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Analysis of Application Cases and Performance of Multidisciplinary Convergence Capstone Design based on Industry-Academic Cooperation (산학협력기반 다학제적 융합 캡스톤디자인 적용사례 및 성과분석)

  • Yoon, Sang-Sik
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.639-652
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    • 2021
  • In accordance with the rapidly changing social environment, it is becoming more important to cultivate creative and convergent practical talents with flexible thinking skills and problem-solving skills. Therefore, it is necessary for universities to provide educational experiences that enable students to cooperate and converge multidisciplinaryly to carry out on-the-job projects based on what they have learned at school. Therefore, this study designed, developed, and operated with the aim of cultivating creative talents with integrated problem-solving ability through a multidisciplinary capstone design curriculum based on industry-academia cooperation. To this end, the curriculum was developed together by recruiting participating companies and forming a convergence professor team, and it was operated for 15 weeks for students majoring in cosmetics engineering at D University. After the education was over, learning satisfaction and perceived academic achievement were surveyed, and as a result of the analysis, it was found to be above average with 3.77 points and 3.86 points, respectively. And as a result of the in-depth interview on the participation experience, five themes related to the positive experience and three themes related to the negative experience were derived. This study will be able to provide basic data when operating a multidisciplinary convergence capstone design curriculum based on industry-academia cooperation in the future.

A Study on Principle for Use of Multimedia in order to have Effective Communication in Information Design (정보디자인에서 효과적 커뮤니케이션을 위한 멀티미디어 사용원리에 관한 연구)

  • Lee, Il-Soon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.255-267
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    • 2008
  • Recently in the field of information design use of multimedia Including animation has been rapidly increased. And its application is expanding in the field of design nevertheless relevant research in this field is scant. In particular research on which characteristics contribute to improvement for effect of information communication is negligible. Until now designers' interest was mainly focused on visual perfection of screen such as diversity and originality. Actually the aspect of recognition of design was mostly overlooked. But considering ultimate purpose of Information design is accurate communication of information thus there should be more endeavor for research on man's visual recognitive faculty and memory in order to Improve power of communication of information for the purpose of reducing confusion of user before its originality and diversity. For this reason this author in this treatise attempted to examine possible impact of multimedia in information design on recognition of user and communication based on theory of effectiveness of media and also attempted to identify how maximize its effect under different circumstances. Theories on effectiveness of media can be summed up as that well- advanced information of multimedia should be analysed from diverse standpoints on relevancy to tasks and recognitive relevancy rather than its simplification from the standpoint of richness of media. For optimal interface design unnecessary recognitive load should be eliminated and information should be structured by laking maximum advantage of working memory of limited quantity. Also there will be need for selection of proper media and suggestion of expressive method to enable building accurate and successful mental image. In this treatise this author attempted to contribute to designer's decision making in future through examining theories on effectiveness of media in connection with the question of which information technology should be used in order to heighten effect of information communication appropriate to information design.

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A Study on the Development of Design for Travel Souvenir Connected with a Local Festival - Focusing on the Wood-Craft Industry of Inje-county in Gangwon-province - (지역축제와 연계한 관광문화상품 디자인 개발에 관한 연구 - 강원도 인제군 목공예산업을 중심으로 -)

  • Choi, Ki;Shin, Soo-Khil;Park, Jeong-Soon
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.303-314
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    • 2005
  • This study is intended to promote local woodcraft industry with revitalization of local festival in Inje-county. To do so, we propose the travel souvenir design with local identity and the plan for production and marketing based on the management of 'Design Hospital' and the building of production method through 'laser wood inlaying technique like puzzle style'. Research method is benchmarking analysis of successful cases of travel souvenir which is developed for cultural contents of local festival. The result of this study is the following. First, design outsourcing is done one of support in industry focused on old boy network, Through it, Special brain of design can be supplied without compensation. Also the difficulty of manpower problem is lessened and the ability of product development in short term can be guaranteed. On the basis of this, we are able to apply Mass Customization production by up to date digital production method. This enables us to maintain the production flexibility of cultural goods fit for the traits of local festival. This study is intended to present the best model guananteeing both profit of wood technological industry and the possibility of local cultural.

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Teamwork Competency and Team Activity Experiences in Capstone Design Nursing Research Course (캡스톤 디자인 간호연구 수업의 팀워크역량과 팀활동 경험)

  • Min, Hae Young;Kim, Jiyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.705-716
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    • 2020
  • This triangulation study was performed in order to analyze the team competency effect of a capstone design nursing research course, and to appraise the content of team activity experiences. Subjects were 99 nursing students who were educated in the capstone design nursing research at D university. The teamwork competency of nursing students was compared before and after class, and the team activity experiences in the capstone design nursing research class was analyzed through narrative data. Our results show significant increases after class in task performance competency (t=-2.166, p=0.033), which includes goal execution competency (t=-2,224, p=0.028). In the interpersonal competency category, leadership was significantly increased after class (t=-2.085, p=0.040). The 5 categories evaluated were 'difficulties in managing resources', 'aware of the importance of personal effort and competency', 'efforts to effectively distribute roles', 'to realize the importance of communication', and 'strengthen the competency needed for clinical practice'. Through this research, we confirm that the capstone design nursing research course is effective for improving teamwork competency, and it provides a positive team activity experience to nursing students. Taken together, our findings indicate that the capstone design nursing research course can be applied to improve the nursing research competency by strengthening teamwork competency.

