• Title/Summary/Keyword: 환경을 위한 디자인

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A Study on the Anterior Creative Attributes of Chaos and Fratals and Their Applicability to Environmental Design (카오스, 프랙탈의 창조적 속성과 환경디자인에의 적용가능성에 관한 연구)

  • 김주미
    • Archives of design research
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    • v.13
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    • pp.235-255
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    • 1996
  • The world-view of a period or a society refers to the way it conceives of the order and governing principles of the universe. The ad and outcome of the crealive process of a designer reflect his or her world-view or value system. Contemporary students of design seem to find the traditional approach to art based upon the Euclidean logic rather redudive and confining and are trying to develop a new way of thinking and methodology, a new frame of reference. In this study, I am offering the chaos- and fractal theory, concepts drawn from science, as a new anchoring point for design. This approach makes use of the concept of chaos as the basis of a new, open system that enables a designer to find and generate numerous visual possibilities immanent in chaos. Likewise. fractal geometry is offering new concepts and vocabularies for the study of physical universe and design thinking, as well as bridging the gap between science and art. The number of structural possibilities fractal theory generates for environmental design seems to be virtually unlimiLl'd. In fine. this study places a great emphasis on the new approaches t() the environment we inhabit. which I hope will contribute to generating a greater number of creative possibililil:s for environmental design.

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Experiencing Design Foundation in On-Line Education - By Using The Basic Graphic Tools - (디지털 학습 환경에서의 기초디자인 교육 - 기초디자인 훈련 도구(Basic Graphic Tools)의 개발을 중심으로 -)

  • Lee, Eun-Joo
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.255-264
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    • 2005
  • The development of personal computers and the Internet led to changes of instructor-student and student-student relationships in design education. New resources of design education with proper materials and tools have to be offered for teaching and learning. The purpose of this research is to develop Basic Graphic Tools(BGTs) on screen that help students to practice the design principles, and to evaluate the BGTs' usability to enhance the credibility of extra tools for online design learning. The BGTs has to be developed to minimize the gap between the online and traditional classroom settings and to maximize the diverse advantage of lecture content driven from technology. Students were given certain design requirements to explore BGTs and a learning guide/performance test after the lecture to evaluate the tools. The test was performed under the e-learning program serviced by C college. This research has presented some encouraging results and raises questions toward future work: how do BGTs impact the feasibility of an online design lecture.

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Platform Development toy Systematic Support of Design Collaboration between SMEs (중소기업간 디자인 협업의 체계적 지원을 위한 플랫폼의 개발)

  • 박지숙;박선화;윤주현;이경전
    • The Journal of Society for e-Business Studies
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    • v.8 no.4
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    • pp.207-221
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    • 2003
  • Most commercially available collaboration support systems are not proper for small enterprises in a specific area such as small e-design companies, because they are focused on general functionalities, required by most large enterprises. In this paper, we analyze the requirements for improving communication environments of small e-design companies, and propose an advanced communication management tool which reflects those requirements. The communication platform focuses the acknowledgement process by customer and the schedule sharing and management between project members. The proposed system suggest a new research direction which supports the systematic collaboration with external entities such as customers rather than the unsystematic collaboration between internal members, and improves the communication environment of those small e-design companies that are desperately in need of a cost-effective way to carry out projects, and will help in the process of successful projects.

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The Development of a Design Thinking-based Capstone Design Instructional Model for Pre-service Teachers (예비교사를 위한 디자인싱킹 기반 캡스톤디자인 교수설계모형 개발)

  • Nam, Changwoo;Shin, Dongmin
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.129-144
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    • 2021
  • This study was conducted for the purpose of developing a design thinking-based capstone design instructional model for pre-service teachers. Through the analysis of literature related to learner-centered instruction, design thinking and capstone design instructional design principles and instructional models for pre-service teacher education were discovered, and core elements were derived. Based on the core elements derived through literature analysis, the capstone design instructional design model and teaching and learning model based on design thinking for pre-service teachers were developed. The developed model conducted a total of three Delphi surveys including expert validation for 6 experts related to education including design thinking, capstone design, was revised, supplemented, and the final draft was confirmed. The final results of this study contain the overall contents of the instructional design, instructor's activities in detailed steps, and guidelines for learners' activities.

Model of Game Environment Design for Adanced Game Background Graphic and Map Design (게임 배경그래픽과 배경맵 설계를 위한 게임 환경디자인 모델 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.77-84
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    • 2004
  • Game environment, game map and background graphic design is very important elements and factors that support fun, look & feel, immersion and player's acting fields. In this paper we defined elements of game background environment. And then make an investigation and refer to sundry records and books, we described elements of periodic environments, historic environments, natural environments, artificial environments, cultural environments, virtual environments, weather environments. Especially, the study suggests the model of game environment desgin to apply game map and game background graphic design.

