• Title/Summary/Keyword: industrial designers

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Theory of Acoustic Quanta and its Application on Sound Design (음향 양자 이론의 사운드 디자인적 응용)

  • Koo, Jahwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.9
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    • pp.420-426
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    • 2018
  • Acoustic Quanta, which British Physicist Dennis Gabor created, is the theoretical background for granular synthesis and has influenced many computer music artists and sound designers. Acoustic Quanta is a very short sound burst, lasting only 1 to 100 ms. Granular synthesis is a sound synthesis technique which slices original sound into sound grains and re-combines them into a new acoustic event. Concept of sound grain is borrowed from the acoustic quanta. Granular Synthesis can make very unique sound, so that it can be useful in many ways, especially in sound design. This paper presents concept of acoustic quanta and granular synthesis. It then discusses making a synthesizer as an implementation of synchronous granular synthesis and its applications on sound design. As a result, the duration of acoustic quanta should range between 0.239 and 33.367 ms, in consideration of audible frequencies, which is different from the original concept of the acoustic quanta.

A study of characteristics and historical backgroud of modem furniture design in Italy (이탈리아 현대 가구디자인의 특성 및 그 배경 -1945년부터 현재를 중심으로-)

  • 정은미
    • Archives of design research
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    • v.14 no.1
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    • pp.119-134
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    • 2001
  • It can be said that Italian designs are unrestrained, aesthetic and art for arts sake, and they come to stylize their character based on geographical features, racial traits and culture. The Italian architects work for the reconstruction of their devastated country and spare no pains to produce competitive goods on international markets since the second wend war. In spite of a inherent scarcity of resources, Italian furniture is the product of mixture of aesthetic material and new material with creative gifts. A lot of companies succeed in finding and training capable designers and devote themselves to modem furniture industry. As a result, Italy becomes one of the worlds most eminent furniture industrial countries now. And the fame is owed to Italy's national awareness of the importance of the matter and endeavor without sparing systematic support. This research is to find out which factors have an influence on the progress of furniture design in Italy and to analyze how these factors build up formative arts combining with historical background in Italy. Moreover, this research suggests how to make contributions to the cause of furniture design growth when considering our geographical features, racial characteristics, culture and industrial circumstances, by analyzing the process of development and strategy in Italian design industry.

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Visions for Children's Furniture as an Industrial Design Product - A Descriptive Research Based on the Survey Results of Children' Room and Furniture Conditions, and Perceptual Attitute toward the Furniture - (산업제품으로서의 아동가구 비젼 설정 및 디자인 개발을 위한 연구 - 아동실 및 아동가구 실태조사와 아동가구에 대한 반응조사를 중심으로 -)

  • 이연숙
    • Journal of the Korean Home Economics Association
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    • v.24 no.4
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    • pp.147-162
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    • 1986
  • This research has dual purposes. First, it was designed to determine the level of children's spatial environment in the residences, thereby, to make a vision for children's furniture as an industrial design product. Second, it was intened to find out the children's perceptual pattern toward the furniture, thereby to give some implications for future design development. For the second purpose, descriptors were screened with construct validity and their factor structure was identified. The subjects were 1,197 children from 1st grade of elemantary school through 3rd grade of middle school, and their 1,197 parents for the first purpose, and 560 children from 6th grades of elemantary school and 3rd grade of middle school for the second purpose. The first parts of findings were 1) present interests of parents of household above middle income level in Seoul in making their children's spatial environment desirable is quite high. 2) Space segregation stage in terms of physical and conceptual aspects showed very fast development, that is, there will have been very good changes for children's room to be a very well furnished and independent space for them. 3) Children's opinions were quite well reflected when purchasing the present furniture, and this tendency seemed to be more likely happend in future. These findings mentioned above gave and confirmed the visions for future children's furnished environment. The second parts of findings were such that the perceptual pattern for furniture by children showed aesthetic design appearance, functionality and durability, and the characteristic of line. This result impliated especially that designers should be every careful to manipulate or use the line of the furniture products. The 22 representative descriptors selected can be used as an evaluation instrument for furniture products.

