• Title/Summary/Keyword: 디자인분야 교육과정

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A Study on the Educational Programs for Experimental Typography (실험 타이포그래피의 교육 프로그램 연구)

  • 원유홍
    • Archives of design research
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    • v.13 no.2
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    • pp.33-44
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    • 2000
  • Typography is the field be needed the most emotional and potential originality in the visual designers works. The design process introduced by aesthetic results is depended on a designers sensibility and originality. Accordingly this study includes more detail suggestions for mental switchover and developing whole area of sense and its education which make more sincere and easy communication of sentences in typographic and messages, removing fixed ideas, that are, prejudice and preconception, is one of big problems in making originality through the educational programs for experimental typography approaching with a new vision. Today, the change of typographic environment carried the substance and effectiveness of traditional typography be suspected and new ways are growing fast to escape from these traditional value. This study introduces some education programs such as Typortrait, Typeface, Typographic Essay, Kinetic Typography to realize the experimental typography to meet a new stream and social needs under the situation of exoplosive change and harmony fairly with proposition of coexisting of inspiration and technology, and finally expected to develop and promote typography experiment newly and to make educational section understand and confirm them.

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University Library Service Improvement Using the Double Diamond Model (서비스디자인방법론을 활용한 대학도서관 서비스 개선방안 연구)

  • Noh, Kyungkuk;Lee, ByeongKi
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.195-216
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    • 2022
  • In this study, the author applied the service design methodology to the university library to maximize the service value provided by the university library. To this end, the 'Double Diamond Model', a service design model, was applied to the university library, and service design tools such as Persona, Customer Journey Map, and Touch Points were utilized. To reflect on the service design in the university library, the author first reviewed the literature related to the subject and researched the previous studies. Then, the issue was discovered by questionnaire surveys, interviews with users and librarians, and field investigations. Based on this, Persona and situation scenarios were derived. In addition, after synthesizing Persona's situational behavior and user's emotional change, the study visualized the Customer Journey Map and suggested service improvement plans for 11 items in 3 areas. This study is focused on the process of deriving service improvement plans rather than improving a specific service. The purpose of this study was to improve university library service and to suggest new service plans. The significance of this study is that the practical service improvement plans were applied to the university library.

A Study on the Application of Virtual Space Design Using the Blended Education Method - A La Carte Model Based on the Creation of Infographic - (블렌디드 교육방식을 활용한 가상공간 디자인 적용에 관한 연구 -알 라 카르테 모델 (A La Carte) 인포그래픽 가상공간 제작을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.279-284
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    • 2022
  • As a study of the blended learning method on design education through the blended learning method, I would like to propose that more advanced learner-led customized design education is possible. Understanding in face-to-face classes and advantages in non-face-to-face classes can be supplemented in an appropriate way in remote classes. Advanced artificial intelligence and big data technology can provide personalized and subdivided learning materials and effective learning methods tailored to learners' levels and interests based on quantified data in design classes. In this paper, it was proposed to maximize the efficiency of the class by applying a method that exceeds the limitations of time and space through the proposal of the A La Carte model (A La Carte). It is a remote class that can be heard anytime, anywhere, and it is also possible to bridge the educational quality and educational gap provided to students living in underprivileged areas. As the goal of fostering creative convergence-type future talents, it is changing with a rapid technological development speed. It is necessary to adapt to the change in learning methods in line with this. An analysis of the infographic virtual space design and construction process through the A La Carte model (A La Carte) proposal was presented. Rather than simply acquiring knowledge, it is expected that knowledge can be sorted, distinguished, learned, and easily reborn with its own knowledge.

Cultural Facility Design in Japan (일본의 문화시설 현황과 디자인 특징에 관한 연구 - 1990년대 신축시설을 중심으로 -)

  • 김선영
    • Archives of design research
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    • v.14 no.3
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    • pp.15-26
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    • 2001
  • The goal of this study is threefold. First, this study explores the historical origin and architectural characteristics of cultural facilities in Japan. For this purpose, I examine various cultural facilities in Japan such as theaters, multi-purpose halls, convertible spaces and cultural centers. Second, this study also sheds a new light on the meaning of the relationships between cultural activity and architecture design in Japan. For this, I primarily look at the various categories of cultural buildings in Japan and their main functions. Finally, I demonstrate how both traditional and modem design elements are embodied in Japanese cultural facilities.

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A Case Study of the Convergence Capstone Design Education by Connecting Intellectual Property Rights for Airline Service Department (지식재산권을 연계한 항공서비스학과 융합 캡스톤디자인 교육 사례 연구)

  • Park, Hyun-A
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.127-132
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    • 2019
  • This study is an example of the registration of intellectual property rights by applying capstone design to airline service. To relieve the inconvenience of the 'Paper Cage' that is on sale in the airlines, the team create 'Foldable Inflight Pet Cage' for the convenience of passengers accompanying their pets. This allowed not only pets but also passengers on board to make comfortable and safe air travel. Through collaboration with aviation experts and pet cages production experts, the team produced foldable cages that were not previously available. For verification of products, preliminary survey was conducted to enable the commercialization of foldable cage. The project period was 15 weeks, and the participants consisted of 18 students, 1 professor, and 4 industry experts. This study shows Capstone Design can also be applied in airline service and be a valuable research on the necessity of industry-academic links and practical-oriented education.

