• Title/Summary/Keyword: Background Design

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An Analysis of the Effect of Convergence Capstone Design Activity on Engineering Design Competency (융복합 Capstone Design 활동이 공학설계 역량에 미치는 효과 분석)

  • Wee, Seonbouk;Kim, Taehoon
    • Journal of Engineering Education Research
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    • v.25 no.4
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    • pp.3-12
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    • 2022
  • The purpose of this study is to analyze the educational effects of convergence Capstone Design activities. To this end, it analyzed the difference in engineering design competency before and after completing the curriculum in the Capstone Design process, where students from various majors team up, and analyzed the impact of convergence Capstone Design activities on engineering design competency. A survey study was conducted on experimental participants to collect data on individual characteristics and engineering design competency, and to analyze differences by background variable. As a result of analysis according to background variables, the engineering design competency was improved afterwards than before, except for some competency areas.

A Study on the Design Languages of Shiro Kuramata and Characteristics of Interior Design Projects (구라마타 시로의 디자인 언어와 실내공간 표현의 특성에 관한 연구)

  • 이낙현
    • Korean Institute of Interior Design Journal
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    • no.22
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    • pp.92-101
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    • 2000
  • This study aims to inquire into the expressive characters of Shiro Kuramata's works regarding his design languages. His design languages, based on sentimentality and aesthetics characteristic of the orient and his unique memories and experiences, can be defined as nongravitation, fioatation and transparency. And the definition can be completed by his unique extinguishing technique, eliminating the structure with materials without feature, such as glass and acrylic and expanded metal, steel mash and 'Star piece Terrazzo' a material which he has invented. This study examines Shiro Kuramata's design works from the late 1960's to 1991, the year of his death, the background of his growth and the art and people who have influenced him. It also looks into the indigenous cultural background and his unique memories and experiences. The study also considers his furniture works and interior design to read his languages properties of the materials and expressive techniques. The study presents data on Shiro Kuramata and puts forwards the significance of his works and tries to lead the way of the interior design by application techniques of materials.

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Application of Human Sensibility Ergonomics to Design of Restaurant/Cafe Signboard for New Generation (신세대를 위한 간판의 감성공학적 설계 방안)

  • Gi, Do-Hyeong;Lee, Yong-Tae
    • Journal of the Ergonomics Society of Korea
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    • v.17 no.1
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    • pp.55-65
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    • 1998
  • This paper describes study of design specifications of restaurant/cafe signboard for new generation. Signboard is an important element in restaurant/cafe, especially for sensitive new generation, that affects image of and first impression on it. The design elements of a signboard that were chosen for analysis were background color, lettering, and letter color, which were found to have strong influences on impression of signboard in questionnaire survey. Using different combination of these design elements, fifteen samples were created for subjective evaluation. 30 pairs of adjectives which were shown to be related to signboard significantly in the first evaluation were used by fifteen subjects, twelve men and three women. Subjective evaluations were carried out by semantic differential methods, and then analyzed by using multivariate analyses. Among three design elements, the background color affected impression of signboard most significantly. The relationships between design elements (item/category) and subjective impressions were suggested using quantification theory I, which could be used as design guidelines when designing restaurant/cafe signboard with specific human sensibility ergonomic characteristics.

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A Study on the Rhetorical Expression of Scene Design in Theatre - Focused on the Analysis of Scene Design of "King Lear" - (연극 무대 공간 디자인의 수사학적 연구 - 세익스피어 작 "리어왕"의 무대 공간 디자인 사례분석을 중심으로 -)

  • Ahn, Ju-Young
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.05a
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    • pp.176-180
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    • 2007
  • The stage space in theatre for the performance of a play requires two aspects of the physical space for a play and the image as the background or the theme of a play. This research focuses on the scene design that creates the background or the theme of a play and communicates it to the audience. The scene design is composed of various design elements of space and objects as the properties of a play. Design elements and the objects are the design languages in various form; plane, three-dimensional, multi-dimensional form. These design language have the significant meaning as a sign like human language. The scene design is completed with rhetorical expression for communication in theatre. This research defines the category of meaning that design elements of scene design can create and the rhetorical expression of the scene design language. King Lear directed by Robert G. Anderson was analyzed with the category of design elements as a sign and the pattern of the rhetorical expression. The scene design for a play is completed effectively by the rhetorical expression of design elements as the design language for communication with the audience in theatre.

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A Study on the Analysis of Background Object Using Deep Learning in Augmented Reality Game (증강현실 게임에서 딥러닝을 활용한 배경객체 분석에 관한 연구)

  • Kim, Han-Ho;Lee, Dong-Lyeor
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.38-43
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    • 2021
  • As the number of augmented reality games using augmented reality technology increases, the demands of users are also increasing. Game technologies used in augmented reality games are mainly games using MARKER, MARKERLESS, GPS, etc. Games using this technology can augment the background and other objects. To solve this problem, we want to help develop augmented reality games by analyzing objects in the background, which is an important element of augmented reality. To analyze the background in the augmented reality game, the background object was analyzed by applying a deep learning model using TensorFlow Lite in the UNITY engine. Using this result, we obtained the result that augmented objects can be placed in the game according to the types of objects analyzed in the background. By utilizing this research, it will be possible to develop advanced augmented reality games by augmenting objects that fit the background.

