• Title/Summary/Keyword: 디자인 기법

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Cultural Value of Traditional Pattern in the Eyewear Design (안경디자인에 있어서 전통문양의 문화적 의미 연구)

  • Kim, Dae-Nyoun;Jang, Jun-Young;Lee, Kyoung Sook
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.4
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    • pp.13-17
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    • 2008
  • Purpose: Study the method to attach to traditional pattern for the demands of eyeglasses' function which is becoming extended to cultural psychological and social aspects. Methods: To understand the symbolic characteristic of traditional pattern, especially through using palmette, embroidery, and practicing it on glasses' temple and cleaner. Results: Globalization stimulates crossing-consumption cultural trend rapidly. Thus, new glasses pattern involving Korean ethnic feature is a new source that could well adapt to this tendency. This report presents new aspect which corresponds to the demand of modern consumers. By modernizing Traditional pattern and method, we could discover the cultural value of glasses design. Conclusions: Glasses imply social position of users and became a measure that reveal a part of style that presents modern psychological language. Thus, the glasses design using traditional pattern makes a chance to change the beauty sense from western style to oriental one. And it achieves the desire of cultural consumption through glasses design.

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Multi-scale Texture Synthesis (다중 스케일 텍스처 합성)

  • Lee, Sung-Ho;Park, Han-Wook;Lee, Jung;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.19-25
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    • 2008
  • We synthesize a texture with different structures at different scales. Our technique is based on deterministic parallel synthesis allowing real-time processing on a GPU. A new coordinate transformation operator is used to construct a synthesized coordinate map based on different exemplars at different scales. The runtime overhead is minimal because this operator can be precalculated as a small lookup table. Our technique is effective for upsampling texture-rich images, because the result preserves texture detail well. In addition, a user can design a texture by coloring a low-resolution control image. This design tool can also be used for the interactive synthesis of terrain in the style of a particular exemplar, using the familiar 'raise and lower' airbrush to specify elevation.

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Idea Effect of Product Design Class Using Scamper (스캠퍼 기법을 활용한 제품 디자인 수업의 발상 효과)

  • Hwang, Hae-Jung;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.133-141
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    • 2020
  • This study aims to conduct product design class using scamper technique and to verify its creative effectiveness. Therefore, this study conducted a product design class using SCAMPER to 52 students in the second year of specialized high school, analyzed the results, and verified the effectiveness of idea generation through SCAMPER with a survey. As a result, most of the students used the 'combine' and 'modify' techniques most often to combine other products with existing products or to find and correct problems of existing products. Second, when using SCAMPER, 'flexibility' and 'reconstruction' were used among the creative components. It turned out to provide the ability to see objects from a new perspective. Third, the results of the post-class survey showed that students' satisfaction with the class using SCAMPER was high, which helped them to develop creative ideas.

The Design Trend of Women's Tailored Jacket According to SCAMPER Method (스캠퍼 기법에 따른 여성 테일러드 재킷의 디자인 경향)

  • Kyunglim Lee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.1
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    • pp.133-152
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    • 2023
  • The purpose of this study is to provide basic data to assist students and designers in the fashion industry by examining the trend of designing women's wear using the SCAMPER method. In the research, five SCAMPER methods for fashion design were classified based on the previous studies. From 2018 S/S to 2022 F/W, data from 3,512 photographs were collected and checked for overlapping and were then classified by SCAMPER method. Data analysis was performed using SPSS 26 for frequency analysis. As a result, the most common application of the SCAMPER method was in 2022. First, the most used SCAMPER method for design was the "modify" method, changing details into various forms. The second method was the "adapt" method in which parts of the design or details were added and connected. The third mehtod was the "magnify" method of enlarging the length of the jacket. The fourth method was the "eliminate" method, removing parts of the jacket bodice, collar, or sleeves.

Research on Creative Thinking Program in Design Management Education (디자인 매니지먼트 교육에서의 창의적 아이디어 발상을 위한 교육프로그램)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.267-274
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    • 2010
  • A new awareness on design in economy and business domain has shifted the focus of design education from the description and presentation to the creativity. This contextual change raises new awareness on the importance of the design management training program. The goal of this research is to suggest a program of design management training program in Korean context. For the purpose, the history of design management activity is briefly reviewed. And then the curriculum between Korean design schools and design management schools abroad is reviewed. The result shows that the design management schools abroad emphasize leadership based on practicality and the program is also ran by School of Business Management. The curriculum consists of leadership program and creativity program. The leadership comprises individual, personal, and collaborative. The leadership takes the role of catalyst in the organization to draw a creativity and raise it. So both leadership and creativity are inseparable. The result of creativity, however, differ from one another based on individual's capacity, procedure, and social context. Thus, it is important to develop a design management program which considers individual, social context, as well as economy and business domain.