• Title/Summary/Keyword: 디자인스튜디오

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New Platform of Orientalism-Based Design Education (동양성 기반의 디자인 교육의 새로운 플랫폼)

  • Choi, Kyung Ran
    • Korea Science and Art Forum
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    • v.20
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    • pp.455-464
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    • 2015
  • As the recognition toward the Korean design education development to nurture creative talents for the future society has been expanded recently, various supports and promoting strategies are being suggested. This study suggests the orientalism-based new design education platform in design education field to nurture creative talents. To have the competitiveness of creative talent nurturing, the system and education programs to rear creative talents are required. The purpose of this study is to suggest the new platform for the change of direction in design education and search for the methods in detail. The research process can be described as following: First, this study stated about the research background and its boundary. Based on the literature review and the condition of the crisis of Korean design education (Korean Industrial Statistic Investigation), it described the current condition and the characteristics. Second, this study stated about the education which will be disappeared in the information society, the change of direction in design education, and the new platform. In the current study, the change toward the strategies that give priority to the growth strategies on the knowledge-based industry was stated. Third, this study stated about that the future design education should be centered on the orientalism-based creativity in the trend changing to the six conditions for the future talents and the beliefs and values toward Asia, and what methods should be sought to achieve this trend. It suggested focusing on the aim for the direction for College education and its program curriculums as the solutions in detail. Fourth, based on the contents stated earlier in this study, it stated synthetically the direction of practice through the network of the design cluster and derived the implications. In conclusion, based on the recent orientalism-based mind, this study suggested the ways to find the identity of Korean design education itself and have the competitiveness in design education programs. The ways to secure them is to come from the integrated system innovation of the network. By actively applying the design clusters, colleges and universities, designers, studios, government policy organizations, design institutes, corporates, media, and fairs, this study suggests the sustainable education system and the practical methods.

A Study on Interaction Mechanism and Narrative Style of Indie Games (인디게임의 인터랙션 매커니즘과 서술방식 연구)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.17-26
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    • 2014
  • This Paper discusses about the popularity of indie games that have recently caught spotlight from multiple platforms by finding the reason from the games' innovative way of interaction and new attempts in narrative style, and the objective is a preliminary study on indie games' game design, storytelling and it's prestige. This paper focuses on the aspects of indie games compared to established studio games by means of interaction mechanism, directing style and narrative style, and analyzed it with examples. In addition, it looks into examples of Korean indie games entering global platforms such as Steam.

A Study on The Resident-Oriented Urban Design of Citizen Academy: Case of Gyong-gi Newtown Academy (주민제안형 도시설계 운영 및 평가: 뉴타운시민대학을 중심으로)

  • Cho, Young-Tae;Lee, Jae-Joon;Choi, Suk-Hwan;Kim, Do-Young
    • Land and Housing Review
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    • v.4 no.2
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    • pp.177-184
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    • 2013
  • This is a study regarding the efforts of the Gyong-gi Newtown Citizen Academy in Anyang Man-an Newtown and their role in shaping the urban design of their living environment. Our goal is to gauge how citizen participation may factor into the design process, from the early stages to the end result. The Newtown Academy diverged from the existing methods of a lecture centered approach to one that encouraged direct participation from the local citizens. We analyze the process and manner in which they drew up the plans. Our research focused on the winning proposal from the 2010 Citizen Academy Design competition, entitled 'Coexistence with Nature, Culture, History, Human - Eco-Cycle Man-an'. The Man-an team conducted regional analyses to come up with their own alternatives that would allow culture, leisure and nature to coexist in the space of their targeted area. The Newtown redevelopment promotion district reflected the actual implementation of the Man-an team's design. This study examines an urban design process in which citizens become directly involved, which presents the possibilities and directions of an urban design that is public and resident-oriented, in nature.

