• Title/Summary/Keyword: 디자인 능력

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Search for the Education of High-Tech Emotional Textile and Fashion (하이테크 감성 섬유패션의 교육 방향에 대한 모색)

  • Youn Hee Kim;Chunjeong Kim;Youngjoo Na
    • Science of Emotion and Sensibility
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    • v.26 no.3
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    • pp.69-82
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    • 2023
  • High-tech sensibility textile and fashion, in which consumers' emotions and various textile and fashion technologies are converged, is an important industrial group. It is important to develop the ability to apply in practice by gathering the creative by understanding other fields and exchanging ideas through interdisciplinary collaboration in the field of emotional engineering. Through interdisciplinary research and collaboration, talent must be nurtured of individuals who would lead the era of the 4th Industrial Revolution with the ability to empathize with others as well as the creative convergence-type intellectual ability necessary for the rapidly changing society. To determine content-creation methods, basic research is conducted. Additionally, this study investigates on the current status and educational process of the emotional textile-fashion industry worldwide. To nurture talents in the textile and fashion sensibility science, the basic contents are created to manage the knowledge that delivers sensibility science and the ICT related to this field, as well as in the intensive, PB-style conceptual design based on sensibility. The process from derivation of consumer emotion analysis and product development can be experienced through smart kit practice. Moreover, various methods are developed to set up intellectual property rights generated while developing ICT convergence products as start-ups. The study also covers new knowledge rights to develop emotional textile fashion.

An Entropy-Based Measure for Evaluation the Cognitive Complexity of User Interface (엔트로피를 기반으로 한 사용자 인터페이스 인지적 복잡도의 척도)

  • 이동석;윤완철;최상섭
    • Science of Emotion and Sensibility
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    • v.1 no.1
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    • pp.213-221
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    • 1998
  • 현대의 시스템들이 가지는 고기능화와 자동화로 인하여 인간의 운용 능력이 점점 더 중요한 능력으로 부각되고 있으며, 이는 사용자가 경험하게 되는 인지넉 복잡도를 제어하는 것을 요구한다. 본 연구에서는 사용자 인터페이스에서 사용자가 경험해야 하는 인지적 복잡도를 스키마 구조를 반영하여 정량화하는 엔트로피 모형(윤완철, 1992)을 적용하여 사용자가 겪게 될 인지적 복잡도를 예측하는 척도가 제안되었으며 실험적으로 검증되었다. 엔트로피와 시스템 크기-조작의 수와 상태의 수-가 각각 다른 세 가지 인터페이스 (엔트로피가 낮고 작은 크기의 인터페이스, 엔트로피가 높고 작은 크기의 인터페이스, 엔트로피가 높고 큰 크기의 인티페이스) 중의 하나를 사용하는 것을 피험자이 학습하고, 이에 대해 검사를 받았다. 제안된 척도인 시스템 엔트로피는 사용자 수행도를 잘 설명하였지만, 시스템의 크기는 그러하지 않았다. 본 연구는 사용자가 겪게 될 인지적 복잡도를 평가자의 주관이 개입하지 않는 방법을 통하여 평가할 수 있음을 보인 것으로 가전제품이나 스프트웨어의 디자인의 평가와 개선 등 인간의 인지적 복잡도가 사용성에 중요한 영향을 미치는 분야에서 유용하리라 여겨진다.

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A Study on The User Acceptance And Variation of Attitude Change in Product Form 1. -Concentrated on External Form Embodiment of Product Semantic by internal and external Reaction of User- (제품의 형태에 있어서 사용자의 수용과 태도변화에 관한 연구 1. -사용자의 귀인적 반응에 대한 제품형태의미의 외형구현을 중심으로-)

  • 정도성;안철홍
    • Archives of design research
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    • v.15 no.1
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    • pp.369-388
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    • 2002
  • 21th century that is repealing change is making the world that can enjoy human spiritual character and freedom wholeheartedly. Therefore, meet hereupon arid design may have to bring conversion to position of beginning that can be software at position that is hardware look raw and result look who is wrapping last result arts provide cause. Therefore, user supposes that do difficult form in that recognize things form, and that difference about attribution reaction may do differ and contradictory attribution reaction while specially 40s and 50s recognize product form laying stress on external form embodiment of product form meaning by guess and this research compares and investigates attribution process for human's attribution reaction instinct and attribution reaction type through scientific, theoretical considerations about form and things theoretically and defined cause reasoning in design. And designed product that things are recognized whether felt thing in product form is what hearing example relation sex between analysis and form of meaning induction by attribution leading person about subjective estimation reaction through literature arrange, and analyze and defined if cause some effect to designed product because drawing urea about attribution reaction through an experiment. And presented model about design access method and forward pratical use possibility and hereafter subject together with conclusion.