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A Study on the Formative Nature of Knitwear Fashion since the 1980s - Focusing on Expression and Silhouette of the Body - (1980년대 이후 니트 패션의 조형성 연구 - 신체의 표현과 실루엣을 중심으로 -)

  • Choi, Gwang-Don;Geum, Gi-Suk
    • Journal of the Korean Society of Costume
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    • v.60 no.9
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    • pp.162-175
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    • 2010
  • An important change started in knitwear fashion in the 1980s. Advanced designers in Japan began to provide a new interpretation on knitwear, and seamless knitwear based on computerized machinery appeared. Knitwear fashion showed differences starting the 1980s due to this change. In this regard, the study aimed to analyze knitwear fashion after the 1980s where the contemporary knitwear experienced changes to define characteristics of modern knitwear fashion and examine its inherent formative nature. Designs for 30 years from 1980s up to date have been analyzed by 10 years in order to identify the characteristics of knitwear fashion over time. In particular, formative characteristics of modern knitwear fashion have been analyzed in more depth with a focus on the period from 2001 through 2010 by narrowing the whole period. Insufficient domestic literatures and visual materials led the study to mostly use foreign books and internet sites. Insights of 7 professionals who have engaged themselves in knitwear industry over 10 years have been incorporated into this study, which will enhance the reliability of the formative analysis. As a result, the data have been organized into three tools of analysis, including exposed bodies, transformed bodies and natural bodies from the perspectives of expression and silhouette of body, and the features of flexibility, industrial artistry, innovation and sensuality have been highlighted in terms of formativeness. In this regard, it has been confirmed that the formative nature found in the knitwear fashion exists in the scope of the formative nature in the embryonic period of the knitwear fashion. It means that the formative nature of knitwear fashion contains perpetuity that transcends an age.

The Usability Evaluation of Mobile Phone Interfaces Designed for the Elderly (고령자의 휴대전화기 사용성 평가에 관한 연구)

  • Choi, Ji-Ho;Lee, Seong-Il;Cho, Joo-Eun
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.1
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    • pp.265-273
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    • 2011
  • Objective: The aim of this study is to investigate the attributing factors influencing usability of the mobile phones specifically designed for the elderly users. Efforts to identify factors that cause usability problems for the elderly users in using mobile phones can provide the groundwork for changes aimed at usability enhancement and design of interfaces of mobile phones. Background: It became important to understand the behaviors and tendencies of the elderly in communication as the society became older. The problems in digital divide is contributed to mainly lack of understanding in terms of the use pattern of the elderly and lack of consideration of their characteristics in designing user interfaces of most ICT devices. Method: A total of 30 elderly users who were over 65 years in age participated in usability evaluation test experiment and performed seven different tasks using a widely accepted model of universally designed mobile phone. Their performance was compared with that of contrast group that consisted of 10 younger participants who were on their 20s. Results: It was found that the elderly users had hard times in using mobile phones, especially in keypad manipulation among search, understanding, and manipulation subtasks. Conclusion: Older users seemed to have difficulty in all the subtasks of search, recognition, and manipulation. It was suggested that designers of mobile phones need to give careful consideration into designing visual interfaces for search tasks and keypads for easier control and input for the elderly users. Application: The study is expected to provide guidelines for the universal design of mobile phones and their interfaces for enhancing usability of the mobile phone for elderly users.

Aesthetic Characteristics of High-tech Fashion through Hussein Chalayan's Works after 2000 (후세인 샬라얀의 작품에 나타난 하이테크 패션의 미적 특성 - 2000년 이후를 중심으로 -)

  • Na, Hyun-Shin
    • Journal of the Korea Fashion and Costume Design Association
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    • v.10 no.2
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    • pp.27-38
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    • 2008
  • In the 21st century, the development of technology overturned the paradigm of the entire society and culture, and the term 'high-tech' became generally accepted around the world by the momentous advances of technology. The purpose of this study is to define the concept of high-tech fashion by clarifying the characteristics of high-tech fashion, and to propose the proper approach toward the coming fashion. Hussein Chalayan shows the experimental and futuristic designs based on the cultural context of architecture and sculpture. Moreover, the scope of this study has been limited into Hussein Chalayan's recent works after the year 2000 up to 2007. High-tech architecture has been, in some ways, a response to pow technology a new aesthetic in contrast with standard modern architecture. High-tech architecture aimed to achieve a new industrial aesthetic, spurred on by the renewed faith in the progression of technology. However, no matter how prominent the industrial look appeared, the functional element of modern architecture has been very much retained. The characteristics of high-tech architecture that had been extracted by analyzing the antecedent studies were: technocism, transformability, and dynamism. Furthermore, the characteristics of high-tech fashion has been explained based on the characteristics of high-tech architecture. First, technocism is expressed either by the new technologized materials, and advanced digital technology. Second, transformability is expressed in the transformable clothing, which performs various functions. Third, dynamism is displayed in dynamic forms influenced by the technology of engineering. High-tech will be the dominant influence in fashion, and the designers will be enamored with the technologies of the new millenium. Architecture and fashion share the characteristics of high-tech, and their common cultural features is confirmed again.

