• Title/Summary/Keyword: 실무디자이너

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A Study on the Improvement of Job-Related Skills of Game Designers through the Perception of Color Utilization (색채활용인식을 통한 게임디자이너의 직무능력향상에 관한 연구)

  • Yu, Myung-Sun;Lee, Youn-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.4
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    • pp.9-16
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    • 2022
  • This study studied the improvement of job-Related skills by grasping the status of color use of game designers. The use of color centered on designer was surveyed. As a result, the ranking of color use was in the order of digital color, color harmony, color perception, color mixing, color emotion, and color name. Finally, it presents the opinion that it is necessary to open a color curriculum centered on practitioners and to focus on the 1st to 4th in color fields.

The Graphic Designer's Competency in Convergence of Outsourcing Game Development (융복합적 외주 중심 게임개발 환경에서의 그래픽 디자이너 필요역량)

  • Ahn, Duck-Ki;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.257-265
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    • 2015
  • The outsourcing has become a general part of the convergence in modern game development process for generating a higher profit margin. This study examines and defines the work competences required for the game graphic designers in a collaboration performance of outsourcing. In this study, we introduce the basic concept and advantages of the outsourcing and extend prior work on identifying three work competencies of graphic designers. We conducted in-depth case studies of outsourcing system used by North America's major game developer. The findings from this study offer insights into the essential core competencies expected for graphic designers, providing effective guideline from the practical perspective.

Planning BTL Projects for Education (교육시설 관련 BTL 프로젝트 기획)

  • Pollalis, Spiro N.
    • Journal of the Korean Institute of Educational Facilities
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    • v.13 no.2
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    • pp.61-68
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    • 2006
  • 본 글은 우리 학회가 2005년 9월 30일 주최한 국제 학술 심포지움인 "민관 협력투자 교육환경 개선방안(Innovation of Education Environment with BTL)"에서 스피로 N. 폴라리스 하바드대학 교수가 발표한 내용을 한글로 번역한 내용이다. 스피로 N. 폴라리스는 하버드대학교 디자인스쿨 교수로 디자인과 정보기술 및 프로젝트 관리에 관한 최신 주제와 디자인 수업을 맡고 있다. 디자인분야의 정보기술, 특히 형태구현과 물리적 공간 강화에 관한 영역 연구에 주력하고 있으며, 브리지디자이너이자 경영컨설턴트로 현재 미국과 유럽지역에서 실무디자이너 역할을 하고 있다. 저서로는 "What is a Bridge?"(1999), "Build-Operate-Transfer"(1996), "Case Studies on Management and Technology"(1993), "Computer-Aided Project Management"(1993)가 있다'. Task Management System'(1991)의 미국특허를 냈다. 아테네에서 구조엔지니어링으로 학위를, MIT에서 석박사학위를 받았으며 노스트이스턴대학교에서 첨단기술에 관한 논문으로 MBA를 취득했고, ETH 취리히와 TU-Delft의 교환교수를 역임했다.

인디자인-2 - 쿼크(Quark)에 도전하는 InDesign, 왜 인디자인이 주목 받는가?

  • Park, Song-Won
    • 프린팅코리아
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    • v.8 no.10
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    • pp.112-115
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    • 2009
  • 쿼크(Quark)에 도전하는 인디자인(InDesign), 왜 인디자인이 주목받는가? 쿼크는 10여 년 이상을 우리나라 출판 인쇄 분야를 독점한 편집 프로그램이다. 대부분의 출력실이나 인쇄소에서는 현재까지 쿼크를 사용하므로 편집 디자이너도 그 흐름에 따라가야 했다. 이번 호에서는 실무 현장 분위기와 함께 쿼크의 아성을 무너뜨리려는 인디자인의 이유있는 도전을 살펴본다.

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A study on the effect of design education on the operating of the long distance education -Focused on the Multimedia department of Seoul Digital University- (원격교육의 강의 운영에 따른 디자인 학습효과에 관한 연구 -서울디지털대학교 멀티미디어학부를 중심으로-)

  • Jung, Dong-Bae
    • Archives of design research
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    • v.17 no.4
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    • pp.279-288
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    • 2004
  • There are 17 cyber universities granted by the Ministry of Education & Human Resources Department. Most of them have Design department and their educational purpose is practical education. However, their educational process is limited of teaching how to operate computer or production tools and has not offered practical training to students for pre-designer. But it does not mean that students in cyber university are lacking in capability of design. About hundreds of students will graduate from cyber university with a certificate of the completion of a design course on February in 2005. They look for achievement contrary to negatively social view. Because according to the record of 2004 Multi-media major in Seoul Digital University, 73% of them has worked in design field. The purpose of Cyber university is not to instruct a designer but do a lifelong education. I studied how to educate students in cyber university. In other words, I researched an educational methodology in cyber university for practical skill in design, an educational effect in various design contents, an educational process for current designers and beginners, a required education in reality, an limitation of online and an unique contents for design education. And then, I discussed how students in cyber university accept the value of design in online contents and improve their design abilities.

