• Title/Summary/Keyword: concept sketches

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The Spatial Composition of the Farnsworth House and "Less is more" (판즈워스 주택의 공간구성과 "Less is more")

  • Lee, Kang-Hoon
    • Korean Institute of Interior Design Journal
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    • v.17 no.1
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    • pp.60-68
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    • 2008
  • The aim of this study is to elucidate the meaning of "less is more" by examining the design process of the Farnsworth House and its spatial composition. In order to find out what constitutes "less" and "more", Mies' sketches and drawings were reviewed, and the vision of the architect and the owner, and the responses from the critics were studied. As a matter of fact, these seemingly contradictory concepts the "less" and the "more" are relative terms that complement each other. The concept of "less" describes an enclosure of space, fixed, inflexible and invariable space that leaves no room for change. On the other hand, the term "more" represents an openness of space, free, flexible, and variable space. Mies tried to minimize "less" element when designing the interior of the Farnsworth House, and he did so by eliminating columns and walls. On the contrary, by using only fixed core, he created a "more" space, where the effects of flexible and open qualities are maximized. However, duality and contradiction rising from glass external wall and portico in the Farnsworth House raise a critical issue in this "less is more" discourse. The role of these parts of the house is rather contradictory, and the glass wall and the portico hold both "less" and "more" elements. Unlike its relatively simple composition of space, the Farnsworth House encompasses many complex and contradictory ideas that leave room for wide scope of exploration and various interpretations.

Self-observation of the design process

  • Lee, Jung Soo
    • The Research Journal of the Costume Culture
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    • v.24 no.6
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    • pp.743-755
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    • 2016
  • This study aimed to reveal the designer's creative process in the development of clothing designs. The researcher has taken roles both as a design practitioner and an observer. The full process of design development was concurrently documented while working to solve a specific problem. This included noting down the concept, keywords, and detailed scratch ideas, as well as refining the design by collecting sketches and taking photos. Integrated data from the captured design process were analyzed based on Lamb and Kallal's apparel design framework, which included problem identification, construction of preliminary ideas, design refinement, prototype development, and evaluation. The functional, expressive, and aesthetic (FEA) criteria of the entire process were thus assessed. Additionally, five professional apparel reviewers evaluated the design project based on FEA criteria. The results showed the processes for identifying targets and intentions, extracting the main elements from sources, developing the major visual concepts, and making final adjustments. Ultimately, this study revealed how a designer manages each stage of the creative design process. Sharing such detailed observations of the design process can help refine the knowledge involved in each stage of the creative process, and provide guidance for instructors in design education.

Intuitive conception method based on the experiential emotion information (경험적 감성 정보에 의한 직관적인 아이디어 발상 기법)

  • 허성철
    • Science of Emotion and Sensibility
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    • v.6 no.1
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    • pp.1-10
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    • 2003
  • Information gathered through experience transforms into knowledge and such knowledge becomes a foundation for intuitive decisions. Based on such background, the following study investigates intuitive decision making on basic elements needed for design concepts and visual conceptualizations. The study consist two phases. first, 12 structural elements of a digital camera and relation between each elements were arranged intuitively on a board. Next, sketches were generated with relationship of structural elements in mind. As a result of the study, concept with intuitive decisions effect structural thinking, various developments, specific operation methods , and sketch expressions. However, study also revealed that the freedom of human emotions don't accord with the qualification map.

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OAPR-HOML'1: Optimal automated program repair approach based on hybrid improved grasshopper optimization and opposition learning based artificial neural network

  • MAMATHA, T.;RAMA SUBBA REDDY, B.;BINDU, C SHOBA
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.261-273
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    • 2022
  • Over the last decade, the scientific community has been actively developing technologies for automated software bug fixes called Automated Program Repair (APR). Several APR techniques have recently been proposed to effectively address multiple classroom programming errors. However, little attention has been paid to the advances in effective APR techniques for software bugs that are widely occurring during the software life cycle maintenance phase. To further enhance the concept of software testing and debugging, we recommend an optimized automated software repair approach based on hybrid technology (OAPR-HOML'1). The first contribution of the proposed OAPR-HOML'1 technique is to introduce an improved grasshopper optimization (IGO) algorithm for fault location identification in the given test projects. Then, we illustrate an opposition learning based artificial neural network (OL-ANN) technique to select AST node-level transformation schemas to create the sketches which provide automated program repair for those faulty projects. Finally, the OAPR-HOML'1 is evaluated using Defects4J benchmark and the performance is compared with the modern technologies number of bugs fixed, accuracy, precession, recall and F-measure.

