• Title/Summary/Keyword: 설정디자인

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A Study on the Corporate Pavilion Planning and Design as Means of Image Communication (기업 이미지 커뮤니케이션과 기업관 계획에 관한 연구)

  • 김양희
    • Archives of design research
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    • v.21
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    • pp.161-170
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    • 1997
  • The study as explained above has been progressed as follows: Through the theoretical required for projecting the corporate's exhibition at exposition, the justifiability of this study was recognized. To approach the pavilion of exhibition the importance of marketing communication at the corporate and its forming process were suggested, and the public information of the corporate as a medium of its marketing communication was under-stood. - With regard to the exhibiting event as its method, general constituents and contents of it were closely looked into, and on the exposition, as a kind of corporate's event and a place for the reciprocally exchangeable communication between the corporate and the public, a general study was done. - The importance of identification of the corporate's image for the corporate to participate in an exposition and its analytic method were refined in the stages of 'basic image' and 'serve image', and the general process in which the corporate is processing the image of its own pusiness since its participation in exposition was suggested in terms a model, dividing it into the stages of inspection & analysis and design.

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The Visualization of Conceptual Thinking with its Verbal / Visual Information for Design Development (그래픽 태블릿(Graphic Tablet)에 의한 개념적 디자인 사고의 시각화 프로세스에 관한 연구)

  • 우흥룡
    • Archives of design research
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    • v.14 no.2
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    • pp.217-224
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    • 2001
  • Graphic thinking for the idea sketches brings about variations between abstract realm and concrete one, and between conceptual realm and perceptual one. When design information is projected to the thinking process, some images are generated, and transformed. We reviewed the sketching devices for computerization to deal with a lot of design data in the computing environment. The LCD Tablet can be a substitute for the Pen & Paper to get rid of irksome tasks at handling the design data. Using a protocol analysis technique, we examined the influences of different design information, which is consisted of verbal concepts and/or visual images, and abstract information and/or concrete one. The findings show that there are no significant differences of influences between verbal/visual information and abstract concrete information at the conceptual design. These facts support that graphic thinking process is progressed with the perceptual and mental image.

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An Aesthetic Review on the Traditional Active Sports Wear Design - Focusing on Korean Wrestling Uniform- (전통 국기복 디자인에 관한 미학적 고찰 -씨름복을 중심으로-)

  • Yun, Eul-Yo;Park, Sun-Kyung
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.105-116
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    • 2005
  • Focusing on costume research to set image of Korean wrestling that has potential power as a traditional and cultural item, the purpose of this research is to systemize Korean wrestling uniform and offer suggestions regarding visualization, and to carry out basic ground research to develop Korean wrestling uniform design. For the basic part, I compared world wrestling and Korean wrestling in an effort to learn more about the history of wrestling uniform along with its transitional changes. And for the practical part, I studied the criterion of the current wresting and its uniform, and classified the aesthetic points of Korean wresting uniform into four categories in the view point of design ground research: tradition and uniqueness, usability and compatibility, symbolism and ornamentation, variety and unification. It is concluded that the most important part in designing Korean wrestling uniform lie in how to consistently visualize it based on the above mentioned aesthetic points. As the theoretical research on aesthetic parts of Korean wrestling uniform, this research finds its meaning in suggesting guideline for design concept and development while planning traditional and cultural costume design which will be materialized in the follow-up research.

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Comparative study of two CAD software programs on consistency between custom abutment design and the output (두 가지 CAD software의 맞춤형 지대주 디자인과 출력물 일치도 비교)

  • Lim, Hyun-Mi;Lee, Kyu-Bok;Lee, Wan-Sun;Son, KeunBaDa
    • Journal of Dental Rehabilitation and Applied Science
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    • v.34 no.3
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    • pp.157-166
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    • 2018
  • Purpose: This study was aimed to compare the consistency between the custom abutment design and the output in two CAD software programs. Materials and Methods: Customized abutments were designed by using 3Shape Dental System CAD software and Delta9 CAD software on a plaster model with implants (CRM STL file). After milling of the designed abutments, the abutments were scanned with a contact method scanner (Test STL file). We overlaid the Test STL file with each CRM STL file by using inspection software, and then compared the milling reproducibility by measuring the output error of the specimens from each CAD software program. Results: The Delta9 showed better milling reproducibility than 3Shape when comparing the milling errors obtained with a full scan of all specimens (P < .05) and also when comparing the axial wall region specifically according to the axial angle. With 0.9 mm marginal radius, the Delta9 showed better consistency between the design and the output than 3Shape (P < .05). While, anti-rotation form had no significant difference in error between the two systems. When cumulative errors were compared, the Delta9 showed better milling reproducibility in almost cases (P < .05). Conclusion: Delta9 showed a significantly smaller error for most of the abutment design options. This means that it is possible to facilitate generation of printouts with reliable reproducibility and high precision with respect to the planned design.

