• Title/Summary/Keyword: Design Preference

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A Study on the Casual Wear Design based on the Image of the Modernized Korean Costume (생활한복 이미지를 활용한 캐주얼웨어 디자인 개발)

  • Park Young-Seon
    • Journal of the Korean Society of Costume
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    • v.55 no.1 s.91
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    • pp.25-42
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    • 2005
  • Costume is a formative art expressed by active human unlike the field of other living formativeness, and an expression of social actions based on a style of culture in a period. Therefore, costume has a deep connection with a mode of living and is recognized as a 'culture for living', and is more characteristic culture than all metaphysical cultures including architecture, craft, painting, and sculpture. Therefore, it expresses wearer's status or social standing, and furthermore, ideas and values of the times with aesthetic features in their form, color, materials, and pattern, so it is expressed as a mirror reflecting the phases of the times as. Korean costume had been dressed until the period of the Joseon Dynasty without a great change and started to be simplified in a simple style on the grounds of inconvenience in behaviors with the opening of an interchange of Western culture in the civilized period. And, this movement had been continued and Korean costume had been applied as an everyday dress under the name of 'Reformed Korean Costume'. Since the middle phase of 1980s, it aroused many people's interests with the introduction of designs focused on activity and convenience. In 1990's, many people had taken a growing interest in Korean costume with development of various designs keeping pace with the internationalization period and Korean Costume had been revitalized under the name of 'The Modernized Korean Costume'. And, since the 21st century, the advanced communication and full-scaled import of Western fashion have made the introduction of many fashion information in the world into Korea, affected greatly the fashion market, led consumers' sensitivity on a trend to be increased. Therefore, a design accepting a trend 'The Modernized Korean Costume' with fashions has risen. Second, this study is an attempt to suggest a revitalization method of domestic casual Korean costume brands by developing and suggesting competitive and highly value-added products with connection of practicality, variety, and highly sensitive fashion styles. For theoretical study, domestic and foreign literatures, academic journals, professional monthly magazines, and newspapers were examined. And, a process of change and features of the Korean fashion since the civilization period, and concept, features and images of casual Korean costume were analyzed, On the basis of analyzing image, features, and consumers' preference of the modernized Korean costume, a design development plan was established and 10 suits of costume were designed and made.

Space design Effect on Marketing ­ - Concentrating on B to B transaction - (공간 디자인이 마케팅에 미치는 영향 ­ - 전문전시회에서 B to B 거래중심으로 -)

  • Kim, Young Soo;Jeong, Dong Bin;Kim, Kyong Hoon
    • Korea Science and Art Forum
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    • v.20
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    • pp.147-158
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    • 2015
  • This study made an approach to the industrial exhibition space, which is a medium of marketing communication, from the position of an enterprise and consumers through the output of Space Design, and conducted it with focus on B2B transactions among specialized exhibitions. In addition, this study inquired into what factors should be considered along with space design by interpreting the purpose of participating in the exhibition and space design of the enterprise which supply capital goods, elements, related technologies and materials, etc. This study aimed at drawing the direct/indirect effect, produced by space design, on the marketing by analyzing correlation between space design and participating enterprises' marketing. Despite the marketing effect of the exhibition, which was proved by preceding research results, the reality is that exhibition-participating expenses work as considerable burden on enterprises. Particularly, booth design, which is forming the most proportion among the participating expenses, was found to have insufficient influence on visitors due to the decline in its importance among diverse factors influencing visitor's decision to visit a booth. Regardless of the business category of participating enterprises in the exhibition, the standard of exhibits was ranked as the most important consideration factor in visiting a booth. Even by business category, the standard of booth design rarely had an influence on booth visit. Booth design had an affirmative influence on participating enterprise's preference, but its influence on product purchase or business talk & contact with a participating enterprise or price was found to be extremely low. It's difficult to judge marketing success or failure of an exhibition by the form and standard of booth design. Preferably, this study infers that it's necessary to put much weight on qualitative excellence of an exhibition, which consists of participation of an enterprise in possession of excellent technologies, exhibits with higher standards and high-quality visitors with purchasing power. This study suggests that it's more effective to set up the plan for expansion of participation in exhibition by optimally regulating the proportion of space design in participating expense to increase marketing effectiveness of an exhibition. The limitations of this study, analysis of which based on the visitors to an exhibition only, requires supplementation through the follow-up research work on participating enterprises in the exhibition.