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Design and Implementation of Two-Way Access Framework Using Observer Pattern (Observer 패턴을 이용한 Two-Way Access 프레임워크의 설계 및 구현)

  • 김대헌;유철중;장옥배;김창갑;이상덕
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10b
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    • pp.555-557
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    • 1998
  • 비주얼 RAD 도구는 사용자 프래그램의 개발 기간을 단축시키기 위한 통합 개발 환경이다. 이와 같은 개발 환경은 사용자 프로그램의 생산성 향상을 위하여 텍스트와 윈도 기반의 프로그래밍 개발 환경을 동시에 지원하고 있다. 본 연구는 이와 같은 비주얼 프로그래밍을 지원하는 기술 주도형 RAD 도구에 대응하여 국내 기술력을 확보하기 위한 클라이어트/서버 프로그램 생성 기술에 관한 연구의 일부이다. 특히, 우리는 인터넷 환경에서 사용 가능한 자바 애플릿 및 애플리케이션을 빠르게 개발할 수 있는 자바 통합 개발 환경(OpenSoft)를 개발하고 있다. 본 논문은 OpenSoft에서 기능 컴포넌트들간의 상호연동을 지원하기 위한 Two-Way Access 프레임워크를 제안했다. 이 프레임워크는 OpenSoft의 사용자 편의성을 제공하는 메커니즘을 가지고 있으며 디자인 패턴을 이용하여 설계하였기 때문에 모듈의 재사용성과 확장성이 뛰어난 특징을 가지고 있다.

experimental display image design by approach method of human sensibility (공간환경에 있어서의 감성적 접근방법을 이용한 실험 영상디자인에 대한 연구)

  • Park, Gi-Deok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.131-134
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    • 2009
  • 공간디자인의 확장을 통한 영상디자인에 감각적이고 생명력을 부여하여 시각적이고 기술적 요소를 가미한 유기적 아름다움과 감성의 경계와 확장에 대한 영상으로 접근하고 서로 다른 환경에서의 구조적이며, 공간적, 그리고 시간적인 개념들이 쌓이면서 다양한 오브제들에 환경에 맞는 의미들을 부여하고, 실험적 영상을 스크린뿐만 아니라 다양한 매체들을 통해서 효과적인 정보전달체계와 메시지를 전달하여 새로운 감각을 확장한다. 도시경관이나 공원, 건축물등 다양한 공공환경을 개선하기 위한 효과적인 영상연출과 가상공간에서의 현실적 느낌들을 부여하고 니즈들의 상호관계를 극복하여 전시기법과 패턴 여러 복합적인 요소들을 활용하여 영상디자인에 있어서의 효과적인 방법들을 여러사례 분석과 실험들을 통하여 연구한다.

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A Study for an Educational Direction in Fashion Design Subjected to Digital Environment I (디지털 환경에 따른 패션분야의 디자인 교육방향 연구 I)

  • 이미량
    • Archives of design research
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    • v.12 no.4
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    • pp.33-44
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    • 1999
  • Fashion is subjected to newness and change by itself. Fashion trend and tendency which could predict next season akeady indicated that digital and cybel11ation environment lliould be factors in fashion. Changes in future life styles and values caused by digital environment must be variables as fashion objects by themselves. Therefore digital environment of a fashion itself and that all encountered in fashion will not only be an existing situation but also an objective and a factor which must be pursued with fashionable sense in future fashion. Advanced technology and social change in relation to digital environment requires that educational method as well as its content will be changed on the scene of education for future. Thus we should seek an educational direction in fashion design for future society in which digital environment requires new paradigm. Subject to these backgrounds this study has an intension to study the change in fashion extensively influenced by expanded digital environment on a limited situational level of fashion design education and to suggest an educational direction for professional in future fashion design who will serve as a core of fashion area in the future. It is essential that education of professional in fashion for future should be achieved by digital-minded level that eagerly understands and accepts future society in which digital environment will be a main axis. It is necessary for this to make them expetience computers, digital media including CAD program. We have to note that education of digital media is more effective and applicable when accomplished in CAI level which can be related and expetienced with fashion education rather than mere functional training in media themselves. Intellectual creativity will be a vety source of producing values and national competence in 21st centtury. Education of design professional in fashion area must positively accept these environmental charactetistics in future society, as well as deeply reflect the education for the future.

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Design of A Security Framework for Collaborative System (협력시스템에서의 보안 프레임워크 설계)

  • 정연일;이승룡
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10a
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    • pp.616-618
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    • 2001
  • 협력 시스템은 분산 시스템 환경에서 호스트들이 네트워크를 통하여 상호 연결되어 있으며 다양한 사용자가 여러 자원들 공동으로 활용한다. 협력 시스템 발전 및 정보 보안의 중요성에 대한 인식 증가로 인하여, 개방형 분산 협력 시스템 환경에서도 정보 통신 시스템의 자원을 보호하기 위한 여러 가지의 보안 서비스에 대한 연구가 진행되고 있다. 하지만 기존의 일반적인 보안 서비스로는 협력 시스템에 특징과 구조에 맞는 서비스를 제공하기 어려운 점이 있다. 본 논문에서는 저자가 개발한 산업 디자인 협력 시스템에서의 보안 프레임워크를 제안한다. 제안된 프레임워크는 인증, 암호와 정잭, 접근제어, 보안 정보 관리의 네 가지로 구분하며 각각의 서비스가 상호 보완적으로 구성되어 있다. 또한, 특정 협력 시스템에 맞도록 구성되었지만 다른 협력 시스템에도 응용할 수 있도록 표준화를 따랐으며, 사용자의 요구에 따라 다른 비밀성과 투결성을 지원하기 위한 QoP(Quality of Protection) 서비스도 고려하여 설계하였다. 제안된 보안 프레임워크는 접근제어 요소를 협력 시스템의 구성에 맞도록 재구성하여 기존 정책의 단점인 복합적인 상황에서 확실한 보안을 할 수 있었으며 접근 정의에 따라 다른 알고리즘을 사용함으로 보안 프레임워크가 포함된 후에도 빠른 협력 작업이 가능했다. 또한 디자인 협력 시스템의 동시성 제어 정책을 기반으로 접근 제어 정책을 결정하였기 때문에 시스템 성능에 향상을 가지고 왔다.

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