• 제목/요약/키워드: art collaboration

검색결과 153건 처리시간 0.022초

디자인 호텔의 서비스스케이프 유형과 특성에 관한 연구 - 유럽의 디자인 호텔 사례를 중심으로 - (A Study on the Types and Characteristics of Servicescape of Design Hotel - Focused on the Case of the Design Hotel in Europe -)

  • 이승희;이현수
    • 한국실내디자인학회논문집
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    • 제24권6호
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    • pp.68-78
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    • 2015
  • The servicescape of a design hotel means the physical environment in which a service is produced and consumed. Servicescape refers to the comprehensive physical environment perceived by users and is composed of physical elements such as ambient conditions, space, function, signs, symbols and artifacts. For a successful operation of a design hotel, it is necessary to investigate the design hotel's servicescape types according to characteristics of design hotel's servicescape to provide various servicescape. The purpose of this study is to classify the types of servicescape on design hotel and analyze characteristics through the case study. A case study on Europe's design hotels to find various servicescape design methods was conducted. According to characteristics of design hotel the types, it is also categorized into four different types: history/tradition, art/culture, collaboration, locality. The case study demonstrated that European design hotels were making many efforts for their uniqueness and differentiation by considering the cultural and historical characteristics of their city and providing art and cultural space for their community. Design hotels in Korea should not only provide visitors with opportunities to have special experience through the nation's own culture and history but also serve as a place of community activities.

The Direction on Liberal Arts Education of University in the 4th Industrial Revolution Era

  • Hwang, Eui-Chul
    • 한국컴퓨터정보학회논문지
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    • 제22권10호
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    • pp.179-187
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    • 2017
  • In spite of the rapid change of the technology, the university education cannot escape from the traditional form of classroom teaching. University education is assessed through listening the same content of lecture, completing the same assignment and test at the same time, same place. To prepare for the 4th industrial revolution, it is investigated to reorganize the curriculum(32.5%), strengthen the lifelong education(21.4%), expand the compulsory education(17.6%), expand the innovation school(13.7%), expand the educational finance(10.4%) as the field of education which need to be strengthen. The change of the education is essential to prepare for the 4th industrial revolution which creativity, collaboration, fusion, problem solving are the core ability. In this thesis, it is to be compared that the subjects opened in liberal arts of domestic and overseas university in this 4th industrial revolution and Basic Liberal Art Education Curriculum is promoted for the smooth management for preparing the future and taking the action to the change. Stereotyped and inflexible frame should be changed to 'Structure', 'Recognition', 'Attitude' for making the base of 'Diversity', 'Personalization', 'Flexibility' which are needed to uplift 'Imagination', 'Creativity' for education of the future and the new era.

'B' 브랜드 아이스크림의 스토리 컬러를 활용한 네일 디자인 연구 (A Study on The Nail Design Utilized 'B' Brand Ice Cream Color Story)

  • 표연희;정연자
    • 한국융합학회논문지
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    • 제8권7호
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    • pp.315-321
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    • 2017
  • 아이스크림 색채는 소비자들의 시각적 감각을 자극하며 연상을 통해 브랜드 스토리를 전달한다. 이러한 색채 활용의 마케팅은 뷰티영역에서도 활용되고 있다. 이에 본 연구는 이론적 고찰과 실증적 연구를 기반으로 스토리를 구현의 뷰티디자인 도출을 목적으로 하며 'B' 브랜드 아이스크림 스토리 컬러를 네일 디자인으로 나타내었다. 이론적 고찰을 통하여 아이스크림 'B' 브랜드에 활용된 색채 및 브랜드 스토리를 고찰하였으며 실증적 연구를 통하여 도출된 네일 디자인을 네일 팁 위에 나타내었다. 이에 따라 본 연구는 아이스크림 색채와 네일아트의 융합을 특정 브랜드의 색채를 반영한 뷰티디자인 및 색채 이미지 연출의 기초 자료로 활용될 수 있다고 사료된다.

