• Title/Summary/Keyword: 디자인 방법론

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A Technical Planning for Emotion Evaluation of Art Performance using the Human Emotional Data (공연에 대한 고객감동 평가를 위한 감성데이터 활용 방안)

  • Moon, Hyo-Jung;Ko, Hee-Kyung;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.87-91
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    • 2017
  • Recently, several kinds of researches using IoT wearable devices are active in the field of sports, design, emotional sciences and so on. The human bio data such as blood pulse, ECG, SKT signal, and GSR Signal producing from IoT wearable devices such as Watch, Smart-band, Grass can adapt to the meaningful future applications. Using the human's emotional data and a physical status with variation and so on, we can individually get the personal status. Due to knowing the personal emotion or physical status is related and connected to the valuable wallet of customers, the approach is more important in nowadays. Therefore, the personal information can effectively adapt to the marketing of the culture industry, which deals with emotions of customers. The research shows implementation steps for explaining overall architecture of the convergence research between Art and Technologies.

Concentrated on the Methodological Proposal on the Various Form Generation (심미적 영향요소인 비례를 적용한 디자인 프로세스 구축에 관한 연구 -다양한 형태발상에 대한 방법론적 제안을 중심으로)

  • 홍정표;이경화
    • Science of Emotion and Sensibility
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    • v.5 no.1
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    • pp.49-60
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    • 2002
  • The aims of the study are first, in other to meet the demand for a new product design process, to review the prototype theory and to find out the conceptual structure of product aesthetics, which is another properly thought to be as important as the typical pattern in an effort to patch up the theory second to help designers overcome the limits of idea generation and create consumer oriented designs with a high success rate by setting up a new product design process that is established through the application of the aesthetically influential factor 'proportion'based on the preceeding studies that tested product aesthetics measuring devices. In other words, this study tries to find out product categories, making use of the prototype theory to introduce an ideal proportion for product design, recognizing the importance of proportion by conducting product pattern analysis: to create a differentiated method that can product consumer oriented designs, even if it only manipulate proportion and to establish a new design process that can systematically explain the methodology for various form generation that applies proportion. This study reviews the theoretical aspects of concepts pertaining to the above … and, based on them, empirically tests them by patting to use the programs, for proportion manipulation. This study was conducted in the following way: To begin with, this study takes out proportion out of some aesthetically influential factors that has a great impact on the way consumers prefer certain product designs and tries to see how proportion affects the consumer preference when consumers select a product. In addition, we could analyze the difference between the ideal proportion that consumers prefer and the traditional golden proportion produced through theoretical studies. The correlations between preferred proportion and ideal proportion, and preferred proportion and golden proportion could be shown. In order that we may create form variations through more detailed proportion manipulation on the basis of the ideal proportion verified as preferable, we again applied the proportion factor to the process utilizing PDS(proportion Distortion System). In the way the restraint of form generation could be pursued. All in all, this study makes an attempt to set up a design process to create new product forms through the application of Proportion.

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Community-Based Learning and Capstone Design (지역사회경험학습과 공학설계교육)

  • Lee, Joo-Sung;Jeong, Bong-Ju
    • Journal of Engineering Education Research
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    • v.13 no.6
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    • pp.180-187
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    • 2010
  • Design and management of information and industrial engineering (DMIIE) is a project-oriented junior/senior class that integrates the methodologies of industrial and information engineering in order to solve real-world problems. It examines social issues, engineering approaches to solve the problems and business models that can generate sustainable value for society. This course help students use their engineering knowledge to assess and solve the problems faced by local community. By conducting real-world projects, students get an opportunity to refine their oral and written communication skills. In this paper, the experience of DMIIE course is presented. The effects of the community-based learning for a senior design course are discussed. The possibility of using this blended type of design course to meet the ABEEK outcomes is also stated.

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A Study on the Structuralization of Consumer Needs by Analysing Emotional Factors (감성 요소 분석을 통한 소비자 니즈의 구조화에 관한 연구)

  • 엄정식;김창수;김명석
    • Archives of design research
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    • v.12 no.1
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    • pp.97-106
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    • 1999
  • As the Production technology Progresses, the necessity to consider consumers needs being complex and diverse in the phase of developing product is being more important. However, existing system of consumers needs being structured with the view of marketing is too abstractive and categorical to apply in the phase of developing product. So, the goal of this study is to establish method that structuralize customer's needs for applying practically in the phase of the product concept development and to suggest guidelines to needs structuralization with emphasis on the view of cognitive science/cognitive psychology. The major findings of this study is summerized as follows. First, to structuralize not only customer's needs category which being used as standard to assort needs in existing way but also practical needs features, it must contain the concept of emotion that is actual product's meaning to customers in its structure, and for this reason, the structuralized needs with emotions can be defined as emotional needs structure. Second, categorization of concept will be divided as essential concept and referential concept centering around symbolic concept, and from this supposition, emotional needs structure can be composed as benefit concept(essential concept), customer needs(referential concept) centering around emotion(symbolic concept).

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A Study on Developing the 3D Interaction Program for the Customized e-commerce (주문형 전자상거래를 위한 3차원 주문 프로그램 개발에 관한 연구)

  • 이수경;임창영
    • Archives of design research
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    • v.17 no.1
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    • pp.109-118
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    • 2004
  • With the remarkable progression of network and the sophistication of contents, we now see various ways of communication methods in World Wide Web. In such trend, 3D web deserves our attention, which is applied for various areas such as education, game, chatting, e-commerce. Among those, by using 3D contents, e-commerce, especially the customized e-commerce, can give users more rich information about products. However, most of current 3D e-commerce sites are adopting a mere tool-based methods without considering contents and interaction required for the customized e-commerce. So, this paper proposes the direction of developing 3D interaction program for the customized e-commerce, based on a study on the required information elements about products and the interaction of controlling those factors. The evaluation to compare with the existing program is follows by the development of practical program, to give more persuasive reasons on the advantages of 3D e-commerce program.

