• Title/Summary/Keyword: 디자인 기법

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Design of ornaments using pattern repetition and arrangement (패턴의 반복과 배열을 응용한 장신구 디자인)

  • Ahn, il hoon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.69-74
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    • 2023
  • The design methods using patterns have been used in various design fields. Both utility and results have also developed a lot, so that patterns occupy an essential parts in designs. Patterns are often used in various techniques in designing ornaments. However, both time and excessive effort concentrations restricted ornaments designs due to the nature of the craft production techniques by repeated patterns. Therefore, in this study, the traditional craft methods are combined by using computer programs in the applications, repetitions, arrangements of patterns for the manufacturing of ornaments.

Random beamforming applying codebook rotation (다중 코드북을 이용한 랜덤 빔 형성 기법)

  • Kang, Ji-Won;Yoo, Byung-Wook;Seo, Jeong-Tae;Lee, Chung-Yong
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.46 no.7
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    • pp.1-5
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    • 2009
  • Random beanforming exploits multiuser diversity gain in static channels. Since the gain is restricted by the user population, some extended works have been proposed. Among them, a codebook-based opportunistic beamforming technique forms multiple random beams with small pilots. The technique however has difficulty in designing beams flexibly by the channel statistics. In this paper, we propose a technique forming the multiple random beams by rotating codebooks. The proposed technique enables the flexible design of beams so that multiuser diversity and beam selection diversity are exploited simultaneously with small pilots robust to the channel statistics.

Nail Art Convergence Design Applying Psychedelic Art (사이키델릭 아트를 응용한 네일아트 융합 디자인)

  • Yun, Woo-ri;Kang, Eun-Ju
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.255-261
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    • 2016
  • This study is to understand psychedelic art works and identify their characteristics in order to present a convergent nail art design and find new directions for design ideas. For these purposes, the concepts of psychedelic art and nail art, and expressive techniques were analysed based on results of Internet surfing, previous studies and technical books. For nail art design works with the characteristics of psychedelic art as motivation, hand painting, marble and nail patch techniques were merged to create a total of four design pieces. This study merged psychedelic art with modern sense to reorganize it into a unique design. It is hoped that the designs will be helpful in the development of future nail art designs. Also it is expected that it can become a new cultural trend which can express diverse design works with infinite possibilities in nail art and artistic creativity.

A Study on the development of mobile system for younger generation based on the experience-based product development process (경험디자인을 적용한 모바일 상품 컨셉 개발에 관한 연구)

  • 이종호
    • Archives of design research
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    • v.17 no.3
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    • pp.421-430
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    • 2004
  • The aim of this research is to develop communication model and tools that would help in incorporating user experience into information appliance product development. To do so, this research suggested three major modelling techniques, including user-experience model, design strategy model and experience product model. Using these modelling tools, any members in design teams (investigator and designers) will be able to communicate their own ideas and research results each other at any period of the product development process. Each tools have distinct factors that would help identify elements in the user research stages, idea generation stages and product development stages. To verify the efficiency of these models, the case study was conducted with final year students at their studio class. As a result, the benefit of using these tools were identified as 1) these tools accelerate the communication between user researchers, designers and engineers and 2) evaluation process of the product is much more dearer that before. and 3) various user research techniques can be explored.

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Game Design Education using PIT(Product Innovation Test) Technique (PIT 기법을 활용한 게임 디자인 교육)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1531-1537
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    • 2021
  • The quality of the game can be evaluated by its fun and functional stability. Among them, the quality area for fun is the essence of the game, so it is a very important factor to be considered from the point of view of a game designer. Usually, fun games with high originality and immersion are designed in the early stages of development, such as idea generation and concept setting. At this time, making it possible to verify the fun factor of the game has an important influence on the success of the game. In this study, the case of using PIT technique when teaching fun element design to students who are starting to study game design was introduced and the effect was analyzed. It is expected that the PIT technique will be used more actively in the game design education field for high-quality and fun game design.

