• Title/Summary/Keyword: 디자인 매체

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A Study on the Survey Method of the Residents′ Housing Needs Using Interactive Media - Focused on the Difference Analysis of Answer Disposition by Media - (인터랙티브 미디어를 이용한 거주자 요구 조사방법에 관한 연구 1 - 매체별 응답성향 차이분석을 중심으로 -)

  • 김석태;오찬옥;박수빈;양세화
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.114-124
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    • 2004
  • Most previous studies, in general, related to housing needs have analyzed the data from self-administered survey or interview using questionnaire or simple 2D floor plan. This study was Intended to suggest how to increase the reliability and effectiveness of such survey methods in examining the residents' housing needs. In order to accomplish the purpose, the two kinds of surveys using Web based VR media and typical questionnaire were peformed. The same questions were used for these two surveys, and they included the furniture characteristics, use of each room, adjustment of room size, preferences for interior colors, preferred furniture in living room, space layout of floor plan, housing life style, and preference for housing characteristics. The answer differences between these two were analyzed. The subjects were 402 housewives who lived in apartment houses in Haeundae, Busan. Finding were as follows: first, the media method was more likely to be effective than typical questionnaire survey in explaining housing needs for the adjustment of room size in housing unit plan. Second, the media method was more realistic and reliable than the other in comprehending the needs for the interior colors. Last, the VR media tended to be more effective than the other in understanding the space layout of floor plan. This research sheds light on the utilization of visual instrument for the analysis of needs related to space use.

A Study on the Spatial Effect of Material and Light: Focusing on Peter Zumthor's Projects - Bruder Klaus Chapel and Kolumba Museum - (피터 줌터의 작품에 나타난 재료와 빛의 공간적 영향에 관한 연구 - 부르더 클라우스 채플과 콜룸바 뮤지움을 중심으로 -)

  • Kim, Eunice Ja-Young
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.87-95
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    • 2011
  • 최근의 현대 건축에서는 재료의 물성과 구축성이 두드러지는 프로젝트를 많이 발견할 수 있다. 이러한 경향의 배경에는 사양한 요인들이 있을 수 있다. 그 중에서도 공간성(性)에 대한 근본적이고 회귀가 중요한 바탕이라고 할 수 있다. 피터 줌터의 건축은 현란한 조형적 효과, 표현만을 위한 기술적 장식을 사용하지 않는다. 대신 그의 건축은 장소와의 관계, 문화적 context 상에서의 맥락, 그리고 공간의 근원적인 경험을 주요한 매체로 사용한다. 그리고 이러한 특수성은 대체적으로 빛과 재료의 고유한 적용으로 나타난다. 이는 장소와 문화의 특성을 관습적인 형태나 화려한 표현으로 재현하는 것이 아니라 '공간감'의 구현으로 구축하는 방식이다. 본 논문은 피터 줌터의 건축에 나타나는 빛과 재료의 구축 방식, 그리고 공간의 경험에 대하여 살펴본다. 그의 건축 구축 방식은 일견 간단해 보일 수도 있으나 실제로는 프로젝트마다 고유한 빛과 재료의 적용과 텍토닉(tectonic)이 내재되어 있다. 본 연구의 목적은 이러한 점들을 자세히 살펴보고 그러한 구축방식이 궁극적으로 어떻게 공간의 경험과 관계를 하는지 고찰하는 것에 있다. 구체적인 사례는 Bruder Klaus Chapel과 Kolumba Museum으로 한정된다. 프로그램은 다르지만 빛을 사용하여 관람자의 공간경험과 공간인지가 어떻게 형성되는지를 다루면서 결론 맺는다.

A Case Study on the Development of a Serious Game "Happy Class" for Preventing Cyber Bullying (사이버불링 예방 기능성 게임 "해피 클래스" 개발사례 연구)

  • Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.45-60
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    • 2020
  • Cyber bullying is increasing these days and becoming a serious social problem that gives rise to issues such as school violence and cyber crimes. We had developed a serious game-based education program for teenagers who are familiar with computer games. After pilot test the educational effect was also found to be high. I have found the followings in this case study. Serious game is effective media for cyber bullying prevention education. Second, cooperation between content experts and game development experts is essential to develop educational games.

