• Title/Summary/Keyword: 디자인 방법론

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A Case Study on the Remodeling of Detached House for Adaptive Reuse -Focused on 'Gupo-Saetulmaul' and 'Haeridan-gil' in Busan- (적응적 재사용을 위한 단독주택의 리모델링 사례연구 -부산시 '구포새뜰마을'과 '해리단길'을 중심으로-)

  • Choi, Kang-Rim
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.205-216
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    • 2021
  • There is a growing interest and need for adaptive reuse and remodeling as a method for sustainable urban regeneration and residential improvement. The purpose of this study was to suggest implications for the remodeling of detached house for adaptive reuse in Korea. To this end, a theoretical review and case analysis was conducted on the remodeling in 'Gupo-Saetulmaul' and 'Haeridan-gil' in Busan City. The implications through the study are as follows. (1) Programs for residents participation and sustainable management of buildings are needed. (2) Coexist between residential and commercial use is needed. (3) A guideline for planning and designing street and building remodeling is needed at the level of the entire detached housing site.

Considerations on Wolfgang Weingart's Typography based on Syntactic Characteristics (볼프강 바인가르트의 구문론적 특성에 의한 타이포그래피 고찰)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.86-93
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    • 2012
  • The foundation of the development in modern typography is based on the era of International Typographical Style and Modern Typography that valued morphological functionality and rationality to achieve an accurate conveyance of meaning. However, with the advance of postmodernism, the view that the aesthetic and conceptual aspect must be included in its interpretation rather than its rational functionality was prominent. Indeed, the works of Dan Friedman and April Greiman, two graphic designers that are known to be the most representative of the post-modernistic era, displayed that graphic design works can also serve as a method for a more free artistic expression, unlike works of Modern Typography. This move towards aesthetic graphics was first started by Wolfgang Weingart. His various attempts at expanding the concept of typography had a significant impact on the development of New Wave and his experimentalist attitude brought about a ground-breaking change to the functional design and formative expression of modern typography. However, this thesis will consider the theoretical background of the typographical designs displayed in Wiengart's works and the experimental methods thereof, and will not attempt to evaluate Weingart's pioneering role and achievements. Furthermore, this thesis will shed new light on the argument that the Weingart's works are not based on the authorship view of post-modernistic typography and are rather utilized to expand the concept of typography based on a syntactical approach.

A Study of the meanings and functions of (한국 주택에서의 마루공간의 의미와 기능변화에 관한 연구 -문학작품에 나타난 주거공간용어를 중심으로-)

  • 최경실;김대년;오혜경;서귀숙;신화경
    • Archives of design research
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    • v.12 no.3
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    • pp.237-246
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    • 1999
  • The study ooramed has the meanngs as a goal, to examine a character and changes of function a "Maru" in the literatures historically. Methodically the literatures in the temporal oonsequences were selected, and the "Maru", whidl oomes into it, was interpreted in its historical oonnections. By the investigation I oould oome to the following results. First of all, those terms "Maru" and "Daechll1Q" were cfifferently used after the sizes and p1ares of the spaces concerned. I.e, the "Maru" in the center of the house is called "Daed1ung", With the Maru does not concern actually its p1are, Secondly, the functions of the spare "Maru" are characterized as follows. ·Space for the important ceremonies ·Spare for the passage and the switching of two or several spaces. ·Determination of the hierardly of spares in the whole house. ·Spare for the receipt. ·Spare for sleeping and for living. ·Spare for work, storage etc. Thirdly, the meanings of the "Maru" were dlanged as follows in the time. ·The term "Man! was used from the past to today without interrujjion. Arot.l1d 1930 the tenns "Yangsil" and "Geosil" for the tenn "Maru" were emerged. ·The different dlaraderistics for the space "Maru" are found in the cortemporary literatures only rare. This thing explains itself by the fad that the "Maru" becomes the inner-spare after 1900 by the restructuring of the dwelling spares.hing explains itself by the fad that the "Maru" becomes the inner-spare after 1900 by the restructuring of the dwelling spares.

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Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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Analysis of Urban Park Nightscape based on the Design-Construction Process and Current Status - Focused on Yeouido Park - (도시공원 야간경관의 조성 과정과 실태 분석 - 여의도공원을 중심으로 -)

  • Kim, Hyun-Geun;Kim, Ah-Yeon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.14-26
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    • 2018
  • Light has been an essential part of human life. The advancement of technology has changed cities' nightscape and night activities in a drastic way. Lighting has influenced the identity of a city while promoting a variety of civic nighttime cultural pursuits, yet lighting design has not been considered adequately in the field of landscape architecture. This study aims to analyze the current status of lighting in urban parks through interviews with professionals, literature and regulation reviews, analysis of design documents and a field survey focused on Yeouido Park in Seoul. The findings and improvement directions are as follows. First, it is necessary to develop a specific lighting design method in order to avoid a marginalized, passive approach such as light fixture installation. Second, the existing standards of illuminance by KS A 3011 regulating only horizontal illuminance has turned out not to evaluate the current nightscape of urban parks properly. Therefore the criteria and guideline for analysis and design for nightscape should be articulated. Third, there are no design or management strategies to consider the changing landscape of urban parks, which is necessary due to the changing characteristics of park ecosystems. Lastly, detailed guidelines for distinguished spaces in urban parks should be studied and suggested.

