• Title/Summary/Keyword: 디자인 실습 환경

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The E-Learning for Practice Training Using Augmented Reality in the College Education (증강현실을 이용한 대학 e-Learning 실습교육)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.40
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    • pp.443-476
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    • 2015
  • The university e-learning classes give a major focused on practical training in the art and design field are opened such as theory classes. The cyber universities that fully gives on-line classes even open as theory classes. They speak about difficulty and limitation of operating cyber class with practice. So, many of them organize off-line special lecture at the classroom in weekend. In the reason of studying that has the constraints of time and space, the student wastage rates in cyber universities are going higher. This research focused on giving an efficient e-learning practice environment in college e-learning courses, and operated scholastic achievement test between the augmented reality(AR) based practice education and the existing classroom based practice education. The subjects of study were totally 84 people who are the freshmen of the design department in the two-year diploma course college. They were divided 3 groups which one was treated AR based practice e-learning and two others groups were existing classroom based practice. Each of the group took the same treated lecture during 7 weeks. The first of the outcome was the AR based practice e-learning was more effective than existing classroom based practice on the side of scholastic achievement. The second, the AR based practice e-learning aroused increasing in the interest in class on the side of attribute factors. The third, the AR based practice e-learning group made higher level of studying immersion than others. In consideration of this experiment was processed in the regular college academic course, the finding by this research shows AR based major practice e-learning is an alternative lecturing strategy what can be supplemented existing classroom based academic teaching methods.

Suggestion of Study and Development of Model of Convergent Education Lecture Model of Floral Design and Color (화예디자인과 색채의 융복합 교육 강의모델 연구 및 개발제안)

  • Kim, Yoo Sun;Kim, Saet Byul
    • Journal of the Korean Society of Floral Art and Design
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    • no.40
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    • pp.63-75
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    • 2019
  • In this study, convergence art education which Based on the overall understanding of color, which is a field of science, the lecture model was constructed in order to operate a fusion curriculum which can be practically expressed by applying it to the artistic field of floral design. The learner was satisfied with the composition of the two lectures (floral design, color) and the way of conducting theory and practice. In addition, they felt that was able to access various areas through one subject. This indicates that learners themselves perceive the purpose and necessity of this study. On the other hand, it is pointed out that the background knowledge level between the majors and the non - majors is different. therefore Continuous feedback and adjustment of the degree of difficulty of the training seems to be necessary to enhance the learner's understanding. In order to develop the floral design, the curriculum development and education model should be built through convergence of various sciences. It is expected that this study will be used as basic data for the development of the curriculum for the artistic design education.

AREL(AR based E-Learning) for PBE(Practice-Based Education) Framework Design in the Field of Art and Design Major (미술·디자인계열 전공 실습교육을 위한 증강현실기반 이러닝(AREL: AR based e-Learning) 프레임워크 디자인)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.43
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    • pp.363-386
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    • 2016
  • This research is to design basic framework for developing teaching and learning method in the field of art and design major in university. Especially taking off from oneway e-learning teaching method, it is focused on increasing reality of student learning situation with applying AR contents process to augment virtual condition on reality condition. The processing of framework design and developing teaching and learning method are about practice education based on AR for model experiment research which was published "The E-Learning for Practice Training Using Augmented Reality in the College Education". This thesis is supposed to be a precedent study of the pre-published, and the purpose of those two studies were for experiment test in earnest in studying effect research. The classification of learning method divided basically as Face-to-Face Learning(FFL), Blended Learning(BL), fully E-Learning(EL), and Augmented Reality based E-Learning(AREL). This research compares and analyzes each frame of FFL, BL, and EL. And then, designed framework lead to the over-all conclusion with the type of AREL. Additionally, AREL for PBE suggests the ways of advanced teaching learning.

A Study on the status of the design educational field of the college (전문대학 디자인 교육현장의 실태연구)

  • Cho, kyu-myung
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.391-392
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    • 2013
  • 본 연구는 급변하는 환경 속에서 전문대학 디자인교육의 새로운 교육모델을 모색하고자 디자인 교육현장의 실태를 중심으로 디자인교육의 문제점 및 원인과 개선방안을 모색한 논문이다. 이를 위해 디자인교육의 핵심주체인 교수와 학생, 행정 및 교육, 실습지원부서, 산업체, 정부 및 지원기관에 대한 실태를 살펴보았다. 그 결과 입시제도의 개선, 재정지원의 집중화, 교수자의 연구지원, 학생의 인식전환, 산업체와의 실질적 협력강화 및 전문대출신에 대한 인식 및 대우개선, 정부지원기관의 차별화된 지원정책 발굴, 대학별로 특화된 교육과정운영 등이 필요한 것으로 나타났다. 앞으로 전문대학의 디자이너양성 교육은 급변하는 대학환경을 고려하여 교육주체의 내실화 및 관계집단의 인식전환을 고려한 새로운 직업교육모델을 개발, 운영해야 한다.

