• Title/Summary/Keyword: 디자인 형태

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The Modeling of Plants Form and Its Experimental Application to the Space Design (식물 형태의 조형화와 조경 공간 디자인에의 실험적 적용)

  • Kim, Soo-Yeon
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.247-248
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    • 2005
  • Human beings are perhaps most outstanding in longing for the beauty in order. The natural form have a power to be self-respect and also a repetitious pattern. Such natural forms will be the source of design, its constituent principles. Such natural forms will be the source of design, its constituent principle is that the minimum energy system constitutes the maximum and various systems, its forms come int being during the harmony of forces, and various systems, its forms come into being during the harmony of forces, and it has a light structure to surmount any influence resulting from the increasement of its size. Therefore, in organizing space, such order of natural forms will provide space with vitality and can express the relation of freedom as order.

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A Study on the Learning Shape Knowledge and Design with Inductive Generalization (귀납적 일반화를 이용한 형태지식의 습득과 디자인에 관한 연구)

  • Cha, Myung-Yeol
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.20-29
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    • 2010
  • Art historians and critics have defined the style as common features appeared in a class of objects. Abstract common features from a set of objects have been used as a bench mark for date and location of original works. Commonalities in shapes are identified by relationships as well as physical properties from shape descriptions. This paper will focus on how the computer and human can recognize common shape properties from a class of shape objects to learn design knowledge. Shape representation using schema theory has been explored and possible inductive generalization from shape descriptions has been investigated. Also learned shape knowledge can be used. for new design process as design concept. Several design process such as parametric design, replacement design, analogy design etc. are used for these design processes. Works of Mario Botta and Louis Kahn are analyzed for explicitly clarifying the process from conceptual ideas to final designs. In this paper, theories of computer science, artificial intelligence, cognitive science and linguistics are employed as important bases.

A Study on Fashion Design of Spatial Moulding Form (공간적 조형 형태의 복식 디자인의 연구 - 관두의 형식의 구조를 중심으로 -)

  • 안선희;김정혜
    • Archives of design research
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    • v.13
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    • pp.55-64
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    • 1996
  • Garment is not only a part of formative art that establishes a live shape by wearer but also space modeling which features the solidity based on human body. Hence, beyond the simple meaning of 'wearing clothes', modeling which makes a cubic shape in accordance with human body's movement, is an important element in garment design. This study examined puli-over-typed garment design that owns abundant space sense, taking complex shapes of geometrical diagrams with brief and simple features as a motive. The study aims at seeking after the combination of plane and cubic forms, and exploring formative garments which are further modern and different variance by approaching the natural section of geomentrical facets with tightfitting idea and composition of delicate colors and forms when plane pattern was put on human body.

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피지컬 인터페이스의 구현에 관한 연구

  • 오병근
    • Archives of design research
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    • v.16 no.2
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    • pp.131-140
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    • 2003
  • The input for computer interaction design is very limited for the users to control the interface by only using keyboard and mouse. However, using the basic electrical engineering, the input design can be different from the existing method. Interactive art using computer technology is recently emersed, which is completed by people's participation. The electric signal transmitted in digital and analogue type from the interface controled by people to the computer can be used in multimedia interaction design. The electric circuit design will be necessary to transmit very safe electric signal from the interface. Electric switch, sensor, and camera technologies can be applied to input interface design, which would be alternative physical interaction without computer keyboard and mouse. This type of interaction design using human's body language and gesture would convey the richness of humanity.

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A Study on Citation Analysis of Design Science Literature (디자인학분야 문헌의 인용분석 연구 - 시각, 제품, 환경디자인을 중심으로 -)

  • 김순희
    • Proceedings of the Korean Society for Information Management Conference
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    • 2003.08a
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    • pp.233-244
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    • 2003
  • 본 연구는 우리나라 디자인학분야 5개 학회(협회)지의 2002년분에 인용된 3,046개 문헌을 인용문헌의 형태별, 발행지별, 발행년도별, 주제별로 분석하여 디자인학분야 연구자의 문헌 이용행태와 문헌의 이용가치 감소현상 즉 반감기를 측정하였다. 연구결과 디자인학분야 연구자들은 단행본(62.5%), 학술잡지기사(21.8%), 논문(10.8%), 보고서(2.9%), 기타(2%)순으로 많이 이용하였으며, 단행본의 인용이 현저히 많은 것으로 자료 형태별 이용에 있어 국내 디자인학분야 연구자의 연구활동이 국내 사회과학, 미술분야와 유사하다고 볼 수 있다. 발행지별로 분석한 결과는 국내 디자인학분야 연구자들이 국내문헌을 해외문헌보다 2.5배정도 많이 이용한 것으로 국내문헌에 많이 의존하는 것으로 분석되었다. 이것은 해외문헌을 국내문헌보다 2배정도 많이 이용한 것으로 분석된 사회과학분야의 선행연구와 비교할 때 디자인학분야에서는 정반대의 현상을 보이는 것이나 4배정도 국내문헌을 많이 이용한 것으로 분석된 미술분야의 선행연구와는 유사한 결과를 나타내는 것이다. 디자인학분야 문헌의 반감기는 5.75년이었으며, 자료형태별 반감기는 단행본(6.64년), 논문(5.97년), 학술잡지기사 (4.55년), 기타(3.73년), 보고서(3.41년) 순으로 분석되었고, 발행지별 반감기는 해외문헌(9.1년), 국내문헌(5.1년)순으로 분석되었다. 또한 타주제와의 관계분석에 있어 경영학, 건축술, 공학 등과 긴밀한 관계를 맺고 있는 것으로 디자인학이 단순히 미를 추구하는 것이 아니라 산업경쟁력 증진의 도구로서 존재한다는 것을 알 수 있다.

