• Title/Summary/Keyword: 디자인 지식표현

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A Study on the Forms of Graphical User Interface Metaphor in Multimedia Design (멀티미디어 디자인에서 사용자 인터페이스 그래픽 메타포 유형에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.13 no.4
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    • pp.105-114
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    • 2000
  • Since the apple company adopted the desktop-office metaphor in Macintosh, the metaphoric interface has been used generally in multimedia products or services, on which user-friendly knowledge, conception, and images are represented metaphorically. Although the metaphor can be employed as one of ways to identify the essence or pattern of information, a theoretical framework on its relation with the user interface is not fully established. In this study, the user interface considered as a core of multimedia design was discussed, and the form of the graphic metaphor was investigated. The seven forms of the graphical metaphor presented herein would be applied as one of approaches to the user interface in relevant researches.

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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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Carlo Mollino surrealistic design method (카를로 몰리노의 초현실적 공간구성 방식에 대한 연구)

  • Marco, Bruno
    • Korean Institute of Interior Design Journal
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    • v.19 no.2
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    • pp.54-65
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    • 2010
  • 이 연구의 목적은 카를로 몰리노(1905~1973)의 복합적인 특징을 그의 초현실적 공간구성 방식을 특별히 고려하여 분석하는 것에 있다. 몰리노는 가장 독창적인 현대 이탈리아 건축가들 중 한 명이다. 그는 생애동안 그의 작품들은 비평가들에게는 인정을 받지 못했다. 그의 반 순응적인 성격과 극심한 개인주의도 일조를 하였지만 가장 큰 이유는 그의 작품들이 그의 전문적인 활동과 다양한 개인적인 관심사 사이에서의 강박적인 상호작용에 기반을 두었기 때문이다. 그의 독창성은 그의 능력에 있는 것으로, 항공학, 자동차, 스키, 무대 디자인, 패션, 예로티즘, 문학 그리고 그 외 수많은 다양한 분야에서 얻었던 지식을 디자인하고 건축으로 변형하려는 그의 초현실주의 배경에서부터 나온다. 개인적인 집착으로 그의 작품을 키워가면서 몰리노는 당시 현대 건축의 모든 관습들을 깨고 전문적인 능숙함과 독특한 예술적 시야 사이에 걸려있는 독특한 디자인 표현을 보여주었다. 이 연구는 몰리노의 독특한 공간 구성 방식을 벗겨내기 위해 그의 배경, 즉 그가 열정적으로 탐구했던 연구 분야들과 전문적인 생산물 사이의 연결고리를 분석한다.

Analyzing evaluation factors of multimedia interface design - A study on the evaluation of multimedia interface design (2) (멀티미디어 인터페이스 디자인의 평가 요소 분석 - 멀티미디어 인터페이스 디자인의 평가에 관한 연구 (2))

  • 이지수;임창영;권은숙
    • Archives of design research
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    • v.11 no.1
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    • pp.153-160
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    • 1998
  • User, contents exchanged between user and computer system, and media are axes among the vanous factors related to multimedia interface. The points of contact resulted by three mam factors bring many design problems. User factor is most important among and its cognitive constraints become mam design principle for multi-modality features of multimedia. Because media could be understood differently depending on the level of information delivery, it is necessary that various characteristics and representation mode of media are clarified. This thesis develops design evaluation process that tells multimedia interface as a entity integrated with contents, media, and representation elements and assesses its sub elements whether they are correspond with design principal.

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Dinosaur-Pet App (공룡펫 앱)

  • Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.423-424
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    • 2018
  • 본 작품은 학생들의 캡스톤디자인 작품이다. 본 작품은 역사적으로 존재했던 공룡에 대한 이해와 생명에 대한 존중을 알리기 위한 앱으로, 단조로움을 피하기 위해 게임형식으로 퀴즈를 풀어 공룡관련지식을 얻을 수 있도록 개발하였다. 따라서 본 앱은 공룡알부터 어미가 되는 일대기를 앱으로 표현하고자 하였으며 알에서부터 성장까지 중간중간에 정답을 맞추게 함으로써 공룡알이 시간에 따라 점점 성장하는 형식으로 꾸며졌다. 본 앱의 타겟 사용자인 유아기 어린이들의 생명에 대한 애정과 책임감을 강조하였고, 오락적인 측면을 합친 교육용 게임 어플리케이션이다.