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The Perception of Professionalism of the Design Practitioners Working in the Architectural Design Firms (건축설계디자인 실무 종사자의 직업의식)

  • Lim, Young-Sook
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.325-334
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    • 2007
  • This study examines the perception of professionalism of the design practitioners working in the architectural design firms. Data from the survey questionnaire were collected from 271 participants. Major findings were as follows: 1) Professional ethics and research were the two most important components of the profession. 2) Experience was the most important factor determining pay, promotion, and competency. 3) Job-related educational program was most highly supported by the company. 4) Participants' perceptions toward licensing and professional association were negative. 5) Self-accomplishment and aptitude were the main reasons to choose the profession. 6) Independent attitudes were found toward intellectual property. 7) Participants felt proud of their job but thought their social status was below medium.

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The research about game storytelling list -Based on 4 core elements of game- (게임 스토리텔링 리스트에 관한 연구 - 게임의 4요소를 중심으로 -)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.13-24
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    • 2009
  • The research about methodology to educate professional storytellers should be done very actively. As many people became interested in digital storytelling lately, many theoretical researches about game storytelling are being made in varied aspects. However, systematic methodology to educate game storytellers still remains in theoretic level, so that we can hardly find the outputs brought by the fusion of practical and theoretical knowledges. In this paper, I made a list of 4 core e1ements(character, event, world view, interactive factors of game) which construct the narratives of games to elevate the quality of practical game storytelling. The goal of this research is to complete the practical information list in detail, in order to deliver storytellers' creative ideas precisely to the game designers in every parts.

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A Fundamental Study on K-12 Design Education Emphasizing 'Design Based Education' (초.중등 디자인교육에 대한 기초연구 :‘디자인을 기초로 한 교육’을 중심으로)

  • 권은숙
    • Archives of design research
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    • v.20
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    • pp.87-96
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    • 1997
  • Design education has been developed on the basis of higher education and continuing education for professional designers. This professional education has been regarded as a top priority in order to establish the discipline of design and status of designers in the society for the birth of design as a new discipline. Education of designers, however, should not be limited within the professional education led by higher education system. In order to educate designers having the competitiveness for the 21st century, it is necessary to expand the range of design education from higher education to general education by developing new programs. This paper is designed to investigate the importance and characteristics of 'Design-Based Education' by emphasizing design educational methods which are applied to the general education. As case studies, the current educational situations of England and United States of America are analyzed on the basis of their efforts and children's education programs. This study will provide the fundamental guideline for the development of K-12 design education in Korea.

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A Study on Development and Efficiency of UI Design Pattern Model for Web Application (웹 어플리케이션 개발을 위한 사용자 인터페이스 패턴 모델 개발과 효용성에 관한 연구)

  • Kim, Chang-Gyum;Yu, Seong-Yeon;Jeong, Young-Woong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.653-660
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    • 2007
  • 최근 국내외 소프트웨어 개발 특성의 변화인 잦은 요구사항의 변경, 단축된 비즈니스 라이프사이클, 비용절감의 압력등과 맞물려 생산성을 높이기 위한 개발 접근방식이 요구되었으며, 소프트웨어의 재사용 및 높은 생산성을 제공할 수 있는 대표적인 방법이 디자인 패턴이다. 본 연구는 웹 어플리케이션 시스템 개발에 실제 적용가능한 UI디자인 패턴모델을 개발하기 위해 20개의 웹 어플리케이션 시스템을 표본으로 추출하여 1000여개의 단위업무화면을 분석하였다. 개발한 어플리케이션 UI 디자인 패턴 모델을 실무 전문가(UI디자이너, 개발자)들에게 이해도, 사용적합성, 생산성측면에서 검증하여 실무에 적용가능한 모델임을 객관적으로 증명하였다.

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Cognition of Korean Tradition and the Required Basic Educational Contents Among Interior Architects (실무 종사자들의 한국 전통성에 대한 인식 및 요구되는 전통관련 기초 이론 교육의 내용)

  • 오혜경;천진희
    • Journal of Families and Better Life
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    • v.20 no.4
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    • pp.53-60
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    • 2002
  • The purpose of this study was to comprehend the cognition of Korean tradition and the required basic educational contents among interior architects. The survey had been made 277 designers and the major findings of this study are as follows. First. It is revealed that only a half of interior architect have been taught about Korean tradition in university and their level of knowledge is entry level. Therefore it is found that the education in university on the Korean tradition was not sufficient enough Second, it is believed that one ideal way of expressing Korean tradition is re-interpreting traditional motive with modern views and another way is to express abstractly about Korean traditional space arrangement, composition and space concept. It is found that substantial knowledge and information is required to express Korean tradition effectively. Third. it is found that a lot of interior architect has faced difficulties in carrying out projects because of not having sufficient knowledge related to Korean tradition. Therefore it is recommended to educate basic theory about Korean tradition first and then reinforce the program by including field trip In university curriculum. Fourth. it is necessary to re-educate to current Interior architect because of lacking knowledge about Korean tradition. The recommended area in priority order is traditional Interior space, traditional architecture, traditional color, traditional pattern and traditional furniture