Relative Importance and Priority of Evaluation Elements in University Department Homepage Selection Process -with Special Reference to College Prep Students in Busan- (대학 학과홈페이지의 평가요소에 대한 상대적 중요도 분석 -부산지역 수험생들의 인식을 중심으로-)

  • Kang, Kyoung-Soo;Lee, Young-Woo;Lee, Kang-Hyuk;Lee, Young-Sook
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.488-498
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    • 2015
  • Form the observation that the successful management and operation of university websites brings about university branding effects, this paper attempts to identify the problems in relation to evaluation elements of university homepages and establish a new evaluation model that allows us to grasp the importance and priority of phased evaluation elements. In particular, we tried to secure the objectivity of the importance of department homepage evaluation elements by using AHP(Analytic Hierarchy Process). Our analysis shows that among 29 evaluation elements of department homepage, mobile service, curriculum, description of department's characteristics, guide to homepage usage/accessibility to site map and differentiated educational method were considered to be relatively important whereas the relative importance of department's slogan, differentiated image and identity, linkage to SNS, Q&A bulletin board, operation of department community, and FAQ was low. Based on the findings from our analysis, we present the basic foundation for successful management and operation of university department homepages along with a few suggestions for vitalizing those hompages.

The Effects of Internet Shopping Mall Users' focus the formation factors of trust and commitment on Customer Loyalty Behavior (인터넷 쇼핑몰 신뢰형성요인과 몰입형성요인이 신뢰, 몰입, 고객충성행위에 미치는 영향)

  • Park Jun-Cheul;Jeong Gi-Ho
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2006.05a
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    • pp.178-193
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    • 2006
  • 기업들이 고객에 대해 관심을 가지는 이유는 고객관계관리(CRM: customer relationship management)의 중요성이 그 어느 때 보다도 강조되고 있기 때문이며, 또한 강력한 고객관계가 기업의 경쟁우위를 위한 주요 수단이 되고 있음을 지각하고 있기 때문이다. 특히 인터넷 쇼핑몰에 대한 고객의 충성행위는 인터넷 쇼핑몰이 제공하는 다양한 상품 및 서비스와 더불어 성공적인 고객관계를 위해서는 매우 중요하다. 또한 인터넷 쇼핑몰의 입장에서는 여러 가지 다양한 서비스를 인터넷 쇼핑몰 이용 고객에게 제공함으로써 인터넷 쇼핑몰을 이용하는 고객들에 대한 신뢰와 몰입을 증가시킴으로써 인터넷 쇼핑몰 이용 고객들로 하여금 인터넷 쇼핑몰에 대해 높은 충성도를 가지게 할 수 있을 것이다. 따라서 본 연구는 인터넷 쇼핑몰 이용 고객에 대한 고객충성행위를 신뢰형성요인, 몰입형성요인, 신뢰, 몰입이라는 측면에서 설명하고자 하였다. 즉, 인터넷 쇼핑몰의 신뢰형성요인(능력, 호의성, 무결성)이 신뢰에 영향을 미치고, 몰입형성요인(촉진정보, 상호작용성, 쇼핑몰디자인)이 몰입에 영향을 미친다. 그리고 신뢰는 몰입과 고객충성행위에, 몰입은 고객충성행위에 영향을 미칠 수 있음을 제안하고 이를 인터넷 쇼핑몰 이용 경험이 있는 고객들을 대상으로 실증적으로 분석하였다. 실증분석 결과에 따르면 제안모델은 수용가능한 모델적합도를 보여 주었으며, 또한 본 연구에서 제시한 9개의 가설 모두가 통계적으로 유의한 결과를 보여주었다. 특히 신뢰는 신뢰형성요인(능력, 호의성, 무결성)과 고객충성행위사이에 매개변수의 역할을 수행하고있으며, 몰입은 몰입형성요인(촉진정보, 상호작용성, 쇼핑몰디자인)과 고객충성행위사이 그리고 신뢰와 고객충성행위사이에 매개변수의 역할을 수행하는 것으로 나타났다.동지역의 고기후를 해석함으로써 고기후적 및 고생태학적 의미를 연구해 보고자 하였다.에서는 시스템 등급에 영향을 준다. 향후에는 더욱 더 다양한 상호의존 모델들이 정량화될 필요성이 있다고 본다. 진행하였다. 줄여서 보다 더 정확하고, 지능적인 규칙구성요소 추출 방법론을 제시하고 구현하여 지식관리자의 규칙습득에 대한 부담을 줄여 주고자 한다. 도움을 받을 수 있게 되었다.을 거치도록 되어있다. 교통주제도는 국가의 교통정책결정과 관련분야의 기초자료로서 다양하게 활용되고 있으며, 특히 ITS 노드/링크 기본지도로 활용되는 등 교통 분야의 중요한 지리정보로서 구축되고 있다..20{\pm}0.37L$, 72시간에 $1.33{\pm}0.33L$로 유의한 차이를 보였으므로(F=6.153, P=0.004), 술 후 폐환기능 회복에 효과가 있다. 4) 실험군과 대조군의 수술 후 노력성 폐활량은 수술 후 72시간에서 실험군이 $1.90{\pm}0.61L$, 대조군이 $1.51{\pm}0.38L$로 유의한 차이를 보였다(t=2.620, P=0.013). 5) 실험군과 대조군의 수술 후 일초 노력성 호기량은 수술 후 24시간에서 $1.33{\pm}0.56L,\;1.00{\ge}0.28L$로 유의한 차이를 보였고(t=2.530, P=0.017), 술 후 72시간에서 $1.72{\pm}0.65L,\;1.33{\pm}0.3L$로 유의한 차이를 보였다(t=2.540, P=0.016). 6) 대상자의 술 후 폐환기능에 영향을 미치는 요인은 성별로 나타났다. 이에 따른 폐환기능의 차이를 보면, 실험군의 술 후 노력성 폐활량이 48시간에 남자($1.78{\pm}0.61L$