지오매트릭(Geometric) 패턴을 응용한 골프웨어 텍스타일 디자인개발 (Design Development of Golf Wear Textiles utilizing Geometric Patterns)

  • 정형호;배수정
    • 복식
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    • 제60권6호
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    • pp.11-22
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    • 2010
  • Purpose: The purpose of this study is to develop golf wear textile design, produce simulation and samples, and create original designs using geometric patterns. Significance: If modern people's trend to pursue well-being is be associated with healthy and active lifestyle and the design which combines a sport sense into artistic image appears in golf wear, it is a very significant effort to settle the role of sport as a mega trend. Contents: This study examined the general concept of geometric patterns and the situation and characteristics of women's golf wear. Finally, the design and simulation of gold wear textile were proposed. Study Instruments: For theoretical research, articles, books, literatures, and Internet materials published at home and abroad were reviewed and collected. For empirical research, a dot, a stripe(a line), a square, and an oval were selected and simulation was tested visually after the development of textile designs. Finally it was directly produced and golf wear design was developed. Photoshop CS 3 and Wacom intuos 3 were used as a general-purpose program and hardware respectively. DTP printing was used for sample work. Based on research results, geometric patterns range broadly and diversely from prehistoric remains and relics to contemporary art, design, architecture, and fashion. It is a unique formative element with value and attraction as the infinite object of inquiry beyond an area and the times. The combination of geometric patterns with art touch could complement the rigidity of design. It contributed to the perception of important role of art in the design area, namely, the importance of design containing artistry.

천연염색 교육을 통한 평택지역 일자리창출 활성화 연구 (Study on activation of job creation in Pyeongtaek area through natural dyeing education)

  • 박혜숙
    • 문화기술의 융합
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    • 제6권2호
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    • pp.117-122
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    • 2020
  • 본 연구에서는 제4차 산업혁명시대를 이끌어갈 신산업으로 주목되고 있는 산업 중 전통문화예술분야의 전문인력 필요성 증대에 따른 지역사회의 노력과 산·학·연의 협업이 절실한 상황에서 국내 전통문화예술을 살리고 지역사회의 고부가가치 산업을 활성화 할 수 있는 노동인력 확보 방안을 모색하고 더불어 지역 전통문화·예술·관광행사 및 디자인 상품개발을 통한 일자리 창출을 목적으로 한다. 특히 시대가 변화되고 전통기법 전승에 대한 교육이 갈수록 외면되고 소외 시 되는 현 상황에서 본 연구는 다년간 평택지역의 산업체, 지역대학, 연구소가 협동하여 실시한 천연염색교육과 문화예술행사를 통해 전통문화예술의 전승과 고부가가치 일자리창출을 위한 기초자료로 활용될 수 있을 것으로 기대한다.

조직 사회화를 위한 팝 아트 협동학습 입문교육 사례연구 - 가톨릭대학교 은평성모병원 개원 전 입문교육 중심으로 - (A Case Study on the Introduction of Pop Art Collaboration Learning for Organization Socialization - Focusing on Introductory Education before Opening of Catholic University's Eunpyeong St. Mary's Hospital -)

  • 박병태
    • 한국병원경영학회지
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    • 제24권2호
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    • pp.84-101
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    • 2019
  • Purposes: Organizational socialization introductory education for new members is a representative organizational socialization program that enables new members to become true members of an organization and grow into the people they expect from the organization. I analyzed the case of Pop Art Cooperative Learning introductory education for the socialization of the entire organization, which was conducted by Eunpyeong St. Mary's Hospital of Catholic University, in 13 steps, one month before its opening on April 1, 2019. Methodology: In order to analyze the case, the case study was analyzed in order from education planning to preparation, implementation and evaluation. The important point in this process is that all the members to be input at the start of the treatment are not included in the position and occupation. In the composition of education contents, the core keywords for achieving the vision are derived through each group activity and strategies for achieving spirituality, vision, and vision of Hospital are made and the ideal image of Eunpyeong St. Mary's Hospital is completed using the pop art technique. All the works produced by each group will be shared by all attendees of the relevant education level and the whole picture of each education order will be completed again with the big picture called - The heart of Jesus Christ the healer♥ - Respectively. Findings: Education Results All the participants showed high satisfaction and they shared the vision and mission of Eunpyeong St. Mary 's Hospital as well as the formation of intimacy and belonging to each other. They recognized the future direction and goal. And contribute to tissue stabilization. Practical Implications: Through this case study, it will be possible to contribute to establishment and implementation of introductory education plan for new members' socialization to new hospitals.