A Study on A Tablet-PC Based Application Design For Self-examination of Dementia (치매 자가 진단을 위한 태블릿 PC용 어플리케이션 설계 연구)

  • Ryu, Neung Hwa;Park, Seung Ho
    • Design Convergence Study
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    • v.13 no.2
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    • pp.143-164
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    • 2014
  • In this study, we suggest a tablet-PC based application as an instrument for self-examination of dementia and aim to evaluate its usability for the practical use. The tool for the self-diagnosis of dementia is testing a person's sentence comprehension, which is investigated by the accuracy of a sentence-picture matching task, and the result of the test can differentiate individuals with dementia of Alzheimer's type from normal aging population. According to its use for diagnosis of dementia, we developed a new version of sentence-picture matching task by a cooperative study with NABLE(Neurogenic communication And Brain Lab at Ewha) and applied to the application as a main function. Targeting the New Silver who are preliminary aged people in Korea, this application can provide them with three values: 'self-', 'easy', and 'simple'. When using this application, users can gain these values by an instruction manual with the recorded guide voice, easy-to-use functions and the simplified menu structure of it. After prototyping, we conducted the usability test and it was proved as a result that the New Silver users can easily operate the application by themselves.

A Study on Rhetorical Expression of Public Information Design -Focus on Information Design Case for Seoul Public Transportation- (공공정보디자인의 수사학적 표현에 관한 연구 - 서울시 대중교통 정보디자인 사례를 중심으로 -)

  • Yang, Seung-Ju
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.95-104
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    • 2005
  • Although the volume and complexity of available information have increased, our ability to process such volume of complex information has not been met with corresponding development. Information designers have been given the responsibility to address such unbalanced progress by developing effective visual systems to deliver and communicate such information to the masses in a manner that is quick and easy to process and understand. This study originated in recognition of these issues. This study seeks to find a solution to these issues in rhetorics in order to proliferate visual communications in recognition of the increasing importance of information and visual communication. Rhetorics, a field of study with a long history of analyzing the delivery of communication, provides numerous possibilities for the re-establishment of importance placed on visual information communication. Included in this study are (i) a thorough analysis of the principals of expression and logic offered by rhetorics, as applicable to information design (ii) a proposal to the solution to the above-mentioned issues encompassing the rhetoric process and methods of expression of information design and (iii) the practical application of these design principals to social activities. In order to provide an example of the practical use of the rhetoric methodology Presented in this study, we applied the rhetoric methodology to the 'Information Design for Public Transportation of Seoul.' and developed a new map and a guidebook. The raw data necessary for the foregoing were obtained through the analysis of the information designs that are currently in use in connection with mass transportation in Seoul and the survey evaluation conducted among Seoul residents. We modulated the infrastructure of Seoul by using 48 TAZs, computed the routes that are most likely to be used, and proposed the predictable information analysis process. The design proposed on this study encompasses color coding and use of combined information, and application of style and sequential information analysis process.

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A Study on the Improvement for Bidet Product-Service Design for Seniors by PSS-based 4D Double Diamond Design Process Model (PSS 기반 4D 더블 다이아몬드 모델을 활용한 시니어를 위한 비데 제품-서비스디자인 개선방안 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.29-40
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    • 2022
  • This study uses the bidet 4D double diamond design process model to propose an improvement for "senior-oriented bidet product service design" that reflects the characteristics and needs of seniors. This study was based on the product service system concept. To this end, qualitative research on seniors was conducted to derive user value factors, and, based on this, product service ideas were discovered, and a prototype reflecting the usefulness review of a working-level expert group was proposed. First, a "smart application service for user-customized function setting guide" was proposed. A bidet incorporating Internet of Things technology and a smart phone are linked to provide an app service that automatically interprets user characteristic information and information on bidet products to guide customized functions. Second, a control panel and remote control user interface to "user-oriented product service interface" was proposed. In consideration of the usability and cognitive ability of seniors, a simple and intuitive physical user interface such as a configuration centered on main functions, button arrangement according to task sequence, and a touch screen remote control was presented. Third, we proposed a "bidet care service linked with products and health/hygiene care" that provides a wide range of services such as user health and hygiene, cleanliness, entertainment, etc., in addition to regular bidet product service. This study proposed a product-based service design methodology that can improve user experience and relationship quality by discovering and improving the pain points and needs of users (seniors) in the process of using bidet products (before, during, and after use).

