• Title/Summary/Keyword: 디자인 방법/기술

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A Study on the 'Pictomation' Contents Effective Visual Communication Method in Augmented Reality Environment (증강현실환경에서 '픽토메이션' 콘텐츠의 효율적 시각 커뮤니케이션 방법에 관한 연구)

  • Myung, Ho-Sung;Choi, Nam-Seok;Shin, Ho-Hwan;Jung, Eun-Kyung;Lee, Byung-Gook;Kim, Hyung-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.846-850
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    • 2009
  • 본 논문은 픽토그램(Pictogram)의 시각전달 요소를 재해석하고 증강현실 환경에서의 효율적 전달 방법에 대하여 제안한다. 픽토그램은 국경을 넘어 남녀노소 모두가 인지할 수 있어야 함이 규칙이며 불특정 다수라는 사용자들을 위해 정확한 정보를 담고 있는 시각전달 매체로서 공정성, 객관성을 가지고 디자인 되어야 한다. 사용자에게 정보전달 인식을 높이기 위해 표준 픽토그램 과 문화 속에서 발견할 수 있는 행위들을 접목하여 애니메이션으로 제작하고, 이를 다양한 연구분야에서 응용되고 있는 증강현실 (Augmented Reality 또는 AR) 기술에 적용하여 표현하였다. 증강현실은 사용자-콘텐츠 정보전달 매체로서 현실 환경을 기반으로 하는 3 차원공간의 시각정보에 대한 사용자의 인식을 향상시킬 수 있는 방법으로 인간-컴퓨터 상호작용(Human-Computer Interaction)을 제공한다. 본 논문에서 제시된 픽토메이션은 기존 공공장소 어디서나 만날 수 있는 다양한 픽토그램을 패턴화하여 마커로 활용하고 사용자는 현재 널리 보급되고 있는 UMPC 혹은 PDA를 통하여 증강현실 환경에서 제작된 픽토메이션 콘텐츠를 경험해 볼 수 있다. 픽토메이션은 시각커뮤니케이션의 효과를 증가 시킬 수 있고, 정보습득의 주체인 사용자에게 콘텐츠의 종류를 예측할 수 있는 선택의 자유를 준다. 본 논문에서는 멀티미디어디자인 요소를 포함한 콘텐츠와의 실시간 상호작용을 통하여 유희적 요소의 접목을 시도하고 증강현실환경에서 Pictomation을 통하여 사용자들과의 효과적 커뮤니케이션을 위한 방법을 모색하고자 한다.

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The Possibility of Design Creation by Convergence of Contemporary technology and Traditional Craft (신기술과 공예의 융합을 통한 디자인 창작의 가능성)

  • Ha, Euna
    • Korea Science and Art Forum
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    • v.25
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    • pp.463-475
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    • 2016
  • As the transition to the digital age in the late 20th century, the intrinsic value of the craft, the emotional values of human, has been noticed as an alternative to overcome the adverse effects of the modernism of the industrial age. To introduce experimental tries which convergence of contemporary technologies and elements of traditional craft, and to inspire artists and present the new possibility of creation to them who want to take advantage of craft emotion as the elements of creation is the purpose of this study in the current digital technology age. First, the meaning and value of craft in modern times and digital media and hybrid creation environments are theoretically investigated based on previous studies and literature. Second, design cases produced by combining digital technology as a tool and craft elements are classified for substantial understanding of the design. Thirdly, identify the design characteristics presented through case studies and suggest the new possibility of creation. The results of the study are as follows. Reject typical types highlight the functional role and try free express conversion, e.g. form, material, texture, making process etc. Extracts the various elements that can be applied and search combining ways, because the convergence of digital technology and the craft is sufficient to activate the human emotion. Interaction between the craft and the digital medium is made actively. Craft accepts digital form, the craft appeared again as the contents of the digital. the traditional and digital method appropriately fused and utilized depending on the situation in process.

The user-friendly, ergonomic design aspect of recent intraoral scanners: a literature review (사용자 친화적 인체공학에 따른 구내스캐너 디자인에 대한 고찰)

  • Park, Hye-Nan;Kim, Won-Hee;Lim, Young-Jun;Lee, Won-Jin;Han, Jung-Suk;Lee, Seung-Pyo
    • Journal of Dental Rehabilitation and Applied Science
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    • v.31 no.3
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    • pp.221-230
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    • 2015
  • Recently, traditional impression has been rapidly replaced by digital impression using intraoral scanning. There are more than 7 types of intraoral scanners available in the dental market. It is difficult to make effective strategic choices due to a lack of standards and guidelines for optimal intraoral scanning devices. So far, little has been reported about evaluating the ergonomic aspect of these scanners. This literature review compares current intraoral scanning systems based on different types of handles and suggests the most comfortable, user-friendly intraoral scanners from an ergonomic standpoint.