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Development of Teaching-Learning Materials and Analysis of Learning Experience Based on Design Thinking in Home Economics Curriculum: Focused on the Units of Sustainable Consumption (디자인씽킹을 적용한 가정과 교수·학습자료 개발 및 학습 경험 분석: 지속가능한 소비 단원을 중심으로)

  • Yuk, Kyung Min
    • Journal of Korean Home Economics Education Association
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    • v.32 no.1
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    • pp.145-165
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    • 2020
  • This study developed teaching-learning materials for 10 class periods that applies design thinking process for the units of 'sustainable consumption' of home economic subject, and examined the learning experience of students in the class. After the classes, reflection journals and in-depth interviews from 276 male and female students in ten classes were analyzed. The main results are as follows: The five steps of the design thinking process of the Stanford University d-School were applied to develop teaching-learning materials for the 'Sustainable Consumption Practice Book Creation Project'. Students' positive learning experience was evidenced through sustainable consumption classes that applied design thinking. The students were able to reflect through the experience of sympathizing with the real problem, and experienced an improvement in problem-solving ability through the process of idea construction and prototyping. Students expressed difficulties in reaching consensus among the members, and in devising ideas and implementing prototypes. Based on the learning experience of students this study, it is suggested that home economic teachers further develop and implement classes of various topics to which design thinking process is applied. A future study may need to verify the effectiveness of home economic classes to which design thinking is applied.

실시간 대응 프로세스에 포커스를 맞춘 서버사이드 봇 탐지 프레임워크 구현 사례

  • Kang, Byungtak;Yoo, Dongkyu;Choi, Hai Gil
    • Review of KIISC
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    • v.26 no.3
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    • pp.6-14
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    • 2016
  • 서버사이드 탐지 시스템은 온라인 게임보안 업계에서 필수와 표준이 되어가고 있다. 이에 따라서 탐지시스템의 실시간 대응능력을 더욱 높이고 탐지 룰을 시스템의 점검시간 없이 더욱더 다이나믹하게 조정할 수 있도록 효율성을 증가시키는 방법론과 시스템적 프로세스가 게임 개발사나 게임 서비스 제공자, 데이터 분석가들에게 요구되고 있다. 이 논문에서는 기존에 존재하던 서버사이드 탐지 시스템의 한계를 살펴보고, 이를 어떤 식으로 극복할 수 있을지 실제 게임에 반영한 사례를 통하여 새로운 구조와 디자인을 제안하였다.

Junk Food App (불량식품 앱)

  • Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.425-426
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    • 2018
  • 현재 사회적인 이슈가 되고 있는 불량 식품에 대한 경각심을 아이들에게 심어주어 좋은 식습관을 유지하도록 교육하는 앱을 개발하고자 한다. 개발하고자 하는 앱은 몸에 안좋은 불량식품을 좋아하는 아이들에게 경각심을 일깨워 주며, 불량 식품에 첨가된 발암불질, 표백제 등이 성장기 아이들에게 치명적임을 인식시키는 정보제공을 하며, 게임 형식을 통해 스스로 좋은 것과 나쁜 것에 대해 확인하여 창의적 자아활동을 유도 한다. 음식에 대한 올바른 이해와 함께 성장기 어린이들의 인지 및 언어 능력을 학습하고자 개발하였다.

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A Representation Method of Game Mechanics Using UML Notations in Game Design (UML 표기법을 활용한 게임메카닉스 설계내용 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.47-53
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    • 2006
  • In the game development differently with general software development, game planers, programers, and graphic designers, the specialists of the various fields, accomplished one team and they are advanced all to their goal. So it is very difficult for the development participants to communicate each other accurately and efficiently. For successful game development, all development participants should understand accurately the contents of the game design document. Specially the game mechanics as a major part of game design, requires the no-error contents, the no-error expression, and the no-error readings to all development participants because it contains almost game-play logic. It becomes more difficult for the development participants to understand accurately the game mechanics which becomes larger and complicated as the size of game development becomes larger. And configuration management of the game mechanics becomes more complicated and inefficient. In this paper, we propose a new representation method of game mechanics using UML notations for solving this problem. The proposed method satisfies the visual expression and the logical expression simultaneous for the requirements of the game mechanics because of UML notations. And the proposed method could be an efficient management of configuration because the management is based on the UML model management. The proposed representation of game mechanics of "Capture The Dude" game, shows good visual expression and good logical expression.