The Development of Fashion Design with Korean Images Using Digital Media - 3D Modeling Based On Maya (Qualoth) Program - (디지털 매체를 활용한 한국적 이미지 패션 디자인 개발 - Maya(Qualoth) 프로그램을 활용한 3차원 모델링 -)

  • Lee, Yoon-Kyung;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.58 no.6
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    • pp.42-53
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    • 2008
  • This study is about the development of Fashion Design using of Korean Motive applied Digital Medium. With rapid change during the 21st century, digital media has emerged as the most important communication tool to facilitate speedy and interactive conversation. The recent emergence of 'Mass Customization' is a good reflection of digital transition's interactive features, realizing product variation and customization through flexibility and immediate responsiveness. In this so-called digital era, fashion is a tool that facilitates the use of digital media, while acting as the object, or the purpose, where digital media can be applied. This study looked at the development situations and future utilization method regarding digital fashion, which was recreated through digital media. In this study, a new design process was developed through digital media and actually manufactured Korean image clothing to reflect the motif of plant found in Korean folk paintings. Three-Dimensional(3D) digital shape was dressed in virtual clothing for comparison, thereby adding some features of textile design to three-Dimensional(3D) shape. Through the process, the study can provide various potential accesses to future development of fashion design utilizing digital media.

A Study on the Status of 3Dimension Character Animation Industry (3차원 캐릭터 애니메이션 산업현황에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.14 no.2
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    • pp.87-94
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    • 2001
  • 3D character animation grow rapidly with the development of computer graphic technology and software. Nowadays 3D character animation holds a important position in the various industry fields including movie, advertisement, animation, and game. With the rapid growth of computer graphic, real time animation of complex characters as well as high quality rendering, which was impossible before, are now prevailing. What is remarkable in this growth is the appearance of virtual idol. The virtual idol plays a leading role in 3D character animation and has a synergy effect in the field of fancy and theme park industry. The aim of this inquiry is to examine the status of computer graphic skill and media related to the 3D character animation to search out the problems in the fields and to propose the solution of the problems

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The design and implementation of automatic translation system for hangul's romanization ( A study on mechanic conversion using transcription ) (한글 로마자 자동 표기 시스템 설계 및 구현 ( 전사법(轉寫法) 기계적 변환에 관한 연구 ))

  • Kim, Hong-Sop;Pak, Jong-Sop;I, Hyon-Kol
    • Annual Conference on Human and Language Technology
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    • 1993.10a
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    • pp.437-447
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    • 1993
  • 국제 협약에 따라 한글에 관한 정보는 로마자로 표기해야 한다. 우리나라는 1959년 2월 로마자 표기법'을 제정, 수차례 개정을 통해 1983년 6월 문교부(Ministry Of Education)안을 발표했으나, 표지판, 역명, 교과서, 공공문서들에서 활용되었지만, 영자신문, 외국 학술지등은 M-R( Mccune-Reishauer ) 표기법을, 인명, 신문 및 방송매체 등은 혼합표기방식을 사용함으로써 인(人). 지명(地名), ID, 대표어등 정보 검색시 혼란을 야기시켰고, 개정안에 따를 표기 정정으로 수백억원에 가까운 예산을 낭비하였으며, 최근 ISO(International Standard Organization)에서는 남북한 단일화 및 기계적 변환을 요구하고 있으나, 반달표 표기곤란, 편리성 결여, 북한의 주장등의 사유로 제정등을 거론하고 있는 실정에 있다. 잘 쓰지 않는 ASCII 코드 중에서 반달점 폰트를 제작하고 단어, 문장, 문서를 STRING으로 받아 알고리즘화된 음운법칙을 적용하여 소리글자로 변환하고 MOE테이블에서 대응글자를 참조하여 기계적 변환이 가능하도록 하였으며, 세련된 디자인, 풀다운 팝업방식을 채택, 2HD 1장으로 국내최초로 개발하였다.