The Research about the Improvement of Design Process for Improving Quality of Product - With Emphasis on Decision Making Efficiency based on AHP Technique - (제품의 품질확보를 위한 디자인 프로세스 개선에 관한 연구 - AHP기법을 통한 디자인 의사결정 효율화를 중심으로 -)

  • Lee, Jong-Suk;Shin, Soo-Gil
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.15-24
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    • 2005
  • There is a large waste of time, money, and production through the infelicitous product design process in small and medium enterprises. They don't possess enough career-manpower with respect to design. Especially, the objective and scientific approach process isn't presented very well on the 'establishment concept' of the embodiment phase or 'Sketch and Rendering' of the development phase which are the most important design processes. So, this research is applied to the conception of the AHP method. It uses the basic concept of relativity to decrease risk from the calculational quantity data, and supplement the decision making phase. Generally, human beings can conclude by relative judgement which is more influenceable than absolute judgement. So we must use the relative comparison concept rather than the comparison of two items with variable sketches based on characteristics of human beings. Thus, efficiency judgement is dependent on design sketch comparisons which help the consistency progress of variable alternative plans. We can decrease risk when we chose the final design and increase efficiency of the design decision making. That is now a perfect selection of each alternative's ranking and sensitive design result but this research will provide consistency criterion on filtering and lead to variable design alternatives. The significance of this research is the efficiency method that overcomes differences of character and sensitivity on many phases of the process. Finally, this research proposes a new ideal process that where applied improves quality and evidence of propriety through comparison to existing methods result in method application research for improvement quality.

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A Study on the Development of Korean Fashion Design Using the Forced-Relationship Techniques (강제결합법을 활용한 한국적 패션디자인 개발 연구)

  • Kim, Hanna;Suh, Seunghee
    • Journal of Fashion Business
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    • v.24 no.5
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    • pp.21-34
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    • 2020
  • The purpose of this study was to develop a new Korean fashion design using forced-relationship techniques and the traditional hanbok Korean dress and Korean traditional images as the source of the ideas. The research methods consisted of literature research and design production. In the literature research for the hanbok composition and design elements, the concept and type of forced-relationship techniques were studied. The design development process was as follows. First, 'Developing a Korean fashion design' was set as the design theme. Second, the composition and design elements of hanbok and Korean motifs, which consist of Korean images were set as fixed elements of the forced-relationship technique. Third, among the various trends in keywords, 'punk' belonging to a subculture, was set as an arbitrary element of the forced-relationship technique. Fourth, the punk fashion design elements and items were listed. Fifth, a rough sketch was performed by selectively combining fixed and arbitrary elements. Sixth, a design evaluation process was conducted to select the designs out of 52 design sketches that fit the purpose of the study. Seventh, a total of six designs were selected after making design modifications. Through this, a total of six works of women's clothing was designed, made, and presented. This study offers the possibility of developing new Korean fashion design images, and a chance to share designs based on different cultural elements in the global market.

A study on the development of living products using heat and color conversion treated woods (디자인 스튜디오 교육을 위한 CALM 시스템 개발에 관한 연구 -가구디자인 교육을 위한 시청각 기자재 디자인을 중심으로-)