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Ontology-based Recommendation System for Maintenance of Korean Architectural Heritage

  • Lee, Jongwook
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.10
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    • pp.49-55
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    • 2019
  • In this paper, we propose ontology-based recommendation system for supporting maintenance of Korean architectural heritage. This study includes the following: 1) design of ontology expressing repair information of architectural heritage, 2) creation of repair case DB, 3) creation of a recommendation system of repair method. For this study, we designed the ontology that expresses the information of Korean wooden building cultural heritage by referring to the existing heritage ontologies. Second, we created the repair information database based on the repair contents and the expert interview data provided by the National Institute of Cultural Heritage and the Cultural Heritage Administration. Third, we developed a system that recommends the repair method of Korean wooden architectural heritage with the most similar phenomena and causes. This study contributes to sharing repair knowledge and determining repair methods for architectural heritage repair.

The Study on Information Visualization Methods Using 3D interactive Animation (3차원 인터랙티브 애니메이션을 활용한 정보시각화 방법에 관한 연구)

  • 김성곤
    • Archives of design research
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    • v.17 no.1
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    • pp.299-308
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    • 2004
  • The methods of presenting information are more variable with advanced computer media technology. However, when we visualize information of database, it is more difficult to understand data meaning by complex date, which is not required by user. To compose new information, user needs to combine own his memory and new information presenting result. To be quickly explored new information and be exactly understood relationship of data structure, the data presenting of visualized information is more structured and presented with meaning form. It is possible to make information visualization system, which users can explore database by oneself, with supporting interaction to be able to control and combine relationship of three-dimensional scene graphic structure, presenting factors of animation and data structure of database. There are several diagrams, such as VR diagram, Form structure diagram and simulated diagram as the case study.

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Fashion designers must be artistically, socially, and technically competent

  • Cho, Kyeong-Sook
    • Korean Journal of Human Ecology
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    • v.15 no.3
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    • pp.417-423
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    • 2006
  • 본 고는 패션디자이너들이 함양해야 할 핵심 지적자질로서, 예술적, 사회적, 기술적 자질을 제시하고 있다. 이러한 핵심 지적자질은 "옷"이라는 디자인 오브제의 구상 및 추상적 본질을 둥의 조형적, 표현적, 그리고 상징적 특성을 문헌을 중심으로 이해하고 검토함으로써 제시되었다. 디자인 오브제로서 옷에 대한 본질에 관한 고찰은 패션디자이너의 역할을 정의하는 개념적 틀로서 사용되었으며, 디자이너의 핵심 지적자질을 함양하기 위한 구체적인 실천방안으로서, 문화를 분석, 체험하고 사회에서 파생되는 제반 인문, 사회, 과학, 기술관련 이슈들을 이해하고 습득하려는 능동적 실천을 권장하고 있다.

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KOREA PACKAGING AWARDS (지상전시 - 2010 미래패키징 신기술 정부 포상 수상작)

