• Title/Summary/Keyword: 디자인기획

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The Design Project Based on the Proference and the Actual Condition of Patient's Clothes (환자복(患者腹)의 실태(實態)및 선호도(選好度)에 따른 디자인 기획(企劃))

  • Ryu, Mi-Ae;Park, Ok-Lyun
    • Journal of Fashion Business
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    • v.8 no.1
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    • pp.61-75
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    • 2004
  • This paper has the meaning to plan new design of patient's cloth focusing on its aesthetic aspect through surveying actual condition of use of patient's cloth and reflecting color or pattern that patient prefers to it. Substantial purpose of this paper is 1) to survey actual condition of patient's cloth on the basis of general hospital of downtown of Busan City, 2) to revise difficulty of patient's cloth and survey and analyze color and pattern that patient prefers and 3) to suggest new patient's cloth design using color and pattern that meets function that is not difficult for patient's activity and cure and stabilizes patient's mind on the basis of the result of analysis. The result of this paper is like follow. 1. Problem of current patient's cloth is that most hospital uses patient's cloth having white background and hospital logo of blue or green color and its length is too long so it requires adjustment of length of sleeves and pants 2. The result from analyzing preferred patient's cloth is that patient prefers patient's cloth classified by man and woman, one that its length of sleeves and pants are adjusted and one that there is no collar in its neckline. Regarding color, male patient prefers mild indigo color(5PB7/7) and mild green color (5G9/2) and female patient prefers bright purple color and bright scarlet color(5YR8/7). Regarding pattern, both of man and woman prefers natural pattern. 3. This paper planned total 6 kinds of patient's cloth (common patient's cloth: 2 kinds, male patient's cloth: 2 kinds and female patient's cloth: 2 kinds) through revising difficulty and using new color and pattern according to result of preference.

The Creative Education for Digital Contents Production (창의적인 디지털 컨텐츠 개발을 위한 교육)

  • 김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.335-344
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    • 2003
  • Creativity has become a buzzword in the 21s1 century to the extent that it is considered as one of the criteria for a nation's competitiveness. In the cultural industry, one of the industries with the highest growth potential, creativity is the decisive factor Nevertheless, we have to admit that there is a serious lack of this quality in the planning area. Everyone is born with creativity and creative way of looking at things can be developed through training and education. Most of universities now classify digital contents within the realm of design, therefore, emphasizing only the formal or the artistic side of it. However, the study of digital contents requires creative thinking processes that are oriented to problem-solving, for which one needs to put together his/her planning (socio-cultural), expressive (artistic) and technological (scientific) capabilities at the same time. Also, the education of digital contents should be focused not only on acquiring the knowledge and skills, but also on developing individual creativity and learning to increase one's creativity working in a team of an organization. For the environmental aspect, education for creativity should take into account social and cultural specificities of Korea. Therefore, continuous studies must be done to explore more concrete ways of developing creativity on the individual, organizational and environmental levels.

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The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.15-24
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    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.

A Study on the Subject Connection in Design Curriculum -Focused on the Subjects, Space Design and Computer Aided Design- (디자인 교과과정에서의 교과목 연계 연구 -공간디자인과 컴퓨터응용디자인 교과목을 중심으로-)

  • 이성남
    • Archives of design research
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    • v.13 no.4
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    • pp.145-154
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    • 2000
  • Higher educational results might come from the rational method of curriculum operation. Therefore, every subject in the major course should be planned to response the specialty of students and the efficient method of education are still more needed in technical college, in which students have to get the specialty on the short period of education. Because each subject in the major course works as the close cause and result of educational goal to form the specialty of students, the achievement of educational results in each subject is an important studying part of the educators in technical college. This study is a case of the approaching method for the improvement of learning effect by the connection of subjects 'Space Design' and 'Computer Aided Design' in the Dept. of Industrial design. It is considered to achieve two subjects' educational goals by leading up the students' learning concentration from the comprehension and experience about the co-relationship of the two subjects. And it shows the results of this approaching method such as students could get the design technology of the two subjects, and they could have self-confidence to the managing of the design process and planning of the design works as well.

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The Comparative Study on Contemporary Cultural Facilities in the City Environment (도시 환경과 디자인 계획으로 본 현대 문화시설 비교 연구)

  • 김선영
    • Archives of design research
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    • v.16 no.4
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    • pp.323-334
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    • 2003
  • This study examines the multi-functionality of the cultural facilities and explores the architectural characteristics of cultural facilities in city environment. For this purpose, 1 examine the major cultural facilities in USA and Singapore. Recently, the inter-cultural communication methods have been diversified and the cultural facilities need to be designed to effectively accommodate the public's interests in these activities. It is also necessary to reexamine cultural facilities' functions in terms of how the multi-functionality facilities reflect the surrounding environment. This study also sheds a new light on the meaning of the relationships between cultural activity, and the cultural facility design. For this, I primarily look at the various design categories of cultural buildings and their main functions. Finally, I demonstrate how both cultural activity and cultural facility design elements are embodied in the city environment.

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Digital Media Design Curriculum: Focusing on Planning and Evaluation in Design Process (디지털미디어 디자인학과의 교과 과정 현황 및 교과 과정 제안: 계획 및 평가 프로세스를 중심으로)

  • Yoon, Young-Doo
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.190-196
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    • 2010
  • Digital media has evolved in different areas as a result of the development of media and communications technology. The development of such media has also affected design in general as well as the design process systems focused on computer systems. Specifically, study of digital media design is based on a variety media and the development of computers due to social and environmental changes. Additionally, study is required on the convergence of variety of research including business, computer science, and human ergonomics. Nevertheless, most curricula in domestic universities are biased towards training practical manpower rather than creative/analytical manpower. For this reason, interchange between and study in multidisciplinary courses is desirable. Therefore, this study analyzes the curricula of departments of multimedia design of major universities and suggests enhanced curricula based on an analysis of the current state and understanding of the problem.

