• Title/Summary/Keyword: 디자인분야 교육과정

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Search for the Education of High-Tech Emotional Textile and Fashion (하이테크 감성 섬유패션의 교육 방향에 대한 모색)

  • Youn Hee Kim;Chunjeong Kim;Youngjoo Na
    • Science of Emotion and Sensibility
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    • v.26 no.3
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    • pp.69-82
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    • 2023
  • High-tech sensibility textile and fashion, in which consumers' emotions and various textile and fashion technologies are converged, is an important industrial group. It is important to develop the ability to apply in practice by gathering the creative by understanding other fields and exchanging ideas through interdisciplinary collaboration in the field of emotional engineering. Through interdisciplinary research and collaboration, talent must be nurtured of individuals who would lead the era of the 4th Industrial Revolution with the ability to empathize with others as well as the creative convergence-type intellectual ability necessary for the rapidly changing society. To determine content-creation methods, basic research is conducted. Additionally, this study investigates on the current status and educational process of the emotional textile-fashion industry worldwide. To nurture talents in the textile and fashion sensibility science, the basic contents are created to manage the knowledge that delivers sensibility science and the ICT related to this field, as well as in the intensive, PB-style conceptual design based on sensibility. The process from derivation of consumer emotion analysis and product development can be experienced through smart kit practice. Moreover, various methods are developed to set up intellectual property rights generated while developing ICT convergence products as start-ups. The study also covers new knowledge rights to develop emotional textile fashion.

The Effect of industrial Revolution to Surface Pattern Design in Britain (산업혁명이 초래한 영국의 평면 패턴 디자인의 변천 과정 : 1830-1900)

  • 차임선
    • Archives of design research
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    • v.6 no.1
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    • pp.87-103
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    • 1993
  • 대량생산을 야기 시킨 산업혁명은 공장주의 재산을 급속도로 부강하게 하는 한편 노동자의 생활 질을 급소도로 저하시켰다. 즉, 노동자들은 기계의 ‘손’역활을 하는 정도로 인격적으로 타락되었으며, 분업작업은 이들로부터 사고력마저 빼앗아 가게되는 실정에 이르렀다. 이익에 눈이 어두어 지게 된 공장주들은 노동임금을 최하로 저하시키고, 노동시설을 비롯해 자본투자를 최소한으로 줄이려는 데서 디자인 질의 격하현상을 초래했다. 즉, 창조적인 디자인 개발 대신에 다른 나라(특히 불란서)의 것을 모방하거나, 기존에 왔던 디자인들을 모방하는데 그치지 않았을 뿐 아니라, 롤러 프린트 사이즈에 맞게 기존된 디자인을 수정하는 작업이 디자이너가 아닌 직공에 의해 이루어지다 보니 그 난잡함은 이루 말 할 수 없을 정도였다. 푸긴과 러스틴은 각자의 작품에 대해 긍지를 지녔던 중세기의 장인제도로 돌아가자고 외쳤고, 러스킨의 아이디어를 철저히 계승받은 윌리암 모리스는 순수예술 못지않는 가치를 장식예술에 부여했으며, 건축이 모든 장식예술의 정점이라고 주장했다. 러스킨과 모리스의 정신을 이어받아 차세대의 건축가/디자이너들은 디자인의 질을 향상시키고, 디자이너의 위치를 화가나 조각가의 위치로 부각시키기 위한 끊임없는 노력을 통해,‘예술/공예 전시협회’를 창설해 오리지널한 장식예술품을 창조하도록 분위기를 조성했을 뿐만 아니라, 강여회와 저서들을 통해 디자이너 자신들과 산업체와 국민들을 교육시켰다. 맥머도, 보이지, 데이, 크레인, 하이테, 버터필드 등은 특히 벽지나 텍 스타일 디자인 등 패턴 디자인 분야에 관심을 보였다. 독창적이고 참신한 이들의 디자인들은 국내의 디자인 질을 향상시켰을 뿐만 아니고, 디자인사의 새 장을 열게끔 한 계기가 되었다.

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A Digital Design Curriculum Model in Architectural Design Studio (건축 설계교육에서 디지털 설계 커리큘럼 모델 제안)

  • Kim, Myung-Sun;Choi, Soon-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.11
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    • pp.5314-5320
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    • 2011
  • The purpose of this study is to draw the digital design curriculum in architectural design studio. For this study, works using digital design process in professional and academic projects were investigated. Digital design curriculum is consisted of 3 steps; fundamental, intensive and advanced courses. The fundamental course acquires capability for raising architectural thought through digital media. The intensive course acquires capability for raising architectural design process. Finally, the advanced course acquires capability for raising synthesis design works and professional abilities in architectural design. It is also a urgent need of unified roadmap about digital design curriculum for architectural design education in Korea.

