• 제목/요약/키워드: Design Fiction

검색결과 42건 처리시간 0.024초

어포던스를 활용한 사용자 친화적 디자인 픽션 방법론 (A Method of User-Friendly Design Fiction Applying Affordances)

  • 이지혜
    • 한국콘텐츠학회논문지
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    • 제21권1호
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    • pp.129-138
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    • 2021
  • 본 연구는 사용자 중심 디자인 과정을 디자인 픽션 방법에 적용하여 사용자 친화적인 디자인픽션 방법론을 제안한 연구이다. 디자인 픽션은 미래에 대한 비평적 담론 위에 구상한 예측 시나리오를 디자인의 관점에서 물리적으로 구현하는 방법이다. 이러한 디자인 픽션은 HCI와 인터랙션 디자인 분야에서 미학적 혹은 실험적 접근으로써 많은 관심을 받고 있는 방법이지만 아직 학계에서 완전히 정립되지 않은 생소한 디자인 방법론이다. 특히, 사용자와의 접점을 모색하며 당면 문제를 해결하는 사용자 중심의 관점에서는 다루어지지 않고 있다. 현재의 문제를 기반으로 미래를 예측하며 디자인 관점에서 시나리오를 정립하는 선행디자인이 날로 중요해짐에 따라 본 연구는 그러한 선행디자인을 실험적으로 제시하는 디자인 픽션 방법이 사용자 중심의 관점에서 다루어지는 것이 필요하다고 보았다. 이에 따라, 본 연구에서는 사용자 중심 디자인 프로세스 중 사용자의 행동이나 인지에 직관적이고 직접적인 영향을 주고자 고안된 어포던스 개념을 기존 디자인 픽션의 과정에 접목하였다. 주제와 어포던스 개념을 구체적으로 디자인에 응용하고자 고안된 Design with Intent Toolkit을 시각디자인 전공 3학년 학생들에게 활용하였고, 이를 디자인 픽션의 과정으로 발전시켜 다양한 시각적 결과물을 완성하였다. 이러한 과정을 통해 본 연구는 기존의 비평적, 실험적 영역으로 국한되었던 디자인픽션 방법론외 대안으로 사용자 친화적인 디자인 픽션 방법론을 새롭게 제안하고자 한다.

정량화 이론을 활용한 논픽션 창작도구 모델 연구 : <소트 오피스> 및 <스토리헬퍼> 비교분석 중심으로 (A Study Based on Quantifying Theory for a Non-fiction Creation Tool : Focus on Comparative Analysis of and )

  • 류철균;박은경
    • 한국콘텐츠학회논문지
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    • 제16권3호
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    • pp.247-256
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    • 2016
  • 본 논문은 기존 디지털 서사 창작도구가 허구적 서사를 중심으로 한 엔터테인먼트 스토리텔링 분야에 편향되었음을 지적하고, 논픽션 저작에 특화된 창작도구를 제안하고자 한다. 이를 위해 디지털 창작도구에서 서사 정보를 수치화하는 알고리즘인 정량화 이론을 살펴보고, 정량화 이론을 바탕으로 한 가십 시스템 개념을 활용한다. 논픽션을 위한 가십 시스템 설계에 앞서, 가십 시스템 개념을 통해 <소트 오피스>와 <스토리헬퍼>를 비교 분석하였다. 그 결과 <소트 오피스>의 연동형 구조는 논픽션의 제재를 찾는 창작 발상 단계에 유용하며, <스토리헬퍼>의 분리형 구조는 이야기 구조를 조직하는 제재 배열 단계에 적합함을 알 수 있었다. 이에 본 논문은 가십 시스템의 두 구조 간 적절한 결합을 통해 창작 소재인 사실 정보를 이야기로 전환하는 방식을 제시함으로써 논픽션에 적합한 디지털 서사 창작도구를 가정하는 바이다.

SF영화 속 가상공간의 특징에 대한 연구 - 앙드레 바쟁의 영화 존재론을 중심으로 - (Research on the Characteristics of Virtual Space in Science Fiction Movies - Based on André Bazin's Film Ontology -)

  • 겅허치;최동혁
    • 한국멀티미디어학회논문지
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    • 제25권9호
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    • pp.1356-1366
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    • 2022
  • In the display of virtual space, the degree of space virtualization cannot be judged only by the degree of material technology. Based on the non-material relationship, the virtual space that this research focuses on is a conceptual and ontological point of view (based on the conceptual and ontological viewpoints of non-material relations), including practical technical issues. The research on the characteristics of virtual space ontology not only has an impact on the space design of science fiction movies, but also becomes a powerful medium that brings changes to the world. In the future, there will be a large number of cases where fantasy things in science fiction movies are actualized. From this perspective, based on the study of several science fiction movies using virtual reality scenes, this paper puts forward a study on the representation characteristics of virtual space ontology. In addition, the study of the virtual reality is of great significance for verifying the possibility of virtual reality in the application of deep space technology in the future. At the same time, it provides reference value for the development of special effects film field from montage theory-based to Bazin theory-based expression, and contributes to the theoretical system of film space.