A Study on Sustainable Service Improvement - Case of Seoul National University Hospital, Korea - (지속적인 서비스 개선을 위한 연구 - 서울대학교병원 사례를 중심으로 -)

  • Sung, Hyun Jin;Kim, Young Se
    • Korea Science and Art Forum
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    • v.19
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    • pp.417-424
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    • 2015
  • The healthcare service industry has become one of the business industries in South Korea where service design is most actively being researched on and applied. In accordance with the recent upsurge of the interest in health, healthcare service is expanding its area including disease prevention, patient management, and rehabilitation treatment as well as cure and nursing care. The health manpower is the supplier, and their professional knowledge and ability and the patients' trust in medical technology are the most important factors for their customers. In addition, service design has come into the spotlight given that the medical institute system, health manpower attitude, and information delivery system and touch point are considered important factors contributing to customer satisfaction. It is very hard to satisfy customers only through professionalism, the environment, and product improvement because healthcare service deals with much more sensitive and emotional customers compared to other service industries. This means that a change in the service mind-set and the attitude of the health manpower as emotional labourers have practical effects. Therefore, the fundamental solution is to establish a system that provides related education with manpower and that settles various problems by itself. This paper introduces several solutions, such as education for health manpower and a service design system applied to a national-university-affiliated hospital in South Korea, and takes a close look at its effects.

The Need and Improvement Direction of New Computer Media Classes in Landscape Architectural Education in University (대학 내 조경전공 교육과정에 있어 새로운 컴퓨터 미디어 수업의 필요와 개선방향)

  • Na, Sungjin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.1
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    • pp.54-69
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    • 2021
  • In 2020, civilized society's overall lifestyle showed a distinct change from consumable analog media, such as paper, to digital media with the increased penetration of cloud computing, and from wired media to wireless media. Based on these social changes, this work examines whether the use of computer media in the field of landscape architecture is appropriately applied. This study will give directions for new computer media classes in landscape architectural education in the 4th Industrial Revolution era. Landscape architecture is a field that directly proposes the realization of a positive lifestyle and the creation of a living environment and is closely connected with social change. However, there is no clear evidence that landscape architectural education is making any visible change, while the digital infrastructure of the 4th Industrial Revolution, such as Artificial Intelligence (AI), Big Data, autonomous vehicles, cloud networks, and the Internet of Things, is changing the contemporary society in terms of technology, culture, and economy among other aspects. Therefore, it is necessary to review the current state of the use of computer technology and media in landscape architectural education, and also to examine the alternative direction of the curriculum for the new digital era. First, the basis for discussion was made by studying the trends of computational design in modern landscape architecture. Next, the changes and current status of computer media classes in domestic and overseas landscape education were analyzed based on prior research and curriculum. As a result, the number and the types of computer media classes increased significantly between the study in 1994 and the current situation in 2020 in the foreign landscape department, whereas there were no obvious changes in the domestic landscape department. This shows that the domestic landscape education is passively coping with the changes in the digital era. Lastly, based on the discussions, this study examined alternatives to the new curriculum that landscape architecture department should pursue in a new degital world.

A study on the Development of Fusion Education Attempting to Utilize 3D Printing for the Fabrication and Control of Robot Arms (3D 프린터를 활용한 로봇 팔의 제작과 제어를 위해 시도한 융합 교육의 발전 방안 연구)

  • Eum-young Chang;Hyung-jin Yu
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.121-128
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    • 2024
  • This study introduces specializer high school students , as a fusion education method using Inventor software to design a robot arm, which is then 3D printed and controlled by an Arduino microcontroller. Students gain practical experience and have the opportunity to integrate knowledge and skills from various academic fields. They start by designing in CAD software, proceed to fabricate actual robot arm components using 3D printing technology, and finally program and control the assembled robot arm. This interdisciplinary education enhances students' problem-solving abilities, fosters creativity, and increases their motivation to learn. To implement such educational endeavors in actual curricula, ongoing teacher support and appropriate resources are essential. This research serves as a foundational exploration of the applicability of fusion education in future learning contexts.

The Development and Application of Non-Face-to-Face Wearable Technology Curriculum Activities: Improving Creative Convergence Learning Competency of College Students (대학생의 창의융합 학습역량 향상을 위한 비대면 웨어러블 테크놀로지 교육과정 활동의 개발과 적용)

  • Lee, Ji Sun;Yun, Eunju;Kim, Min-Jeong;Kim, Hye Rim;Lim, Ho-Sun;Kim, Yoonmi
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.327-338
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    • 2023
  • The purpose of this study is to develop and apply curriculum activities using non-face-to-face wearable technology in a pandemic situation. It is to improve the creative convergence learning ability of college students. Based on the results of 5 preliminary studies, 8 courses were conducted for 16 university students at A University in Seoul. In conclusion, real-time non-face-to-face interaction with professional professors in each field played a major role in improving the creative convergence learning competency of college students. This point shows the possibility of future-oriented creative convergence talent development along with the expandability of wearable technology in university education.

A Study on the Improvement Scheme of University's Software Education

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.243-250
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    • 2020
  • In this paper, we propose an effective software education scheme for universities. The key idea of this software education scheme is to analyze software curriculum of QS world university rankings Top 10, SW-oriented university, and regional main national university. And based on the results, we propose five improvements for the effective SW education method of universities. The first is to enhance the adaptability of the industry by developing courses based on the SW developer's job analysis in the curriculum development process. Second, it is necessary to strengthen the curriculum of the 4th industrial revolution core technologies(cloud computing, big data, virtual/augmented reality, Internet of things, etc.) and integrate them with various fields such as medical, bio, sensor, human, and cognitive science. Third, programming language education should be included in software convergence course after basic syntax education to implement projects in various fields. In addition, the curriculum for developing system programming developers and back-end developers should be strengthened rather than application program developers. Fourth, it offers opportunities to participate in industrial projects by reinforcing courses such as capstone design and comprehensive design, which enables product-based self-directed learning. Fifth, it is necessary to develop university-specific curriculum based on local industry by reinforcing internship or industry-academic program that can acquire skills in local industry field.