• Title/Summary/Keyword: 디자인전개

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Changes in the Labor Market and Response Strategies of Construction Automation Services -Focused on purpose, implication, and strategy- (건설 자동화 서비스로 인한 노동시장의 변화와 대응전략 -목적, 시사점, 전략을 중심으로-)

  • Jae-Myung Lee;Yong-Ki Lee
    • Journal of Service Research and Studies
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    • v.12 no.3
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    • pp.158-175
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    • 2022
  • This study discusses mass unemployment and job insecurity due to the 4th industrial revolution and technological progress. In particular, the construction automation service method can contribute to increasing work productivity, preventing on-site safety accidents, and enhancing the competitiveness of the construction industry according to rapid development and convergence between technologies. However, there is great concern that the position of workers will decrease and the income distribution will deteriorate. Therefore, this study is necessary to alleviate the anxiety of the labor market and to find a direction for the government and all walks of life to ponder. To carry out this study, in-depth interviews were conducted with two experts currently engaged in the construction field, and through analysis, we intend to derive meaning and identify current trends, identify necessary improvement measures and institutional areas and suggest research directions. As a result of the analysis, it is possible to suggest a response strategy in a total of three themes: purpose, implication, and strategy. Based on this, there are response strategies in four areas: (1) industrial site response, (2) worker response, (3) education, and (4) training response, and government and corporate response. Through this study, it is necessary to revitalize economic and sociological discussions in the future so that the improvement in productivity and efficiency of society as a whole due to technological innovation of construction automation services does not lead to social problems such as an increase in the unemployment rate and a decrease in jobs in the labor market.

Directorial Characteristics Depicting Nietzschean Nihilism in Animation: A Focus on 'Attack on Titan' (니체의 허무주의가 재현된 애니메이션의 연출적 특성 -<진격의 거인>을 중심으로)

  • Kim Jiwoong;Lee Hyunseok
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.413-420
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    • 2024
  • After Friedrich Nietzsche's advocacy of nihilism, many literary works, dramas, and films have depicted aspects of human psychology associated with nihilism. Animation, too, has been used to convey nihilism, with narratives infused with nihilistic themes produced as both TV series and theatrical animations. Particularly, animation, as a visual medium capable of realizing any imaginative image unlike other media, possesses distinctive characteristics from live-action cinematography and differs from comics in its temporal properties. Hence, this study aims to analyze how Nietzsche's defined three stages of nihilism are represented within animation characters and how they construct various scenarios, using the anime "Attack on Titan" as a case study. The research unfolds by first examining Nietzsche's types of nihilism and the three stages through a review of literature, while also investigating the portrayal of nihilism in mass media and considering the unique attributes of animation. Secondly, building upon the literature review, the analysis interprets the narrative and constructed world of the chosen case study from a nihilistic perspective, examining four major characters through the stages of passive nihilism, active nihilism, and eternal recurrence. The findings demonstrate that the anime conveys two messages regarding negation and affirmation of one's life and existence, thereby offering viewers an opportunity to deeply contemplate human existence. This study is considered significant as it examines how Nietzschean nihilism is portrayed within the popular entertainment medium of animation.

Theoretical Considerations on the Design of Metal Frames for Refractive Correction (시력교정용 금속테설계의 이론적고찰)

  • Kang, Hyunsik
    • Journal of Korean Ophthalmic Optics Society
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    • v.3 no.1
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    • pp.39-73
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    • 1998
  • In the 60's to 70's, frame selection was a purely mechanical consideration almost entirely dominated by the optician and his subjective judgments. Toddy the cosmetic factor is predominant. The variety of frame color, materials, and style means that the main burden of selection has passed to the customer, leaving the optician control a subtle factor often difficult to exert. Common materials include nickel silver, Hi-nickel alloy, bronze, stainless steel, gold, gold plated, gold clad, copper beryllium, titanium and sometimes aluminium. In manufacturing of metal frames with the materials, even though fashion is the stimulant of consumer demand, all the metal frame for the prescription to refractive correction should be designed correctly styled eyewear which is cosmetically pleasing, functional correct, physically comfortable, mechanically and structurally perfectible, and temperamentally acceptable.

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A Study on Visual Communication Design for Effective Trial Presentation (효과적인 법정 프레젠테이션을 위한 비주얼커뮤니케이션 디자인 연구)

  • Baek, Se-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.601-611
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    • 2016
  • As oral trial principle and civil participation in criminal trials spread, the environment of Korean courtroom is in need of a systematic introduction of trial presentation which can supplement with the oral trial presentation's weakness. Therefore this study analyzes the definition, types, and effectiveness of trial presentation, considering characters of the Korean court's environment. As for following research step, the most widely used trial presentation softwares in the USA and Korea are analyzed and compared in consideration of the particularity of the trial presentation. Based on this analysis, this study suggested elements to be included in the presentation software optimized for Korean court's environment as follows: 1. Ease of the insertion of various forms and media, 2. Appropriate limitation of the spectrum for graphic style, 3. Ease of use of graphics tools, 4. System functions. Such a suggestion was proposed not only to enhance the clarity, accuracy, effectiveness in developing insistence and delivery of content, but also promote aesthetic quality and consistency of presentation's visual communication aspect.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

The Application and Development Method of Construction Lines for Conceptions of Clothes Design (의상디자인 발상을 위한 구성선의 응용과 전개방법)