A Study Based on Alienation Theory to Analyze Different Modes in Meta- Fictional Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.185-190
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    • 2023
  • With the continuous development of the game field, the subdivision of game types is becoming more and more precise. There are also more and more games that draw on some achievements in other fields in their game design. Among them are meta-fiction games based on metafiction. This article will explore whether the combination of a meta-fiction game and a side-scrolling game with a unique visual experience is appropriate. If the side-scrolling game is the external form of the game, then the meta-fiction game is the internal content core of the game. The degree of fit between the external form and the internal core will undoubtedly determine the lower limit and upper limit of the game quality. Based on alienation theory, this article takes several highly rated side-scrolling games on the market as examples to conduct a theoretical analysis on the compatibility of side-scrolling games and metafiction games. The analysis results suggest that compared to first-person games, side-scrolling games with a unique third-person perspective have the best compatibility with meta-games.

FIDIC의 EPC/Turnkey 프로젝트용 표준약관(標準約款)에 관한 연구(硏究) (A Study on the FIDIC's Conditions of Contract for EPC/Turnkey Projects)

  • 최명국
    • 무역상무연구
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    • 제18권
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    • pp.189-218
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    • 2002
  • The EPC/Turnkey Contract goes to the extreme in allocating risks to the contractor and depending on the types of project, this may be regarded as unacceptable. It has also gone to the extreme in the extent to which the contractor is responsible for the specification and design of the Works. The employer is not responsible for correctness of any information provided by him nor for correctness of any specification or other matter included in the Employer's Requirements, except the definition of the intended purpose and criteria for testing and performance. With such conditions it is surprising that the employer is entitled to interfere in the contractors performance to an extent that is close to what is norm for a construction contract with employer design and with normal risk allocation. The combination of risk allocation and inappropriate administrative provisions makes the EPC/Turnkey Contract a document that will meet severe resistance from contractors. It is also likely that employers will see the risks and difficulties from their own perspective. It is a fiction that the EPC/Turnkey Contract will give the employer a contact with a certainty of final price and completion date. It is not a fiction that the EPC/Turnkey Contract carries many seeds for disputes between the parties. The Orange Book has become an accepted document even if it clearly contains some weaknesses. Some of these have been corrected in the Plant Contract. In my opinion FIDIC should let users become more familiar with the Plant Contract as a follow up to the Orange Book.

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안면인식 시스템을 탑재한 출입문 자동제어 시스템 설계 (Design of Image Processing System Additional into Automatic Access Control Door)

  • 이재웅;장종욱
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2017년도 추계학술대회
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    • pp.261-263
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    • 2017
  • 미래형 공상과학영화인 SF영화를 보면은 미래의 문의 모습을 쉽게 접 할 수 있다. 사람이 힘을 들여 문열 열지 않아도 시스템상 알아서 문이 열리고 닫힌다. 현재도 이러한 문은 쉽게 찾아 볼 수 있다. 하지만 사람에 대한 인식이 불가능 한 과거에는 그저 유동인구가 많은 백화점이나 마트 등 공공장소에서만 이용이 되어 왔다. 하지만 현재 많은 연구가 이루어지고 있으며 많은 발전을 거듭해온 영상처리 기술을 융합함으로써, 개인의 생활에 침해 받지 않으며 아무나 출입이 불가능한 자동출입문을 구현 함으로써, 일상생활에 좀 더 편리성을 추구한다.

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소설 기반 STEAM 프로그램 적용과 학생 역량 연구: 창의적 사고, 비판적 사고, 의사소통, 협업, 디지털 역량 (A Study on Students' Creativity Thinking, Critical Thinking, Communication, Collaboration, and Digital Competence by Implementing Science Fiction STEAM Program)

  • 박현주
    • 공학교육연구
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    • 제26권1호
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    • pp.27-36
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    • 2023
  • The purpose of this study was to investigate high school students' competencies of creativity thinking, critical thinking, communication, collaboration, and digital competence by implementing science fiction STEAM program. Based on the story of 'Fritz Haber' and the 'Garden of Dawn', a STEAM program was developed according to the ADDIE model. In the analysis stage, the purpose of the teaching-learning program using novels was set, and learners and learning environments were analyzed. At the design stage, the novels 'Fritz Harbor' and 'Garden of Dawn' were selected, learning goals were set according to the achievement standards of the curriculum, and learning contents and learning activities were sequenced and designed. In the development stage, teaching and learning materials were developed in a module format, implemented to classes, and evaluated. Pre-test and post-tests were conducted to identify the five major competencies such as creativity thinking, critical thinking, communication, collaboration, digital competence. The collected data was verified by paired t-test using SPSS. The results of the study showed statistically significant results in creative thinking, critical thinking, and digital competency.