A Social Economic Comparative Study on Appearance Background of Design -for Native Settlement of Design in Korea - (우리 나라 디자인 도입에 관한 사회경제사적 고찰 - 디자인의 한국적 개념의 정착을 위한 시론 -)

  • 이인자
    • Archives of design research
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    • v.11
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    • pp.130-139
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    • 1995
  • The dictionary defines the word 'Design' as planning and designing. Though this is a meaning confined to decorative function, the conception of modern design in this capitalist society of mass production and mass consumption can be said to have reached a new stage of the meeting of industry and the arts. This means the two sides of design' the side of beauty and usefulness The side of beauty should be understood in view of the sense of beauty, and usefulness should also be considered from the viewpoint of consumer's taste and preference This is thought to be the natural problems of design The origin of design can be understood from the background of capitalism. But the capitalism can be said to be the mode of Western thought and action developed based on Western thinking. The capitalism is an economic system derived from the society of industrial capitalism through commercial capitalism. but this economic thinking has been resulted from a mature social system of democracy and civic society. The civic society and democracy are derived from polis of ancient Greece and Rome. and the ancient Greek and Roman society was a society developed from the social system of the nobility and slaves. Polis continued to develop based on the positive territorial expansionism centering around the Mediterranean on the basis of Hellenism. and European countries achieved the intergration of religion. society and politics based on this. thus accomplishing the spirit of capitalism Our design is believed to have been derived from the direct import of Western capitalism. Accordingly. as the original form of Western capitalism has become our economic system. so our design copied that of th West. And our traditional culture and sensitivity which are different in the original form and root of racial disposition seem to breed discord between them. It is. therefore. very important and meaningful for us to exert all possible efforts to seek the root of our disposition and tradition and grope for the appropriate thought and style of design.

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A Study on Deriving Process of a Design Alternative to the Forest Experience Center for Children through Preschooler Participatory (유아참여를 통한 유아숲체험원 설계안 도출과정에 관한 연구)

  • Kang, Tae-Sun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.5
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    • pp.1-13
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    • 2019
  • This study is to derive a design alternative to the FECC (Forest Experience Center for Children) that meets the preschooler's preferences. For this purpose, preschooler participation is included in each phase of the FECC, the site perception phase, the deriving design elements phase, and the deriving design alternative phase. In this study, the process of the deriving design alternative phase was carried out with kindergarteners and preschoolers (6, 7 years olds; all 41 students) at Songsan-mulbit FECC in Gwangsan-gu, Gwangju. In order to derive the design alternatives, three detailed design processes (preschooler participation 2 times, researcher analysis 1 time), tool construction, and a preschooler participation workshop were conducted. The results of this study are as follows. First, as a result of the preschooler's design process, 41 designs were drawn, and an average of 7.66 spaces were drawn by each preschooler. The 6-year-old males designed the least (average 6.80 spaces) and the 7-year-old females designed the most (9.0 spaces). The physical and adventure play spaces were most common (38.9% to 48.7%) regardless of gender or age. To analyze the feasibility of the preschooler's design using a base map, the appearance of the physical environmental characteristics (7 items) in the site were analyzed in each of the 41 designs. As a result, the environmental characteristics were apparent a total 72 times overall. Similar environmental characteristics appearing more than once were apparent in 87.8% (26 designs) of designs. Second, three design alternatives were derived: APS- types (intensive planning of active play facility spaces) was presented in 15 designs, NS-types (planning focused on nature spaces) was presented in 14 designs, and SPS-types (planning focused on static play facility spaces) were presented 12 designs. Third, NS-type, which were finally selected through a preference assessment (5-point scale) and a comparative assessment of the three alternatives, has mainly natural spaces (forest space, forest path, shelter, natural exploration space, and ecological pond) and active play facility spaces, water play space and soil (sand) play spaces was appropriately designed. Therefore, the NS-type was analyzed as the design alternative that can fully accomplish all types of cognitive development through developed through play (functional play, constructive play, dramatic(symbolic) play).

Establishment of the Room Acoustic Criteria for the Korean Traditional Music Halls Using Subjective Listening Tests (청감실험에 의한 국악당의 음향설계조건 설정)

  • Haan, Chan-Hoon;Shin, Jic-Su
    • The Journal of the Acoustical Society of Korea
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    • v.26 no.7
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    • pp.343-352
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    • 2007
  • The present study aims to investigate the design standard for acoustic criteria of Korean traditional music which could be used for the design of Korean traditional music halls. In order to do this, subjective listening tests were undertaken to musicians using auralized sounds which were convolved with the impulse response of traditional instruments recorded in an anechoic chamber. 94 pairs of sound were made which have different value of acoustic parameters including RT, BR, Brilliance, G, C80, ITDG, IACC. A paired comparison method(PCM) was used to analyze the results from the subjective listening tests. The results show that the preference of acoustic criteria for the Korean traditional music is far different from those of western music. As a result, specific range of acoustic criteria were suggested for the appropriate acoustic conditions of Korean traditional music. Also, a guideline of the acoustic design of halls for performing the Korean traditional music was suggested which could be used as a basic reference in the future works.