A Proposal of Media Exhibition Contents for the Aquarium - Focused on 'Gyeongpo Lagoon Ecological Museum' (아쿠아리움을 위한 미디어 전시 콘텐츠 제안 - 경포 석호생태관을 중심으로)

  • You, Mi;Woo, Jeonggueon
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.116-124
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    • 2016
  • In this paper, we propose digital exhibition contents for the aquarium, especially 'Gyeongpo Lagoon Ecological Museum'. We try to plan appropriate media contents that can be mixed with the aquarium storytelling. The aquarium must have special spaces that are not related with an exhibition directly but are necessary for survival of fishes such as a water circulation room. We design the special spaces using media contents and let visitors feel that the whole aquarium is in the ocean. First of all, we investigate the aquarium currently under construction. And then, we propose the appreciate media platforms and plan individual content. We suggest 3 types of media platforms, 3D water projection, interactive games utilizing Kinect, and a fog screen. Moreover, we produce 2D drawing concepts, 3D modeling images, and virtual exhibitions in virtual reality for the representation of the location in which those platforms are installed and the media contents we plan. The pre-visualization is helpful for the media platform construction and is used as a rough sketch to producing an animation shown in the exhibition.

Original expression of the creative chidren's picture-book (창작그림동화의 독창성 연구)

  • 안경환
    • Archives of design research
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    • v.11 no.1
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    • pp.185-197
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    • 1998
  • The domestic publishing market has heen ranked at No.7 in the word publishing market(stastics material in Cultu re and Gymnastics m inistrv )Es pe cia Ill'. publishing quantity of children'book is about to reacb No.3. Such a publishing condition i." showing that Korean publishing world has limit,llion of kind and genre despite of its quant.iative improvement On the ot.her hand. t',reign juvenile publi."hing has multi-publishing form, which is a simultaneous publishing with dolls, audio stuff, game programs and CD-ROM t.itles. Even the animation is considered as of the publication at the planning s tsge. However, when we take a look at domestic condition we come to know that Korean juvenile publishing has been occupied mostly by the studying book. Also, the cautious book selection by the well educated parents in l990's has brought up the change of juvenile publishing world. Such a presen t condition bears of juvenlie publi.,;hing world. Such a present condition bears problem, which is the checking 190 translat.ions among the published picture- books of the last ye ar children's book Nevertheless, there was a sucessful domestic planned creative picture book last year. That is "Puppy s shit", which was sold out 15 000 copies and be st se ller of children's book. Whe n we take a look at the commercial success of "Puppy s shit", it is possible that domestic work holds a position in the publishing market. "Puppy s shit" is the story about valuable nature with Korean styled illustration, which tells the prefemece of Korean book in do mestic pu blis hin f.i market. With the motto "Finding prospect of the Korean creative children's book", this paper was went throu gh. By searchinf.i for creative com ponent.s of picture-book planning such as theme, story, illustration, and edit design through the foreign picture-book "What 1 want. to know from the little mole is who made it on top of his head"-and domestic creative picture/book 'Puppy's shit", this study tried to tell a couple of things like followings publication of Korean creative picture book in t.he world. professional and more artistic inner fabric and originality(the relatio nship be tween stort and illu,tration), improvement of illustration through new formative language with well expressed con ten t, planning improvem ent of Korean creative pictive picture book including literary, artistic and educative component and finally examples of planning, artict and educative component and finally example, of planning the good book with a story and illu,;tration which can in the long run improve the value of life for the children.h can in the long run improve the value of life for the children.

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A Case Study on Industry-Academic Capstone Design Program (기업연계형 캡스톤디자인 프로그램 사례연구)

  • Huh, Won-Whoi
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.119-125
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    • 2020
  • In the 21st century, the 4th Industrial Revolution is in need of talented people who are equipped with experience and knowledge of various industries. Each university operates a capstone design to nurture the talent needed for practical work and attaches importance to the industry. However, since students in a single major plan as team members, there are limitations in current market situation and environmental awareness, marketing and design. In order to improve the shortcomings of the capstone design, which is carried out at the center level, engineering and design need to collaborate with each other without focusing only on the technical part. In this study, the researcher introduces the engineering and design linkage cases of the Capstone Design Program operated by the Department of Media Software and seeks to improve them. First, the educational purpose and operation plan of capstone design in the engineering field was reviewed and the improvement plan was suggested based on the result of the program case operated by the researcher.

A Study on Comparison Methods of the Web Design Style Pattern and User′s Mental Model (웹 디자인의 스타일 유형과 사용자 심상 모델과의 비교 방법 연구)

  • 천가경;최인환
    • Archives of design research
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    • v.17 no.3
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    • pp.189-198
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    • 2004
  • The specific web site style is the major appliance which can transmit the characteristics of the site in the fastest and the most accurate ways. The realization of the web site style related to the characteristics of the system which the web site represents typically is the very important design element, for the effective construction of the web site. The study of the methods investigation to contrive the reasonable style pattern systems is dedicated on these backgrounds, as one of the methods for the effective planning of the web design. For this purpose, the study has investigated the web design style through the internet and the books. Also, the study has analyzed the style pattern of the web site domestic and overseas. Based on the results of the study, the inquiry of the web design style pattern and the user's mental model has been prepared, surveyed and analyzed accordingly. This study has indicated one of the methods which can be utilized widely in the process of the style determination of general web site design. The efficiency of the study will be valued in the utilization of similar methods of style determination stage in various design areas.

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