RPP(Role-Play Presentation)를 통한 교사의 AI 교사와의 지각된 상호작용성 분석 (An analysis of in-service teachers' perceived interactivity with AI teachers through RPP(Role-Play Presentation))

  • 고호경;허난;노지화
    • 한국수학교육학회지시리즈A:수학교육
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    • 제60권3호
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    • pp.321-340
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    • 2021
  • 본 연구에서는 롤플레이 게임(Role-play Game) 개념을 차용한 역할연기발표(Role-play Presentation) 기법을 적용하여 미래 교육에서 인간 교사-인공지능 교사 간의 상호작용성에 대한 교사의 인식과 기대감을 시각화함으로써 교사들의 협업과정에서 성과 있는 토론활동을 수행할 수 있도록 하였다. 분석 결과 교사는 수업 상황에서 인간 교사가 수업의 주도권과 학생과의 상호작용 활성화를 전제로 수업의 질적 향상과 개별학습을 지원할 수 있는 보조 도구로써의 인공지능 교사의 상호작용 요인들을 제안하고 있었다.

The 1930s in Film and Novel: Miss Pettigrew Lives for a Day

  • Choi, Young Sun
    • 영어영문학
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    • 제57권3호
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    • pp.515-527
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    • 2011
  • Miss Pettigrew Lives for a Day, Winifred Watson's novel of 1938, is a fairytale in novel form. Set in London of 1938, the story revolves around a one-day adventure of an ill-starred but truthful governess who is granted a second chance. This light-hearted comedy of manners was turned into a film by director Bharat Nalluri in 2008. An Anglo-American collaboration, co-scripted by Simon Beaufoy and David McGee, the film converts Watson's quaint novel into an edged heritage piece that encapsulates the 1930s, the problematic decade between the two World Wars. The film, while sustaining the narrative core of Watson's Cinderella story, attempts to place it firmly within a wider current of the novel's setting or London in 1938, tapping into the major concerns of the interwar years that engage with characters in one way or another. Stylistically, the film presents Art Deco as a main visual idiom to convey the prevailing mood of nihilism and decadence of the day. The setting here takes on significance in that it offers a telling counterpoint to the giddy superficial world of the novel. The 1930s was a highly charged decade under the threat of fascism and the Great Depression, fraught with economic and socio-political tensions and apprehensions. The film makes an explicit reference to the dismal context which is suppressed in the original text. The thirties is, therefore, portrayed as a decade of contradiction. It features gay buoyant festivity, rampant consumerism, and shifting morals and attitudes towards love, marriage and sexuality. Yet lurking beneath the surface glamour are the symptoms of crises and the deep-seated anxieties on the eve of World War II. In this way, Watson's novel of manners has been recreated into a defining film on the 1930s with its period feel propped by the atmospheric lighting, the exuberant Jazz score, and the splendid Art Deco costume and production design.

Provenance and Validation from the Humanities to Automatic Acquisition of Semantic Knowledge and Machine Reading for News and Historical Sources Indexing/Summary

  • NANETTI, Andrea;LIN, Chin-Yew;CHEONG, Siew Ann
    • Asian review of World Histories
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    • 제4권1호
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    • pp.125-132
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    • 2016
  • This paper, as a conlcusion to this special issue, presents the future work that is being carried out at NTU Singapore in collaboration with Microsoft Research and Microsoft Azure for Research. For our research team the real frontier research in world histories starts when we want to use computers to structure historical information, model historical narratives, simulate theoretical large scale hypotheses, and incent world historians to use virtual assistants and/or engage them in teamwork using social media and/or seduce them with immersive spaces to provide new learning and sharing environments, in which new things can emerge and happen: "You do not know which will be the next idea. Just repeating the same things is not enough" (Carlo Rubbia, 1984 Nobel Price in Physics, at Nanyang Technological University on January 19, 2016).

글로벌 패션기업의 가구디자인에 관한 연구 (A Study on Furniture Design of Global Fashion Enterprise)

  • 백은;김자형
    • 한국가구학회지
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    • 제28권1호
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    • pp.60-71
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    • 2017
  • Today, as the standard of customers is getting higher, the period "Value Consumption" has come. "Brand Stretching" which is to expand business from own field of business to "Fusion Design", "Art Collaboration" focusing on diversified demand and emotion of consumer is in trend. Global fashion enterprise which is particularly sensitive to trend and influential to various field of business, has now transformed to total lifestyle enterprise and now started to show off furniture design to improve the value and image of the brand. This thesis has classified methodological types to apply furniture design and background of furniture design in fashion enterprise, analyzed and examined cases, and interpreted the possibility and direction of understanding to furniture design in various aspects.