The Flexibility Design for the passenger cabin of High Speed Train (고속전철 객실 유연성 디자인)

  • Choi, Hyok-Su;Kwan, Yong;Han, Song-Yee;Lee, Byeong-Jong;Chung, Kyung-Ryul
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.82-83
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    • 2000
  • G7 고속전철 개발사업의 진행은 고속전철개발 기본 준선 설정의 출발점인 승객에 대한 요구조건들이 간과된 채, 350km/h의ㆍ속도로 주행만을 위한 기술개발로 시작되었다. 그 결과, 승객 910명의 무게 72.8 톤이라는 화물에 대한 운송조건만이 고려되게 되었다. (중략)

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An Ad-Hoc Network Routing Scheme based on Mechanism Design Approach (메커니즘 디자인 접근방식에 기반을 둔 애드혹 네트워크 라우팅 기법)

  • Lee, Jin-Hyung;Kim, Sung-Wook
    • Journal of KIISE:Information Networking
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    • v.37 no.3
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    • pp.198-203
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    • 2010
  • In this paper, a new routing protocol is proposed to manage selfish nodes which make a strategic choice to maximize only their own profits. To provide incentives to nodes on the path, VCG mechanism is introduced. Therefore, based on the collaborative actions among nodes, the entire network performance can be improved. With a simulation study, the proposed scheme can approximate an optimized solution while ensuring a well-balanced network performance under widely diverse network environments.

Attraction Impact on Selecting Female Characters in Online Game -With case of World of Warcraft (온라인게임 여성캐릭터 선정에 호감도가 미치는 영향에 대한 연구 : World of Warcraft를 중심으로)

  • Yu, Yeon-Su;Park, Kyung-Mi
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.278-285
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    • 2007
  • 다양한 게임의 분야 중 온라인게임의 가장 큰 특징은 게임 속 캐릭터가 게이머 지시에 따라 역할을 수행하며 이를 통해 캐릭터가 성장하는 상호작용성을 갖는 것이다 온라인 게임에서의 캐릭터는 게이머 자신을 표현하는 대상이 되며 동시에, 현실의 자아와 게임의 세계관이 결합해서 나오는 하나의 인격체이기도 하다. 캐릭터 선정은 게이머가 게임을 시작하기 위해 진행하는 최초의 행위이기 때문에 게이머들은 각자 판단하는 기준을 사용하여 캐릭터를 선정하게 된다. 따라서 게이머의 캐릭터 선정 기준을 파악하는 것은 게임 캐릭터를 기획/디자인하는 과정에서 필수적인 사항이라고 말할 수 있다. 본 연구에서는 게임캐릭터를 선정하는 과정에서 게이머의 결정에 영향을 미치는 요인을 분석하기 위해, WoW 여성 캐릭터의 성격과 호감도를 중심으로 가설을 설정하고 연구를 진행하였다. 캐릭터의 선정 과정과 호감도의 상관관계를 알아보기 위하여 피설문자의 캐릭터 선정 순위와 피설문자가 평가한 각각의 캐릭터의 호감도와 성격의 5요인을 분석하여 캐릭터의 선정 결과와 호강도의 관계를 도출하였다. 이를 통해 가설을 검증하고 게임 캐릭터의 기획 및 디자인 과정에서의 캐릭터 구성 방향을 제안한다.

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Establishment of the Evaluation System of Urban-Design for the Improvement of an Urban-Image (도시이미지 향상을 위한 도시디자인의 평가체계 설정에 관한 연구)

  • Choi, Jae-Won
    • KIEAE Journal
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    • v.13 no.2
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    • pp.85-92
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    • 2013
  • Regarding urban design in this 21st century, cities pursue human-oriented urban design through which nature, cities, and human beings are unified and interact with one another. For such urban design maintenance, it is needed to conduct systematic analysis and synthesis on various and complex factors of cities expressing urban images. Also, it is necessary to secure methods to evaluate those cities based on urban users' visual information. Thereupon, this study aims to suggest urban design evaluation methods which accept human behavior or needs and also allow us to figure out desirable images. For this, the study established the construction system of the most basic urban design components that form cities through literature review and expert evaluation. And it examines correlation among those factors with statistic means. Through this, the study suggests a new urban design evaluation system and evaluation process divided into experts and users so as to reflect user behavior or needs.

A Study on the Design of Academic Library Website (대학도서관 웹사이트 설계에 관한 연구)

  • 최상기
    • Journal of the Korean Society for information Management
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    • v.17 no.4
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    • pp.137-155
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    • 2000
  • The purpose of ihis study 1s lo prov~de gu~delme or webslle deslgn for utilization of academic library websile. The evaluauon criteria of wcb resource and the design c~ileria of library websile are reviewed, and analysis criteria for tllis study x e selected 23 wcbsilcs of academic library are selected and analyzed for h e view 01 authorily, rnformat~on content, fui~diou, and design There arc several problems in menu systcm, casiness of access, and design. The result 01 ihis study suggesls the guideline ior design of academic librlvy wcbsile.

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A Study on the Design Guidelines for Improving City Landscape of the Outdoor Advertising (도시환경 개선을 위한 옥외광고물 디자인가이드라인 설정 연구)

  • 이화숙
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2002.11a
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    • pp.229-233
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    • 2002
  • Considering the present outdoor environment of city landscapes, the improvement of well-formed street landscapes is very important issue in Korea. At this point of time, it is very meaningful to understand the outdoor advertising design and the planning condition of buildings and examine various problems about this and the possibilities for improvement. Thus the purpose of this study is to accumulate basic data to establish design guideline and visual factors for the outdoor advertising for useful environment. The conclusions of this study are as follows: outdoor advertising design is powerful design tools as identified to city landscape. Planning factors for outdoor advertising design should be developed systematically and more fit to the street environment and designers in the aspect of control and guidance.

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