Study on Active Learning & Facilitation Convergence Education Program for Enhancing Core Competency (4C) (핵심역량(4C) 증진을 위한 액티브러닝과 퍼실리테이션 융합 교육프로그램 연구)

  • Chung, Yoo Kyung
    • Smart Media Journal
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    • v.8 no.1
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    • pp.67-73
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    • 2019
  • This study investigates Active Learning and Facilitation Convergence Education Program which can improve core competency to cope with vocational education in the fourth industrial revolution era. I applied the integrated advantages of Active Learning which enhances 'problem solving skill' and those of Facilitation for creative thinking idea to application design process coursework and verified the effectiveness of such education method through student satisfaction survey. I also designed application contents for the students who are familiar with the mobile environments and UI contents for data visualization which can help those students to improve their skills in software. Every coursework was conducted as a team project. As a result, Active Learning and Facilitation Convergence Education Program is found to be helpful in improving the basic skills and competencies required in college education. I hope this work helps to reduce the educational gap between industry and professional colleges.

Design and Implementation of Integration Management System for Capstone Design (캡스톤 디자인 통합관리 시스템의 설계 및 구현)

  • Kim, Ji-Hye;Cho, Jung-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.11
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    • pp.3234-3240
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    • 2009
  • The universities introduce and manage education program to improve the problem-solving ability directly associated with respective professional fields as breaking from lecture-concentrated management for the acquisition of knowledge. In this paper, we design and implement a system which standardizes forms of productions induced from capstone design and manages programs integrally according to the predefined schedules. The proposed system intends the successful management of capstone design which is most representative education program for improving practical business ability. Additionally, the system gives practical assistance for applying employment and entering higher educational institution through automatic producing portfolio which comprises total processes for capstone design.

A Method of User-Friendly Design Fiction Applying Affordances (어포던스를 활용한 사용자 친화적 디자인 픽션 방법론)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.129-138
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    • 2021
  • This study suggests user-friendly design fiction method applying user-centered design process. Design fiction is a method that predicts futures from design perspective with critical discourses and physical representation. It has been regarded importantly in HCI and interaction design realms as aesthetical and experiential approaches, yet not firmly established. Especially, it has not been considered from user-centered perspective which considers users and related problems. Anticipatory design based on current problems which predicts futures and defines design-oriented scenario is becoming significant. Therefore, this study regards design fiction method in relation to prior design also should consider user-centered perspective, not just experimental approaches. In this regards, this study tries to apply user-centered process, specifically affordances which lead more intuitive and direct impact on users into conventional design fiction process. This study led junior students in visual communication major into design fiction process with specific topics and the Design with Intent Toolkit amongst practices of creating affordances so as to develop new design fiction process with its diverse outcomes. Throughout the process, this study aims to suggest alternative user-friendly design fiction method beyond its critical and experiential approaches.

A Basic Study of the Interdisciplinary Education System Based on Digital Technology in Spatial Design -Focused on Sensor Interface Technology and The Third Place- (공간디자인 분야에서 디지털 기술기반 연계교육 시스템에 대한 기초연구 -센서 인터페이스 기술과 제 3의 공간을 중심으로-)

  • Chun Se-Geun
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.114-123
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    • 2006
  • The practical value of the third place using ubiquitous digital technology has been increasing rapidly, therefore it is inevitable to educate students of spatial design in the interdisciplinary education system based on the unified technology of digital in order to cultivate leading designers to adapt new era of spatial design. After a research for the unified form of spatial planning and case studies of foreign educations, this study addresses the issues to classify the interdisciplinary teaching form into three educational categories digital interactive education, digital unified education and digital creative education. Finally, the study proposes the basic form of the ideal and futuristic education of spatial design with the distinguished results after conducting the model curriculum by the above categories.

