• Title/Summary/Keyword: 접근가능한 디자인

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Examination on Rational Interpretation Criteria and Signification of Visual Symbols (시각기호의 의미작용에 대한 이해와 해석범주에 대한 고찰)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.94-101
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    • 2012
  • Design reflects the time and cultural trends and thus can have different symbolic significance and functions depending on the perspective. While this is evident, corporations still insist that designers achieve viewers' complete understanding and satisfaction in their designs. Also, they refuse to accept the designers' interpretation on the grounds that they are subjective and incomplete interpretations even when in fact they are of superior intellectual standard. This problem is also found among the designers dealing with the clients. Thus, as long as all they are willing to accept is the fallibility of each other, the clash between designers and users is inevitable. To solve these problems, we need to have more objective and logical framework for achieving collective understanding on the interpretation of designs and symbols from the very stage of their development. The graphic design is a tangible product that represents the cultural phenomenon and needs to be interpreted as visual symbols. This makes the graphic design a semiological subject. Thus, a semiological approach will enable more analytical interpretations of polysemy of visual symbols. In this light, this study seeks to apply a semiological approach to suggest criteria for interpreting graphic designs as symbols. The criteria will serve as a useful tool for rational evaluation as well as strategic design development.

Deeply embedded system design for home appliance (백색가전을 위한 경량 내장형 시스템 디자인)

  • Kang, Kwang-Seok;Won, You-Jip;Kim, Chul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11a
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    • pp.413-416
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    • 2003
  • 본 연구에서는 백색가전 제품의 특성에 맞는 임베디드 시스템 플랫폼 디자인을 제안한다. 프로세서는 최근 더욱 각광을 받고 있는 ARM 계열의 디바이스를 사용하였으며 운영체제는 임베디드 시장에서 급부상하고 있는 리눅스를 대상으로 한다. 본 연구는 백색가전 제품군 전체를 대상으로 하고 전자레인지를 이용하여 시제품을 구현하였다. 특히 백색가전은 제품의 특성상 제조원가에 민감한 제품이므로 메모리 등 시스템의 자원 사용을 최소화하여 제조원가를 낮추는 방향으로 디자인의 방향을 정해야 한다. 하드웨어 비용은 현실적으로 거의 시장에서 정해진 비용의 범주를 크게 벋어나지 못하겠으나 소프트웨어의 크기는 접근하는 방법에 따라 차이가 날 수 있다. 이에 본 논문은 가능한 탑재될 리눅스의 커널 크기를 줄이며 파일시스템 및 기타 라이브러리의 크기를 최소화하여 백색가전에 적합한 플랫폼을 제시하는데 주목적이 있다.

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Implementation & Performance Analysis of Virtual Storage System Based on iSCSI Protocol in Wireless Networks (iSCSI 기반의 무선 네트워크 연결형 가상 저장장치 드라이버 구현 및 성능 분석)

  • Choi Sae-bom;Lim Hyotaek
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.6A
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    • pp.517-525
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    • 2005
  • iSCSI(Internet Small Computer System Interface) is a block-oriented storage access protocol that enables a user to recognize a remote storage as their own local block device through general TCP/IP networks. Since iSCSI uses a standard ethernet switch and router for this kind of access, it can not only be applied to ethernet technologies, but can also be used to create a storage networking system without any distance restrictions that can equally be applied to a wireless network environment. Accordingly, focusing on this applicability, this paper presents an alternative approach to overcome the limited storage space of mobile devices based on the iSCSI initiator driver, which was originally designed for wired networks. Additionally, its potential with a wireless network is also evaluated.