A Study of the Law School Library Design Feature & Spatial Composition (법학전문도서관 디자인 특성 및 공간구성방법에 관한 연구)

  • Choi, Sung-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.6
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    • pp.2812-2825
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    • 2012
  • The purpose of this study was to analyze the spacial composition feature of Law School Library and define the feature in spacial planning of law school library. Through the analysis of characteristics in spacial composition, the basic spacial type of law school library will be proposed as a new law school library design. The spatial composition characteristics of Law school Library are as followings. (1) Entry spatial feature for the user accessibility (2) Reference room spatial planning for carrel user (3) Connectivity of educational & research space and reference room space. As the result of design proposal and analyzing the spacial feature, firstly entry common space of library should be planned with reference room space. Secondly, reading room should be linked to the entry level for the user. Lastly, core space should be planned as the vertical connectivity space for the intimately linkage of educational & research space and reference room. And separated accessibility should be considered for direct connection from outdoor space.

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.

The Effects of Hedonic Versus Utilitarian Attributes on the Consumer Acceptance of Intelligent Products (지능형제품의 쾌락적 속성과 실용적 속성이 소비자 수용도에 미치는 영향)

  • Kwak, Sonya S.
    • Design Convergence Study
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    • v.15 no.2
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    • pp.333-345
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    • 2016
  • Recently, an intelligent product in which information and robotic technologies are applied to an existing common product, called a mother product has been developed. In order to develop intelligent products which could be accepted by users, various intelligent product design methods have been introduced considering various interaction aspects or intelligent parts to be made. However, as an intelligent product is originated in a mother product, intelligent product design methods based on product attributes need to be explored. In this study, the impact of intelligent product types by product attributes on users' acceptance was investigated by comparing hedonic intelligent products and utilitarian intelligent products. An experiment was executed with child slippers as a case. As a result, participants evaluated utilitarian intelligent products more positively than hedonic intelligent products. They showed higher purchase intention and willingness to pay toward utilitarian intelligent products than hedonic intelligent products. In the case of child slippers, even though the hedonic attributes could be expected as they are child products, utilitarian attributes were perceived as much more important than hedonic attributes as the child slippers are related to the floor noise which is a severe social problem.

Development of a video-protocol analysis system for the user interface design. (사용자 인터페이스 디자인을 위한 사용성평가 비디오정보 분석방법 개발에 관한 연구)

  • 김병욱
    • Archives of design research
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    • v.11 no.1
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    • pp.109-118
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    • 1998
  • Recently, the importance of user-interface design has been increasing due to the development of electronic and semiconductor technology. Under these surroundings a lot of Approaches that are for the analysis of video sequential data have been developed. The study on the method of analysing various aspects in the use of real product should find the characteristics of users' behavior. Also, the study should include the interaction dffects among these aspects. For these reasons this study proposed an analysis method for the video sequential data of usability test. The study begins with discussing the nature of user-interface through reviewing the various aspects of user-interface. Based on the findings the structure of methods that analyze the characterisics of user's behavior is identified. Thereafter, we developed a computerized tool for analysing video sequential data from usability tests. The tool comprises of four different modules: module for identifying users' profiles, module for video data logging, module for analysing user's characteristics, and module for synthesizing these data for user-interface design. Finally findings are summarized and further research was suggested.

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A Study on the application and the nature of design information (디자인정보의 특성과 이의 활용에 관한 연구)

  • 서종환;이승준
    • Archives of design research
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    • v.13 no.3
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    • pp.169-180
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    • 2000
  • With the change of design environment, the aquisition and application of appropriate information are regarded as greatly important, especially in the product development process for the next generation. It will be important that aquired information be transformed and applied to design information. With this framework, features of design information and its application were studied in this paper. First, the interrelationship of design and information was analyzed. Second, effective methods to collect various design information were classified and several guidelines with which to apply these methods were suggested. Third, the role of design information in the rapid development of computer, information and internet technology was analyzed and several recommendations were suggested. Finally, the information database for trend analysis, based on computer and internet technology was developed and its application was studied in order to show an example of the collection and application of design information.

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A study on the formation and role of design and industries association (디자인/산업협회의 성립과 역할에 대한 고찰)

  • 신수길
    • Archives of design research
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    • no.16
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    • pp.125-134
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    • 1996
  • It IS timely and meaningful to research into the procedure of the establishment of the design movement and its role in early twentieth century Britain, which underwent a similar situation to that of current Korea, especially when the development of industrial design is thought to be essential in enhancing nation's competitive power. Besides, the study of the British design movement and design policies resulting from it will set a valuablt, example for us to follow in forming design policies for the betterment of design and in making guidelines for the Korean design movement. Therefore, first. I studil'd circumstances of the period when D.I.:\ was established and the German design movement as well as principles of German I}I.A. as foundation stones for it. Then. I discussed both D.I.A. activities and major figures of the D.I.A. movement in 1~):!O's, l~nO's and l~)~O's. In conclusion, I indicated [xJsitive and negative aspects of the role of D.l.:\.

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Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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