A Study on the Classification of Role-playing as a Design Method and Its Utilization (디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구)

  • Hwang, Ga Young;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.51-68
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    • 2017
  • User-centered design and Experience Design are emerging in the design area. Therefore, the Role-Playing Method has been actively utilized in the process of design development. But the terms of Role-Playing Method which follow these trends. has not been integrated. Further, it is hard to utilize the process of design development because the process method is not settled yet. Therefore, this study is into two parts of the research: Defining the concept of Role-Playing and the experiment of Role-Playing. Firstly, defining concept part is to research the design method corresponds to a wide range of Role-Playing that has a similar definition. After then, analyzed the examples of Role-Playing Methods which was derived matrix from Role-Playing classification. With this process, two axes of the matrix have been produced such as role·scenario and puppet. Through the analysis of the utility and vulnerability of the Role-Playing classification matrix, this study was able to propose the using step of the Role-Playing in the double diamond model. Secondly, two experiments were conducted in the experiment part. Through the pilot experiment explored the possibility of a study of the Role-Playing Method. In the second experiment, the process was conducted with Role-Playing classification matrix. As a result, each Role-Playing has different insights. In terms of design, different aspects of composing elements were found. Plus, in the position of the user, Role-Playing are can observe different parts of user's cognition between acting and puppet. Thus, the role-playing was proven to be useful to find out the point of improvement and insight in service from different perspectives and it resulted in the role playing which can be utilized selectively according to the type of service.

해체주의 표현기법을 이용한 핸드니트 디자인 연구 -패션에 나타난 빈곤적 표현기법을 중심으로-

  • 하승연;이연희
    • Proceedings of the Costume Culture Conference
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    • 2003.09a
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    • pp.80-81
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    • 2003
  • 현대 패션의 다원적 상황 속에서 해체주의 패션은 패션에의 새로운 접근방식으로 그 중요성이 부각되었다. 패션에 있어 해체주의 정신을 분석하여 표현하기 시작한 것은 1960년대 이후부터였다. 해체주의가 어떤 개념으로 표현되었는가 하는 연구는 많이 이루어졌지만, 니트디자인에서 해체주의 이론을 적용한 연구는 많지 않았다. 따라서 본 연구는 패션에 나타난 해체주의의 외적, 내적 의미를 살펴보고, 특히 해체주의의 외적의미로서 빈곤적 표현기법을 이용하여 핸드니트 작품으로 형상화 시키고 해체주의 이론을 고찰해 보고자 한다. (중략)

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A Study on the Presentation Technic of Industrial Design Process (산업디자인 과정별 프리젠테이션 기법연구)

  • 문금희
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.90-91
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    • 1999
  • 산업디자인을 행하는 디자이너는 프리랜서이건 기업의 디자이너이건 간에 누군가를 위해 디자인을 하게 된다. 물론 디자이너 스스로 제품의 생산판매까지를 담당하는 경우는 드물기도 하지만 제외하고서. 기업의 디자이너는 경영자에게, 프리랜서라면 클라이언트에게 자신의 디자인을 프리젠테이션하게 되고 그것을 통해 자신의 디자인이 받아들여 지도록 경영자 혹은 클라이언트를 설득해야만 한다.(중략)

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A study on the application of legal design methodology for commercialization of security tokens

  • Sangyub Han;Hokyoung Ryu
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.7
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    • pp.117-128
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    • 2024
  • In this paper, we propose a process for deriving priority tasks using the legal design technique in a situation where there is high uncertainty in the market and legal system regarding the commercialization of security tokens based on blockchain and distributed ledger technology. To issue and distribute securities tokens, we conducted a legal design workshop with participants who applied for innovative financial services (financial regulatory sandbox). During the workshop, participants harmonized their interests and deliberated on readiness, considering both legal and technical factors. The aim was to ascertain the feasibility of identifying prioritized objectives for future endeavors. The legal design technique facilitates consensus-building among stakeholders in an uncertain environment by confirming and adjusting differing perspectives and disagreements based on mutual understanding. The key stages include the empathetic process called "Family Therapy," the "N whys" for problem definition, and the speculative scenario design for problem-solving. This approach distinguishes itself from user-centered design thinking. Given the diverse stakeholders involved, effective facilitation by the facilitator is crucial during the legal design workshop preparation and execution.

A Study on the Graph-Search Algorithm for VLSI Circuits (VLSI 회로의 그래프 탐색 알고리즘에 관한 연구)

  • 김현호;장중식;이천희
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10a
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    • pp.667-669
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    • 1999
  • 최근 VLSI 디자인의 비용과 복잡성은 디자인 과정에서 필수조건이다. 소자 모델링과 수치적 방법은 spice와 같은 회로 시뮬레이터를 사용하여 얻을 수 있으며 simulated annealing과 같은 기법의 기술적인 장점은 많은 부분에서 응용된다. 이러한 기법들은 다량의 메모리 제조와 소규모 연구의 프로젝트까지 거의 모든 칩 디자인에 사용된다. 따라서 본 논문에서는 VLSI 회로의 패턴 매칭에 관한 역트랙킹(backtracking) 깊이-우선 탐색을 할 수 있는 그래프 탐색 매칭 알고리즘을 제안하였다.

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