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Comparative study of the food Instrument design for the Design Preference and Creativity between Korea and Malaysia (음식도구에 대한 디자인선호와 창의성평가요소에 대한 비교 - 말레이시아와 한국을 중심으로 한 디자인 사례연구 -)

  • Hong, Jeong-Pyo;Lee, Seong-Pil
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.127-130
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    • 2009
  • 국가 간 문화의 차이에 의하여 생활습관이나 방식이 많이 다르게 나타난다. 그 중에서도 음식은 다른 분야보다 많은 차이를 나타난다. 특히 음식의 종류에 따라 사용되는 음식도구 중 디자인요소가 동일하고 유사한 것이 있거나 다른 요소와 기능을 갖는 경우도 있다. 따라서 각 국가 간의 음식도구를 유니버설 하게 사용할 수 있는 도구 디자인 연구가 필요하다. 본 연구의 목적은 음식에 대한 행동분석프로세스를 개발하여 국가 간 음식문화의 차이에서 오는 공통점과 차이점을 찾아내어 공용으로 사용할 수 있는 음식도구의 디자인요소를 창의성의 관점에서 제안하기 위한 연구이다. 본 연구의 연구방법과 내용으로는 첫째, 음식에 대한 소비자행동 분석 프로세스의 개발 및 관찰을 통하여 행동분석에 대한 이론적 고찰과 현장에서 일어나고 있는 행동분석을 접목하여 음식행동분석프로세스를 개발하였다. 둘째로, 개발된 프로세스를 이용하여 국가 간 음식의 주문부터 평가까지의 과정을 비교 분석하고 나타난 현상에 대한 문제점 파악 및 이에 대한 결과물을 각 국가별 학생들을 대상으로 음식도구에 대한 디자인 개발을 진행하였다. 셋째, 국가별 개발된 디자인 안을 대상으로 선호도, 요인분석, 상관분석을 통하여 국가별 선호요소와 창의성평가요소의 상관관계를 알아보았다. 본 연구를 통하여 얻어지는 효과는 개발된 프로세스를 이용하여 국가별, 음식별, 행동별, 식당형태별로 비교분석이 가능하도록 하게 하고 얻어진 결과를 이용하여 구체적으로 음식도구 디자인에 이용할 수 있으며 국가간 동일 아이템을 디자인 교육시간에 진행시켜 대학의 디자인교육의 비교를 통하여 상호간에 협력과 상호보완으로 새로운 아이디어를 공유, 아이디어 전개에 도움이 될 수 있다.

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A study on the development of interface design evaluation method for web-based multimedia instructional system. - Focused on the user′s psychological language extraction.- (웹 기반 멀티미디어 교육사이트의 인터페이스 디자인 평가방법체계 구축에 관한 연구 -사용자의 심리적 불만족 언어 도출을 중심으로.)

  • 박순주;이종호
    • Archives of design research
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    • v.13 no.3
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    • pp.81-90
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    • 2000
  • There are a great number of difficulties without Interface Guideline, even though the utility of the web in the educational field has been increased. In spite of having a guideline there still remains problems, when the researcher develops a practical web design, because of uniformity and universality. The purpose of this research will give a good model and a guideline, developing a way of web-site assessment through psychological language. First, the researcher has to induce psychological language and recognize the relevance of the principle of device system. Second, they should build an assessment model based on an established system of classification. As a result, they recognized that an assessment model based on the system of psychological language can help in working out authentic design problems. The designer faces many difficulties when using Interface Guideline for the sake of the existing software developer because of specific terminology. On the contrary, these days, the guideline of psychological language system provides the designer with easy comprehension of language and also able to perceive problems in advance. In addition, the researcher can realize that it can be used, as a good source and data.

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A plan for the Development of Chinese Game Industry -Curriculum Suggestions for Training Professionals in Chinese Universities (중국 게임 산업의 발전을 위한 전문 인력 양성 방안 -중국내 대학의 게임 전문 인력 양성 커리큘럼 제안)

  • Shuai, Zheng;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.325-332
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    • 2020
  • Most of the games developed or marketed in the Chinese game market are developed and serviced in foreign countries or are produced in Korea (China) and marketed as services of foreign game companies. If China wants to become the world's game development powerhouse, I think that professional education in multiple methods is the top priority. In particular, I think that a specialized game design department is necessary at a university in China. In this paper, we investigate the game design departments of universities in the United States and the game development powers in South Korea and the Korean game development powers to analyze the educational system of the game design department. Through comparative analysis, a Chinese university finds the necessary elements when establishing a new game design department, and trains advanced game developers in the game field at the Chinese Department of Digital Media Arts. If this study is helpful to the game education in China, it will be studied in the future for the master's program and the doctoral program.