• Title/Summary/Keyword: Interactive Design

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Study on the Influence of Contemporary Art on Furniture Design -Based on the Analysis on with Key Features of Contemporary Art and Furniture Design-

  • Kim, Jin-Woo
    • Journal of the Korea Furniture Society
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    • v.20 no.6
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    • pp.543-551
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    • 2009
  • The history repeatedly shows that designers have sought their creative inspiration from fine arts. was also influenced by contemporary art such as surrealism or installment works. This thesis aims to examine the inter-relationship between contemporary art and contemporary furniture design with examples of organic modernism and minimalism furniture design. Also, will be analyzed in light of such interdisciplinary relationship, explaining the significances of in scholastic perspective. The previous research analysis of finding out examples of how fine art and design sought mutual exchanges to develop will help to examine the significance of in the context of art history. This analysis could be used as an important academic material to understand the origin and characteristics of modern design furniture. The features of surrealism and minimalism will be discussed in light of their influences on and interactive relationship with organic modernism furniture design. This provides important basic material to further analyze . Furthermore, the artistic language and plastic features of contemporary sculptors and installment artists such as Jean Arp, Richard Serra and Anish Kapoor will be examined to show how integrated and combined main features of those artists. extracted cognitive and phenomenological aspects from Serra's works that overwhelm viewers with their massive scales. Somewhat abstract yet somewhat primitive and dynamic features of Arp's works was also referred to . are made of FRP, composed of three partitions and six stools. This work was analyzed in aspect of form, composition and function. They have organic and flexible formations with free composition availability which endow free disassemble and arrangement. Also, they have cognitive features as of small elements are freely dispersed upon spaces to bestow certain presences. Based on this, this thesis could develop scholastic researches that examine the mutual and interactive relationship between contemporary art and furniture design with much more detailed discussions and examples.

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Development of Optimum Structural Analysis Program for Space Truss Structures (스페이스 트러스 구조에 대한 최적화 구조 해석 프로그램의 개발)

  • Sohn, Su Deok;Kim, Myung Sun;Kim, Seung Deog;Kang, Moon Myung
    • Journal of Korean Society of Steel Construction
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    • v.10 no.3 s.36
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    • pp.487-495
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    • 1998
  • Recently, the space truss has been attracted by many designers because of their ability to support significant loads with a minimum material. And it is relatively flexible to design the configuration of structures. This paper presents a volume optimization for the space truss on the basis of result evaluated from nonlinear analysis. The optimization of the truss is done by nonlinear optimum GINO(General Interactive Nonlinear Optimizer) program. The objective function considered is the volume of the steel bars. The constraints for optimum design are the design limits, such as the axial force strength, maximum slenderness, minimum thickness, allowable deflection and ratio of the external diameter to thickness of the circular tube bars.

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A study on the Interactive relationship between the public space and the public art - Focused on the Works of Daniel Buren - (현대 공공 공간과 공공미술의 상호 작용에 관한 연구 - 다니엘 뷰렌의 작품을 중심으로 -)

  • Kim, Hyun-Jung
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.147-154
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    • 2007
  • This study places a great emphasis on the approaches to the space environment we inhabit, which I hope will contribute to generating a number of creative possibilities. Looking into 'site-specificity' which is characteristic by public art in public space method based on Daniel Buren's works 'in situ', this study analyze the relationship between the public space and works of art as a perspective of public art. The characteristics of his 'in situ' works that intervened works exist as space consisting of serial factors not simply art-object, and they suggest 'site Is a work'. The case study of Daniel Buren's public art project represented the results, the site marketing and serves as a guideline for the future of true Art/Space experiments. This study verifies the need for the arts and the space to work together in order to develop more creative and conceptual approaches to innovation and presentation. This cooperation is the continuation of space design by other means.

A Study on Space Formation of the Senior Simulation Center (노인생애체험전시관의 공간구성에 관한 연구 - 한림대학교 고령사회센타 내 생애체험학습센타 사례를 바탕으로 -)

  • Lee Yunhee;Suh Hyekyung
    • Korean Institute of Interior Design Journal
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    • v.14 no.3 s.50
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    • pp.156-164
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    • 2005
  • Like other countries undergoing the aging of the population, increases in the aged population have raised serious issues in Korea. The proportion of elderly will be foreseen over $14\%$ of population in 2019, over $20\%$ in 2026 in korea. Due to the rapid increasing in the aged population, it calls for social countermeasures urgently, And recent researches about attitude to the aged find out in general negative attitude to the aged of other generations. It is thought desirable that comprehension to the aged of the commonalty should be educated on the school basis or a variety of informal ways. The study aims to determine the space formation of the senior simulation center that suggest to be considered for the effective education and preparation for the aging of all social members, particularly for the younger generation. In such space formation, it is important to work out a plan of efficiency education according to the systematic environmental setting with a focus on the minimization of problematic behaviors and living disabilities of aging, as interactive experiences gain malfunctions by aging. This study is expected to promote a focus on the integration of the whole generations and improved design management for the environment of a welfare policy for the aged.

