  • 4차 산업 시대의 흐름에 따라 디지털 문화유산 컨텐츠의 생산이 이루어지고 있다. 문화재의 위치와 해설을 사용자에게 제공하거나 문화재 사진을 보고 이름을 맞추며 간략한 정보를 얻는 등 학습을 위한 어플리케이션이 제작되고 있으나 사용자 경험을 고려한 지속적 교육 컨텐츠의 개발은 부족한 상황이다. 이에 따라 본 논문에서는 게이미피케이션을 통해 사용자가 문화재에 대한 정보를 지속적으로 학습할 수 있는 모바일 어플리케이션을 제안한다. 사용자의 흥미를 동반하여 학습을 이어가기 위해 수집형 롤플레잉 게임 시스템을 응용하고 이를 크게 네 가지의 항목으로 세분화하였다. 이 연구를 통해 우리 문화유산을 활용한 지속적 교육 컨텐츠 개발에 기여하길 기대한다.

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