• Title/Summary/Keyword: Studio Curriculum

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A Study on the Innovation of Course Contents and Instruction of Lighting Design in Interior Design(Architecture) Education (실내.건축 디자인 교육에서 조명설계과목의 교육내용 및 방법 개선에 관한 연구)

  • 신정진;김동영
    • Korean Institute of Interior Design Journal
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    • no.20
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    • pp.17-25
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    • 1999
  • The curriculum analysis of lighting design course in the Interior architecture departments in American universities reveals they share a major concern in the basic lighting theories, the sorts of light source and lighting equipment, daylighting, and interior lighting plav. The curriculum is usually composed of two semesters, the first semester being about lighting theory and simple project, while the second one abut more professional fields of design studio. The curriculum of lighting design at the Interior architecture departments in Korean colleges and universities usually consists of introductory courses in the field. Almost every institution allocated only one semester for the courses, and as the courses should cover the broad range within a short time, they were lacked in the required depth and systematic approach. The analysis also reveals the curriculum in Korea puts emphasis on the interior lighting equipment design, while disregarding the importance of daylighting. In comparison, American institutions have their curriculum focused upon the use of daylighting. The curriculum of lighting design courses in Korea, a major part of space rendering methods in the field of Interior Architecture, should be improved without delay. The courses should be included in the required subjects and the educational aims should be changed from offering a general understanding of the concepts to providing professional knowledge and skills, which would contribute to the competitiveness of the departments.

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A Comparison Study on Accredited Architectural Education Contents between US and Korea

  • Kim, Jin-Wook
    • Architectural research
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    • v.13 no.2
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    • pp.13-21
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    • 2011
  • Since 2002, Architecture Schools in Korea was changing long traditional architectural education system from 4 years generalized architectural engineering curriculum to 5 years professional architecture program. Until 2010, 76 architecture schools have changed their program to 5 years course which was focused to design studio education. It was a very rapid change and there was not much time develop their own system which could represent institutional identity, character of students and local environment. Korea joined as a regular member of Canberra Accord in 2010 and it is meaningful to compare Korean architecture program contents to another country education contents. US architecture programs were selected for this comparison study. The goals of this study are to create a comparable understanding the form of contents of Architectural Education in US and Korea and to verify the substantial equivalence of these systems. To achieve above goals, three public institutes of each country were selected and analyzed with general information, history, resources, curriculum and the matrix of Student Performance Criteria for quantitative comparison. For qualitative comparison education context of programs were analyzed with program missions, the way of advising, professional connection and distribution of faculty loads.

A study on the Proposal of Interior Design Education Program Using BIM (BIM을 적용한 인테리어디자인 설계 교육프로그램 제안에 관한 연구)

  • Ha Seung-Beom
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.427-433
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    • 2024
  • BIM was activated by applying it necessarily to the government ordered construction of more than a certain amount of money in architecture and construction field of Korea before and after 2010. An architectural education using BIM at college in Korea has been doing in accordance with this trend but is not too different from the existing interior design studio. Also, a new design curriculum based on BIM that provides a digital design concept and a digital working environment is increasingly being demanded in modern society. A digital-based design process is required not only in the field of architecture but also in the field of interior. Therefore, this study suggests the prototype of the interior design studio based on the field practice can apply BIM design, not the unfamiliar interior design studio pursued in the field practice to understand easily the environment of interior design process BIM is essentially seeking.

The Study on Curriculum of the Departments Related to Make-up in Korean Colleges

  • Kim, Eun-Sil
    • Journal of Fashion Business
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    • v.15 no.6
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    • pp.113-133
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    • 2011
  • The purpose of this study is to establish academic identity as well as produce human resources that industries need by grasping curriculum of the departments related beauty focusing on Korean colleges (junior colleges and four year course colleges), analyzing examples of advanced countries and suggesting their developmental direction. For the research method, the reference period of curriculum in Korean colleges was from Jul. 05th, 2011 to Aug. 05th, 2011. the investigation method is as follow: first, the curriculum of the departments related to beauty which were registered in the web sites were investigated. Second, the documents were received by fax and Email from each department after calling it. Third, questions and answers were done in reference to majors on the phones. these methods are intended for 65 junior colleges and 16 four year course colleges (total 81 ones). It clarified that lifelong education centers and the graduate courses were ruled out. the statistical analysis about data which were investigated like this were done by the frequency analysis. The results which examined the major subjects of Make-up focusing on Korea and foreign countries are as follow: First, the result which examined the major and theory subjects of Make-up has found that there are the human body theory, the equipment theory, the marketing theory are the management theory in Korean junior colleges and physiology/chemical, management, marketing and equipment product were treated in four year course colleges of Korea. As for foreign colleges, the subjects related to history and culture are mainly treated as the theory courses and their purpose is to cultivate basic knowledge of the fields which are mainly connected to Make-up including plays, movies, TV and studios. Second, the result which examined practice subjects of Make-up major has found that practice subjects of the total ones are of great importance in junior colleges. And it could be found that the Make-up field is of little importance as it is not independent and exists with the hair and skin fields in one department in the four year course colleges. Especially, in the foreign countries, the more detailed and professional subjects including classes which treat digital media, studio technologies, production, wigs and the special effects were treated by the field class system and these characteristics implies that Korean curriculum should be changed in the future. Based on this analytical results of investigation, this researcher tried to propose the developmental direction of Korean curriculum in the future.