The Cognition of Design Concepts for Urban Parks - The Cases of Seoul Forest, Yeouido Park, and Seonyudo Park - (도시공원 이용자의 설계개념 인식정도 - 서울숲공원, 여의도공원, 선유도공원을 사례로 -)

  • Joo, Shin-Ha;Kim, Young-Hee
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.5
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    • pp.53-63
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    • 2010
  • The purposes of this study are to classify the characteristics of parks by park use patterns and the understanding of design concepts and to analyze the difference of cognition of design concept between designers and park users. The literature studies and surveys were performed to analyze park use patterns and understanding of design concepts for Seoul Forest Park, Yeouido Park and Seonyudo Park. Several statistical methods have been used such as descriptive analysis and importance-performance analysis. The results of this research are as follows. As the results of an analysis of park use patterns, Seonyudo Park may he qualified as an urban landmark park, while Yeouido Park can he classified as a neighborhood park. Seoul Forest Park bas characteristics of both. Second, the higher frequency of visits generally leads higher preference. Third, the overall cognition of the design concepts of parks shows 3.51 on average, which is comparatively high. The functional concepts are better transmitted to the users compared to abstract concepts. The cognition of the design concepts of each park are evaluated in the higher order of Seonyudo Park, Seoul Forest Park and Yeouido Park. Fourth, the cognition levels of detailed design concepts for each place are lower than the overall design concepts. On the other hand, levels of satisfaction are increased after the design concepts are noticed. It would he necessary make the effort to give information about the design concept of each space. The results of this study are limited in that it covers only three parks in Seoul, and did not consider seasonal variables. Nevertheless, this study may he significant in that it dealt with the cognition of design concepts for urban parks, focusing on the difference between designers and visitors.

Study on the Early Growth and Anthesis Characteristics of Some Turf Type Grasses and Wildflower Species for Mixture Combination of Wildflower Pasture (야생화초지 혼파조합을 위한 몇 가지 잔디형 및 야생화 초종의 초기생육과 개화특성에 관한 연구)

  • Lee, Byong-Chul;Lee, In-Duk;Lee, Hyung-Suk
    • Journal of The Korean Society of Grassland and Forage Science
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    • v.27 no.3
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    • pp.173-182
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    • 2007
  • The purpose of this study was to compared the early growth pattern, stem, leaf and root weight, DM yield, flowering characteristics and preference for selection of turf type grasses and wild flower species in mixtures combination for wildflower pasture. The experimental design included five species of turf grasses and 11 species of wildflower : turf type grass species{Kentucky bluegrass(Midnight), tall fescue(Millennium), perennial ryegrass(Palmer III), redtop(Barricuda) and creeping bentgrass(Crenshaw)}, wildflower species {Chrysanthemum leucanthemum L. Coreopsis lanceolata L., Rudbeckia bicolor Nutt.., Dianthus chinensis L., Chrysanthemum lindicum L., Lotus corniculatus var. Japonicus Regel, Veronica linariaefolia Pallas, Aster koraiensis Nakai., Chrysanthemum zanadskii var. latilobum (Maxim.) Kitamura, Lythrum anceps Makino and Iris pallassi var. chinensis Lodd}. The field trials were carried out on the experimental pasture plots of Chungnam National University from January 2005 to December 2006. The appropriate species of turf grass which have a mixture possibility with wildflower are thought to be Kentucky bluegrass. Compared with Kentucky bluegrass, on the other hand, species such as Chrysanthemum leucanthemum L., Lotus corniculatus var. Japonicus Regel, Chrysanthemum zanadskii var. latilobum Maxim.) Kitamura and Lythrum anceps Makino have shown advantageous aspects of fast early growth pattern and highly weights of stem, leaf and root. Futhermore, these wild flowers were in harmony and no overlap on flower color, flowering periods and flowering longevity, and highly preference by Korean native goats. For the establishment of wildflower pasture in Korea, therefore, it is important to select the appropriate species of turf glasses, which have a weak competition against wild flowers, and then to make mixture combination of those turf glasses with the various wild flowers which have a strong competition against turf glasses but have a different anthesis characteristics among themselves.