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A Study on Combustion Characteristic of the Using Wood Flooring as Wall Material (목질바닥재의 벽재사용에 따른 연소특성에 관한 연구)

  • Yoo, Ji Chang;Choi, Chul;Yang, Sung Min;Lee, Chang Goo;Kang, Seog Goo
    • Journal of the Korea Furniture Society
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    • v.27 no.1
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    • pp.8-14
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    • 2016
  • Increasing concerns of environment need to make change furniture field to more environmentally friendly approach, such as reuse of by-products from wooden products. As it is, the methods of recycling wood for industrial purposes have the advantage of productivity and adaptability. However, the industrial way is required a certain production facility of processing wooden by-products and has possible hygienic problems due to contaminated sources. Many designers have developed their own methods for reuse of wood in unique and artistic ways. Even so, because of confined sources, it could be not enough supply. Therefore, I developed the design methodology utilizing wooden by-products from S Design Company to relieve former ways' problems. The design suggestion took materials from a safe and abundant source. The wooden leftover pieces were connected together with epoxy clay, so previous process traces of furniture are remained as a decorative factor. Moreover, the synthesized material was able to be processed by ordinary woodworking facilities without additional installations. In doing so, console table focused on a commercial purpose and dining table for an artistic objective were successfully fabricated as final suggestions. In consideration of the proposal using wooden furniture leftovers, diverse recycling designs should be investigated for future reference.

User Interface Design Model for Improving Visual Cohesion (가시적 응집도 향상을 위한 사용자 인터페이스 설계 모델)

  • Park, In-Cheol;Lee, Chang-Mog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5849-5855
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    • 2011
  • As application development environment changes rapidly, importance of user interface design is increasing. Usually, most of designers are clustering by subjective method of individual to define objects that have relativity in design interface. But, interface which is designed without particular rules just adds inefficiency and complexity of business to user who use this system. Therefore, in this paper, we propose an object oriented design model that allows for flexible development by formalizing the user interface prototype in any GUI environment. The visual cohesion of the user interface is a new set of criteria which has been studied in relation to the user interface contents, and is founded on the basis of the cohesion of the interface as defined using basic software engineering concepts. The visual cohesion includes the issue of how each unit is arranged and grouped, as well as the cohesion of the business events which appear in the programming unit. The interface will become easier to understand and use if the business events are grouped by their inter-relevance within the user interface.

Development of an impact test device for Light-weight Automotive Reinforcements (자동차 보강재 경량화을 위한 충격 실험장치 개발)

  • Kim, Ick-Tae;Kang, Hyung-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.10
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    • pp.5963-5967
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    • 2014
  • Reducing the impact of collisions of cars is a major issue for reducing the injury and death of passengers. According to the statistical data of the Road Traffic Authority, the deaths from side collision accidents caused by the collision of passenger cars is greater than the deaths from head-on collision accidents. To accommodate this, vehicle designers have added a reinforcing material called the impact frame and impact beam on the inside of the door. Many experiments are needed to develop the door impact beam. These reinforcements to develop a collision experiment is essential. Collision experiments are costly and time consuming. This study used a drop Impactor to obtain the impulse and a strain experimental device was developed for this purpose. The economic costs were reduced and the ideal experiment device configuration was determined. A comparison of the experimental results with numerical value analysis revealed $3.5{\tiimes}10-3sec$ strain ranging from $3.49{\tiimes}10-3$ to $3.99{\tiimes}10-3$.

Identification of Requirements for Improving Healthcare Services with the Combined Use of SERVPERF and Customer Journey Map (SERVPERF와 고객여정지도를 활용한 의료서비스 개선 요건 파악)

  • Oh, Hyeon-Woo;Ham, Dong-Han
    • Journal of the Korea Safety Management & Science
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    • v.19 no.4
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    • pp.273-282
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    • 2017
  • This paper is aimed at proposing a new approach to connecting the measurements of customer satisfaction on healthcare services with the prioritized identification of healthcare service processes to be improved. As customers' requirements for healthcare services have become too diverse and healthcare service systems have been increasingly complex, there has been growing interest in the customer-oriented evaluation of healthcare service quality and the systematic improvement of healthcare service processes. Most of the previous studies on service quality evaluation are based on SERVQUAL model. However, because of the unique characteristics and constraints inherent in healthcare service systems, it has been reported that SERVQUAL would be inadequate to be applied to healthcare service systems. As an alternative, SERVPERF has recently been widely used in the evaluation of healthcare service quality. However, there is a lack of studies on how to use the measurements of healthcare service quality systematically to improve service functions and processes. With this issue in mind, we firstly measured the customer-perceived satisfaction on the healthcare service quality from the six dimensions based on SERVPERF. Then we identified the relationships between the subjective measurements and healthcare service processes through brainstorming and expert interview. By using the relationships, we developed a customer journey map in healthcare services that visually describe the interaction between customers and healthcare service systems. The developed customer journey map would help service designers easily identify a healthcare service process that needs to be improved with priority. It is expected that the design improvement process proposed in this study would be a useful method for enhancing the quality of healthcare services.