  • In, Chi-Ho
    • Journal of the Korea Furniture Society
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    • v.20 no.5
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    • pp.467-479
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    • 2009
  • The high-tech computer technology developments have greatly affected the area of design education. Starting from the mid 80s, innovations in visual presentation methods have heightened with 2D computer graphic programs, CAD & 3D modeling, and Rapid Prototype that allows dimensional generation. The specialty and quality in design studio education have advanced due to the development in presentation methods such as Power Point and Keynote. But there are many problems with the current method of presenting the visual outcome in a data format using beam projectors, which is a vertical presenting method compared to the old studio study method of conducting discussions and reviews based on the substantial outcome. The essence of studio study that allows for comparisons and analysis by horizontally opening up the various work outcomes is being offset. Also the requirement for manual idea sketching work that plays an important role in the initial design phase continuing to decrease due to the digital working process dependence and cumbersome procedures in the presentation. In order to resolve this problem, the CALM system (Class Applied LCD Modular System) has been developed that replaces the method of attaching the sketches or renderings on the wall with a digital multi-display system. In a nutshell, individuals will upload the outcomes online and display them on the CALM system studio that is composed of 32 LCD (Columns: 4 $\times$ Rows: 8) monitors that are 19 inches in size so that various personnel can openly study the design outcomes. Also the central 42 inch PDP monitor that offers touch pad capability allows each design outcome to be described and examined by expanding. The concept phase of this development process has elevated to the production of an operating prototype that is being reviewed of its practicality. It is considered that the development of this system will decrease the extreme tendency of depending on digital operation but achieve revitalization of a more realistic and opened studio study environment compared to the individual consulting method of the old study approach.

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m-shaper: A Sketch Drawing System for Musical Shape Generation (m-shaper: 음악적 형태 생성을 위한 스케치 드로잉 시스템)

  • Kwon, Doo-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.2
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    • pp.1381-1387
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    • 2015
  • This paper proposes a sketch drawing system called m-shaper for musical shape generation. Through simple sketch drawing, users can generate musical shape configuration which can be played by a computer. One key ingredient of the process is a unique concept for the interactive musical shape generation that combines shape and sound based on the designers' manual inputs. m-shaper captures the numerical values of drawing characteristics and determines how the musical notes and shapes can be generated. Using a tablet, four sketch movements are captured such as pressure, tilt, rotation and speed. Each point of a shape corresponds to a certain musical note that represents a type of instrument, duration, pitch, and octave. The current m-shaper has been developed as a computational tool for supporting the schematic design process. Designers in m-shaper draw geometric sketches with a musical inspiration and explore possible conceptual forms. They also can control the parameters for results and transform their sketch drawing.

A Study on the Animation Education in Jinling University during the Republic of China (1912-1949) (중화민국 시기의 애니메이션 교육 고찰 연구 (1912-1949) - 금릉(金陵)대학을 중심으로 -)

  • Gong, Nian;Lee, Dong-hun
    • Journal of Communication Design
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    • v.62
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    • pp.96-104
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    • 2018
  • Jinling University during the Republic of China (1912-1949) is the most representative academic institution in film education and filmscience, film production, film distribution and many other aspects. Although Jinling University had not yet formed an independent animation discipline, the opening of its animation curriculum, theoretical research, and the practice and production of animation have played an important historical role in the development of Chinese animation and are the beginning of China's animation education. This study investigates Jinling University comprehensively and systematically reviews the forms of animation education. At the same time, macroscopical education and microcosmic education concepts are used to analyze the social context of the Republic of China of discipline construction and external education concept at that time. It sketches the historical clues of the development of animation education in Jinling University in the Republic of China, and lays the foundation for further studying animation education in the Republic of China in theory.

A Case Study of the Use of iPad Application in Fashion Design Education (패션디자인 교육의 아이패드 어플케이션 활용 사례)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.377-383
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    • 2022
  • In today's modern society, along with the 4th industrial revolution, digitalization is rapidly progressing from everyday life to the entire industry. In the field of education, support is being provided at the government level, such as the dissemination of digital devices to create a digital educational environment, and the use of digital devices is remarkably increasing at the level of individual students as well. In the fashion design education field of universities, the number of students using tablet PCs and applications such as iPads is increasing and the scope of its application is expanding, from design concept setting and idea generation to design sketches in the early fashion design process, as well as diagramming and portfolio work. For fashion design sketching, it was found that students mainly use Procreate or Clip Studio applications with iPad. Therefore, by identifying the differentiated functions and characteristics of Procreate and Clip Studio, and examining design sketch examples using them, the possibility of effective use of iPad applications was presented and problems were also examined. Through this study, it is intended to provide basic data for fashion design education that can increase students' interest and achievement by using the iPad application.