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A Design of Ottchil Molded Furniture with Chinese Qing Dynasty Ceramic Vase (중국 청나라 화병도자 기형을 적용한 옻칠 조형가구디자인)

  • ZOU, WANLI;Kim, Chung Ho
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.353-360
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    • 2019
  • The research paper for lacquer design furniture design development utilizing the shape of the clean vase investigates and analyzes the vase ceramic deformities of the most prominent Qing's era in Chinese ceramic history, and shows it in a vase to find the basic form of the vase ceramic of that era Applied the shape of the vase itself, and tried to provide a plastic basis for the design of lacquer works. Focusing on the shape of the shaping element shown in the Qing Dynasty vase, we analyze the type of the type, and examine the shape of the bottle china in China Qing period through the investigation of materials used and various documents. Based on the data obtained through the experiment, the design of furniture to sit by applying Chinese clean vase ceramic malformation to Hyopjotalte(Ottchil) lacquer ware in the lacquer making method.

A Study on The User Acceptance And Variation of Attitude Change in Product Form 1. -Concentrated on External Form Embodiment of Product Semantic by internal and external Reaction of User- (제품의 형태에 있어서 사용자의 수용과 태도변화에 관한 연구 1. -사용자의 귀인적 반응에 대한 제품형태의미의 외형구현을 중심으로-)

  • 정도성;안철홍
    • Archives of design research
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    • v.15 no.1
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    • pp.369-388
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    • 2002
  • 21th century that is repealing change is making the world that can enjoy human spiritual character and freedom wholeheartedly. Therefore, meet hereupon arid design may have to bring conversion to position of beginning that can be software at position that is hardware look raw and result look who is wrapping last result arts provide cause. Therefore, user supposes that do difficult form in that recognize things form, and that difference about attribution reaction may do differ and contradictory attribution reaction while specially 40s and 50s recognize product form laying stress on external form embodiment of product form meaning by guess and this research compares and investigates attribution process for human's attribution reaction instinct and attribution reaction type through scientific, theoretical considerations about form and things theoretically and defined cause reasoning in design. And designed product that things are recognized whether felt thing in product form is what hearing example relation sex between analysis and form of meaning induction by attribution leading person about subjective estimation reaction through literature arrange, and analyze and defined if cause some effect to designed product because drawing urea about attribution reaction through an experiment. And presented model about design access method and forward pratical use possibility and hereafter subject together with conclusion.

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Augmented Plasticity: Giving Morphological Editability to Physical Objects (증강가소성: 물리적 오브젝트에 형태적 편집가능성 부여하기)

  • Lee, Woo-Hun;Kang, Hye-Kyoung
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.225-234
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    • 2006
  • Product designers sketch various ideas of foreground figures(detail design) onto background figures(basic form) and evaluate numerous combinations of them in the late stages of design process. Designers have to test their ideas elaborately with a high-fidelity physical model that looks like a real product. However, due to the requirements of time and expense in making high-fidelity design models, it is impossible to evaluate such a number of combinatorial solutions of background and foreground figures. Contrary to digital models, physical design models are not easily modifiable and so designers cannot easily develope ideas through iterative design-evaluation process. To address these problems, we proposed a new concept 'Augmented Plasticity' that gives morphological editability to a rigid physical object using Augmented Reality technology and implemented the idea as Digital Skin system. Digital Skin system figures out the position and orientation of object surface with ARToolKit visual marker and superimposes a deformed surface image seamlessly using differential rendering method. We tried to apply Digital Skin system to detail design, redesign of product, and material exploration task. In consequence, it was found that Digital Skin system has potential to allow designers to implement and test their ideas very efficiently in the late stages of design process.

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