• 제목/요약/키워드: 디자인 방법론

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A Study on Music Video based on Logic of Sensation of Gilles Deleuze - Analysis of the work of Chris Cunningham - (질 들뢰즈의 감각론을 기반으로 한 뮤직비디오의 영상디자인 연구 - 크리스 커닝햄 작품을 중심으로 -)

  • Koh Eun-Young
    • Archives of design research
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    • 제19권4호
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    • pp.121-132
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    • 2006
  • In the Western Philosophy that was centered on reason, sense has been belittled as a low level of conception under reason. However, the 21st century modern visual environment pushes away the epistemology centered on reason and puts 'sensuality' and 'sense' on its place. Especially, public films are one of the fields that rapidly reflect such changes and lead the changes. However, unfortunately, it is difficult to find such efforts that reflect the artistic and aesthetic significance of sense from the public films. It is because that sense is considered superficial and somewhat not real, while recognizing sense as the low level of conception under reason over the long history. Given the fact, this study reviews the by Gilles Deleuze, a modern philosopher who gives a new value on sense, and it would be meaningful to analyze the works of Chris Cunningham who makes films with the concept of Gilles Deleuze. After we analyzed three music videos of Aphex Twin directed by Chris Cunningham, we can ascertain that the films are based on body without Oranges, hysteric, and diagram that are suggested from by Gilles Deleuze. Analyzing recently released films centered on 'sense' in a superficial manner that includes production method or picture composition, including the films of Chris Cunningham, falls into the error of overlooking the director's aesthetics. Understanding the modern logic of sense that is newly developing, studying its substance, and analyzing the films will make a sacrifice of suggesting a new alternative.

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A Participatory Spatial Design Methodology using Virtual Reality (가상현실(VR)을 활용한 참여형 공간설계방법론)

  • Choi, Jae-Yeon;Kim, Eun-Hyung
    • Journal of Cadastre & Land InformatiX
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    • 제46권2호
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    • pp.253-267
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    • 2016
  • This paper is on a participatory spatial design methodology using Virtual Reality, which can be applied to the overall spatial design process. Participation in the current spatial design has several limitations: one-sided communication process, difficulty of understanding the given information and partial participation in the design process. Virtual Reality can be an ideal visualization tool for Geodesign and PPGIS(Public Participation GIS), which is presented as a highest step at the participation ladder. A participatory methodology is proposed to take advantage of Virtual Reality. In order to support participation through Virtual Reality in spatial design process, theories about the participation are compared to derive the new roles of Virtual Reality and the roles are formulated in the participatory spatial design methodology. By applying the methodology to the design process and implementing each stage through Virtual Reality, the design performance of each step can be verified in the methodology. As a result, design ideas can be effectively understood through Virtual Reality experiences. It is also confirmed that the interactions in Virtual Reality and participation are possible in the entire design process.

A Study on the Black Box Design using Collective Intelligence Analysis (집단지성 분석법을 활용한 블랙박스 디자인 개발 연구)

  • Lee, Hee young;Hong, Jeong Pyo;Cho, Kwang Soo
    • Science of Emotion and Sensibility
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    • 제21권2호
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    • pp.101-112
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    • 2018
  • This study was carried out to enhance the competitiveness of blackbox design for domestic and international companies, based on the explosive growth of the blackbox market due to development of blackbox design for vehicle accident prevention and post-treatment. In the past, the blackbox market has produced products indiscriminately to meet the ever-increasing demand of consumers. Therefore, we thought a new design method was necessary to effectively investigate the needs of rapidly changing consumers. In this study, we aimed to identify the best-selling blackbox to understand the design flow, and the optimum area for a blackbox, considering the uniqueness of associated vehicle. Based on discussion with blackbox design experts, we studied the direction of design and the problems with blackbox use, which were reflected in blackbox development. Through this research, two types of design - leading blackbox (A type) and mass production blackbox (B type) - were proposed for compatibility of the blackbox with the car. The leading type of blackbox was positioned so that it was wrapped with the room mirror hinge before the screw was fastened, in order to achieve an integrated design. Therefore, we designed an integrated form and resolved the placement problem of an adhesive blackbox. To blend, the mass production blackbox implemented material and surface processing in the same way with the car, and adopted the slide structure to automatically turn off the main body power when removing the SDcard, reflecting consumer needs. This study considers evolving consumer needs through a case study and collective intelligence and deals with implementation of the whole design process during mass production. In this study, we aimed to strengthen the competitiveness of the blackbox design based on design method and its realization.

