• 제목/요약/키워드: digital design

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디지털 인식론과 새로운 인터페이스 디자인 사고 (Digital Epistemology and New Design Thinking of Interface)

  • 오창섭
    • 디자인학연구
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    • 제19권2호
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    • pp.183-194
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    • 2006
  • 본 논문은 인식론적인 측면에서 디지털 인터페이스의 새로운 가능성을 확인하는데 그 목적이 있다. 우선 디지털 인터페이스의 역사를 개관함으로써 현재의 인터페이스가 우연적 계기들의 산물임을 밝히고 있다. 그것이 필연적인 결과가 아니라는 사실은 새로운 디지털 인터페이스가 무한히 존재할 수 있음을 암묵적으로 증언한다. 현실의 제한된 인터페이스는 디지털 기술과 디지털 미디어에 대한 제한적 이해로부터 파생하였다. '블랙박스'라는 은유를 통한 이해가 바로 그것이다. 본 논문은 디지털을 일종의 빛으로 보는 사유를 통해 이러한 이해를 극복하고 있다. 빛으로서의 디지털과 디지털 미디어라는 새로운 인식론은 인터페이스 디자인 활동이 차이를 긍정하고 생성하는 창조적 활동으로 나아가야 한다는 윤리학으로 발전한다.

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건축 형태생성을 위한 디지털 다이어그램에 관한 연구 (A Study on 'Digital Diagram' for Creating Architectural Forms)

  • 강훈
    • 한국실내디자인학회논문집
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    • 제15권4호
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    • pp.147-155
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    • 2006
  • Recently, because of the rapid remarkable development of the digital media, contemporary society is continuously extending and changing over the limitation of the human recognition. But in the field of architectural form creation, a diagram used in the design process of the past is not enough to reflect a complication, contingent and multiple quality of these contemporary society. So, to reveal the rhizomorphous and non-hierarchial qualify of the contemporary digital network society, architecture became necessary to use the diagram with digital media which have various possibilities to present architect's abstract images that the diagram of the past couldn't do. Therefore, this study proposes that the process for creating architectural form with the digital diagram be a alternative to conquest the limits of contemporary architecture, so it present the complicate and contingent quality of contemporary society. Furthermore, it examines the quality and possibility of the diagram by understanding the creation and transformation of the digital diagram, and how to apply to the actual architecture process of the creating form.

디지털홈 시스템과 웰빙아파트 계획요소에 대한 중년층 의식 연구 (A Study on the Awareness of the Middle Aged for the Digital home System and Well-being Apartment Design Elements)

  • 조성희;이태경
    • 한국주거학회논문집
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    • 제18권2호
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    • pp.93-103
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    • 2007
  • This study examined the awareness of the middle aged about the digital home system and well-being apartment design elements in order to suggest the design guidelines for planning of the elderly housing environment. By literature review, the concept and characteristics of the digital home system and well-being Apartment design elements were summarized the degree of satisfaction and preference of middle aged for these characteristics were investigated and analyzed. For this study, a questionnaire survey of 156 housewives living in apartment complex of Busan was carried out. The results of this study are as follows: The middle aged were generally short of recognition for digital skill and service, and also they showed positive evaluations to a few useful items of digital home system. These items belong under safety security system and interior environment control system and provided for convenient & comfortable life. Accordingly, satisfied digital home system can apply basic design element for housing for elderly. Whereas, the middle-aged were not satisfied with housework help system and cultural life system because items of these systems were not various and complicate to us. So, for the improvement of not satisfied digital home system, we needed development of digital contents and marketing & management for high accessibility and easy useability. The middle aged will concern about health & environment friendly continuously and become to stay long in their housing as the characteristics of elderly. So, It is necessary to be considered well-being apartment design elements of health & environment friendly very actively and lastingly in elderly housing environment design. Also, the awareness of middle aged for digital home system and well-being apartment design elements varied according to the background characteristics. This suggests housing environment for elderly life is considered differently as various background characteristics of middle aged.

디지털 교육매체 디자인에 관한 국외 사례 연구 (A Case Study On Digital Media Design Of Education In Foreign Countries)

