• Title/Summary/Keyword: 감성적 특성

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고양 종합운동장의 환경색채 디자인 개발 연구

  • 최은희
    • Archives of design research
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    • v.16 no.2
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    • pp.335-344
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    • 2003
  • There are various schemes to improve the environment of a rir in which we dwell. Among them environment color is one of formative elements that compose a city environment, the recognition about it is coming to be high gradually. A stabilized appropriate color of city environment gives a psychological social cultural effect to the people and also can be a useful method even in public information of city image, To give a citizen sensitive aesthetic and emotional satisfaction, a systematic rational design approach is necessary in an environment color plan. Hereupon, this study suggests one model of a concrete substantial color design through analyzing a present condition, for example, an existing environment, a case study about similar space, and a question investigation for finding out preference image and applying them to the color design. Through a rational systematic environment color design one can expect several effects making identity in a region, increasing a peculiar image or unity reinforcement by total application of color scheme, creating a visual environment with aesthetic characteristic, and efficiency of continuous color management system.

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An Investigation of Korean Design Based on the Formation Process of Italian Design (이탈리아 산업디자인의 형성과정에 근거한 한국적 디자인 고찰)

  • 엄정식;김명석
    • Archives of design research
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    • v.20
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    • pp.135-144
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    • 1997
  • Italian industrial design influences strong impression worldwidely by their identity of free style, unique and artistic character, and get a very important status in aspect of the history of design and economy. Also, italy has many common feature with Korea in the geographic back- ground, character of history, culture, and nationality that is well-oriented by emotion, and it seems to be formed a valuable study. This study is based on the book 'Italian Design Through Generations' by kazuko Sato and tried to examine the character of Italian design by searching history, exam- ples, representative designers and enterprises of Italy, and to draw some lesson from it for establishiment identity of Korean design by reflecting to the origin character of Korea. Also, this study aims to inspect change of the civilization paradigm which is entering new aspect, and to suggest an ablity of our origin character and direction of the development.

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A study on the application of on-line card game Avatar (온라인 카드게임 아바타 활용에 관한 연구)

  • Lee, Mi-Young
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.133-142
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    • 2005
  • Recently, on-line users prefer image and sense that are deviated from standardization pattern. Also, they need instant and mutual exchangeable communication forms. Developing the various Avatars is required to apply it to various situations. It is due to that the Avatar is used as a card in the on-line communication to represent the user's character visually. The Avatar in the on-line game, such as poker or go-stop which are the most popular nowadays, does not have different character from general community site. Therefore, it dose not satisfy owner who needs sensitive and various character of the Avatar. In this paper, we will be analysis the card game Avatar service, character and desire of the user in existing game petal sites. Also, we'll provide service method which can satisfy the user's requirements. For this, we survey recognition and design preference of users on the card game Avatar.

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The Particularities of Planning for the Emotional Design in the Lobby of the Women's clinics (감성적 실내디자인을 위한 여성전문병원 로비 공간 계획 특성)

  • Kim, Jung-Keun;Hong, Kyu-Ree
    • Korean Institute of Interior Design Journal
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    • v.17 no.6
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    • pp.143-151
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    • 2008
  • This paper inquires the elements of emotional design and the current conditions of its application in order to examine the particularities arise when planning emotional interior design for a women's clinic. Research was done by studying plans for elements of emotional interior design while site investigation was done to find out the status of women's clinic lobby. Six women's clinic in Ulsan were chosen as subjects while survey was done based on the studied emotional plan elements. The data evaluation was classified by the installed properties and substituted with image scale using emotional mensuration. The outcome is as follows; First, elements of emotional interior design was composed of elements making up the space's comfort and aesthetic appreciation, and elements stimulating human's five senses leading to psychological treatment. Therefore, the plan for interior design should merge the design elements that stimulate senses and social elements into one unified concept. Second, the composited elements within the plan should strive to stimulate sights by contracts and changes and add symbolic or meaningful elements based on the principles of design. In so doing, the plan should incorporate an aesthetic orderliness and a coherent image. Third, the interior of women's clinics should not only have psychological comfort but also liveliness and ease that suits 20-30 old women. To conclude, Color, form, finishing materials and texture should be selected with a unified style in mind and the plan itself should strive to generate playfulness though harmonious coordination.

Emotional Characteristics of Interior Design for Children's Rec-Education Space (어린이 놀이학습공간 실내디자인의 감성적 특성)

  • Shin, Sun-Young;Lee, Gyoo-Baek
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.226-233
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    • 2010
  • This study is to analyze and determine the emotional design on domestic rec-education space, in order to propose a way to design children rec-education space. A study is on reviewing needs and verify categories of emotional design through interior design of rec-education space, A study procedure will begin with theoretical proofing of children rec-education and move on to needs of emotional design in interior design and types of analysis for it. With this procedure, we will project adequate way for emotional characteristics in rec-education space and will analyze types of it from interior design of rec-education space in nine different domestic brands. With this background, we like to present methods and reveal characteristics of it. The conclusion on this study is described as followed. First, children rec-education space has positively carried types of emotional characteristics: experimental, continuity, and symbolism. Second, Some precondition; application through types of pattern, experimentation on light in space, continuity on linear interior space composition, symbolism in abstract implementation, and physical control over designed subject, has low effectiveness on creating emotional space by applying such scale matters. Third, the actual interior design subject matters and supporting facilities' textural accommodation is inadequately built for their majority, children, whether it is direct or indirect for contact. Forth, Even though to carry emotional space needs some kinds of story telling and prerequisite sequential space composition, there are lack of applicable space compositions. For this reason, it needs on going study in emotional space for children rec-education space. Last, there are needs for researching a depth understanding and presenting different characteristics of emotional interior design by brands.