Data analysis by Integrating statistics and visualization: Visual verification for the prediction model (통계와 시각화를 결합한 데이터 분석: 예측모형 대한 시각화 검증)

  • Mun, Seong Min;Lee, Kyung Won
    • Design Convergence Study
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    • 제15권6호
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    • pp.195-214
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    • 2016
  • Predictive analysis is based on a probabilistic learning algorithm called pattern recognition or machine learning. Therefore, if users want to extract more information from the data, they are required high statistical knowledge. In addition, it is difficult to find out data pattern and characteristics of the data. This study conducted statistical data analyses and visual data analyses to supplement prediction analysis's weakness. Through this study, we could find some implications that haven't been found in the previous studies. First, we could find data pattern when adjust data selection according as splitting criteria for the decision tree method. Second, we could find what type of data included in the final prediction model. We found some implications that haven't been found in the previous studies from the results of statistical and visual analyses. In statistical analysis we found relation among the multivariable and deducted prediction model to predict high box office performance. In visualization analysis we proposed visual analysis method with various interactive functions. Finally through this study we verified final prediction model and suggested analysis method extract variety of information from the data.

A Study of Dysfunctional Customer's Personality Information for Proposing 'Evil Persona' ('사악한 퍼소나' 제안을 위한 역기능적 소비자 성격 정보 연구)

  • Choi, Yeong Chae;Yeoun, Myeong Heum
    • Design Convergence Study
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    • 제16권6호
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    • pp.43-58
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    • 2017
  • Recently, service failure from dysfunctional customer behavior has been observed in various service industries. Customers so-called 'Jaycustomer' can make bad influence to other customer's service experience which can be the obstacle of ideal service delivery. Therefore, approaching dysfunctional customer in service design perspective have became necessary, and modelling such customers through persona could be useful. For this purpose, we suggested the concept 'Evil Persona', and to find statements of personality trait which can make designers predict dysfunctional customer behavior, literature review and Q method analysis were performed. In result, dysfunctional customer behaviors were differed from service characteristics and were able to predict by combinations of statements. Based on this, more detailed customer information could be offered by presenting differentiated dysfunctional behavior information according to service characteristics. Since service design expanded its area, 'Evil Persona' can be valuable as criteria of verifying and compensating idea's vulnerability and limitation.