The Effect of Chinese Consumers' Self-image Congruence, Advertising Appeal, and Involvement on Advertising Attitude towards Korean Cosmetics (중국 소비자들의 한국화장품에 대한 광고모델과 자아이미지와의 일치성, 광고소구, 제품관여도가 광고태도에 미치는 영향)

  • Jia Qi;Dong Eun Choi;Hae Sook Kwon
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.140-155
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    • 2023
  • This study was undertaken to observe the influence of the model image and self-image congruence of consumers in Korean cosmetic advertisements on the advertising attitude and analyze the relationship between self-image congruence and advertising demand type, participation, and advertising effect, and to help develop plans to more effectively communicate advertising images. The experimental design of this study was 2 (self-image congruence: consistency vs. inconsistency) × 2 (advertising appeal: rational appeal vs. emotional appeal) × 2 (involvement: high vs. low) three-way ANOVA. The results of the study showed that the interrelationship between self-image congruence and advertising appeal type and involvement played an important role in determining the advertising attitude. More specifically, firstly, the self-image congruence of consumers in Korean cosmetic advertising affected the advertising attitude. Secondly, in the advertisements of Korean cosmetics, consumers preferred a rational advertising appeal to an emotional advertising appeal. Finally, statistical results showed significant differences in the influence of the interaction effect of the self-image congruence status of consumers and the advertising appeal on the attitude of advertising. The Korean cosmetic involvement of consumers had a significant impact on whether the Korean cosmetic advertising model image and consumer self-image were consistent with the type of advertising appeal and on the interaction effect of advertising attitude.

A Study on the Landscape Design for the Namyangju Gugjip House Complex (남양주 궁집(宮집) 외부공간 기본계획에 관한 연구)

  • Min, Byoung-Wook;Kim, Mi-Yeun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.4
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    • pp.86-100
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    • 2020
  • This study is the result of a design proposal to create a history and culture complex for the "Gungjip," an Important Folklore Cultural Heritage, and its surroundings located in Namyangju, Gyeonggi Province. In particular, the purpose is to introduce a new design approach to a historical and cultural complex consisting of the Gungjip House and Hanok annexes to be opened to the public in the future; and to provide its implications for future study. Although the architectural condition of Gungjip House is well preserved, several problems have been found in the use of the site as a public space due to the lack of a plan for systematic space experience, lack of specific spatial programs, and the too much shade due to uncontrolled green areas, etc. Therefore, the plan presented in this study largely sought to respect the meaning of historical landscape as a public space and to balance with the contemporary needs. The design strategies derived through basic research are to strengthen the sense of place as a cultural heritage; to respect the ecological characteristics of the site and visual harmony with the surrounding environment; and to suggest spatial programs suitable for the contemporary needs. Based on these strategies, the framework for the entire space is conceptually composed of four spaces; Oewon, Ganjeong, Jujeong, and Huwon, and proposes systematical land use and landscape experience. The main feature of this plan is the landscape approach, which aims to preserve the architectural cultural assets in their original form, but to create a reasonable land use and meaningful landscape experience based on the sense of place.

Automated infographic recommendation system based on machine learning (기계학습 기반의 인포그래픽 자동 추천 시스템)

  • Kim, Hyeong-Gyun;Lee, Sang-hee
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.17-22
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    • 2021
  • In this paper, a machine learning-based automatic infographic recommendation system is proposed to improve the existing infographic production method. This system consists of a part that machine learning multiple infographic images and a part that automatically recommends infographics with artificial intelligence only by inputting basic data from the user. The recommended infographics are provided in the form of a library, and additional data can be input by drag & drop method. In addition, the infographic image is designed to be dynamically adjusted according to the size of the input data. As a result of analyzing the machine learning-based automatic infographic recommendation process, the matching success rate for layout and keyword was very high, and the matching success rate for type was rather low. In the future, a study to improve the matching success rate for the image type for each part of the infographic will be needed.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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A Spatial Projection of Demand for Green Infrastructure and Its Application to GeoDesign - Evidence-Based Design for Urban Resilience - (융합도시모델링을 통한 그린인프라 수요 예측 및 지오디자인 적용 - 도시 레질리언스를 위한 근거 기반 디자인 -)