Lighting Control using Frequency Analysis of Music (음악의 주파수 분석을 이용한 조명 제어)

  • HwangBo, Seok;Chun, Sung-Yong;Gang, So-Yeung;Lee, Chan-Su
    • Journal of Korea Multimedia Society
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    • v.16 no.11
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    • pp.1325-1337
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    • 2013
  • Music affects sensitivity and emotion of human, emotional power of the music has been applied to various fields. Especially, to visualize as well as listen to music is able to create various atmosphere. In this paper, we proposed sensitivity control system for interaction with people to merge music and lighting. Because existing FT(Fourier Transform) has not information about the time, to analyze information of changed signal according to the time is difficult. In order to solve such a problem, we use STFT(Short Time Fourier Transform) method to analyze music signal. and also, we classified music for three genre and compared the frequency characteristics according to genre, and control the color, brightness of LED light based on the frequency components within analysis range. Unlike existing LED lighting control study using music, we had color control of emotional lighting and brightness control using variation amount of music signal in this paper. Proposed lighting control system will be able to utilize various industry fields as well as emotional lighting.

A Study on the Relationship between Organizational Performance and Organizational Communication in Public Libraries: Based on Service Quality Measured with LibQUAL+TM (공공도서관 조직성과와 조직 커뮤니케이션과의 관계 연구: LibQUAL+TM 모형에 따른 서비스 품질을 중심으로)

  • Kim, Jihae;Kim, Giyeong
    • Journal of the Korean Society for information Management
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    • v.31 no.3
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    • pp.65-87
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    • 2014
  • Organizational communication is an element of organizational structure formation; it is also a process of achieving organizational goals through the information sharing among the staff members in the organization as a social system. Organizational performance is a multidimensional concept composed of efficiency and effectiveness and satisfaction. Effectiveness implies service quality and the degree of goal achievement. Service quality by using the $LibQUAL+^{TM}$ model can be considered as an objective performance measure for libraries. This study aims to identify the effect of organizational communication in public libraries on service quality as a performance measure using the $LibQUAL+^{TM}$ model through statistical analyses of the results from questionnaire surveys of librarieans and users in 8 public libraries in Seoul metropolitan area. The result says the characteristics of organizational communication(upward, horizontal, downward communication) affects the three elements in the library service quality, such as affect of service, information control and library as place.

Gesture Interaction of Digital Frame for Visual Image Content (영상콘텐츠용 디지털액자의 제스처 인터랙션 방식)

  • Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.120-127
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    • 2010
  • Today we always can take a picture and enjoy it anywhere and anytime with a propagation of digital camera and camera phone. Even though the amount of digital picture content produced in every day life has been increasing, the way of enjoying it was just with phones or PC monitors. A small size screen of a cell phone and a desktop monitor are not suitable environment for enjoying digital picture, so the new market for digital photo frame has been opened. Until now, various kind of digital photo frames of many manufactures have been released for several years, but they have similar interaction way each other due to the limitation of their hardware specification so don't fill the intuitive mental model that users have about the product called a photo frame. Thus, this research aims to suggest an interaction way of digital photo frame providing with better usability and emotional satisfaction according to the spatial environment that it's located and users' behaviors.

A study on Methods of Collaboration with Engineers For Leisure Boat Design (레저보트디자인에서 엔지니어와 협력을 위한 디자인방법에 관한 연구)

  • Lee, Han-Seok;Ryu, Kwan-Hyun;Jeon, Seul-Ah;Kang, Young-Hun
    • Journal of Navigation and Port Research
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    • v.42 no.4
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    • pp.267-276
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    • 2018
  • Leisure boat design requires a comprehensive approach combining emotion with engineering technology, and requires designers to constantly exchange information and cooperate with engineers during the design process. This study suggests a design process and design methods suitable for leisure boat design. The design process consists of five steps: understanding, exploring, analyzing, developing, and validating based on the designer's thinking process. Design methods were suggested to foster collaboration and communication between designers and engineers at each phase. This process and methods were applied to the hydrofoil-boat design and evaluated. The results suggest that the design methods promote cooperation and communication between the designer and the engineer and facilitate mutual understanding and trust.

The Analysis of Research Trends on STEAM Instructional Program and the Development of Mathematics-Centered STEAM Instructional Program (STEAM 교수-학습 프로그램의 개발 동향 분석 및 수학교과 중심의 STEAM 교수-학습 프로그램의 개발)

  • Han, Hyesook
    • Communications of Mathematical Education
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    • v.27 no.4
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    • pp.523-545
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    • 2013
  • The purposes of the study were to analyze STEAM instructional materials to find research trends on STEAM instructional program and to develop mathematics-centered STEAM instructional program for middle school second graders. To conduct this study, the researcher collected total 123 research papers and thesis focused on the development of STEAM instructional material and deduced implications for the development of mathematics-centered STEAM instrucational materials from the findings. The researcher found that important components of such as 'context for learning', 'internalization-mmersion', 'new challenge', and 'self-assessment' in STEAM education were not reflected properly in 19 mathematics-centered STEAM instructional programs. Therefore, the researcher put more emphasis on those components in the process of developing mathematics-centered STEAM program.