순간 동적 사용자 최적 통행배정모형을 이용한 교차로에서 좌회전 금지 효과분석

  • 김점산
    • Proceedings of the KOR-KST Conference
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    • 대한교통학회 1998년도 Proceedings 제34회 추계 학술발표회
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    • pp.245-251
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    • 1998
  • 좌회전 제어네는 크게 좌회전을 금지하는 적극적인 제어에서 좌회전 신호와 좌회전 차선의 디자인 및 차선 설정과 같은 비교적 소극적인 제어가 있다. 기존의 좌회전에 관한 많은 연구는 대부분 후자의 소극적인 제어를 통한 제어효과를 파악하는데 주로 관심을 두었다. 좌회전금지의 효과분석 방법론에는 크게 교차로 및 링크(Link)와 네트워크(Network)의 두가지 차원의 접근 방법이 있다. 교차로 및 링크(Link) 차원의 분석은 TRANSYT 7F, PASSER IV 등과 같은 가로망에서 신호시간을 최적화하는 모형과 NETSIM, COSIM과 같이 조건에 따라 실제 차량의 행태를 모사하는 시뮬레이션 모형 등에서 좌회전 신호현시를 주거나, 주지 않음으로써 전후의 변화를 관찰, 분석에 이용할 수 있다. 그러나, 이러한 접근방법은 개별교차로에서 현시운영에 따른 효과를 분석하기에는 용이할 지 모르나, 좌회전 금지에 따라 전환된 교통량을 합리적으로 처리하는데 문제를 가지고 있다. 이에 반해 네트워크(Network) 차원의 분석은 좌회전 금지에 따른 거시적 수요변화를 파악하여, 좌회전금지에 따라 전환된 교통량을 합리적으로 수용 할 수 있으며, 교차로 및 링크(Link) 차원의 분석기법과의 결합을 통해 개별교차로에서 현시운영에 따른 효과도 어느정도 예견할 수 있을 것으로 예상되지만, 이에 관련한 여구가 전무한 형편이다. 본 연구의 목적은 네트워크(Network) 차원에서 좌회전 금지에 따른 효과 분석 모형을 정립하고, 가상 네트워크에 적용 그 유효성을 검증하여, 지역 네트워크의 개별교차로에서 좌회전 금지의 도입에 대한 의사결정의 기준을 마련하는데 있으며, 이를 위한 구체적 연구 내용은 다름과 같다. 첫째, 순간 동작 사용자 최적 통행배정모형의 구조 및 특성 파악. 둘째, 기존 가로망 표현기법의 구조 및 특성파악. 셋째, 좌회전 금지에 따른 효과 분석을 위한 순간 동적 사용자 최적 통행배정모형의 구축. 넷째, 좌회전 금지에 따른 효과 분석을 위한 가로망 표현기법의 개발. 다섯째, 가상 네트워크에서 구축된 모형을 통한 교차로에서 좌회전 금지 효과분석

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Design of Information Appliances Based on User's Preference - in the Case of Information Retrieval Method for Pedestrians' Navigation - (정보기기 디자인에 있어서 사용자의 감성을 고려한 콘텐츠 개발방법 - 보행자의 이동지원을 목적으로 한 감성정보검색을 사례로 -)

  • Kim, Don-Han
    • Archives of design research
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    • 제20권3호
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    • pp.203-214
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    • 2007
  • This study proposes an information retrieval method reflecting the user's preferences based on the fuzzy set theory to develop information contents which support pedestrian's navigation. Firstly, the research evaluated subjects' preferences on commercial spaces set to a hypothetical destination. Also it surveyed the causal relationship between the visual characteristics and the emotional characteristics to propose methods of Navigation Knowledge Base (NKB). The NKB was composed of three elements; 1. the correlation model between emotional characteristics, 2. the causal relationship between visual characteristics and emotional characteristics, 3. the transformation model between visual characteristics and the physical characteristics. Secondly, this study classified the pedestrian's destination search into 4 types with his or her preferences and the time conditions limited during navigation. For each type it presented the Destination Search Algorithm (DSA). Finally, the research simulated the destination search in 4 navigation types using NKB and DSA and verified the availability of the information retrieval method reflecting pedestrian's preferences. In conclusion, the proposed information search method will be applied to reflect the user's preferences to develop information appliances.