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A Study on the Assessment of Current and Future directions for Clothing and Textiles (의류학의 현재와 미래의 방향에 대한 연구 -의류학과 교수의견을 중심으로-)

  • 신상무
    • Journal of the Korean Home Economics Association
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    • v.33 no.6
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    • pp.187-198
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    • 1995
  • 간학문적 특성이 강한 의류학은 최근 급변하는 사회환경 즉, 학생들의 전문적 경험에 대한 요구, 패션업계와의 유기적 상호관계, 컴퓨터 등 과학기술의 발달, 사회의전문화, 세분화, 정보화, 세계화 등에 능동적으로 대처하여 의류학 졸업생들의 경쟁력을 강화시키기 위하여 보다 질적으로 향상된 의류학의 방향을 모색하도록 요구받고 있다. 따라서 본 연구의 목적은 1) 의류학의 목표는 무엇이며 현재 강조되고 있는 분야와 교과목 및 취업기회는 어떠한지, 그리고 미래에 의류학이 당면할 수 있는 문제들은 무엇인지, 2) 프로그램이 어떻게 바뀌어졌으며 앞으로 어떠한 방향으로 발전되어 갈 것인가에 대하여 연구하고자 한다. 연구방법은 전국 43개 4년제 대학의 의류학 관련 교수 110명을 대상으로 설문지법을 사용하였으녀 회수된 58부(53% 회수율)를 SAS로 통계처리하여 Likert's method of summated ratings로 분석하였다. 연구결과에 따르면 의류학의 목표가 가정중심의 복지 향상(M=2.5, SD=1.0)에서 의류학 분야의 전문인을 양성(M=4.8, SD=0.4)하는 것으로 변화하고 있는 것으로 나타났다. 전반적으로 디자인 분야(M=4.8, SD=0.5)와 구성분야 (M+4.5, SD=0.7)가 풍부한 교과목과 함께 강조되고 있으며 디자인 분야의 취업성향이 가장 많은 것으로 나타났다. 교과목이 많이 증설되었으며 (특히 디자인분야) 실험실습시간이 증가되고 인접학문 교과목과 현장실습경험이 증가추세에 있는 것으로 나타났다. 앞으로 의류학의 발전을 위해 전문적 이미지 제고와 함께 졸업생의 취업기획의 증가, 의류산업체와의 인턴제도를 통한 산학협동, 그리고 컴퓨터 활용 증대 등이 요구되고 있는 것으로 나타났다.

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A Study on the Characterisitics of Modoo-Oriented Training Model of a Mixed Type in Non-Face-To-Face Tele-Practical Classes (비대면 원격 모바일 홈페이지 실습수업에서 혼합형 방식의 모두(modoo) 활용 중심 수업의 특성 연구)

  • Lee, Hee-Young
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.105-113
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    • 2021
  • Due to the recent coronavirus outbreak, many universities in Korea have started to implement remote education. Accordingly, the Ministry of Education has stated its plans to continuously encourage and maintain remote learning as the future innovation model for education and suggested the need for a diverse range of remote learning models. However, studies on the development of practical learning models have not been carried out actively until now. Particularly, there are not many case studies in the field of design, especially regarding mobile website development. As means to improve the newly designed practice environment, this study therefore proposes the "modoo" project that offers domain creation and online marketing services. As a result of this study, the researcher suggests the use of a mixed(blending) teaching method and realized that the effectiveness of education multiplies when project-based learning and flipped learning is combined appropriately. The research methodology was divided into two big sections, education content and operations, and the effect was evaluated using the course evaluations. The study results confirmed that the applicability will increase given that learning satisfaction levels increased by more than 5% compared to face-to-face learning.

A study on the Curriculum of Computer-Aided Design (컴퓨터응용디자인 교과과정에 관한 연구 - 제품디자인의 표현내용을 중심으로 -)

  • 이성남
    • Archives of design research
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    • v.11 no.1
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    • pp.53-62
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    • 1998
  • The development of communication technology applying the computer has generalized the application of Computer Graphics and enlarged the limit of expression in Design environment. Therefore, the technology and the method of CG application, which can be applied in diverse Design areas appropriately, are closely connected with the results of Design, and these are becoming the important matter of the competitiveness for Designer and Design environment. Especially, in the curriculum of university or college having the responsibility for specialities of students, the contents about CG application are being more needed the educational results having the competitiveness. By this meaning, this study presents the methodological approach for the CG applied education concerned with the subject "Computer Aided Design (for Product Design)" which is opened in the Industrial Design Dept. The contents of this study are about the concepts of the 10 steps of design practice and the methods of them which are based on the contents of expression on Product Design. And it presents the results of practice by students as the examples. The result of this study is that students could understand the product Design and CG, and they could learn the CG programs' functions and the methods for the application.plication.