The Influence of Background Music of TV Home Shopping on Purchase Intent of Customers (TV홈쇼핑 배경음악이 소비자의 구매의사에 미치는 영향)

  • Lim, Ji Hyun;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.277-292
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    • 2015
  • Recently, as TV home shopping has entered into the stage of stability, competition between the same lines of business has become more intense. Thus, this research goals have been determined in order to analyze the purchase intent of customers related with the genre and tempo of background music of TV home shopping by different types of products. In order to achieve the research goals, thorough research on related literatures have been conducted and found out about the background music. Furthermore, the characteristics of background music of actual TV home shopping broadcasting have been analyzed, focusing on the genre and tempo of the music. In addition, a survey has been conducted in order to verify what kind of music genre and tempo of the background music has an influence on the highest purchase intent of the chosen three products(sportswear, household appliances, fresh and processed foods). This study investigated the influence of background music of TV home shopping in relation to the purchase intent of customers. Also, this study has significance in the sense that it analyzed the causal relationship between the background music of home shopping and reactions of customers by categorizing products in details and using the music genre and tempo as the independent variables that affect the purchase intent of customers.

Design Development of Computer Desk with Design Support Program based upon Academic-Industrial colleboration -with application of Universal Design Concept- (산학디자인 지원프로그램을 통한 컴퓨터데스크 개발연구 -유니버설 디자인 개념 적용을 통하여-)

  • 김국선
    • Journal of the Korea Furniture Society
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    • v.14 no.2
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    • pp.41-51
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    • 2003
  • With rapidly changing modem information technology, the structure of our lifestyle has underwent much changes in our society. One of these changes is an immense distribution of computer desks, which became necessities of life in various organizations, companies and public offices as well as at home. Therefore, many companies are faced with the necessity of bringing about a new product with esthetic needs and new functions and come to have opportunities to make profits from top-quality products based on competitive design development. The academic design support program in collaboration with industry can provide design-related industry with a design assistance for a new product development, in addition, it can give to the professional faculty of the college the chances to contribute to advancement of design industry of the nation. To accomplish the need and purpose of this research, the design development of unified computer desks was carried out with the introduction of life-long Universal design concept named ‘Design For All.’ The theoretical background of this study researched all the literature on the terms definition of a computer desk, the concept and definition of Universal design and design support program in collaboration with industry and performed data analyses for a product development through an analysis of domestic products and a benchmarking of foreign products. On the basis of these theoretical background and analysis results, this research brought out a new product through designing processes and the information of this production could be utilized via the feedback of a new product. That is, this research was done for a practical use.

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A Study on Stage Background Image Design utilizing the Motion Graphics (모션그래픽을 활용한 배경영상디자인 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.365-368
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    • 2011
  • Image is the one of the media that satisfy the wants of people. A motion graphics is a new media stimulating not only a visual but also a hearing of people, and has gained attention by an important emotion communication way that communicates the sound and the visual messages to the audience. In this paper we study on what feelings the motion graphics used on the stage background communicates to the audience, and what its effects and efficiencies are. Because it is not generalized to apply the motion graphics to the stage background, the range of the study can't help being limited. However, recently during two or three years, the use of the motion graphics is increasing more and more, and we expect that its utilization is more expanded.

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Effects of Color and Size of Motif on Image Perception of Paisley Patterns

  • Kim, Dong-Eun;Martin, Kathi
    • International Journal of Human Ecology
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    • v.11 no.1
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    • pp.1-10
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    • 2010
  • Two elements of paisley textile design (color and size of motif) were manipulated to investigate their effects on people's perception. Korean and Caucasian American women were selected to represent Asian and Western countries to compare the differences in image perceptions of paisley patterns between two cultures. The participants were 168 female university students composed of 84 Caucasian Americans and 84 Koreans. The experimental design was a $2{\times}2{\times}7$ factorial design: two levels of perceiver's culture, two levels of motif size, and seven levels of the motif color. The four factors used to account for image perception were an elegance factor, individuality factor, maturity factor, and femininity factor. The results of the present study confirm that image perception can be different according to the color and size of a motif and the perceiver's culture. In the results, Americans perceived the paisley pattern as more preferable than Koreans did. Red background + Orange motif was perceived as the most feminine and Dark blue background + Sky blue motif and Dark gray background + Gray motif was perceived as the most masculine in both cultures. Compared to the big motif, the small motif was perceived as more elegant in both cultures.