A Study on the Design of Planterior to Reduce and Purify Indoor Particle Matters (PM) (실내 미세먼지 저감을 위한 플랜테리어 디자인 연구)

  • Ahn, SeungWon;Jeong, Jun Hyun
    • Journal of the Korean Society of Floral Art and Design
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    • no.44
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    • pp.3-31
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    • 2021
  • To verify the types of effects that plants have in our general living conditions, I examined an air quality in living rooms of the three, 129.78m2 size, apartments that were with and without plants. and the findings of the study were as addressed below. 1) Experiments showed no statistically significant differences in Case A. However, in Case B and Case C, the standard deviation of PM10, PM2.5 and PM 1.0 verified that each had statistically significant (p<.01) differences. 2) It is believed that the effect of reducing particle matters due to the installation of plants in the indoor space is to vary significantly depending on the indoor environmental conditions, the cleanliness of the room, and the amount of furniture and may also differ depending on the daily dietary cooking method. In addition, it is believed that the planterior will not only reduce indoor fine dust, but also reduce the psychological comfort and eye fatigue of the residents. Nevertheless, supplementary research is needed. 3) In the planterior design for reducing indoor particle matters, various measures were examined. Among them, the vertical wall design method was tested and suggested through empirical experiments. In addition, maintenance methods were proposed depending on the type of indoor plant.

An Implementation of Web based Virtual Reality Authoring Tool using VRML (VRML을 이용한 Web 기반의 가상공간 저작도구 구현)

  • 하주한;이기동
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.632-634
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    • 1999
  • 현재는 HTML(Hypertext MarkUp Language) 기반의 웹 페이지가 가장 널리 사용되고 있다. 그러나 사용자의 요구는 갈수록 높아져 2차원의 HTML로서는 표현하지 못하는 3차원 세계의 구현을 갈구하고 있다. 그래서 탄생한 것이 VRML(Virtual Reality Modeling Language)이며 현재 ISO 표준안으로 지정되어 있다. 사용자는 VRML로서 3차원 세계를 구현할 수 있지만, 가상세계의 규모가 커지고 복잡해지면서 문서편집기만으로 구축하기는 거의 불가능하다. 이런 이유로, 기존의 저작도구가 출현하게 되었고, 사용자에게 많은 편이를 제공하였다. 하지만, 이것 역시 몇 가지 문제점 (객체 설계 능력, VRML에 관한 지식 숙지, 일반 사용자에게 부담되는 비용) 때문에 VRML의 대중화를 방해되는 요소로 작용하고 있다. 그러므로 앞에서 제시한 문제점을 개선하기 위해, 사용자가 복잡한 가상객체를 디자인하는 것이 아니라 웹에서 이미 디자인된 객체와 개인자료를 합성하게 함으로써 일반 사용자에게 부담을 크게 줄일 수 있는 새로운 방법으로 개발했다. 그러므로, 본 논문은 인터넷 사용자라면 누구나 쉽게 가상공간을 제작할 수 있는 웹 기반의 저작도구인 WVRAT(Web based Virtual Reality Authoring Tool)의 설계 및 구현에 대해 기술한다.

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Development of Human Factors Design Guideline of Landmark for Car Navigation System (자동차 항법 장치 Landmark의 인간공학적 설계 가이드 라인 개발)

  • 백인섭
    • Proceedings of the KOR-KST Conference
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    • 1999.10a
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    • pp.501-506
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    • 1999
  • 차량 항법 장치의 인간-기계 인터페이스의 중요한 구성요소인 전자지도에서 운전자가 경로를 선택하고 자신의 현 위치를 파악하는데 중요한 역할을 하는 랜드마크는 현재 표준화나 인간 공학적인 요소가 고려된 설계가 이뤄지지 않고 있는 실정이며 개발 회사마다 각기 독립적인 개발이나 종이 지도의 제작 표준에 의해 제작되고 있다. 이는 운전자에게 일관성 및 양립성의 결여 및 안전에 대한 문제 발생의 가능성을 내포하고 있으며, 운전자와 도로의 안전에 직결되는 중요한 문제이다. 이에 본 연구는 운전자가 편하고 빠르게 랜드마크를 인지할 수 있게 디자인 속성 조합을 도출하여 상용화된 전자지도와의 비교를 통하여 속성 각 수준별 조합의 인지능력 평가와 그 결과를 분석해 랜드마크 제작의 가이드라인으로 제시한다. 분석결과는 랜드마크의 속성은 색, 그래픽 차원, 형태, 중복 명명, 복수 색 사용, 외곽선 사용시가 가장 최적 속성 조합으로 나타났다.

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