• Title/Summary/Keyword: 개인 디지털 디자인 프로세스

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A Study on the Usage of Digital Design Tool on Architectural Design Process (건축 프로세스에서의 Digital Design Tool 활용에 관한 연구)

  • Jeon, Hyun-Woo;Choi, Jong-Chon;Kim, Khil-Chae
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2009.04a
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    • pp.567-572
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    • 2009
  • 본 연구에서는 국외 설계사무실과 국내 설계사무실의 수행 프로젝트(표1)를 디지털 디자인 프로세스에서의 디지털 도구 활용 사례조사 결과를 일련의 설계 프로세스(기획(Pre-Design), 계획 설계(Schematic Design) 중간설계(Detail Design), 실시설계(Construction Design))를 11개의 설계 단위작업((1)자료수집, (2)도서화작업, (3)의사소통/프레젠테이션, (4)협력업체와의 협업, (5)디자인 실험, (6)디자인분석/유효성 검토, (7)빌딩시스템과 자재선정, (8)자재비교/견적, (9)디자인 발전, (10)RP를 이용한 모델 제작, (11)시공/제작)으로 분류하여(설계프로세스별로 디지털 디자인 툴의 활용 빈도를 조사 분석하는 것은 프로세스별로 중복된 설계 단위작업이 진행됨으로 연구결과의 의미가 잘못 해석될 수 있다.) 그 활용에 대한 유형을 분석하고 이를 바탕으로 설계과정에서의 디지털 디자인 툴의 활용특성을 도출하여 실무설계의 기초자료를 제공하는데 그 목적을 둔다.

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A Study on the Fashion Design Process Based on the Digital Textile Printing System (디지털 텍스타일 프린팅 시스템에 기반을 둔 의류디자인 프로세스 연구)

  • 이지원;이주현
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.85-96
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    • 2002
  • Entering the period of Mass Customization, and with the help of the Digital Textile Printing technology, the purpose of this study is to propose two customer involved design process models, based on the Digital Textile Printing technology, and to compare their efficiencies and appropriateness with those of the existing design process model, which would lead us to discover the possibilities of Mass Customized design process. By the result obtained from the survey of 166 females in their twenties and thirties, the second Mass Customized design process model which gave most choices to prosumers was preferred the most, while the existing design process which gave no choice seemed to be preferred the least, and among the design elements of textile, color appeared to be the most significant influential factor in the preference of the clothing by the consumers. In summary, it appeared that every aspect of the society requires a shift in the process of the thought from Mass Production to Mass Customization at this point, and a guideline was made from the Mass Customized design process suggested in this study.

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Concept Car Development using Personal Digital Design Process based on Engineering Technology (공학 기술 기반 개인 디지털 디자인 프로세스를 적용한 컨셉카 개발)

  • Maeng, Joo-Won;Cho, Chong-Du
    • Transactions of the Korean Society of Automotive Engineers
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    • v.18 no.5
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    • pp.9-19
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    • 2010
  • Every car manufacturer desires to reduce the new car development time spent in improving the safety, NVH, lightweight, reliability and environment friendly features of the car. Other considerations such as planning, exterior and interior styling, packaging, color, and material selection increase the complexity of the car design process. This paper proposes a personal DDP (Digital Design Process) to utilize the engineering analysis and design/styling software for car design. DDP can be efficiently used by a team of car research center or a studio with small number of engineers, helping ordinary engineers becoming ambidextrous in design as well as engineering applications. The concept model starts from idea sketch, rendering, and 3D surface model with CAS (Computer Aided Styling) to the final safety estimation by using proposed DDP based on engineering technology (CAD, CAE). The concept model proposed a hydrogen fuel cell sports coupe which could be available within next 10 years. The proposed DDP can not only reduce the new car development time but also be adapted into designing of varied products such as aircraft, yacht, electrical equipment and sports gear.

Consumer needs of Digital Textile Printing in Clothing based on Digital Fashion System (디지털 패션 시스템 기반 디지털 텍스타일 프린팅 섬유제품 수요 경향)

  • Cho, Ha-Kyung;Kim, Eun-Kyoung
    • Proceedings of the Korean Society of Dyers and Finishers Conference
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    • 2012.03a
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    • pp.99-99
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    • 2012
  • 소비자의 기호가 다양화되면서 다품종 소량생산에 따른 대량 맞춤화에 대한 관심이 높아지고 있으며, 1990년대 후반부터 급격히 확산되고 있는 인터넷의 발달 및 디지털 기기의 확산에 따라 인터넷을 기반으로 한 전자상거래 환경에서의 대량 맞춤화 프로세스는 최근 의류 분야에서 주요한 경향으로 받아들여지고 있다. 대량 맞춤화 의류 제품의 수요는 인터넷 등 IT 기술의 발달과 맞물려 최근 개인의 특성과 취향을 고려한 인터넷 맞춤서비스를 기반으로 증가추세에 있으며, CAD 등의 테크놀러지의 활용을 통하여 디자인, 패턴제작, 재단 등의 자동 시스템을 도입함으로써 그 영역을 확장하고 있다. 이에 발맞추어 국내에서는 '디지털 패션 시스템'을 통해 3차원 바디 스캔, 3차원 컴퓨터 그래픽스, 3차원 Simulation, DID, DTP, 맞춤주문형 제품의 대량 생산기술 등의 단위 기술이 기업단위로 활용되는 등 가상현실을 이용한 3차원 가상쇼핑 등을 포함하는 기술로서 차세대 섬유패션 산업의 창출에 기여하고 있다. 그 중, 디지털 텍스타일 프린팅은 디자인에서부터 날염까지 전체 공정을 컴퓨터로 처리하여 기존의 복잡한 날염 공정을 단축하여 다품종 소량생산이 가능한 날염 방식으로, 대량 맞춤형 프로세스를 지원하며, 프로슈머(prosumer)로서의 소비자가 직접 참여하여 그들의 욕구를 최대화 할 수 있는 소비자 만족을 극대화 시킬 수 있는 대량 맞춤화 프로세스 중 하나의 단계로 소비자의 수요 반영하는 요소로 작용하고 있다. 즉, 디지털 패션 시스템에서의 디지털 텍스타일 프린팅은 대량 맞춤형 의류 제품에 있어 소비자 만족도와 직결되는 요인으로 분석된다. 따라서, 본 연구에서는 디지털 패션 시스템 기반의 대량맞춤형 섬유제품 및 디지털 텍스타일 프린팅 적용 섬유제품에 대한 기초 평가 문항을 제시하고, 소비자 태도를 분석하여 제시하였다. 또한, 분석된 기초 소비자 태도를 반영하여, 디지털 패션 시스템 기반의 디지털 텍스타일 프린팅(Digital Textile Printing) 의류 제품의 선호도, 인지도, 수요도 및 구입의향을 분석하여 최종적으로 디지털 패션 시스템에 적용된 디지털 텍스타일 프린팅 의류 제품의 수요 경향을 제시하였다.