  • (사)한국포장협회
    • The monthly packaging world
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    • s.206
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    • pp.96-107
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    • 2010
  • 지식경제부가 2010 미래패키징신기술 정부포상 심사 결과를 발표했다. 미래피키징 신기술 정부포상은 국내 패키징(포장) 산업의 우수한 기술 및 국내 패키징 산업의 발전에 기여한 유공자를 발굴, 포상함으로써 관련 종사자의 사기진작 및 기술개발 의욕을 고취하고, 궁극적으로는 국내 제조업의 경쟁력 강화를 극대화하기 위해 마련됐다. 포상부문은 코리아스타상(일반부문, 학생부문), 유공자 표창(표창장)으로 구분하여 시상한다. 코리아스타상 일반부문은 패키징 완제품, 재료(플라스틱, 종이 판지, 금속, 유리, 목재, 복합소재), 친환경, 기계(설비) 및 관련부품, 인쇄(라벨링), 부자재, 생산 및 가공공정, 패키지 디자인 등의 분야에서 신기술 개발 또는 개선으로 수출신장, 매출 수익 증대 및 발명특허 획득을 통해 패키징 기술력 발전에 기여한 기업을 대상으로 하며 코리아스타상 학생부문은 패키징 디자인 관련분야 전공자로 패키징과 연관된 컨셉으로 제품에 적용 가능한 상품성, 창의성, 표현성, 친환경성, 지속가능성 등이 어우러진 독창적인 제품을 대상으로 한다. 또한 유공자 표창 부문은 패키징 관련 핵심 기술개발, 패키징산업발전 정책연구 및 패키징산업 육성 등에 기여한 개인을 대상으로 시상하게 된다. 본 고에서는 2010 미래패키징 신기술 정부 포상 수상작들에 대해 살펴보도록 한다.

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An Analysis on the Priority of Educational Needs of Teachers in Charge of Educational Contents of Invention Intellectual Property in Secondary Vocational Education (중등단계 직업교육에서의 발명·지식재산 교육내용에 대한 담당 교사의 교육요구도 우선 순위 분석)

  • Lee, Sang-hyun;Lee, Chan-joo;Lee, Byung-Wook
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.155-174
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    • 2015
  • The purposes of this study were to analyze the property of educational needs of teachers for educational contents of invention and intellectual property in secondary vocational education and provide fundamental data for the development of job training programs so as to develop the capabilities of teachers, the base for effective education of invention intellectual property in secondary vocational education. To achieve them, educational needs for the educational contents of invention intellectual property and the priority of the educational needs in secondary vocational education based on the recognition of the teachers were analyzed and suggested. Concrete results of this study can be suggested as follows. First, the average of educational needs of the teachers for the educational contents of invention intellectual property in secondary vocational education was 5.02. There were 23 items of the educational contents whose educational needs were higher than the average of the whole items and for those items and the average of each item, there were F4(The average of patent applications) 6.72, F5(Modification and supplementation of specification sheets) 6.46, F2(Writing of patent floor plans) 6.39, F3(Writing of patent specification sheets and abstraction) 6.31, A5(Invention method and activity) 6.27, E6(Invention design project) 6.15, H3(Invention commercialization) 5.97, F1(Patent information and application) 5.90, E5(Design obligation) 5.78, E3(Designing process of inventional design) 5.77, A4(Invention and problem solving) 5.57, G2(Patent investigation and classification) 5.47, C2(Thinking method of inventional problem solution) 5.45, E4(Production of inventional design product) 5.45, B5(Inventional patent project) 5.42, A2(Creativity development) 5.26, C4(Inventional problem solving project) 5.26, H4(Invention marketing) 5.26, H2(Analysis on invention commercialization) 5.20, D4(Invention and management) 5.16, C3(Problem solving activity) 5.14, E2(Inventional design devise and expression) 5.11, B3(Actuality of inventional method) 5.08 in order. Second, for the priority of educational needs of the teachers for the educational contents of invention intellectual property in secondary vocational education, there were 13 items of the educational contents for the first rank, 10 for the second rank and 17 for the third rank. The items of the educational contents for the first rank were A4(invention and problem solving), A5(inventional method and activity), B5(Invention patent project), C2(Thinking method of inventional problem solution), C4(Inventional problem solving project), E3(Inventional design process), E4(Production of inventional design product), E5(Design obligation), E6(Invention design project), F1(Patent information and application), F2(Writing of patent floor plan), F3(Writing of patent specification sheet and abstract), and H3(Invention commercialization. The items of the educational contents for the second rank were A2(Creativity development), B3(Actuality of inventional method), C3(Problem solving activity), D4(Invention and management), E2(Invention design devise and expression), F4(Range of patent demand), F5(Modification and supplementation of specification sheet), G2(Patent investigation and classification), H2(Analysis on invention commercialization), and H4(Invention marketing). The items for the third rank were the educational contents except the ones of the first rank and the second rank.