• Title/Summary/Keyword: 디자인 방법론

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A Methodology for MMORPG Design Based on the Flow Theory (몰입이론에 기초한 MMORPG의 디자인 방법론)

  • Choi, Dong-Seong;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.13-23
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    • 2008
  • In this study, we analyzed behavioral patterns of the MMOPRG players and re-found design features of MMORPGs from the view points of MMO and RPG. We analyzed the relationship between design features of MMORPGs and flow experience. This study proposes the conceptual design method for MMORPGs based on the flow theory as well as various research results regarding to MMORPGs.

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Analysis of Cognitive Psychology Creates in Sound Design Structure (영상음향의 구조가 수용자 감응도에 미치는 영향)

  • Yoo, Whoi-Jong;Moon, Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2007.02a
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    • pp.35-40
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    • 2007
  • 본 논문에서는 사운드디자이너가 주어진 영상조건 속에서 음원(sound source)을 어떻게 구성하고, 디자인하고, 믹싱하는가 에 따라 수용자의 그 감응도(감정적변화:sympathy response)와 인지도(이해와 기억도:acknowl-edgment)가 달라질 수 있는가를 분석하고자 한 것이다. 그 방법으로 영상음향의 구조에서 음악, 음향, 대사의 상호크기, 연결, 편집, 강조, 등을 달리한 영상 내에서 사운드디자인과 믹싱을 달리하여 실험하였으며 주관적평가방법과 뇌파변화측정방법 2가지로 하여 비교, 평가 분석하고자 했다. 사운드의 디자인구조가 수용자에게 미치는 영향도를 알아보는 이러한 연구는 영화, 방송 등 미디어사운드에서 사운드디자인 구조를 어떻게 만들어야 하는가? 에 대한 방법론적 정리에 기여할 것으로 기대된다.

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하드웨어/소프트웨어 통합시뮬레이션을 위한 HDL 모델의 자동 변환

  • 김준경
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.04a
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    • pp.232-236
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    • 1999
  • Codesign 방법론은 하드웨어와 소프트웨어가 공존하는 시스템을 설계할 때 이드의 설계를 각각의 특성에 맞는 방법을 사용함으로써 효율적인 디자인방법을 제공한다. 전체 시스템의 동작 및 성능을 검증하기 위해서는 다른 방법으로 개발된 하드웨어와 소프트웨어를 같이 시뮬레이션해야 하는데 이를 통합시뮬레이션(Co-simulation)이라고 한다. 하드웨어와 소프트웨어를 개발하는 방법이 다르기 때문에 야기되는 통합의 문제점을 해결하기 위하여 DEVS(Discrete Event System Specification)에 기반한 중간단계형태를 통한 변환방법론을 제시하고 이를 사용하여 C++ 모델과 Verilog HDL 모델간의 통합시뮬레이션을 구현함으로써 효용을 보이고자 한다.

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A Methodology for Consistent Design of User Interaction (일관성 있는 사용자 인터랙션 설계를 위한 방법론 개발)

  • Kim, Dong-San;Yoon, Wan-Chul
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.961-970
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    • 2009
  • Over the last decade, interactive devices such as mobile phones have become complicated drastically mainly because of feature creep, the tendency for the number of features in a product to rise with each release of the product. One of the ways to reduce the complexity of a multi-functional device is to design it consistently. Although the definition of consistency is elusive and it is sometimes beneficial to be inconsistent, in general, consistently designed systems are easier to learn, easier to remember, and causing less errors. In practice, however, it is often not easy to design the user interaction or interface of a multi-functional device consistently. Since the interaction design of a multi-functional device should deal with a large number of design variables and relations among them, solving this problem might be very time-consuming and error-prone. Therefore, there is a strong need for a well-developed methodology that supports the complex design process. This study has developed an effective and efficient methodology, called CUID (Consistent Design of User Interaction), which focuses on logical consistency rather than physical or visual consistency. CUID deals with three main problems in interaction design: procedure design for each task, decisions of available operations(or functions) for each system state, and the mapping of available operations(functions) and interface controls. It includes a process for interaction design and a software tool for supporting the process. This paper also demonstrates how CUID supports the consistent design of user interaction by presenting a case study. It shows that the logical inconsistencies of a multi-functional device can be resolved by using the CUID methodology.

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A study on the Subjectivity in Capstone Design Subject with Teaming Teaching -The case of Culinary Art Major Students in Y College- (팀티칭 교수법을 적용한 캡스톤디자인과목의 주관적 인식연구 -Y대학 식음료조리계열 조리전공자를 중심으로-)

  • Shin, Seoung-Hoon;Kim, Chan-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.450-460
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    • 2019
  • This study analyzed the culinary arts major students' subjective perception toward capstone design subject which was thought by team teaching method through applying Q methodology. Generating future suggestions of the operation of the subject and finding common structure of students's responses are the main aim of this study. From the typological analysis, four types of common structures were found. There were Differentiation Curriculum Satisfaction Type(Type 1, N=14), Restaurant business plan Type(Type 2, N=5), Prefer franchise education Type(Type 3, N=3), Prefer menu development lesson Type(Type 4, N=3) and each type showed its own distinctive characteristics. In the future research, additional literature research and empirical study will be applied for adjusting and developing more sophisticate questions of Q methodology and analysing process for gathering diverse responses and specific analysis.

