• Title/Summary/Keyword: 디자인 능력

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Development of Custom Necktie According to Personal Image - Characteristic of Necktie Design & Connecting to Job - (개인 이미지에 따른 맞춤형 넥타이 개발 - 넥타이 디자인의 특징 및 직업군과의 연결 -)

  • 홍지원
    • Archives of design research
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    • v.16 no.3
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    • pp.51-58
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    • 2003
  • The first impression of people plays a crucial role in deciding personal image. Except for the eyes, the V zone of a suit attracts people's attention most. Therefore, a necktie has an instant and strong influence in delivering the image of a man. This research divided images of men into several factors based on necktie that plays an important role in expressing men's images. Futhermore, this research inquired into characteristics of necktie designs that can express men's images. And this research presented visually through surveys. As a result, men's images were divided into six factors of uniqueness, sociality, generosity, notability, activeness & vitality and reliability with two axes of attractiveness and capability. Afterwards, the characteristic of necktie designs suitable for each image was presented. Furthermore, the characteristic of necktie designs suitable for jobs classification was presented by relating each image to six job classifications. Applying these facts into necktie sales, consumers will be able to choose their neckties that can express proper images according to their tastes, situations and jobs. Furthermore, consumers will be able to establish better image for themselves.

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CGS System based on Three-Dimensional Character Modeling I (Part1:About Non-Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 I (Part1:Non-Digital Process에 관하여))

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.11 no.11
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    • pp.1592-1600
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    • 2008
  • This study is to help creative idea generation based on the theory of the 'reconstruction of character shape image elements', and aims to extrusion of creative and diverse shapes with combination of image elements upon computing creative image generation. In order to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process, and to serve as an assistance to overcome the restriction of the character shape image generation through diverse idea generations.

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Educaction program development applying capstone design for convergence talent development in the fashion field (패션분야 융합인재 육성을 위한 캡스톤 디자인 교육프로그램 학습 모형 개발 - NCS 패션분야 중심으로 -)

  • Kim, Shin Woo;Kim, Young In
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.4
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    • pp.195-211
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    • 2019
  • In this paper, Capstone Design Education Program Learning Model was developed and recommended in order to foster convergent talents armed with practical competences and real cooperative capabilities. In this era of convergence and creativity, the fashion world needs human resources with cooperative skills and true professional abilities. A case analysis, an in-depth interview, and 1,2 test method were used for data acquisition and analysis. The summary of this study is described below. First, this program needs to complement the NCS fashion design learning module. Second, material changes to creativity and practical competencies - knowledge, skills, and attitudes - of the students are assessed after applying Capstone Design to the NCS fashion design learning model. Third, the process of converging fashion curriculum with IT and electronic technology, developing a fashion design learning program, and applying the Capstone Design was tested to prove the effectiveness of convergent fashion design education. Among the changes observed between the trial and control groups, it was confirmed that sub-factors of creative personality, i.e. self-assurance and openness, were increased along with knowledge, core competences including communication capability, and self-directed learning capability. The greatest improvement on the technological side was observed in IT literacy while ability to respond to changes was also increased. Besides, effects were demonstrated in behavioral factors such as initiative, spirit of challenge, experience, and openness. Lastly, the Capstone Design Education Program Learning Model was proposed in order to foster convergent talents in the fashion world.

Design of Fire-fighting Ambulance Interior (119 구급자동차의 내부 디자인 개발에 관한 연구)

  • Shin, Dong-Min;Park, Min-Jung;Han, Yong-Taek
    • Fire Science and Engineering
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    • v.30 no.1
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    • pp.121-129
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    • 2016
  • Ambulances are an important element of pre-hospital emergency medical services, and also an important space for improving the work efficiency of paramedics. Paramedics use the interior environment to maximize the capabilities of the space, but ambulances need to be improved to help with the responsibilities of paramedics. A Seamless space was constructed in accordance with the placement of first-aid emergency medical equipment and drugs, and a patient room was loaded in the interior space of an ambulance. This study was to improve the treatment space of an ambulance to improve the efficiency of work by paramedics The new design provides safety and efficiency for emergency medical services through planning of interior storage suitable for the duties of paramedics and through identification and analysis of the problems in the environment.

Audio-visual Interaction and Design-education in the Age of Multimedia (시청각 상호작용과 멀티미디어 시대의 디자인교육)

  • 서계숙
    • Archives of design research
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    • v.14 no.3
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    • pp.49-58
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    • 2001
  • The communication designer in the multimedia age should have a consideration that the sound also can be an important expression element to transmit ones thought as well as the visual sense like color, shape and motion. As you already know, someones thought can be better understood when transmitted to others using the visual and auditory senses together than using the visual or auditory sense alone. The meeting of sight and hearing bases on the synesthesia. For example, low sound reminds a person of dark color and high sound usually reminds light color. And a percussion instrument reminds a person a circle and melody reminds a line. The visual and auditory senses In communication of the multimedia age should act as an independent expression element gotten out of the synchronizing that just serves simple sight and related sound at the same time. Interaction between sight and hearing arose a different emotion that cannot be happened just by one element alone. So, the programs of communication design education in this multimedia age should fulfill the requirement that it can develop ones expression ability through the understanding of interaction between sight and hearing. In this study, we suggest the education programs Classified into following categories; audio visual Gestaltung, audio visual moving graphics, audio visual design.