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A Study on the Improvement for Bidet Product-Service Design for Seniors by PSS-based 4D Double Diamond Design Process Model (PSS 기반 4D 더블 다이아몬드 모델을 활용한 시니어를 위한 비데 제품-서비스디자인 개선방안 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • 제25권1호
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    • pp.29-40
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    • 2022
  • This study uses the bidet 4D double diamond design process model to propose an improvement for "senior-oriented bidet product service design" that reflects the characteristics and needs of seniors. This study was based on the product service system concept. To this end, qualitative research on seniors was conducted to derive user value factors, and, based on this, product service ideas were discovered, and a prototype reflecting the usefulness review of a working-level expert group was proposed. First, a "smart application service for user-customized function setting guide" was proposed. A bidet incorporating Internet of Things technology and a smart phone are linked to provide an app service that automatically interprets user characteristic information and information on bidet products to guide customized functions. Second, a control panel and remote control user interface to "user-oriented product service interface" was proposed. In consideration of the usability and cognitive ability of seniors, a simple and intuitive physical user interface such as a configuration centered on main functions, button arrangement according to task sequence, and a touch screen remote control was presented. Third, we proposed a "bidet care service linked with products and health/hygiene care" that provides a wide range of services such as user health and hygiene, cleanliness, entertainment, etc., in addition to regular bidet product service. This study proposed a product-based service design methodology that can improve user experience and relationship quality by discovering and improving the pain points and needs of users (seniors) in the process of using bidet products (before, during, and after use).

Space Design Expression Method According to the Analysis of the Characteristics of Movies - Focused on the Characteristics Expressive of the Illusionist - (영화의 특성 분석에 따른 공간디자인의 표현방법 - 환영성 표현 특성을 중심으로 -)

  • 송춘의
    • Archives of design research
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    • 제17권1호
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    • pp.231-240
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    • 2004
  • Space design in the 21st century has been developed in connection with media more various than ever. In the age of image represented by popular culture, space design connected with media is based on post-reason thoughts constituting the post-modern society, and reflects polysemously and pluralistically changes in the society through the identification of art with life. The movie, which is an image perceived particularly sensibly and the most impractical simulated image among various illusionary media images composing the contemporary society, is growing rapidly in interrelation with various fields of art based on its peculiar nature, and its influence is getting more extensive. The movie manipulates mass society to create what does not exist and restore lost images into new realities through the reproduction of extremely realistic senses, and uses them in establishing virtual realities and creating illusionary images representing the age of simularc. The illusionary expression of the movie produces new meanings through disintegrating existing meanings and recombining them, and expresses popular culture from a position closest to our everyday life. Such an analytical attitude toward the illusionary movie reflecting our society can be a new approach to space design. The present study attempts to suggest the possibility of applying such an illusionary characteristic of the movie as a methodology of space design by utilizing the characteristic as a conceptual language of space design.

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DNA Sequence Design using $\varepsilon$ -Multiobjective Evolutionary Algorithm ($\varepsilon$-다중목적함수 진화 알고리즘을 이용한 DNA 서열 디자인)

  • Shin Soo-Yong;Lee In-Hee;Zhang Byoung-Tak
    • Journal of KIISE:Software and Applications
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    • 제32권12호
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    • pp.1217-1228
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    • 2005
  • Recently, since DNA computing has been widely studied for various applications, DNA sequence design which is the most basic and important step for DNA computing has been highlighted. In previous works, DNA sequence design has been formulated as a multi-objective optimization task, and solved by elitist non-dominated sorting genetic algorithm (NSGA-II). However, NSGA-II needed lots of computational time. Therefore, we use an $\varepsilon$- multiobjective evolutionarv algorithm ($\varepsilon$-MOEA) to overcome the drawbacks of NSGA-II in this paper. To compare the performance of two algorithms in detail, we apply both algorithms to the DTLZ2 benchmark function. $\varepsilon$-MOEA outperformed NSGA-II in both convergence and diversity, $70\%$ and $73\%$ respectively. Especially, $\varepsilon$-MOEA finds optimal solutions using small computational time. Based on these results, we redesign the DNA sequences generated by the previous DNA sequence design tools and the DNA sequences for the 7-travelling salesman problem (TSP). The experimental results show that $\varepsilon$-MOEA outperforms the most cases. Especially, for 7-TSP, $\varepsilon$-MOEA achieves the comparative results two tines faster while finding $22\%$ improved diversity and $92\%$ improved convergence in final solutions using the same time.