Analysis of Korean Design Study Tendency (한국 디자인학 연구 동향에 대한 분석)

  • Kim, Jong-Deok
    • Archives of design research
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    • v.17 no.4
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    • pp.159-168
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    • 2004
  • Theoratical and academic research of korean design study started from 1979, the year of establishment of the Korean Society of Design Science. From that point, social contribution and academic research of design study through the academic exchange has been brought up. I collected 2,065 thesises from the 'Journal of Korean Society of design Science' and 'Journal of Korean Society of Basic Design and Art' to analyze the design study tendency during last 24 years. The purpose of this paper is to show the Design study tendency and the direction of the design study with the empirical analysis. The frequency analysis and descriptive statistics were used for the data analysis, and the $X^2$ has been used to verify the differences between the observed frequency and expected frequency of items. The Original articles of design study has been increased steadily because of the growing importance of the design study in the society. The analysis shows Design Foundation Study, Design Application Study and Design Basic Study are the most frequently studied area in the Korean Design Study. Design Study utilize the research methodology of social science to get the reasonable and objective result. Because of this, the number of empirical research method has been increased in the research methodology in Korean Design Study.

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Sensibility Ergonomics Car Design Supporting Method using Information Filtering (정보 필터링을 이용한 감성공학적 자동차 디자인 지원 방법)

  • Jung, Ho-il;Kim, Hyo-Jun;Chung, Kyung-Yong;Kim, Min-Jung;Kim, Woo-Keun;Shin, Ki-Sung;Hong, DaYeong-Geul;Oh, Seong-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.5-6
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    • 2011
  • 사용자 중심의 감성공학으로 다변화 되어가는 유비쿼터스환경에서 디자인 요소와 결합시키는 상호작용이 요구되고 있으며 많은 연구가 진행되어 왔다. IT융합기술을 이용하여 감성 디자인을 제공하는 것은 제품 서비스 전략의 중요한 요소이다. 본 논문에서는 정보 필터링을 이용한 감성공학적 자동차 디자인 지원 방법론을 제안하였다. 제안된 방법은 사용자에게 자신의 감성에 부합하는 자동차 디자인을 제공함으로써 이를 얻기 위한 시간과 비용을 줄여주고, 손쉽게 원하는 디자인 스타일에 접근하도록 한다. 현실의 상황을 활용하고 정보 필터링으로 디자인을 추천함으로써 사용자에게 지능화된 개인화 서비스를 제공할 수 있다. 이를 사용자 인터페이스로 구축하여 논리적 타당성과 유효성을 검증하기 위해 실험적인 적용을 시도하고자 한다.

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Shape Schema representation for Evaluation of Aesthetic value on Shape (형태에 있어서 미학 특성의 평가를 위한 스키마 표현과 방법론의 이론적 고찰)

  • 차명열
    • Archives of design research
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    • v.16 no.2
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    • pp.141-150
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    • 2003
  • In estimating designed architectural buildings, many factors in various design domains such as function, structure, form, environment may be considered and then a building design might be selected or modified as final design. This paper proposed a method to obtain complexity values from two dimensional drawings which are floor plans or elevations. The method has been developed based on information theory, shape pattern representation and cognitive theory. Results of measuring complexity value can make the computer evaluate and select final results produced from automatic design processes by the computer That is to say, aesthetic values based on order and chaos can be measured using complexity values and then some results having superior values can be selected as final result.

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A Study on the Disaster Prevention Design by Applying Infographics under Participation of Users (사용자가 참여하는 인포그래픽을 활용한 방재디자인 연구)

  • Noh, Hwangwoo
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.121-122
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    • 2014
  • 본 연구는 방재디자인에서 가장 중요한 부분인 경감, 예방디자인 분야에서 재난을 예방하고 위험요소를 제거할 수 있는 사용자가 참여하는 인포그래픽에 관한 연구이다. 최근 스마트폰, 태블릿 PC 등의 새로운 플랫폼의 등장으로 더욱 인터랙티브해지고 파워풀한 인포그래픽이 제작되고 있으며 사용자의 요구 또한 다양화, 개성화되고 있다. 이를 해결하기 위해서는 전문가의 직관과 경험을 통한 과거의 설계방법만으로는 최선을 길을 찾을 수 없기 때문에 사용자 참여의 디자인 방법론이 요구된다. 참여디자인은 모든 구성원이 자기가 알고 있는 환경 부분을 만들어 가는 커뮤니티 활동을 통해 이런 목적을 달성할 수 있다. 또한 참여를 통한 인포그래픽은 디자이너들은 과거의 획일화된 해결책을 개혁할 수 있으며 참여문화를 번창시키고 우리를 둘러싼 인적재난을 막기 위한 창조적인 결과물을 만들 수 있다.

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Methods to Reduce Conflicts on Energy Transition to Hydro Energy: Focused on the Application of Design Thinking (수소에너지의 에너지전환 활용을 둘러싼 갈등해결 방안: 디자인씽킹 방법론 적용을 중심으로)

  • Kim, Taeyoon;Choi, Hanna;Kim, Minchul
    • Journal of Energy Engineering
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    • v.29 no.2
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    • pp.30-39
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    • 2020
  • The purpose of this paper is to present a solution to the conflict when hydrogen energy is used for national energy transition through design thinking methodology. Research shows that design thinking enables joint design of policies for hydrogen energy transition between government and stakeholders. This is a macro approach based on empathy and cooperation, and can form consensus on the policy design process in the early stages. Starting with an understanding of hydrogen energy conflicts, ideas can be found based on the experiences gained from conflicts of stakeholders, disputes or lawsuits. And based on this, additional ideas on hydrogen energy transition will be verified the realization of the ideas. Collaboration with stakeholders to improve conflicts can create new values. In the process of reconfiguring the definition of energy transition problems, the opinions of stakeholders can be integrated with continuous empathy. Through design thinking methodology, we can integrate opinions of stakeholders and prevent conflicts.