• 제목/요약/키워드: Design Convergence

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

  • 위선복;김태훈
    • 공학교육연구
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    • 제25권4호
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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.

컴퓨터 소프트웨어 전공 능력 배양을 위한 융합 캡스톤 디자인 사례 연구 (A case study of convergence capstone design for computer software major ability)

  • 권순각;박유현;한수환
    • 한국산업정보학회논문지
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    • 제21권2호
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    • pp.21-29
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    • 2016
  • 국내 소프트웨어교육 현장의 일반적인 추세는 기업이 필요로 하는 실무 능력의 향상을 위해 학부 과정의 고학년을 대상으로 캡스톤 설계 교과목을 개설하여 운영하는 것이다. 그러나 현재 교육현장에서 이루어지는 캡스톤 설계 교과목 운영은 소프트웨어 융합에 대한 반영이 부족한 실정이다. 이러한 문제를 해결하기 위해 캡스톤 설계 교과목을 단일 학과 대상으로만 개설하지 않고, 타 분야 전공 학과도 참여하여 융합적인 문제를 해결할 수 있도록 하여 운영하였고, 그 결과를 분석하였다. 분석 결과로서 캡스톤 프로젝트 수행 결과에 대해 만족스러운 결과가 나왔지만, 단일 학과가 융합 캡스톤 설계 프로젝트를 개별적으로 운영하는 것에 대한 한계점이 발견되었다. 따라서, 융합 캡스톤 설계 교과목은 학과간 통합적으로 운영되는 것이 바람직하다고 보여진다.

아트퍼니처(Artfurniture)에서 예술과 디자인의 역할에 관한 연구 (A Study on the Role of Art and Design in Artfurniture)

  • 최병훈;김도훈
    • 한국가구학회지
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    • 제26권2호
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    • pp.101-111
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    • 2015
  • Today, boundaries between genres are collapsed and there are mutual convergence and consilience in each field of the society. In art and design, new concepts for the convergence of art and design, such as graft of 'art and design' and 'technology and art', 'art design', 'commercialization of art', etc, are suggested. Especially, furniture is changed from the furniture as a living tool whose purpose is practical properties to the furniture combined by artistic properties and emotional factors with a concept related to the convergence of art and design, such as 'design as an art', 'useable art', etc. For the evidence, Artfurniture which was treated as just a part of decorative arts is focused by expressive media of the convergence between art and design and it became a genre of independent art. In addition, it is approaching to people as 'furniture as an art' and 'art as furniture'. Popularization of art and art of design are generalized and now, it's meaningless to divide the boundary between art and design. Before the discussion about convergence of each concept in non-boundary phenomena of art and design, it should be grasp essentials of art and design and understand the boundaries. The exploration of the essences and roles will be the first step to find new value through the convergence of art and design. Therefore, this thesis intends to grasp the stream value of two concepts have been changed by examining periodical situation, market changes, etc. from division between previous art and design to modern times, based on them, analyze roles of art and design in modern artfurniture and interpret relations between art and design for current time.

Advanced Information Data-interactive Learning System Effect for Creative Design Project

  • Park, Sangwoo;Lee, Inseop;Lee, Junseok;Sul, Sanghun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권8호
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    • pp.2831-2845
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    • 2022
  • Compared to the significant approach of project-based learning research, a data-driven design project-based learning has not reached a meaningful consensus regarding the most valid and reliable method for assessing design creativity. This article proposes an advanced information data-interactive learning system for creative design using a service design process that combines a design thinking. We propose a service framework to improve the convergence design process between students and advanced information data analysis, allowing students to participate actively in the data visualization and research using patent data. Solving a design problem by discovery and interpretation process, the Advanced information-interactive learning framework allows the students to verify the creative idea values or to ideate new factors and the associated various feasible solutions. The student can perform the patent data according to a business intelligence platform. Most of the new ideas for solving design projects are evaluated through complete patent data analysis and visualization in the beginning of the service design process. In this article, we propose to adapt advanced information data to educate the service design process, allowing the students to evaluate their own idea and define the problems iteratively until satisfaction. Quantitative evaluation results have shown that the advanced information data-driven learning system approach can improve the design project - based learning results in terms of design creativity. Our findings can contribute to data-driven project-based learning for advanced information data that play a crucial role in convergence design in related standards and other smart educational fields that are linked.

공학과 디자인의 협업을 위한 공학 계열 종합설계의 수행절차와 방법 연구 (A study on the procedure and method for engineering comprehensive design for collaboration between engineering and design)

  • 허원회
    • 한국융합학회논문지
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    • 제11권5호
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    • pp.125-130
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    • 2020
  • 공학교육인증을 실시하고 있는 대학들은 설계 교육의 중요성을 강조하고 있다. 특히 공학 분야의 종합설계 교과목은 설계의 기능적 요소과 제한요소를 반영하여 결과물을 제작하도록 하고 있다. 체계적인 설계 교육도 중요 하지만 종합설계 교과목이 창의적 교육프로그램이라는 측면에서 다학제적 융합 교육 적용의 필요성이 매우 높다. 본 연구는 연구자가 강의한 2019년 공학 계열 종합설계 교과목을 중심으로 교육과정과 공학과 디자인의 융합 적용사례를 기술하였다. 공학과 디자인의 협업을 위해 학생들의 아이디어를 발전시키고 실제 결과물에 적용하기까지의 과정을 기획 및 주제 선정, 콘텐츠 설계, 소프트웨어 설계, 발표 및 평가의 절차로 제시하였다. 결과적으로 학생들에게 작품을 제작하는 데 있어 사용자를 고려한 디자인을 적용하게 함으로써 공학계열의 종합설계 교과목에서 기술에만 치중하지 않고 공학과 디자인의 융합 프로세스의 방법을 제시하였다는데 그 의의가 있다.

