• Title/Summary/Keyword: Design Education Methods

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An Analysis on the Design Factors for Pants Pattern - Focused on Crotch Region - (팬츠패턴의 설계요인 분석 - 밑위관련 항목을 중심으로 -)

  • Moon, Jee-Hyun;Jeon, Eun-Kyung
    • Fashion & Textile Research Journal
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    • v.13 no.3
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    • pp.382-389
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    • 2011
  • Pants is an item of clothes of which physical suitability for improvement of appearance and movement is greatly emphasized. The pattern design of pants is very important because the fitness of crotch region, which is difficult to measure, is structurally essential in pants. This study gives detailed pattern development data for the future pattern design by considering design factors related with crotch region of pants and by suggesting related data. For this study, we measured and analyzed the measuring size of each parts of pattern and the design methods related with crotch region selecting 20 textbooks used in universities and institutes of higher education. Through this study, crotch region of pants pattern related design data were obtained and this result could be a primary information in development and education of pants pattern.

Interior Project of INCHEON I Girls' High School English Zone (인천 'I' 여고 영어 전용 구역 인테리어 구축 프로젝트)

  • Lee, Hyok-Jun;Lee, Jong-Suk
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.281-282
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    • 2005
  • The present design, which is the result of English Zone Project for 'I' Girls' High School in Yeonsu dong, Incheon, purposed to produce atmosphere like a cafe so that students can attempt more comfortable and diverse learning methods, breaking away from the structure and atmosphere of traditional language labs while providing functions such as experiential learning, teaching learning and native speaker conversation. In addition, it applied colors close to primary colors so that students throw away their fixed idea of language lab as a special class and access it easily at any time. Moreover, it was designed for the maximum changeability using foldable and portable furniture so that various types of group study can be performed. Ultimately the design project is expected to suggest methods of experiential learning distinguished from existing knowledge delivering education as it provides teaching learning methods beyond simple interior design.

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Design and Construction of Interactive Web-based Instruction System for Fashion Design (양방향 웹기반 의상디자인 교육시스템의 설계 및 구축)

  • Kim, LeeYoung;Park, Meegnee
    • The Journal of Korean Association of Computer Education
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    • v.7 no.5
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    • pp.33-43
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    • 2004
  • Fashion design education essentially requires not only a theoretical but also a practical process in which feedback comes through personal interactions between an instructor and a student. But the existing WBI system exemplifies its limitations by applying only a one-way Distance Education methodology that limit interactions based only on the theoretical texts. This study affirms that distance learning system is possible for the applied component of the fashion design curriculum as long as the specific needs of the particular program is taken into consideration and systematically applied. So it designed and applied an original web-based distance educational system specifically incorporating the needs of the fashion design curriculum Thus the results show that the enhanced distance education system is a tool that could be effectively utilized with the same degree of success as the traditional classroom as long as the traditional teaching component of direct interaction necessary to the fashion design program is incorporated.

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Development of Algorithm Design Worksheets using Algorithmic Thinking-based Problem Model in Programming Education for Elementary School Students (초등학생의 프로그래밍 학습을 위한 알고리즘적 사고 문제 모델 기반의 활동지 개발 및 적용)

  • Kim, Yongcheon;Choi, Jiyoung;Kwon, Daiyoung;Lee, Wongyu
    • Journal of The Korean Association of Information Education
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    • v.17 no.3
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    • pp.233-242
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    • 2013
  • "Problem-solving methods and procedures" sections in the 2009 revised informatics curriculum emphasized active use of algorithmic thinking to solve problems. And it is proposed to solve the various problems of real life using programming language for the implementation of the algorithm. Recently, various Educational Programming Language has been developed for elementary programming activity and many researches showed that students' cognitive burden was reduced in learning programming language with Educational Programming Languages. However implementation of the algorithm is difficult for novice programmer. For the reason, effective way is required for elementary students to connect design of the algorithm and implementation of the algorithm. Therefore, in this study propose the algorithm design worksheets that it is possible to create an algorithm to describe the content needed to implementation in programming education. And this study proved the effect of the algorithm design learning tools through experiment.

The Study on the Education System of Digital Film design in New Media Environment - Focusing on Graduate Courses in film and Digital Media - (뉴미디어 환경에서의 디지털 영상디자인 교육시스템 연구 - 영상ㆍ디지털미디어 대학원교육을 중심으로-)

  • 정봉금;김종덕
    • Archives of design research
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    • v.17 no.2
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    • pp.451-462
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    • 2004
  • The range of graphic design has expanded very widely as the digital era emerged, and many new areas of film design, including film, DVD, interactive TV, mobile and DMB, began to require the work of designers. This could be considered as an application as well as a case of digital film design as it has more developed new media environment as basis. The change in the expression techniques of film language is inevitable since major consumers of new media are the younger generation. The method of creating and distributing visual communication work is not standing still anymore. It has been diversified through dynamic movements and changes resulting from interaction. The major objective of this study is to find out and suggest the directions that film and digital media graduate school education of future by researching and analyzing how the nature of design, as an academic subject that keeps on changing and developing, is evolving in the new media environment. For this purpose, the methods of appropriate education system in higher design education, which are derived from case studies and previous studies on education system, are evaluated by examining the consumers. This study aims at finding the most effective training method in film and digital media design, and by integrating current design education with digital film design education establish a better fit education system that complies with the demands of today's society. It will suggest how an educational institute should see ahead of the time and provide what the society will demand in the future.