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Calculus of Communicating Systems Domain in PtolemyII (PtolemyII의 CCS 도메인)

  • 황혜정;김윤정;남기혁;김일곤;최진영
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.5_6
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    • pp.335-346
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    • 2004
  • PtolemyII is an environment that supports heterogeneous modeling and design of concurrent systems such as embedded system. PtolemyII has several Domains which are physical rules to determine the way of communicating between components. PtolemyII has 11 domains such as PetriNet, Timed Multitasking, SR etc. Components of System can be specified using appropriate domains for their properties. Communicating Sequential Processes(CSP) is implemented as formally designed CSP domain, in PtolemyII. But CCS didn't be implemented as a domain. It is a kind of Process Algebra language which can be used for specifying and verifying concurrent systems formally. Thus, in this paper we implemented CCS domain. And that permitted developers using PtolemyII to use the same modeling pattern used in PtolemyII and to make system specifications in the base of the formal semantics of CCS. This caused the diversity of PtolemyII domains and the power of expression was improved. This paper will explain the structure of CCS domain implemented in PtolemyII and the way of implementing it.

Fusion Factor Analysis of Seal Wandangyego Engraved by Oh Gyuil (오규일이 새긴 인장 완당예고의 융합 요소 분석)

  • Choi, Joon-Ho
    • Journal of Convergence for Information Technology
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    • v.9 no.11
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    • pp.110-117
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    • 2019
  • This study attempted to publicize the excellence of art of seal engraving in the Joseon Dynasty by analyzing the fusion factors of seal 'Wandangyego' which Oh Gyuil engraved. The appearance of Wandangyego was compared with other seals. The calligraphy philosophy in Wandangyego, the composition of inmun Wan-Dang-Ye-Go, and Oh Gyuil's method of holding graver were analyzed. As a result, Wandangyego was the world's largest rectangular seal and contained the writing philosophy of his teacher Kim Junghee. Oh Gyuil was a seal engraving artist and expert in the manufacture of seal handles. He used 'chungdo' and 'jeoldo' appropriately, and stimulated the deliberate emotion of oriental art with layout applied with exquisite oriental golden ratio. The importance of the real seal was suggested, and it was proved that the seal Wandangyego was a prominent work worldwide. The results of this study are expected to be a new research methodology for analyzing the fusion factors in painting, sculpture and design.

A Study On The Application of RPA(Robotics Process Automation) For Productivity Of Business Documents (비즈니스 문서의 생산성 향상을 위한 RPA(Robotics Process Automation)적용방안에 대한 연구)

  • Hyun, Young Geun;Lee, Joo Yeoun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.199-212
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    • 2019
  • Digitalization is creating a variety of changes and innovations in our business environment. In manufacturing, robots have long been used for automation to innovate processing speed and quality. The RPA brings these innovations in manufacturing sites to the office space. The purpose of this study is to improve productivity for simple, repetitive tasks in these office space. For identify the potential of automation related to productivity improvement, I looked at the concept of business automation, and then simulated the five areas of business documentation works with agile methodology. In conclusion, I confirmed that productivity improvement of 97.3% in quality inspection and 31.7% in editorial design is possible, and examined the direction to apply to actual work. Based on these results, future study will explore the application of Intelligent Process Automation (IPA).

A study on metaverse of China's Dunhuang Frescoes through COSPACES EDU (COSPACES EDU를 통한 중국 둔황 원시벽화 메타버스 연구)

  • Liu, Bo-Ya;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.463-470
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    • 2021
  • Due to natural and human factors, dunhuang frescoes in China have gradually degenerated. China has conducted digital transformation of frescoes since 1990. However, it requires expensive research costs. Most of the visitors passively accept transformation contents and lack subjective participation. The paper focuses on produces a prototype of Dunhuang frescoes on the CoSpaces EDU. It was implemented as a metaverse through procedures such as transforming the cave into 3D, mapping images to the cave model and developing CoBlocks. The research puts forward a more specific methodology without expensive costs of development. The paper makes it easier to realize the immersive and interactive virtual Dunhuang frescoes world, to improve the tourism contents and educational effect. This research carries on the statistics to the product result which develops according to the user experience of 100 different ages, has obtained the good feedback. The research results need to be improved is to strengthen the processing of graphic details. Therefore, Optimization and improvement of the result will be carried out in the future research.

Recognition Type of Message Expressed on Fashion -Focusing on 20's Women-

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.149-159
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    • 2021
  • This study wanted to analyze the types of recognition of messages expressed in clothing for women in their 20s who wear a lot of clothing and fashion products with text. It was intended to provide basic data necessary for the production of typography clothing and fashion products by considering the subjective evaluation of how women in their 20s type the characters expressed in fashion and the characteristics of each type. This study was conducted with the Q method, and the QUANL pc program was used for analysis. Type I thought that letters were a design element and fashion, and the characters expressed in clothes were recognized as images. Type 2 thought it was important that the characters expressed in the clothing were recognized as messages, and that the characters had social messages and period reflections. Type 3 preferred that letters be combined with casual clothes and valued the formability of the characters. Type 4 preferred characters to represent brands and liked to be placed in large positions. In the future, it is thought that additional research by various age groups and genders and detailed research should be conducted to identify differences in font, color, and sentence length.