• Title/Summary/Keyword: 디자인 전문인력

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Forecasting and Analysis of Customized Shoes Design in Domestic and Overseas Brands (국내외 커스텀 슈즈 디자인 현황 및 전망)

  • Byun, Hee Jean;Byun, Trina Hyunjin
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.382-390
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    • 2016
  • This study has investigated the status and overview of design characteristics of customized shoes, which receives much recognition at domestic and overseas markets. Based on the market research on current consumer lifestyle and needs of the custom-shoes(which is an abbreviation of customized shoes), this study has provided its development directions, views and demands. The design types of custom-shoes have been broadly divide into two: firstly 'style centered custom-shoes'; secondly 'function centered custom-shoes'. Style centered custom-shoes are specifically divided into 3 types; first, formal custom-shoes; second, sports and casual custom-shoes; and lastly, bespoke shoes. Function centered custom-shoes design refers to enhancing the function of personal soleprint which has to be designed by delicately detailed insole and outsole, rather than alignment of exterior parts of the shoes. These are used in professional sports shoes and also include orthopedics footwear and grafted footwear for people who have disabled on foot. Custom footwear market has been highly expanded and has entered value-added market according to increasing interest in foot health and shopping trends on shoes buying like taking shoes as personal expression in accordance with a variety of places and situations. In the near future, custom-shoes can be produced in a couple of days due to the technological advance of 3D scanners and 3D printers. This phenomenon will wants more demands of specific shoes experts such as custom-design consultants or shoes fitting experts, who can overcome limitations of online custom-shoes stores.

A Study on Curricula for Training of Specialist in Textile Design (텍스타일 디자인 전문 인력양성을 위한 교과과정 연구)

  • Lee, Hyun Jin;Choo, Tae Gue;Ku, Yang Suk
    • Fashion & Textile Research Journal
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    • v.15 no.6
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    • pp.899-911
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    • 2013
  • This study investigated the current curricula for the training of textile design specialists. In-depth interviews were conducted with 6 practitioners working in the textile design industry; subsequently, the curricula offered by 20 textile design-related departments at 4-year and 2-year colleges in Korea were used for the data analysis. The results of this study were: First, the problems of textile design education were (1) a limited understanding of commercial designs, (2) an education system concentrated on pattern designs, (3) limited creativity and design expression capacity, (4) limited practical ability and the analysis of collection. Second, most textile design departments at Korean colleges were located in the Seoul/Gyeonggi district and Gyeongbuk/Gyeongnam district. Third, textile material and imagination/expression subjects were a limited part of the curricula; subsequently, a long-term and systematic education system (by college year) was required for the use of basic education subjects. Fourth, there was a shortage of practical subjects in college education despite the perception of commercial designs; in addition, a professional design education (by material and use) were an important part of practical business.

Spray Visualization Using Laser Diagnostics (레이저를 이용한 분무 가시화)