  • 김정희
    • 만화애니메이션 연구
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    • 통권27호
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    • pp.177-198
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    • 2012
  • 디지털 매체의 발달과 교육에 대한 관심은 전 세계적으로 디지털 교육디바이스의 발전을 가져왔다. 교육 선진국인 영국은 전자 칠판, 전자 책상 등 다양한 디지털 교육 매체를 활용하고 있고 일본은 Ditt 액션 플랜을 계획하여 디지털 교과서를 국가적 차원에서 투자 발전시키고 있다. 인터넷 선진국인 한국의 경우는 2007년 수학 디지털 교과서를 시작으로 과학교과서를 거쳐 2010년 영어 공교육강화 정책이 시행되면서 2011년 영어디지털 교과서가 국가 정책의 일환으로 도입 되었다. 빠르게 디지털 교육매체를 받아들이고 발전시키고 있는 과도기적 시점에서 효율적인 교육 효과와 디자인 가이드의 설립을 위하여 디지털 교육 선진국의 디지털 교과서 및 교육 매체의 적용 사례연구를 통한 장단점을 분석하여 한국 디지털 교육의 나아갈 방향을 잡는 것이 필요하다. 이에 본 연구는 LG 유럽 디자인 센터를 기반으로 디지털 교육의 선진국인 영국과, 복지 사회의 기반위에서 적극적인 디지털 교육을 이끌고 있는 스웨덴을 사례 연구 대상국으로 선정하며. FGI, 집중 관찰 분석, 설문, 휴리스틱, KJ 법을 통해 2차례로 분석하며, 현황분석은 국가적으로 막대한 투자를 받고 있는 영국을 중심으로 살펴보며, 스웨덴은 사례연구 및 설문 분석 시 포함한다. 분석 결과 대체적으로 디지털 교과서를 단독으로 사용하는 교육보다는 프린트 교과서 사용을 병행하여 각 매체의 장단점을 적절히 활용하여 수업하는 것을 선호하고 있었으며 학생 및 교사의 만족도도 높게 나타났다. 특히 교사들이 쉽게 적응할 수 있는 디지털 매체의 GUI 디자인이 요구되고 있었다. 이에 향후 디지털 교과서 디자인 기획에 있어서 타겟층(교사와 학생)의 사전 조사 및 설문 분석을 통해 사용자의 특성을 고려한 디지털교육 매체만을 위한 디자인 기획을 해야 한다. 본 연구결과는 디지털 해외 선진국의 사례를 파악하여 국내 디지털 교육산업에 기초 자료로 활용하는데 의의가 있다.

들뢰즈.가타리의 '생성'사유를 바탕으로 한 대학교 예술관 계획연구 (A Study of University Art Center Design based on the Deleuze-Gattari's 'devenir' thought)

  • 강훈
    • 한국디지털건축인테리어학회논문집
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    • 제9권1호
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    • pp.61-69
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    • 2009
  • The purpose of this study on university Art Center Design based on the Deleuze Gattari's 'devenir' thought. So, this paper studies the concept of Deleuze Gattari's 'devenir' thought. Expressing the potential constantly is to actualize he 'Devenir Architecture', and planing by using the digital design method of utilizing the digital media. Above all things, raising the virtual through the digital method, it creates devenir space that it try to make sustainable moving space. This trial can be one actual example as form generation in digital architecture, it is significant to be presented the one way to design architecture.

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수치사진측량과 GSIS를 이용한 최적노선선정에 관한 연구 (A Study On The Optimum Road Design in Jeju Island Using Digital Photogrammetry and GSIS)

  • 권혁춘;이병걸
    • 한국측량학회:학술대회논문집
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    • 한국측량학회 2004년도 추계학술발표회 논문집
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    • pp.519-522
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    • 2004
  • The purpose of this research is to design a road using digital photogrammatry method to generate DEM(digital elevation model) and digital ortho image based on GSIS which was applied to the road simulation. The example study area was the suburbs of Jeju city. To this study, 1/5,000 digital map and GSIS technique were used for optimum road design of the island based on Arc View software. Using this software we can Set an overlay map by combination of hill shade map, slope map, aspect map, and building buffer map. Based on this overlap map, we designed the best road line and along this line we performed three dimensional road simulation using Microstation CAD and Inroads road design programs. From the results, we found that the DEM and digital ortho image acquired from stereoairphoto using digital photogrammatry was satisfied for choosing the best roadline and the developed three dimensional road simulation technique using GSIS technique was very useful to estimate the reasonable road design before the real road construction works.

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디지털 컨버전스 환경에서 교육용 콘텐츠 활용방안에 관한 고찰 (Consideration at the idea to utilize educational cm1mts under digital convergence environment)

  • 오문석;김문석
    • 디지털산업정보학회논문지
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    • 제7권4호
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    • pp.101-110
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    • 2011
  • The change of digital convergence service environment converted the subject of design into user -centric one instead of developer-centric one, and changed the existing design environment focused on product development into the new user -centric design environment. Accordingly, GUI considering user's usability come to take big shares in those contents being used for multimedia equipments. However, as the present educational contents provide complex interface due to its design produced based on the existing e-learning system, they have many problems in that they don't consider user's usability. Thus this paper aimed to analyze actual examples through GUI elements of educational contents being used for multimedia equipments and attempt to suggest some directions for development. additionally, consider the various characteristics of digital convergence environment and educational contents, and try to set up strategic directions possible to utilize user'-centric interface elements more usefully and properly at the time to produce designs.

사이버공간을 이용한 가구디자인의 조형적 특성에 관한 연구 (A Study on The Plastic Characteristic of Furniture Design Using Cyberspace)

  • 김건수
    • 한국가구학회지
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    • 제21권4호
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    • pp.326-337
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    • 2010
  • The invention and development of digital computer networks since the post-modern culture and creating new ideas, and in nearly all areas since the industrial revolution has had the greatest impact. A new paradigm for the 21st century, the Internet and ubiquitous, and mobile devices are being created by the new culture is being created. Rapidly being replaced by digital and analog, and 'Digilog' fusion concept has appeared. In addition, the development of computer cyberspace culture, art, design and structure are changing. In the field of furniture design, changing design processes and innovative design philosophy that change is now occurring. These symptoms experienced at the same time, almost every country on Earth is a phenomenon. Since the 20th century, computer network design based on the relationship between digital and cyber culture espoused by philosophers studied society and organic modernism and organic design of digital-based differences are confirmed through the case. Using digital technology, modeling case study of a furniture designer in cyber space and the creation of human capabilities and the fusion of computing power will be studied in modern furniture design.

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