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Development and Application of Instruction Program using 3D Sketching Software for 'Planning for Residential Space' Unit of NCS-based on Interior Design Subject (NCS 실내디자인 과목의 '주거공간 계획하기' 단원에서 3차원 스케치 소프트웨어를 활용한 수업 프로그램 개발 및 적용 효과)

  • Ji, Ae-Hee;Yoo, Hyun-Seok
    • 대한공업교육학회지
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    • v.44 no.2
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    • pp.1-27
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    • 2019
  • In recent years, space planning ability using 3D sketch software is required in the working field of interior design. However, vocational high school do not respond appropriately to changes in the industry, because the class of vocational high school consists of hands-on practical classes and 2D CAD based classes. There is a shortage of 3D sketch software-based instruction programs that can improve students' spatial planning skills. Therefore, this study is to develop instruction program using 3D sketch software for 'Planning for Residential Space' unit of NCS-based on interior design subject and to find out the effect on students' academic achievement by applying to vocational high school class. The 3d sketch software based instructional program developed in this study was developed through four stages of preparation, development, implementation and evaluation according to the PDIE model process. The experimental design model used nonequivalent group posttest-only design in this study. Experiments were conducted on vocational high school students in construction and 9 hours of interior design subjects were applied. After the experiments, students were tested for academic achievement in the cognitive, affective, and psychomotor areas. As a result, the instruction program using the 3d sketch program developed in this study was found to be more effective in improving students' academic achievement than existing manual instruction program in both cognitive, affective, and psychomotor areas.

The Effects of Oral Activity With Sensory Integration Intervention on Breathing and Oral Diadochokinetic Movement of a Child With Developmental Disability (구강활동을 병행한 감각통합치료가 발달장애 아동의 호흡 및 구강협응능력에 미치는 효과)

  • Choi, Yeon-Woo;Jung, Hye-Rim;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.11 no.1
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    • pp.1-9
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    • 2013
  • Objective : This study was to investigate effects of sensory integration intervention with oral activity on breathing and oral diadochokinetic movement of child with developmental disability. Methods : A subject of this study was 6years and 7month old boy, living in G city which was diagnosed as developmental disability. The study performed from November, 2012 to February, 2013. Research design used in this study is AB design for single-subject research. The experimental period was divided into two phase: 3 sessions for baseline phase (A), 16 sessions for treatment phase (B). There was sensory integration therapy on the baseline phase, and sensory integration intervention with oral activity was conducted on the treatment phase. Breathing measured a Spirometer, oral diadochokinetic movement was measured by measuring the time secondly when repeating "phathakha" ten times. Results : In comparison with the baseline phase, the child's breathing and diadochokinetic movement increased during the treatment phase. Conclusion : Sensory integration intervention with oral activity brought positive results to child's breathing and oral diadochokinetic movement.

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A study about modeling methode of practice works -Focus on compare RP with manual processing, CNC- (실습과제 모형제작 방법에 관한 연구 -RP와 수동형, CNC 모형제작 방법 비교를 중심으로-)

  • Shin, Myung-Chul
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.223-232
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    • 2005
  • By supply of high performance computer becomes all industries automation and convenient of our life. Can speak that is pursuit of swiftness and variety that is prior most development of information society and production system in competitive industrial design product development process. Specially, students who consumer personality studies design according to variableness must present idea in a short time. Therefore, find a new tool that can show quick modeling result for present of new idea or fast design specifications examination and production at college or corporation now. According to such environment change did request by cost time and cost-cutting until reach in production from product design because competition is gone vigorously. University arrived to think RP induction by result presentation and so on for third dimension model by various design process. This research purpose is going to compare difference methods(Manual processing, CNC machine) with students' design result manufacture process on RP appliance that is using in college. Consequently, think that this study is helpful in the college of which is making use of RP appliance or planning installation. By result of this research, model of big curved line is profitable in hand process, by CNC Is profitable when model is going to manufacture finely, RP work could know that size of product is profitable small thing as is complicated.

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