  • 윤영빈
    • 한국가시화정보학회:학술대회논문집
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    • 2005.04a
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    • pp.87-112
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    • 2005
  • 분무를 정량적으로 측정하는 것은 노즐의 설계와 개발을 위해서 뿐만 아니라 연소 시스템 전반의 효율 및 불안정성의 제거, 공해 저감 등의 요구 조건을 만족하기 위해서 중요하다. 이를 위해 이전에는 분무장 내에 수집관을 삽입하는 기계적 패터네이터(Mechanical Patternator)와 같은 삽입식 측정 방식을 이용하여 왔으나, 최근에는 고속카메라, Malvern particle analyzer, PDPA, 광학 패터네이터(Optical Patternator)와 같은 분무장을 교란시키지 않으면서도 빠른 측정이 가능한 가시화 기술들이 적용되고 있다. 특히 광학 패터네이터는 레이저 평면광을 이용하여 분무를 측정하는 비삽입식 기술로 단시간 내에 분무장 내 액체 연료의 질량 및 액적 크기의 단면 분포를 동시에 얻어낼 수 있는 장점을 갖고 있다. 그러나 분무 액적들의 수밀도가 증가하는 경우에는 이들 액적에 의한 입사광 및 신호 감쇠, 다중산란 등에 의한 오차가 심하게 발생하여, 기존의 PDPA, PLIF 등의 광학 기법으로는 충분히 신뢰할 만한 결과를 얻기가 어렵게 된다. 이러한 분무를 정량적으로 측정하기 위해서는 입사광의 감쇠뿐만 아니라 분무장 내 액적들에 의한 신호의 감쇠 과정에 대한 고려가 필요하다. 주면 액적들의 영향을 최소한으로 줄이기 위해서는 레이저 평면광을 사용하는 광학 패터네이터와 달리 레이저 광선을 분무장에 조사하여 고압에서 나타날 수 있는 다중 산란에 의한 오차를 최소화할 수 있다. 이러한 이미지 처리 기법을 이용하는 광학 선형 패터네이터(Optical Line Patternator)를 이용하여 기존 레이저 계측기법으로 측정이 곤란하였던 고압 환경 하에서의 스월 동축형 인젝터의 분무 특성을 해석할 수가 있다. 2015(년도) 6,388, 2025(년도) 13,367, 2035(년도) 18,756, 2045(년도) 22,595, 시장점유율 증가로 인한 수출액 증가분 누적(억원) : 2015(년도) 3,411, 2025(년도) 8,847, 2035(년도) 14,433, 2045(년도) 18,005 또한 시나리오 비교평가를 실시하여 본 결과, 본 연구에서 정의한 순편익 누적(Cumulative Net Profit) 변수를 적용하면 현재 연구비 추세 대비 $30\%$ 까지 연구비를 증가 시키는 것이 효율적임을 알 수 있었다.성, 생산 용이성, 제품 디자인의 우수한 정도가 a=0.01 수준 하에서 유의적으로 추정되었다. 이들 변수들 중에서 품질경쟁력에 가장 큰 영향을 미치는 측정변수는 제품의 기본 성능, 수명(내구성), 신뢰성, 제품 디자인의 순서로 추정되었다. 이것은 한국 제조업이 아직 산업 디자인이 품질경쟁력에 크게 영향을 미치는 성숙단계에 이르지 못하였음을 의미한다. (2) 제품 디자인에게 영향을 끼치는 유의적인 변수는 연구개발력, 연구개발투자 수준, 혁신활동 수준(5S, TPM, 6Sigma 운동, QC 등)이며, 제품 디자인은 우선 품질경쟁력을 높여 간접적으로 고객만족과 고객 충성을 유발하는 것으로 추정되었다. 상기의 분석결과로부터, 본 연구는 다음과 같은 정책적 함의를 도출하였다. 첫째, 신상품 개발과 혁신을 위한 포괄적인 연구개발 프로젝트를 품질 경쟁력의 주요 결정요인(제품의 기본성능, 신뢰성, 수명(내구성) 및 제품 디자인)과 연계하여 추진해야 할 것이다. 둘째, 기업은 디자인 경영 마인드 제고와 디자인 전문인력 양성을, 대학은 디자인 현장 업무를 통하여 창의력 증진과 기획 및 마케팅 능력 교육을, 정부는 디자

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Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.

Design Development of Shower system for Bathroom through Design Support Program based upon Academic-Industrial Collaboration (산학협동 디자인 지원 프로그램을 통한 욕실공간 샤워시스템 개발연구)

  • 김국선
    • Archives of design research
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    • v.15 no.3
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    • pp.149-156
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    • 2002
  • Through academic-industrial collaboration program, special knowledge and human resources in the university are utilized in the society and it may contribute to the development of industry and enhance the competitiveness of the corporation to the activation and acceleration of the regional economy and finally to the enhancement of competitiveness of national industry in international level. This study is based upon design process for the development of body-shower product for bath room, and expected to be used as an important educational material for establishment of order-based education system which conforms to the job site needs that may be analysed from feedback of product results and for practical learning.

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Approach to develop a software supporting sign design strategy -Focusing on the letter information- (사인디자인 지원 소프트웨어 개발을 위한 방안 -문자정보를 중심으로-)

  • Paik, Jin-Kyung;Choi, In-Kyu;Shim, Eun-Mi;Lee, Kyung-Mi
    • Archives of design research
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    • v.17 no.4
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    • pp.149-158
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    • 2004
  • Domestic sign industry has seen a rapid growth in recent years, however, the level of quality is not so high. The main reason for this is due to the lack of well educated specialists. Thus, in this investigation, we will develop sign design experience software for the experienced employees in sign industry. Especially, focusing on the indoor letter information, we will develop the software that can provide the graphic effect associated with letter information. First, current situation and preliminary study in sign system used in public information were conducted, then design elements were analyzed from this. Then, experiments were performed on teh analyzed elements, and evaluation methods for the sign design were determined. Experiments including typography, color, layout, line alignment, letter space, and line space were conducted to analyze the visual perception. From these experiments, effective elements can be extracted and used as a elements for sign design software. As a next step, we will propose the development of experience software in sign design that can help to determine the sign elements. Thus, our investigation will provide sign design experience software that can be used by any inexperienced individuals, and be a great help for the more effective sign planning.