관·학·민 협력 융복합 교육 캡스톤디자인 모델 제시 - 아동권리증진을 위한 패션제품개발 사례를 중심으로 - (A proposal of capstone design model for government, academic, and civil cooperative convergence education - A case study on the development of fashion products for the promotion of child rights -)

  • 차유미;김인경
    • 한국의상디자인학회지
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    • 제21권1호
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    • pp.131-148
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    • 2019
  • In this study, the purpose of the research is to present a cooperative convergence education Capstone design operational model that can promote community relations by spreading excellent practices through governmental, academic, and civil cooperation, ultimately contributing to the development of systematic plans among cooperative groups for successful promotion, and the production high effects in the fashion sector. The case study presented a new model that combines convergence in interdisciplinary studies, focusing on the case study of the "Fashion Capstone Design" textbook. The characteristics of the proposed model suggested three types of convergence- the convergence of government, academia and private cooperation, and the convergence of academic and civil organizations, depending on their role. The proposed educational model has the advantage of complementing and dealing with the difficulties presented by interdisciplinary education. It also has the effect of activating community linkages with colleges in the community. In addition, the effectiveness of community colleges and community links can be optimized. Through the example of this study, we look forward to being used as a references for a variety of cooperative convergence education capstone design projects.

어린이를 위한 융·복합 디자인 교육 프로그램 개발연구 - 디자인과 로봇공학의 융·복합 체험교육을 중심으로 - (A Study on the Development of Convergence Educational Program for Children - Focus on Convergence hand-on Education between Design and Robot Science -)

  • 한혜련;조혜경;장연화;반자연;이윤희
    • 한국실내디자인학회논문집
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    • 제22권1호
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    • pp.222-230
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    • 2013
  • The convergence progress in science technology and ensuing changes in educational environments require another huge change in education programs in the 21st century defined as a knowledge-based information society. But nowadays, prospective college students are increasingly avoiding natural science and engineering. So, educational fields in korea need suitable convergence educational programs (STEAM: science, technology, engineering, arts, mathematics) for creative competent person who is training and experiencing. In addition, environmental design fields are predicting about spread of Kinetic architecture. Therefore the aim of this study is developing convergence hand-on educational program which is incorporate robot science into environmental design for children. The program and teaching materials were developed by mapping between robot science and environmental design process leading the Design Promote Committee in KIID(Korea Institute of Interior Design) supported research teams in Hansung University. And then, For utility of the program, we had a 3 times of demonstration of empirical education. First, graduate students of design and robot major, and small group of children who are selected, at last, 63 children who are applying the program randomly. For more high quality program, we were conducting survey of post-empirical education evaluation for children and their parents. In conclusion, we found out highly satisfaction of the program those two groups. Also they need more organized places, time, task and so on. And the convergence educational program would develop by systematic approach and empirical research. At last, various and series convergence programs and teaching materials would develop creative competency based for regular and irregular courses of whole educational period.

중국과 일본 그래픽 디자인에서의 여백의 비교 및 융합연구 -포스터 디자인에서 여백 표현을 중심으로- (Comparison and Convergence of the Blank Space in Chinese and Japanese Graphic Design -Focusing on the Expression of Blank Space in Poster Design)

  • 혜문천;김원석
    • 한국융합학회논문지
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    • 제8권6호
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    • pp.153-162
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    • 2017
  • 이 논문은 중국과 일본의 상이한 미적, 철학적 차이의 이해와 융합을 기반으로 그래픽 디자인 분야에서 여백을 통한 새로운 표현 창출을 위한 방법에 대해 논했다. 그래픽 디자인에서 동양의 특징적인 여백을 표현하는 것은 디자인의 예술적 표현과 문화적 의미를 풍부하게 하고 디자인의 창작의 가능성을 높을 수 있다. 이 연구에서는 먼저, 중국과 일본의 미술 및 디자인에서의 여백에 대한 인식과정과 표현과정을 중국의 전통회화의 철학과 일본의 현대 그래픽 디자인의 방법이 적용된 포스터 디자인을 통해 비교∙분석한다. 이를 기반으로 포스터 디자인에서 여백을 통해 중국 현대 그래픽 디자인의 새로운 접근방법으로써 융합의 개념을 적용해 그래픽 작업에서의 표현의 가능성을 확장한다. 또한, 여백에 대한 융합적 개념에 의한 표현 창출은 자신의 작품에 새로운 가능성을 제공한다.

Brand Fandom Dynamic Analysis Framework based on Customer Data in Online Communities

  • Yu Cheng;Sangwoo Park;Inseop Lee;Changryong Kim;Sanghun Sul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권8호
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    • pp.2222-2240
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    • 2023
  • Brand fandom refers to a collection of consumers with strong emotions toward a brand. Studying the dynamics of brand fandom can help brands understand which services or strategies influence their consumers to become a part of brand fandom. However, existing literature on fandom in the last three decades has mainly used qualitative methods, and there is still a lack of research on fandom using quantitative methods. Specifically, previous studies lack a framework for locating fandoms from online textual data and analyzing their dynamics. This study proposes a framework for exploring brand fandom dynamics based on online textual data. This framework consists of four phases based on the design thinking model: Preparing Data, Defining Fandom Categories, Generating Fandom Dynamics, and Analyzing Fandom Dynamics. This framework uses techniques such as social network analysis and process mining, combined with brand personality theory. We demonstrate the applicability of this framework using case studies of two Korean home appliance brands. The dataset contains 14,593 posts by consumers in 374 online communities. The results show that the proposed framework can analyze brand fandom dynamics using textual customer data. Our study contributes to the interdisciplinary research at the intersection of data-driven service design and consumer culture quantification.