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A Study on the method Education of Basic Floral Design (베이직 플라워 디자인 기초교육 방법)

  • Wang, Kyung Hee;Chung, Jin Hee
    • Journal of the Korean Society of Floral Art and Design
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    • no.45
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    • pp.47-56
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    • 2021
  • It was applied by making the models such as the prior learning (e-learning), modeling by manual, learner's practice, 1:1 teaching coaching, self evaluation, coaching behavior assessment(primary, secondary), and self-directed practice. First, the cognitive practice education through the prior learning is very essential in the practice of floral design. Second, the practice class of floral design is a class where the professor generally set an example first, and the learners followed. Third, this study was to prepare the checklist, reflect it through the self evaluation, and prepare the evaluation form in accordance with the element, principle, and technical parts of floral design about the finished works. Fourth, contrary to the existing class completing within the class hour, the practice class is a process of trying to do self-directed practice, returning to home. Fifth, this study was to evaluate the works the learner made once again through the sketching and photographing by placing the work process of portfolio at the last step. To conclude, this study has found that such series of process through six steps on the practice form by the learner only would be excellent teaching learning model to improving the basic capacity of floral design. Accordingly, the development of teaching materials related to this and adaptation in the field in the future is considered as it will be very helpful to the learners' self-directed learning.

Development of Education Programs Academia-Industry Collaboration for Undergraduate Students Majoring in Digital Contents Design (디지털 콘텐츠 디자인 전공 학부생을 대상으로 한 산학협력 수업에 관한 사례 연구)

  • Yi, Sang-Sun
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.151-162
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    • 2006
  • Nowadays most business organizations wish to hire competent people who can do their own jobs efficiently right after their employment. The primary goal of this study is to focus on how we can train undergraduate students in academia-industry collaboration to satisfy this requirement. By making use of the funding from the Ministry of Education & Human Resources Development to support academia-industry collaboration program, we established an intramural company, Hankyong Design Company, and set up several studio courses for junior and senior students. To develop these courses efficiently for the first semester of 2005, studied both intramural and extramural environments of academia-industry collaboration and searched for good examples of them. Based on this investigation, I made some assumptions that how we can perform the academia-industry collaboration program for undergraduate students successfully. I chose several design tasks related to digital communications, and appointed WisePost Inc., an Internet communication service company for MSN Messenger, to be a collaborator. We made the 'Interactive Design' studio courses together and applied the courses to 20 juniors. At the end of the semester, we evaluated the works of the students, and selected and commercialized some excellent items among them. During the course work, I realized the fact that education programs in academia-industry collaboration is feasible for undergraduate students majoring in design. I understanded the overall merits and demerits of conventional studio and academia-industry collaboration courses. In addition, the results from the present study suggest that the role of professor in academia-industry collaboration program would be quite different from conventional studio courses.

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A Study on the Feasibility Analysis of AI CARE Design Graphic Planning through Modern Design Trend Analysis -Focusing on AI CARE BED part-by-part analysis and design proposal- (현대 디자인 트랜드 분석 통한 AI CARE 디자인 그래픽 기획에 관한 타당성 분석에 관한 연구 -AI CARE BED 파트별 분석과 디자인 제안을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.599-604
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    • 2021
  • In an era where AI artificial intelligence converges into each field, design of AI-CARE function and UI UX design are in the spotlight. The application of shape design and the trend of color are important for visual effects to match new features. In this paper, we would like to use this to present an example of the arrangement and application of form trends and to present design directions. In the introduction, the latest design environmental factors were analyzed and studied in the direction of the new proposal. In the text, the design direction and consideration of the design in the planning were studied by separating the functional design form, and the direction of the design work was presented. At the stage of form and color, a plan was proposed to match the flow of minimalism, universal design, and affordance design. A study method based on case practice is a consideration of how to consider content on shapes and colors specialized in the partial design work, and proposed to enable graphic production of new areas of UI UX in content images to be feasible. Through this study, the design direction and planning of the derivative method of shape and color was reached by suggesting design directionality and validity for each AI CARE bed PART.