• Title/Summary/Keyword: 놀이복 디자인

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Design Development for Toddler's Playwear (유아(幼兒)의 놀이복 디자인 개발 연구)

  • Lee, Youn-Hee;Park, Hye-Won
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.8
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    • pp.1227-1240
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    • 2009
  • This study examines the actual conditions of toddler playwear preference survey for design and function. The study develops proper indoor and outdoor playwear for toddlers based on the analysis. A survey of 200 parents with toddlers between 2 and 6 years old and 120 teachers was conducted to find the conditions and needs for playwear along with the necessary design elements. Second, 6 designs including 3 designs for indoor playwear and 3 designs for outdoor playwear were made. These designs emphasized on soil contamination part, color, pattern, form, material, detail, and fasteners. Art play and cooking play are considered for indoor playwear and ways to decrease contamination on sleeve hem, elbow, chest, and knee were determined through the use of yellow, green, and blue colors. Applying a character and separate top with sleeves were determined. Light with breathable and waterproof fabric was determined. The correct amount of Velcro fasteners or buttons was determined for front fastening in addition a pocket was considered necessary as a detail part. The common design for both boys and girls along with a proper design for diverse play were determined. For outdoor playwear, water play, sand play, movement play, and ecology experience are considered and ways to decease contamination on hip, sleeve hem, and knee should be applied to the design as determined through the use of yellow, green, blue, and red colors. The demands for pattern, form, material, and details were similar to indoor playwear. Zipper and buttons for front fastening were determined. These final 6 playwear designs are presented using CAD WALK DESIGNWARE.

Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.