  • Kwak, Yoonshin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.5
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    • pp.30-43
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    • 2023
  • Green infrastructure(GI) is considered a key strategy in establishing sustainable communities. However, research on GI from the perspective of urban system dynamics and resilience lacks depth, as does its integration with physical design. This research addresses two primary causes. First, there is a gap in methods between existing GI planning, which considers static variables, and urban modeling research, which addresses dynamic variables. Second, there is a gap in information between landscape design and urban modeling research. To address these issues, this study proposes an integrated modeling approach in consideration of design decision-making. By combining the LEAM model and MCDA model, this study evaluates the relationship between GI services and socioeconomic growth, while spatially forecasting the geographies of GI demand in 2050. The resulting information reveals a potential degradation in ecosystem services over the region due to Chicago's sub-urbanization. This indicates that there would be a spatial shift in GI demand, emphasizing the need for comprehensive, dynamic GI strategies. This study further discusses the applications of evidence-based design in a studio environment. This study aims to contribute to the GeoDesign literature in terms of the creation of a more resilient urban environment by facilitating efficient evidence-based decision-making.

Humor Elements Analysis of Pixar Short Films Based on Henri Bergson's Theory of the Comic (픽사 단편 애니메이션에서 나타나는 유머요인 분석: 앙리 베르그송의 희극론을 중심으로)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.19
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    • pp.51-64
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    • 2010
  • Although there has been a significant technological and representational achievements in domestic animation industry since the beginning of the 21th century due to the high expectation and boost in production, domestic long and short film animations have been less favored compared to foreign animations because they are less entertaining. For small scale productions including students, it is easier to create short film animations due to small budget and short time frame. In addition, as shown in Pixar animation studios case, production of short film animations can lead to success in production of long film animations from better ideas and technology improvements. This research studies factors that contribute to entertainment and humor of short film animation by examining Pixar's short film animations based on Henri Bergson's comedy factors, which are shape, movement, situation and language, and personality. The most noticeable fact is that the humor by situation is found in all short films. Comedy aspect shown in the form of character's internal characteristic is something that has to be considered from the beginning of character design. Contribution of language is minor compared to movement or gesture, which are more often used to cause humor. Finally, character's personality has to be clear and decided beforehand in order to create comedy situations. After studying various short film animations, I found out that the more successfully humorous an animation is, the more it uses various combinations of the above mentioned comedy factors. By fully analyzing and adopting commercially and artistically successful Pixar's short film animations as the benchmark, planning and production of domestic short film animations can perform entertainment role both domestically and globally.

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Study on the Characteristics of Media Environment of MRS (혼합현실공간(MRS)의 미디어환경 특성연구)

  • Han, Jung-Yeob;Ahn, Jin-Keun
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.169-179
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    • 2010
  • In these days, space design is evolving to the mixed reality space where fused on-line and off-line. But, standard and measure of mixed reality space has not been suggested and there has been little research about media environment and expression method as a mixed system either. That's why here I suggest four media environments and their characteristics that act not only as a critical point in the mixed reality space based on ubiquitous technology but also as a standard for spatial discerning. 1) Real space that is a media environment only seen by human visual and tactical sense is evolving using expression methods like new materials based on digital technology and LED. 2) Augmented reality space is a media environment using information instruments is expressed with diverse 2D and 3D contents. 3) Cyber Space is a environment depends totally on media instruments is produced by perfect graphic information without any spatial and physical limitations. 4) Augmented cyber space is realized only through the displays in cyber studio and is a space where real objects and graphic information are mixed. Depending on the purpose of the experience, media environment and expressional characteristics of mixed reality space can be fused, blended, and mixed, and that can be realized to the intelligent information space where one can experience without spatial, visual, informational limitations. In the future, studies on physical characteristics of contents according to the media environment characteristics are necessary.