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Analysis of the female character and modeling design features of 'Frozen 2' ('겨울왕국 2' 여성 캐릭터의 성격과 조형 디자인 특징 분석)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.309-314
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    • 2021
  • Disney animation can be said to be part of American culture and art. With the changes in American society and culture, we can see the changes in the personality and social status of female characters in Disney animation. Especially in the Disney animation works published after 2000, many works showing equality in the social abilities and status of women and men have been published. In this study, the characteristics of female characters of the 20th century and the 21st century is compared and analyzed the characters of Elsa and Anna, who expressed the female image in a metaphorical way of 'Frozen 2'. And studied the characteristics and meanings of clothing and colorful shapes. This paper reveals the design elements needed to construct a gender-equality image of female characters, and hopes that it will become a useful research material for the animation industry and academia in the future.

The Impact of the Wayfinding Ability to Use Satisfaction and Intention to Revisit, Recommendation: Focusing on COEX Mall (길찾기 능력이 이용 만족도 및 재방문 의도, 추천의도에 미치는 영향: 코엑스몰을 중심으로)

  • Park, Kyoung-Ha;Youm, Dongsup
    • Journal of Digital Convergence
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    • v.11 no.8
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    • pp.109-117
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    • 2013
  • This study was to evaluate the impact of the wayfinding ability of the individual visitor attitudes. These wayfinding ability to analyze the preceding literature, were examined for the ability to determine whether any relationship and the attitude of the place for visitors. Firstly, the users' wayfinding abilities were identified as partially affecting the use satisfaction. Second, users' wayfinding abilities were identified as partially affecting revisit. Third, users' wayfinding abilities were identified as partially affecting recommendations. Finally, revisit and recommend to influence users' satisfaction were identified. Than the results of this study considering the structural characteristics of the space underground commercial facilities with the ground and the need for other forms of communication design, marketing strategy, especially considering the key aspects of complex commercial facility services space with the need for practical significance for can be said to have.

A Study of Design Education for the Public and its Development Direction (대중의 디자인교육문제와 발전방향에 관한 연구)

  • Cho, Kyu-Myung;Kim, Tae-Chul;Kim, Kyung-Sook
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.91-104
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    • 2005
  • In the past, the design education focused on the technique and skill to satisfy the production and consumption activities of a corporation based on beauty and practicality in the industrial age. Now, it's time to switchover to a life-quality enhancing education by harmonizing and meeting the public's physical and mental needs because design education is a character education which enhances the quality of life by uplifting people's aesthetic sense. This paper has emphasized on the importance of public education of design through the theoretical investigation on social environmental changes caused by the emergence of information society,,education problems, public education, and the necessity of design education. The reason why this study should be done has been suggested by investigating the necessity of this research and bringing up the issue. Furthermore, the current status and problems of public education on design have been analyzed. Then, based on the result, the development direction of design education has been suggested. This study can be concluded as follows: First, the design education should change from its vertical structure to a horizontal one. It should be widely spread to the public, getting off from its privatization for a certain group. Second, designers and the public should correct their way of thinking about design. The ordinary people as well as the designers should cultivate their capability to find and take care of design related issues in their everyday lives. Third, all people should be the subject of design education for the public. As a part of cultural education on the public's aesthetic sense, design education should be reborn as a field of study in which a sound public culture can be developed by the integration of human life and culture, exceeding the limit of school curriculum.

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Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.

Instructional Development of Making Upcycle Clothing Accessories for the Middle School Home Economics Classes Applying the Design Thinking Technique (디자인씽킹 기법을 활용한 중학교 가정교과 의류 업사이클링 소품제작 수업개발)

  • Yu, Myoung Suk;Lee, Yhe Young
    • Journal of Korean Home Economics Education Association
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    • v.33 no.3
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    • pp.173-187
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    • 2021
  • The purpose of this research was to develop instructions for making upcycled clothing accessories related to the 'clothing management and recycling' unit of middle school home economics applying the design thinking technique. Teaching and learning process plans were developed according to the ADDIE model which includes the following process: analysis, design, development, implementation, and evaluation. The design thinking process includes understanding the related knowledge, sympathizing, problem identification(sharing perspectives) and idea development, making prototypes, testing, and making the actual product. Thirteen home economics teachers served as critics. Student feedbacks were collected to evaluate whether the course objectives were attained after the implementation. As a result, teaching and learning process plans, course materials, and evaluation rubrics for ten class sessions were developed. Student feedbacks confirmed the attainment of following five course objectives: improvement of ethical responsibilities through the exploration of various clothing recycling techniques, practice of creative and eco-friendly clothing culture, acquisition of the skills to use sewing tools safely, improvement of abilities to think, sympathize, and communicate, and exploration of aesthetic activities and fashion careers.