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Development of AI-driven Visual Code-based City Information Service System (AI-driven Visual Code 기반의 도시 인포 서비스 시스템 디자인)

  • Sunghee Ahn;Sumin Hong;Seojung Moon;Jaeun Lee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.32-33
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    • 2022
  • 팬데믹이후 온라인 커뮤니케이션이 가속화되면서 개인화의 현상이 두드러지고 있는 가운데 도시의 정보시스템의 많은 부분들이 디지털 트윈으로 가고 있다. 때문에 오프라인의 사이니지 등은 이미 개인화에 익숙한 사용자에게 만족도나 낮고 이를 반영하여 다양화시키기에는 많은 예산이 소요되며 물리적 한계가 있다. 본 연구는 사용자 중심 프로세스의 기술 융합 연구를 통해 이러한 오프라인 정보 표기와 전달 등의 문제점을 해결하고자 하였다. 본 논문은 이러한 목적을 가지고 개인화 기반 도시 인포메이션 시스템의 물리적 사이니지와의 정보 데이터 간의 상호운용을 실현화하는 연구를 진행하였다. QR 코드 등 비쥬얼 코드-기반 기존의 인터랙션 기술들의 장점을 활용하고 AI 기반의 필터 시스템을 도입하여 도시 복합정보데이터와 개인데이터와의 연동 및 변별 시스템을 설계하여 AR서비스 환경을 디자인 하였다. 개인화 서비스를 위하여 'Personal Data'와 타사용자의 'Feedback Data를 기존의 클라우드 정보와 AI-Analytic-Process에 개입시켜서 개인화 기반의 서비스 시스템 모델로 개발하였다.

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The process for adjustive media as design method with feedback (Adjustive Media의 feedback을 수반한 작품 제작 방법)

  • Cho, Hyun-Seung
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.311-317
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    • 2013
  • Most of the existing interactive arts or entertainment systems consist of the following three steps: 1. the system's prompting the action of the participant, 2. action of the participant, and 3. response of the system. They do not presuppose these successive processes are performed continuously and repeatedly, and they are designed to express the concept of the work in each interaction. The opposite approach is to transmit the concept of the work in a continuous and repeated experience. The authors propose "Adjustive Media" as a type of work based on this approach. Adjustive Media has a spiral model with feedback. When participants experience the work repeatedly, they can recognize the difference of results between each interaction, and they can under- stand more closely the intent of the designer. This paper will propose 3 design processes for Adjustive Media as design method, and will introduce the prototypes of Adjustive Media.

Casual Game Production Using Spritekit (스프라이트킷을 활용한 융복합 캐주얼 게임 제작)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.369-376
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    • 2016
  • This paper will discuss the process behind creating casual games utilizing Spritekits. Casual games, which recently have been on this rise due to the increasing use of personal adhered media and SNS, are significant in that they are leading the way to various changes in the gaming industry whilst making it popular. With this background in mind, and through research on Casual Games, we have divided the production process of Casual Games into three parts and created the game "Round and Round" which utilizes Spritekits. We have sectioned and organized the production process of Casual Games into four parts as followed: information architecture, design, program development, and debugging. This research will propose an easier methodology to approaching the production of casual games and be a guideline for creating games with the minimal amount of personnel.

A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.195-204
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    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

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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.

Case Study on Realistic Content Development Process of Public Enterprise - Focus on case of Korea Industrial Complex Corporation Gallery - (공기업의 실감콘텐츠 개발 프로세스 사례연구 - 한국산업단지공단 홍보관 사례를 중심으로-)

  • Chung, Hae Won;Cho, Woo Ri
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.91-97
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    • 2024
  • Recently, with the rapid development of digital media technology, Realistic content that stimulates users' five senses is being used in various fields. This study focused on the case of the development of the Korea Industrial Complex Corporation's public relations center as the subject of the study to study the realistic content development process of public enterprises. First, the realistic content development process was divided into 10 stages and practical guidelines were presented to help develop realistic content in the future by presenting important development points and methods at each stage. Second, among the realistic content development processes, the importance of storytelling was analyzed at the scenario stage. Third, various methods of displaying content were analyzed. In the case of the Korea Industrial Complex Corporation's public relations center, it was proposed in three ways: story video, experience video, and media wall. It is suggested that the role of branding, promotion, and PR can be performed in one public relations center through an effective development process.