Pattern-Oriented Software Development Process using Incremental Composition for Design Patterns (디자인 패턴의 점진적 통합을 이용한 패턴지향 소프트웨어 개발 방법)

  • Kim, Woon-Yong;Choi, Young-Keun
    • The KIPS Transactions:PartD
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    • v.10D no.5
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    • pp.763-772
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    • 2003
  • Design patterns are known widely by the techniques to improve software qualify. The design patterns are efficient solutions for problems occurring frequently in software development. Recently there are wide researches for design patterns to find them and to verify usability for them. But there are very few researches to define systematic development approaches about constructing application using design patterns. In this paper, we propose an approach for the pattern-oriented software development process using incremental composition for design patterns. For this proposal, first we define a development process using design patterns, propose technique for incremental composition for design patterns and view ports for software in the process. Also we deal with the problem of efficient traceability and maintenance to design patterns in the software system. And we use a feedback framework system as an illustrative example to show how the process can be used to develop the pattern-oriented software. In the development of software, the systematic development approach and usage increase efficiency to develop the system by using design experience and technique early in the development lifecycle. Therefore the system will assure the high stability and reusability and offer the low cost and time for development.

UX Design Evaluation and its Approach to Mobile Applications for Smart Appliances (스마트 애플리케이션 UX 디자인 평가 접근 방법)

  • You, Si Cheon;Choi, Jinyoung;Sim, Mihee
    • Smart Media Journal
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    • v.8 no.3
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    • pp.70-79
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    • 2019
  • Implementing UX design that meets user expectations has become an important variable that determines the prominence of smart home appliances. This study addresses the UX design evaluation issues in mobile application development of smart home appliances. As an experimental research subject, the UX design evaluation contents were set up for the mobile application of , the demand of which is surging recently. The purpose of the research is to explore the significance of the UX design user evaluation method in smart home applications, and to suggest how to achieve the mixing of quantitative and qualitative evaluation methods. The main findings are as follows. First, we found that user evaluation can positively impact the direction of UX design. Secondly, we found that the mixing of 'quantitative' and 'qualitative' methods works complementarily to UX design evaluation. Research implications are as follows. The UX design evaluation process can be performed efficiently as long as we distinguish between the roles of quantitative evaluation and qualitative evaluation. For example, through qualitative evaluation such as 'Honeycomb model', can be identified in terms of 'exploratory', and through qualitative evaluation such as 'in-depth user interview', can be identified in terms of 'assessment' and 'validation'.

A Study on the Anterior Decision Design Factor in Product Development - An Approach to the Multi-Sequential Design Process (제품개발에서 디자인의 선행적 결정인자(先行的 決定因子)에 대한 연구 - 다원적(多元的) 디자인 프로세스로의 접근 -)

  • Kim, Hyeon
    • Archives of design research
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    • v.13
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    • pp.45-53
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    • 1996
  • After the callapse of the 80's bubble economy. consumers tend to consider the fundamental values of a product such as price, usage, and quality more significantly than ever before. Due to this change in attitude. the most important factor in a consumer's decision for choosing a product becomes the quality of a product that safisfies consumer's practical values whith convincing features and logical differentiations devoted to fundamental values. Under the circumstances. Factor Oriented Process and Multi-Sequential Process are proposede not just as merely defining concept through study of consumers' needs. but as methods of gaining competitive edge and eatablishing corporate identity in market, competition by bringing out consumers' various wants and needs to lead them to a specific product. Factor Oriented Process emphasizes the analysis of factors within the process itself, especially the synthesis of factors which would bring about new solutions as its special feature and acts as a logical element for further design development. Thus, the synthesis process consists of re-organizing analyzed factors, andduring this process, analyzing correlation between the restrictions of factors would lead to discovery of 'dominant factors'. Afterward, design basis may be formed with design concepts proposed by several concept codes made up of one dominant factor and other associate factors. Multi-Sequential Process is an extensive approach to discover differentiated design proposals through careful examination of dominant factors within the product, and furthermor, to discount 'anterior factor' (directional factors that decide design directions based on multi-value criteria) for self-determined decision of design directions.

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A Study on the Development of Visual Arts Convergence Education Model with the Formless Concept (비정형 개념에 따른 시각예술 융합교육 모형 개발)