Analysis of Usage Types of K-pop Idol Avatar and Fandom Perception (케이팝 아이돌의 아바타 활용 유형 및 팬덤의 인식분석)

  • Bang, Eunjung;Wu, Sindy;Kim, Soyeon
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1601-1612
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    • 2022
  • As human brands, Idols, the central members of K-pop, are actively engaging in various industries based on the support of their fandoms, greatly impacting the national economy. In particular, due to the development of digital devices and technologies, they are active both online and offline, and idol avatars are a significant part of their activities across diverse contexts. Therefore, this study aims to categorize avatars used in various contexts and explore fandoms' perceptions according to each type. Based on case studies and literature review, idol avatar usage was categorized into products, supplier-led content, and interactive content, and accordingly, surveys and in-depth interviews were conducted. As a result, regardless of category, fandom showed a negative perception of idol avatar usage, as shown in the order of interactive content, supplier-led content, and products. Regarding human brand characteristics of idol avatars, attractiveness was evaluated higher than intimacy and likeability. However, the attachment to real-life idols showed a higher correlation with the characteristics of intimacy and likeability than attractiveness. This study is significant as it looked at the future directions of idol avatar usage by analyzing the fandoms' perception of avatar usage in the K-pop industry from a human brand perspective.

Linkage between Value of Digital Fashion Products and Purchase Behavior of Potential Consumers on the Metaverse Platform

  • Jae-Min LEE
    • The Journal of Industrial Distribution & Business
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    • v.14 no.8
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    • pp.1-8
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    • 2023
  • Purpose: This research aims to identify positive connections between digital fashion product value and consumer purchase behavior. The research tries to offer valuable insights and implications for fashion industry practitioners, enabling them to harness the power of the Metaverse to enhance customer engagement, drive sales, and stay ahead in this ever-evolving digital landscape. Research design, data and methodology: The research design for this study is a systematic literature review. A systematic and rigorous approach was adopted to ensure the reliability and validity of the research findings. By conducting this kind of approach to achieve the purpose of the study, this research aims to comprehensively analyze existing academic articles, peer-reviewed journals, and relevant publications related to the topic. Results: According to various academic search engines, the results revealed several dimensions of value associated with digital fashion products on the Metaverse platform, which significantly influence consumer perceptions. These dimensions of value extend beyond traditional tangible attributes and are uniquely shaped by the immersive and interactive nature of the virtual environment. Conclusions: All in all, the findings highlighted the significance of experiential value in driving purchase behavior. Creating immersive and interactive virtual shopping experiences emerged as a crucial strategy for fashion industry practitioners to engage potential consumers effectively.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Design of the Interactive Educational Game using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 대화형 교육 게임의 설계)

  • Wahyutama, Aria Bisma;Agustin, Ririn Dwi;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1337-1344
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    • 2021
  • This paper presents an interactive educational game design procedure using the DGBL (Digital Game-based Learning) methodology that will help developers to design a multipurpose educational game. The DGBL consists of five stages, which are Analysis, Design, Development, Quality Assurance, and Implementation & Evaluation. This paper is focusing only on the specific technologies included in the Analysis and Design stages based on the DGBL. The first Analysis stage consists of gathering requirements, determining game ideation and learning objectives, and the second Design stage consists of defining the game architecture and database scheme. In this paper, we have designed a lecturers introduction game for a new student or freshmen as a case study to apply the Analysis and Design stages based on DGBL, as well as showing the prototype result in the form of a storyboard.

Power Algorithms for Analysis of Variance Tests

  • Hur, Seong-Pil
    • Journal of the military operations research society of Korea
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    • v.13 no.1
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    • pp.45-64
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    • 1987
  • Power algorithms for analysis of variance tests are presented. In experimental design of operational tests and evaluations the selection of design parameters so as to attain an experiment with desired power is a difficult and important problem. An interactive computer program is presented which uses the power algorithms for ANOVA tests and creates graphical presentations which can be used to assist decision makers in statistical design. ANOVA tests and associated parameters (such as sample size, types and levels of treatments, and alpha-level)are examined.

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