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Visual Element Analysis and Guideline of School Web Site Design (학교 웹 사이트의 디자인에 대한 시각적인요소 분석 및 가이드라인)

  • Kwon Kyung-Ran;Kim Young-Bong
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.273-279
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    • 2005
  • It is activated a virtual university(digital university) without limitation time and space that the diffusion of internet, the rapid development of information and communicative technologies, web-technology. It is great importance of school-site to support various and qualitative education services, to cut social education spending, to strengthen national competitiveness with breed expert. Many people who are in universities are putting a school-site to the test. So we need study and analysis it to build up a virtual-study-space efficiently on web. This thesis is supposed to help in school-site design to make it reduce errors and save time and efforts. First, it suggests most general design pattern by analysis visual elements using HTML Tag. Second, it suggests a guide-line and a specific of design to use convenience through research on web-design problem and finding out user's favor.

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Beauty Education of University Considering the Characteristics of Generation Z (Z세대의 특성을 고려한 대학의 미용교육)

  • Oh, Seo-Hyun;Nah, Ken
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.153-159
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    • 2019
  • With the development of related industries, there is a growing demand for the training of beauty professionals. At a time when there is a growing social interest in Cosmetology, there is a need to review functional Beauty Education. Generation Z, born after 1995, has the characteristics of a 'Digital Native' and is expected to be the main driver of future consumption. This study is intended to propose the orientation of Beauty Education of University considering the characteristics of the digital generation, Generation Z, in an era of declining school-age population. The results from the preceding and literary studies are as follows: First, Generation Z regards cosmetology as fun tool for self-realization. Second, Beauty Education of University should be designed as a creative curriculum combined with psychology, philosophy, aesthetics, etc., as well as acquiring professional skills. Third, it is believed that the learner-centered Beauty Education method using mobile video contents will be effective. Since the discussion of Beauty Education considering the characteristics of Generation Z is still in its early stages, further research on the direction of Education needs to be made in the future.

The research of promotion plan about regional design innovation center - focusing on the establishment and roll - (지역디자인 혁신센터의 활성화 방안에 대한 연구 - 설립과 역할(활동)을 중심으로 -)

  • Yun, Young-Tae
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.85-94
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    • 2005
  • The purpose of this research is the activation proposal about the local design innovation center that was established as a national design policy For this proposal, I have to research about the established process of local design innovation center and then, I analyzed the present condition of local design innovation center for the promoting plan. As a result, we must establish three basic elements to activate the local design center. the first, we have to know the local characteristic. the second, we have to make up the management direction of local design center the third, we have to get the sympathy from the local administration and local people for the positive support. With above conditions, the local design innovation center have to arrange infra elements. (1) design developing facilities for the lending to the local designer, (2) professional designer for the developing of design industry, (3) program development for various activities, (4) the trend research for supply to local company, (5) design one stop service support, (6) the network foundation construction between design administration and design company for the active communication, (7) the innovation of design center for the benefit model, (8) the local design policy establishment with local administration, (9) the independent management of responsibility for the fulfillment For the promotion of the local design innovation center have to make efforts continually with below listed elements. 1. Design supporting for the local industry 2. Various design campaign for the spreading of public recognition about design 3. The supporting for design company and local company with established facilities and expensive equipments. 4. The construction of design information infra for local company 5. The development of new program about the connection between industry and university. 6. The development of local characteristic and local image innovation to make new local where we are.

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A Study on Play Education and Space Design for Developing Creativity of Children -Focusing on domestic childcare facilities and education program analysis- (유아의 창의성 발달을 위한 놀이교육 프로그램 및 공간 기획 연구 - 국내에서 운영중인 유아 보육시설과 프로그램 분석을 중심으로 -)

  • Choi, Kyung Ran;Kim, Myoung
    • Korea Science and Art Forum
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    • v.19
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    • pp.659-668
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    • 2015
  • The Korean education program and environment do not meet the increasing demand of daycare by facility, manpower, and budget deficits although Korea has also been interested in the convergent human resource with integrated ideas by creative education since the introduction of the Nuri curriculum for 5 year old children in 2011. Thus, the purpose of this study is to establish the preschool education program and design the proper space for developing the creativity of children. The procedure of this study is as follows. First, this study proposes the direction for establishing the daycare programs after examining the existing Korean daycare facilities and programs based on documented references about designs for daycare facilities. Second, this study proposes the program plans based on the framework establishment for developing preschool education programs by combination of 5 types of children's behavior on play and 5 types of formative principles for creative education with play. Third, this study proposes the direction of designs and conditions of daycare facilities for effectively managing the programs previously mentioned. As a result of theprocedure, this study comprehensively delineates the education program models and space plans for developing the creativity of Korean children, and suggests the necessity of development model of continuous education program by establishment of frameworks and the significance of space for effectively managing the model.