  • Cho, Hyun Geun
    • Korea Science and Art Forum
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    • v.37 no.2
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    • pp.275-292
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    • 2019
  • This study was initiated with the attention of demanding new and diverse approaches, we're talking familiar with imitations in the design process like a way to draw a image. So I studied a convergence of humanities and visual arts with the understanding and conceptual approach of the formless. The purpose of this study is to develop formless languages and to organize practical courses which are to enable deeper research and design expression on theoretical approaches and explanations of outcomes required before and after the process when we practice in connection with the formless. The method of this study is to draw detailed items from selected words through advanced researches, work and author researches and practice teaching. The results of the study I proposed the formless language that is related to the horizontality in spatial positioning system, and pulse in the separation of space and time, and entropy in structural orders of the system, and base materialism in the limitation of matter as the operating mechanism and parent item of formless. And those elements are related with shape, size, shading, color, texture, space, structure as visual elements of formative elements and those have various adjectival meanings as the subordinate concept. So I presented an education materials of basic design which is to enable understanding and expressing the formless language in the overall process of formless visual art(theoretical approach, practice course, presentation, etc.). Based on these study results, I hope that this educational materials will be used as educational contents that makes them express and understand different new beauties, and a role that reveals social identity, and a reference for research on a formless visual arts.

Rationalization Process for Digital Design and Fabrication -Based on the Case of Fabricating Interior Panels- (디지털 디자인 및 패브리케이션 프로세스의 합리화 과정에 관한 연구 - 인테리어 패널 디자인 및 제작 사례를 기반으로 -)

  • Chang, Soo-Jung;Lee, Hyun-Soo;Lee, Jin-Kook
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.307-316
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    • 2015
  • Although the use of CAD and CAM technologies has been broadly adopted by architecture-engineering- construction-facility management (AEC/FM) industry as the means of producing complex forms, there are still remained issues such as reducing cost, and enhancing quality and manufacturability. In this paper, to resolve given issues, we suggest a process of rationalization in digital architecture design and fabrication as an integrated approach. The rationalization, which is usually used as the term related with the skin panel of free-form architecture, is a process of re-designing a digital model to meet the requirements of manufacturing considering the gap with an original designs. Thus we classified this process and conducted a case study of fabricated models as an exploratory study. As the result, we found that each phase is connected with other phases with the circulation of information and rationalization process can be determined as the circulative process which re-designs digital model by minimally deviating from the original design based on the information deducted from analysis of inter-compatability of software and requirement of hardware.

A Study on the Guidelines of Residential Space Design for Wheelchair Users (휠체어 사용자의 주거환경디자인 지침에 관한 연구)

  • 고영준;박현철
    • Archives of design research
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    • v.16 no.2
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    • pp.209-218
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    • 2003
  • The increase of wheelchair users due to the rapid growth of elderly population, traffic accidents, and industrial disaster etc. becomes a major issue in our society. Thus, the Convenience Promotion Law was enforced to facilitate the use and installation of convenient facilities for the disabled, the elderly and pregnant women. Currently, not only newly built buildings but also roads and parks are accessed and used by all the people without any hindrance. In contrast to this, so far not many studies on residential space design for wheelchair users have been carried out except for public facilities. So, wheelchair users have to bear the inconvenience in their houses made upon the standards of the general people. Therefore, it is necessary to develop design guideline considering the physical characteristics of wheelchair users and their family members to lead a convenient life. This study was conducted in universal design perspective and intended to establish design guideline of convenient residential space for wheelchair users and general people. To accomplish the objective, surveys for wheelchair users' actual conditions and needs, and video observation were carried out.

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Selection of Media and Representation factor for Multimedia Information (멀티미디어 정보를 위한 매체와 표현 요소의 선택)

  • 이지수
    • Archives of design research
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    • v.13 no.4
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    • pp.195-201
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    • 2000
  • To find out media's function on the various effects in communication, this paper reviews studies that utilize multimedia as a device for conveying information. We discuss multimedia as an integrated symbol system with advantages and also problems in representing information. The cognitive dissimilarity of media could be explained by various attributes of medium that are about physical characteristics and even cognitive actions. With advantages from integrated media and interactivity, multimedia has negative results such as cognitive overload and in that reason systematic approach is needed. This paper shows the factors on media selection and relationship to interface components. To select appropriate media to the needs and situation, it should be considered the user's ${\circled1}$background ${\circled2}$knowledge / frequency of use / expertise, contents ${\circled1}$task nature ${\circled2}$type of knowledge and media ${\circled1}$representation format ${\circled2}$interaction techniques. Varying the media factors and varying the expression factors offers concrete design features.

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