  • Kong, Mi-Ran
    • Fashion & Textile Research Journal
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    • v.10 no.6
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    • pp.848-856
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    • 2008
  • In today's world where a preference for prestigious brands prevails, it's essential to have creative design conceptions rather than try simple mimicking or following in order to be recognized for creative and objective design works. In that sense, the development of clothes design using construction lines offers a great approach towards the ideas of reinterpreting and creating new designs since it creates new forms by understanding lines as signs of conception and transforming them. That approach allows a designer to improve his or her imagination, creativity and expression in a freer and richer manner, think of many original ideas through diverse changing processes, and develop the skill to visualize the ideas by incorporating geometric forms of abstract lines into clothes. When approaching the conception of clothes design from the standpoint of construction lines, you need to adopt more specific and systematic design methods instead of vague imagination to introduce simple facts or theories to a new design process. That's one of the ways you can approach clothes design easily and enhance your conception skills. The process of clothes design according to the conception of construction lines is composed of the following stages; the preparation stage involves an understanding of the principles and the entire process of clothes design conception based on construction lines; the idea stage requires a designer to make free alterations of the given basic construction lines by moving and replacing the lines and sides in diverse ways; in the creation and expression stage, the designer uses the newly reconstructed construction lines to create clothes design; and in the evaluation stage, the designer makes a presentation of his or her subjective design works and has his or her works assessed and tested in an objective fashion. In today's modern society that demands new and original globalized design, the results of the study will help to invigorate the development of new fashion design in a more systematic and practical manner by suggesting a feasible and gradual educational program for the development of design based on the technique of construction lines.

The Development of Commercialization in the Idea of the Fashion Design, Issey Miyake (잇세이 미야케의 디자인 발상과 상업화를 위한 전개과정에 대한 연구)

  • Cho, Jung-Mee;Huh, Eun-Joo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.1
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    • pp.80-91
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    • 2009
  • The purpose of this study is to examine how he successfully connected his ideas of fashion design for art with the commerciality without a conflict about for 40 years. It is expected that this study will be a precedent in the aspect of the symmetry between artistry and commercialization in Issey Miyake's works. We will examine Issey Miyake's idea of fashion design and its development for the commercialization since 1970s that he started to give shape to his ideas in the fashion works to exactly commercialize in the market. 1. Re-creation of tradition(a piece of cloth): throughout the 1970s, Miyake continued to experiment with a variety of Eastern design elements. The elements of Japanese or oriental tradition made him to be at the very center of supreme of the world of fashion. He took advantages of his identity, and developed the tradition for mass produce. 2. Design for mass(Pleats Please): Miyake decided to make clothes for the people, not only for the top class of the society. This thought developed the designs for the mass, which were functional, universal for the modem buyer, and accessible to a wide market. He realized his ideal by the medium of pleats, which were made through industrial processes, while he tried variously the aspect of formative of the pleats in the collections. His designs concept is summarized by the industrial product design and anonymous design. 3. Innovation of manufacturing system(A-POC): Miyake in 1999 developed A-POC. A-POC is used modern computers in conjunction with traditional technology. A-POC does not make only a new cloth but also makes a new manufacturing system of clothes.

By Basic Plane Figure, An Analysis Study on Appearance Type of Character in Domestic Kids TV Animation -Focus on the Broadcasting Animation on EBS- (기본 평면도형을 활용한 국내 TV 유아동 애니메이션 캐릭터 형태 분석 -한국교육방송 방영작을 중심으로-)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.397-405
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    • 2016
  • Specially, the character in the kids animation is the fundamental visual element, and also has the high value which is to connect to various related businesses. The main purpose of this study is the analysis for character's appearance by the basic plane figure, and it has studied on the authority of recognition capability which is to catch the simple shape rapidly and clearly rather than complex shape. For this study, I established the standard of analysis and then applied that to the characters which were selected in broadcasting domestic kids animation on EBS. Through this procedure, I analyzed character's appearance with the distribution chart. As the result, the circular and oval shapes are the most frequently used shapes for character's appearance. Finally, I expect the result of this study could be one of the design index for the character creation in practical environment.

The Value chain and the Networks of Apparel Industry in Guro-Gasan, Seoul (서울 구로.가산동 의류패션산업의 가치사슬과 네트워크)

  • Lee, Sang Wook;Kim, Kyung-Min
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.3
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    • pp.465-481
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    • 2014
  • This study is about an apparel industry in Guro-Gasan where is growing up to the one of the apparel industry cluster beyond an agglomeration in Seoul. The purpose of this study is twofold: (1) to define industrial functions and roles of Guro-Gasan in a value chain of the apparel industry; and (2) to understand whether an industrial cluster is built on the local networks. This study reviewed formation and transitions of its local industries and industrial size, characteristics, spatial distribution and spatial properties using GIS analysis and field surveys. Through in-depth interviews, it analyzed the production system and spatial dispersion of the value chain to understand its functions and roles.

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A Study on works converging Found objects: Focusing on how to mix the media (파운드 오브제(Found object)를 융복합한 작품연구: 매체의 활용방식을 중심으로)

  • Park, Kyungjoo
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.227-233
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    • 2021
  • Ready-made products produced in the industrialized consumer society after the 20th century have been adopted by artists as a new material called "Found object," and are reinterpreted in a broad sense in their works. The method of giving new meaning using this creates a new paradigm that is expanded conceptually as well as expression style. After Pablo Picasso's in 1912, when the Found object was used for the first time in contemporary art, we examine the development of objects through Dadaism, Surrealism, and Pop Art, and the expression of Found objects in the late 20th century. In this study, the artists and their work are analyzed by dividing it into three types: 'Unprocessed objects', 'Transformed objects', and 'Tenant objects', depending on how the Found object is mixed in works. Through this study, I pay attention to the fact that a work incorporating a Found object not only develops the object materially, but also allows the practice of free concept art to escape from the traditional norms of art.