영화속에 나타난 미래 의상 (Future Costume through Movies)

  • 이상례
    • 복식
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    • 제48권
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    • pp.133-150
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    • 1999
  • In future what kind of costume do we wear\ulcorner We can guess it is in advance through movie. Movie is a comnipresent medium and a mode of expression that reflect a distintive feature of the times like fashion. In many case costume design which belongs to a special era is based on the historic costumes but ostume design for future movie depends on the creativity of costume designer and director. Therefore it is interesting to research how costume designer get his/her design concept for future ccostume in movie how he/hse express his/her design concept through his/her costume and can we convince the design comes true practically in future. In this study I analyze the costume design of masterpieces among SF Film: (Metropolis/1926) (2001: A Space Odyssey/1968) (Star Wars/1977) (Blade Runner/1982) (The 5th Element/1977) Because this study is analyzed not through the original article but just through movie it has some limitation in exact materials or color.

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복식에 표현된 초공간의 비유클리드기하학적 특성 (Non-Euclidean Geometrical Characteristics of Hyperspace in Costume)

  • 이윤경;김민자
    • 복식
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    • 제60권5호
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    • pp.117-127
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    • 2010
  • In this study, hyperspace is a result of imagination created by means of facts and fiction, represents a transfer to determination and indetermination, and means an extension to an open form. In other words, hyperspace is a high dimensional space expanded to imagination through the combination of the viewpoint on facts in this dimension and fiction. When the 2D plane surface or 3D symmetry is destroyed, or when the frame is twisted or entangled, the non-Euclidean geometry is created eventually. And when the twisting leads to transmutation and the destruction of the form reaches the extreme; this in turn became the twisting like Mbius band. Likewise, the non-Euclidean geometry is co-related to the asymmetry of the Higgs mechanism. When the 'destruction of symmetry' is considered, symmetric theory and asymmetric world can be connected. The asymmetry in turn can maintain balance by arranging the uneven weights at different distances from the shaft. Moreover, at this the concept of the upper, lower, left and right, which was included in the original form, may be crumbled down. The destruction of the symmetry is essential in order to present forecast that coincides with the phenomenon of the real world. Non-Euclidean geometry characteristic is expressed by asymmetry, twists, and deconstruction and its representative characteristic is ambiguity. The boundary between the front, back, upper, lower, inner and outer is unclear, and it is difficult and vague to pinpoint specific location. The design that does not clearly define or determine the direction of wearing costume is indeed the non-oriented design that can be worn without getting restricted by specific direction such as front and back. Non-Euclidean geometry characteristic of hyperspace have been applied to create new shapes through the modification of the substance from traditional clothing of the eastern world to modern fashion. The way of thinking in the 'hyperspace' that used to be expressed in the costumes of the east and the west in the past became the forum for unlimited creation.

올라퍼 엘리아슨의 작품에 나타난 블러 색채 특성 연구 (A Study on the Characteristics of Blur Color in Olafur Eliasson's Works)

  • 김선영
    • 한국실내디자인학회논문집
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    • 제21권3호
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    • pp.87-94
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    • 2012
  • This thesis has purpose of explaining that blur color is not only appreciated but also undecided spacial color in contemporary space design and examining effects of space experience through the light. In keeping such developments, blur color has been perceived as the object of another tool in contemporary space and has provided us with new views by providing various program, sensor and screen from digital media. With the expansion of blur color, light has changed a spacial color structural that is not simple meaning factor into the essential concept. So this research aims to understand the principle of blur color in Olafur Eliasson's work, which of the fine artist in diverse fields from installation art to media art. The principle of blur color such as deconstruction of vanishing point, dimensional transfer, color gradation, and fiction of visual perception makes it possible to extract the expressed element and method of blur color. Meanwhile, the features of blur color such as sense of depth from viewpoint changes, hybrid from collapse of order, media metamorphosis from reconstitution and interaction from uncanny can be inferred from case analysis.

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