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A Study on the Status quo of the Exhibition of the Museums in China - Focus on the National First Level Museums of China located in Beijing - (중국 박물관의 전시현황에 관한 연구 - 북경 소재 중국 국가1급 박물관을 중심으로 -)

  • Wang, Yu-Qi;Woo, Sung-Ho
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.136-143
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    • 2012
  • A museum represents a country's history, culture and life. With the development of science and technology, museum is no longer simply a space that concentrates on display and management of the collection but a space for education that visitors can directly experience and feel interest. The purpose of the present study is firstly through theoretical approach and research to grasp the status quo of the exhibition of the National First Level museums located in Beijing, which is the capital city of the People's Republic of China. Secondly, by analyzing the themes of exhibition and the exhibition presentation methods, it is aimed at finding out the problems of the status of museums in China so as to seek the requirements and the direction of improvements. Through this research, it is confirmed that in order to induce more active exhibition participation, the museums should expand the number of direct experience style exhibition presentation methods. Also, the museums in China need technical introduction of new cutting-edge exhibition medium so as to meet emotional demands of spectators and make the most ideal experience environment. Furthermore, it is confirmed that the development of new exhibition themes and the improvement of the museums in aspect of management and operation are necessary.

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A Study on the Transformal Usage of Architecture Expression Since 1970s (1970년 이후의 건축표현변용방식에 관한 연구)

  • Kim, Yong-Kyu;Park, Young-Ho
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.75-84
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    • 2010
  • This study will establish the transformal characteristics of architectural visual information by investigating: how contemporary architects perceive and process multifaceted architectural information via the expression media since 1970s. The purposes and results of this study are summarized as follows: This study established the contemporary transformal characteristics by comparing the expression methods of traditional architects with the transformal characteristics of visual information derived from the contemporary architectural expression media. In a pluralistic information society, the expression methods of the past, which recognize space as a stationary, unidimensional visual point on a drawing surface, is now changing to the mixed, multidimensional expression methods that connect various visual points on a limited drawing surface. Furthermore, the rapid advancement of digital media is changing, from a method which simply arranges visual information, to a flexible visual tool which can process architecture sequentially and simultaneously. As the communication structure of architecture is moving toward an individual-centered two-way communication type, the information delivery method is used to visualize conceptual, inferential information, rather than visualizing realistic information which simply records facts. In the past, multidimensional, non-linear forms could not be processed by the conventional design processes and sketch work, but now they can be expressed via digital media.

Robustness Analysis of Flash Memory Software using Fault Injection Tests (폴트 삽입 테스트를 이용한 플래시 메모리 소프트웨어의 강건성 분석)

  • Lee, Dong-Hee
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.4
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    • pp.305-311
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    • 2005
  • Flash memory software running on cellular phones and PDAs need to be tested extensively to cope with abrupt power and media faults. For those tests, we designed and implemented a Flash memory emulator with fault injection features. The fault injection tester has provided a helpful framework for designing fault recovery schemes and also for analyzing fault damages to the FTL (Flash Translation Layer) and file system for a Flash memory based system. In this paper, we discuss Plash memory fault types and fault injection features implemented on this Flash memory emulator. We then discuss in detail a design flaw revealed during fault injection tests. Specifically, it was revealed that a scheme that was believed to improve reliability instead, turned out to be harmful. In addition, we discuss post-fault behaviors of the FTL and the file system.

Analysis and Service Design of Mass Media Drama : 'The 1st Shop of Coffee Prince' (방송용 대중매체 드라마의 분석과 서비스 디자인 : '커피프린스 1호점'을 중심으로)

  • Lee, Jung-Kyo;Jee, Hae-Seong
    • Journal of Information Technology Services
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    • v.8 no.3
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    • pp.209-221
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    • 2009
  • The successful mass media drama, 'The 1st Shop of Coffee Prince', has received lots of supports from the audience by showing them a vivid life and also enabling them to dream a real fantasy. One among the most powerful strategies that made this drama stay successful is the marketing value of the drama space fully maximized when doing the production. This study, introducing a unique representation of 2-D cell matrix with x-y plots of drama space set along the time stream following the scenario, first proposes a quantitative way of uncovering the hidden relation between drama space and scenario using nonlinear matrix filtering method and, secondly, suggests possible service designs mainly constrained by economical standpoints of the stakeholder in producing the drama. The methodology may invoke a plausible contradiction with art instincts that have hardly been supposed to be affected by financial debate, which, nevertheless, must sometimes be allowed under the circumstance of pursuing optimality in programming and producing the drama that must survive in the world of competitive market of service business.