The current situation and development strategies of the Fashion Creative Studios in Korea (국내 패션창작스튜디오의 현황과 발전에 대한 연구)

  • Kim, Hee young;Ha, Jisoo
    • The Research Journal of the Costume Culture
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    • v.26 no.3
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    • pp.265-281
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    • 2018
  • Government policy supporting the fashion industry in Korea has focused on the future development of rising fashion designer's brands, and as a part of this support, several Fashion Creative Studios are presently operated. The purpose of this study is to identify the meaning of these facilities and suggest development strategies for their effective utilization. This paper presents a conceptual understanding based on a literature review, and deduces the direction of Fashion Creative Studios through an exploratory analysis of various case studies and in-depth interviews with five designers, who have graduated from the Seoul Fashion Creative Studio. The results are as follows. Firstly, fashion educational institutions have to provide sufficient information about the Fashion Creative Studios to students. They can also consider adding short-term residencies to the curriculum in which students prepare collections or portfolios for the studios. Secondly, Fashion Creative Studios are required to intensify business and marketing programs to increase real-world support. It would be helpful to provide 1:1 management programs with several segmented stages for the design brands, or connect them to investors who could provide financial support and business expansion. Thirdly, Fashion Creative Studios need to find a way to strengthen textile differentiation and craft characteristics to increase designer brand competitiveness. Broadening participation with textile designers, connecting with experts and ateliers, and promoting collaboration with artists and artisans in the Arts Creative Studios can be further examined to this end.

A Study on The Foundation Corse of Design Schools in USA (미국 디자인대학의 Foundation과정에 관한 연구)

  • Min, Chan-Hong
    • Journal of the Korea Furniture Society
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    • v.20 no.2
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    • pp.175-190
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    • 2009
  • As essential element of designers, foundation studies program helps student deal with the individual expression of imagination and variety of correspondence for solving design problem through the understanding of 2-D, 3-D basic design elements, principals, structures. Liberal art and foundation studio courses provides embodiment and settlement of design principal through the foundation studies expand to experiences systematically and deeply. After the Industrialization, foundation studies have developed from Bauhaus in German, the courses have been progressing and systematizing with the demand of time in United States. Growth of Industrialization, expanded design areas departmentalized to various of fields, then the segmentation of foundation courses tend to important than basic design courses. The introduction of information era, the appearance of computer is placed as a tool of design development and added to applied basic courses. This study is intended to know how to change the leading foundation courses in United State due to the revitalization of industrialization and information through the research and analyse to foundation design education curriculums. As a result, most of design school in United States provide drawing, 2-D, 3-D, and 4-D courses included 3-D design element as a basic studies and provide to students introduction to fundamental principal of design concept and communication in both theoretical and applied form. Also though the history, literature, critic, research and survey courses provide students to organize fundamental of systematical logic and understanding design system.

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Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.197-202
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    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.

Design and verification of VR gamification contents for cooperative thinking (협력적 사고 함양을 위한 VR 게이미피케이션 콘텐츠 설계 및 검증)

  • Jeong, Ji-Yong;Kim, Sang-kyun;Park, Sung-Jin;Jang, Jin-Tae;Kim, Sae-Ron
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.853-860
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    • 2018
  • The purpose of this study is to analyze the effectiveness of cooperative thinking and communication ability through gamified VR contents. For the experiment, we designed the Forum VR content using gamification approach and validated its effectiveness with a survey tool. The experiment was answered after 63 elementary school students played the Forum VR content. According to the survey results, Forum VR content has positive effects on the development of collaborative spirit and communication skills of elementary school students. Based on the results of this study, it is necessary to study the systematic and technical measures to spread VR contents at educational sites, and to differentiate them according to the characteristics of the curriculum for connecting various educational topics and VR contents.

A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
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    • v.23 no.4
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    • pp.504-514
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    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

Development of Studio Lectures to Develop Systematic Model Making Skills in Industrial Design Engineering Major (디자인공학전공에서의 체계적 모형 제작 스킬 함양을 위한 스튜디오 강의 개발)

  • Sungjoon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.153-160
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    • 2023
  • The process of verifying design concepts and ideas by producing real or equivalent model is essential in the product development process. Against this background, the purpose of this study is to consider the case of developing subjects that can systematically cultivate the ability to produce model from the basic stage to a certain level or higher, focusing on design engineering majors. As a theoretical consideration for this, prior studies related to making such as modeling or prototyping in related areas and majors such as industrial design are considered, followed by Bloom's revised taxonomy model and Hioshi Ishikawa's industrial design program as a methodological consideration for curriculum development. Finally, by applying this, we propose a new course that includes a lecture plan corresponding to the 16th week of learning, which is a general semester of university education. As a result of the study, it was confirmed that producing a physical model was still essential for the development of a new design, and accordingly, it was also necessary to establish a systematic curriculum suitable for the major area. Since the scope of this study extends to the development of subjects, in subsequent studies, it is necessary to consider the contents such as verification and reflection of the utility as competency education through actual application and suggestion of improved subject design.