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A Study on the Product Design Education for Introduction of Design Concept (제품디자인 개념도입을 위한 교육내용에 관한 연구)

  • 도화용
    • Archives of design research
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    • v.13 no.4
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    • pp.23-32
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    • 2000
  • The present age is requested designer to be a generalist. The educational methods of university is changing over from intention of the technical education which is one of the traditional education methods to intention of a talented man with multiple knowledge. Also, the universities are establishing special curricular for cultivating men of ability. Many of an employer want to engage not only the specialist as the talented men in their own major field, but the generalist as the multiple knowledge in several field. Designer should have both a good stock of knowledge and personality. Also design should be able to easy access to all as a generalist instead of an obstinate streak as a monopoly of their specialist. This study was focused on development of basic research for understanding about design to generalist. It is purposed to suggest a research for a new recognition of design.

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Research on the Development of Big Data Analysis Tools for Engineering Education (공학교육 빅 데이터 분석 도구 개발 연구)

  • Kim, Younyoung;Kim, Jaehee
    • Journal of Engineering Education Research
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    • v.26 no.4
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    • pp.22-35
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    • 2023
  • As information and communication technology has developed remarkably, it has become possible to analyze various types of large-volume data generated at a speed close to real time, and based on this, reliable value creation has become possible. Such big data analysis is becoming an important means of supporting decision-making based on scientific figures. The purpose of this study is to develop a big data analysis tool that can analyze large amounts of data generated through engineering education. The tasks of this study are as follows. First, a database is designed to store the information of entries in the National Creative Capstone Design Contest. Second, the pre-processing process is checked for analysis with big data analysis tools. Finally, analyze the data using the developed big data analysis tool. In this study, 1,784 works submitted to the National Creative Comprehensive Design Contest from 2014 to 2019 were analyzed. As a result of selecting the top 10 words through topic analysis, 'robot' ranked first from 2014 to 2019, and energy, drones, ultrasound, solar energy, and IoT appeared with high frequency. This result seems to reflect the current core topics and technology trends of the 4th Industrial Revolution. In addition, it seems that due to the nature of the Capstone Design Contest, students majoring in electrical/electronic, computer/information and communication engineering, mechanical engineering, and chemical/new materials engineering who can submit complete products for problem solving were selected. The significance of this study is that the results of this study can be used in the field of engineering education as basic data for the development of educational contents and teaching methods that reflect industry and technology trends. Furthermore, it is expected that the results of big data analysis related to engineering education can be used as a means of preparing preemptive countermeasures in establishing education policies that reflect social changes.

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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A Study on the Planning Science Laboratory of Middle and High School Considering the 7th Education Curriculum -Focusing on Analysing Educational Curriculum- (7차 교육 과정에 따른 중·고등학교 과학실 구성에 관한 연구 - 교과 과정 분석을 중심으로 -)

  • Chung, Ho-Keun;Lee, Ho-Chin
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.3 no.2
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    • pp.1-21
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    • 2003
  • This study will focus on analysing changes in subject content, teaching and learning methods, teaching model, and evaluation which have been brought about by the introduction of the 7th education curriculum, and on considering how many kinds of science labs are needed, and on proposing the desirable direction of building them. Methods for studying the goals above are as follows: First, considerations were given on how science labs must be structured and on which equipment are needed, which were done by analysing change of science education for future society, science subjects in the 7th educational curriculum, current situation of science labs, and science educational materials. Second, based on the need of students, it was examined how many science classes were needed, and through this the number of labs needed and users' requirement were analysed. Third, on the basis of the analysis above, existing conditions in planning science labs and the example of existing labs were examined.

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Direction for Designing a 3D Animation Curriculum Utilizing AI Technology

  • Jibong Jeon
    • Journal of Information Technology Applications and Management
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    • v.30 no.5
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    • pp.141-158
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    • 2023
  • In the field of animation, as technology advances, production technology, production methods, and production culture are also steadily developing. The demand for content is increasing rapidly around the OTT platform, and the demand for animation content and diversity is increasing. With these market changes, animation creation ability is becoming a more important animation education goal. There is also a need to innovate educational methods to provide students with the skills and knowledge required in the modern animation business. This paper investigated the composition of the educational curriculum of domestic and foreign animation universities education. It examines artificial intelligence (AI) technology that can be used in animation creation and explores the design and direction of the university animation curriculum using it. AI technology has already proven its potential in various areas, and it is integrated into the animation curriculum to present various development potentials. Using AI technology, students can focus on practical and essential animation education by preventing technical difficulties in animation creation, increase their experience in animation production, and experiment with planning and producing various contents. It is proposed to design an educational curriculum that further strengthens animation creation and production capabilities by forming smart animation classes to foster talents who can lead the future animation industry in a new direction.