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A Study on the Development of an Assessment Framework for Smart Work Readiness (스마트워크 적합성 평가 프레임워크 개발에 관한 연구)

  • Lee, Jungwoo;Lee, Hyejung;Lee, Seyoon
    • Informatization Policy
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    • v.20 no.2
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    • pp.60-72
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    • 2013
  • Rapid development of information and communication technologies leads firms to take 'smart work' into serious consideration as a new way of working in coming knowledge and information society. However, some jobs may be fit for smart work while some may be not. A $2{\times}2$ framework for smart work readiness assessment is developed in this study through the review of extant literature and a series of focus group activities. Two critical dimensions of smart work are derived and presented as a result: smartness (knowledge versus data) and mobility (mobile versus static). Knowledge intensive jobs with possible mobility seem to be the target group that can be easily converted to smart work while mobile workers with interactive data processing devices seem to be already doing smart work. As mobility is a critical presumption for work to be flexible in terms of time and place, jobs with no mobility are assessed here as not ready for smart work at least at present. This framework is experimentally applied against the published job statistics 2011 in Korea, and used to estimate the number of workers ready for smart work. As a conclusion, discussions on policy implications and further research issues are made at the end.

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A Study on The Correlation Between Ego-state and Five Factor Model for Game Character's Personality (게임 캐릭터의 성격 정의를 위한 자아 상태와 5대 성격 요인의 연관성 연구)

  • Kim, Mi-Sun;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • As the importance of realistic game character in order to cause the interest of player is increased, it is necessary to develop the character that acts like a man by applying the human characteristics in the step of game character design. Formerly, there is a limit to create the human-like character because there is no set the character's personality in the game developing level. In this paper, therefore, we propose the correlation between Five Factor Model and Ego-state for game character. Five Factor Model and Ego-state are theories about person's characteristic. Five Factor Model is personality description method. Ego-state has an emphasis on internal mental processes directly from observable behaviors. In this regard, these theories could be used to the character defined its personality and designed to act by personality. To do this, it needs to determine the relations between Five Factor Model and Ego-state. Therefore we seek for the relations between two theories using Adjective Check List(ACL) and analysis their results with surveys. In the future, it is expected to construct a personality model using these analysis results, and develop the character based on realistic behavior.

A Study on the Change of Gender Expression in Animation and Live Action Films Characters : In the Enneagram Perspective (<알라딘> 애니메이션과 실사영화 캐릭터 젠더표현 변화에 관한 연구 : 에니어그램을 중심으로)

  • Jeong, Jae-Pil
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.599-606
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    • 2022
  • This study investigates trends and changes in gender expression in film and animation. It compares how gender, race, and class discrimination that was socially and culturally expressed differently in past and modern media contents. Indiscriminate content appreciation by the "digital native" generation is likely to unconsciously create false stereotypes. In this study, 「Aladdin」(1992) and 「Aladdin」(2019) were analyzed. This study looks at in the characters have changed since the original, which was a 2D animation in 1992, was re-released as a live-action film in 2019. For character analysis, we compare and analyze major characters and find out the differences based on the nine personality types of Enneagram, which define human personality types. As a result, Princess Jasmine's character change was remarkable. In the past, Disney animations had the majority of patriarchal and male-dependent princess characters, but now Disney is aiming for self-directed and independent female characters. Also, scenes that could instill stereotypes of gender, race, and class were changed. Disney's change can be seen as expressing the gender image that the public wants. Analysis of the change in character's personality in these works can be a useful methodology for creating attractive characters for the public.