Application Strategies of Eye-tracking Method in Nightscape Evaluation (야간경관 평가에서의 아이트래킹 분석 적용 연구)

  • Kang, Youngeun;Kim, Mintai
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.4
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    • pp.87-97
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    • 2015
  • There's a trend towards vitalization of nightscape planning businesses nationally and locally as well for city image making and activation of regional economy, but there is still no systematic nightscape planning going on for lack of relevant researches and objective evaluations. This study aims to suggest the guideline for nightscape planning by conducting an eye tracking experiment and survey for recognizing the characteristics of a nightscape. Furthermore, the authors intended to verify the eye-tracking method as a tool for landscape evaluation. The research site was restricted in the campus of Virginia Tech, VA, and those were selected by experts' survey among various types of nightscape images. The variables for analyzing the characteristics of nightscape images selected were 'preference', 'safety(fear)' and 'clearness'. 'Fixation duration', 'saccade duration', 'scan path length', and 'pupil size' were selected as the eye movement measurements. The results of this study are as follows: The first outcome found was that there were significant differences among the characteristics(preference, safety and clearness) of a nightscape by MANOVA, and these variables were correlated positively by Pearson's correlation. Secondly, there were differences on fixation duration, saccade duration and scan path depending on the nightscape setting statistically. Also, the eye tracking measurement in an open setting was recorded lower than enclosed settings. In the result of a heat map, we found the meaning of the fixated areas on both viewing without intention and viewing intentionally. It turned out that the fixated areas were consistent with the areas the subjects felt preferred and clarity in all of the nightscape images, which means people usually focus on what they prefer and see clearly in a certain nightscape. Based on this result and previous studies, the authors could make a conclusion that eye tracking method can apply to evaluate nightscape settings in terms of analyzing the whole characteristics and finding specific points for the detailed analysis as well. Therefore, these results can contribute by suggesting nightscape planning, implication of the landscape evaluation, and implication of the eye tracking study.

Exploring Pre-Service Science Teachers' Positioning and Epistemic Understanding in a Course about Designing Inquiry-Based Lessons (탐구 수업 설계 강좌에서 예비 중등 과학 교사의 위치짓기와 인식적 이해 탐색)

  • Ha, Heesoo;Kang, Eunhee;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.40 no.3
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    • pp.307-320
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    • 2020
  • This study explores how the positioning of two pre-service science teachers (PSTs) is reflected in their different epistemic understandings of inquiry-based lessons. We collected the PSTs' products during their design and enactment of an inquiry-based lesson and recorded their practices in the enacted lesson. Interviews were recorded and transcribed for analysis. The results indicate that one PST, Dohyung was positioned as a subject of evaluation throughout the course and the other, Jinwoo, was positioned as a preservice teacher and a subject of evaluation. Their positions were reflected in their epistemic understandings of inquiry-based lessons, which were developed when designing these lessons. During lesson design, both PSTs showed a shared understanding; they explained inquiry-based lessons as students setting and evaluating hypotheses under teachers' guidance. However, as they faced unexpected situations during lesson enactment, they developed different epistemic understandings. To receive a good grade, Dohyung showed a strong preference for anticipating situations that could occur in class and planning responses to them. He understood inquiry-based lessons as ones in which students conduct experiments to produce results expected by the teacher. On the other hand, Jinwoo emphasized the reasoning process based on students' prior knowledge and explained inquiry-based lessons as ones in which students construct new knowledge through a scientific reasoning process based on their knowledge. The findings of this study will contribute to developing strategies to support PSTs' development of their epistemic understandings of knowledge construction in inquiry-based lessons.

Beverage Taste Perception Influenced by Its Turbidity: Results from Twenties and Thirties (탁도에 따른 음료의 미각 인지: 20, 30대 소비자를 중심으로)

  • Kim, Taesu;Choi, Kyungah;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.3-10
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    • 2017
  • This research investigated the cross-modal correspondence between the turbidity and taste of beverages. For an empirical study, we employed two types of achromatic beverages: rice wine and a soft drink. The turbidity of each drink varied between 0.0625~32 g/L, and 0.0078~4 g/L, respectively, and the stimuli were prepared in ten levels according to cognitive turbidity. In the study, participants (N=35) rated each drink stimulus using a 3-point Likert scale with regard to five basic tastes: sweet, salty, bitter, sour, and preferred. In addition, six specific tastes were included that deliberately describe rice wine and the soft drink. Three were yeasty, alcoholic, and astringent for the rice wine, and the other three were creamy, bubbly, and syrupy for the soft drink. Based on participants' assessments, the turbidity of rice wine is highly positively correlated with all five basic tastes. In contrast, the turbidity of the soft drink was positively correlated with sour only. Concerning preference, the most preferred turbidity of rice wine was 4.6~20 g/L, which is close to the turbidity of existing products on the market. Furthermore, except for astringent and syrupy, all tastes were influenced by the turbidity, which implies the potential of turbidity as a new visual parameter to communicate the taste experience of beverages.