• Title/Summary/Keyword: 디지털주도 공간디자인

Search Result 5, Processing Time 0.018 seconds

A Study of Digital Driven Space Design with a Typological Approach (유형학적 접근에 의한 디지털 주도 공간디자인에 관한 연구)

  • 황용섭
    • Korean Institute of Interior Design Journal
    • /
    • v.13 no.4
    • /
    • pp.188-195
    • /
    • 2004
  • The evolutions of human mental capability and technology opened a new era called "Digital Space." Moreover, Digital Space as technology is already accelerating the process of "self-expansion." The expansion, on the foundation of its conceptual and morphological variety, acquired the potential to furnish various types of spatiotemporal experience. This phenomenon, as a necessary consequence of focusing on the resulting value of the human-space relation which came next to its ontological value, requests the value of the space design as an attempt of various phenomenal experience in the relation of technology, human, and space to be educationally established. From a typological point of view, no true creation exists in any form of design. It is practically impossible to design in the void without any restrictions, and all design is based on preceding examples. This is because production of artificial is based on the universal principles or structure residing in history, namely, typology. Considering Digital Space from technological and cultural standpoints, it can obviously be called a new type of space, and beyond that, it becomes a new type of a methodological tool of design. Thus, the purpose of this study is to systematize the paradigm of the space design in the digital era by studying the concept of space in Digital Space from the standpoints of history and context, that is typology, and in accordance with it, classify the phases of the space design that is led digitally.at is led digitally.

A Study on the Role of Service Design in Creating Resident-driven Safe Community (주민주도형 안전 공동체 조성에 있어 서비스디자인의 역할 탐색)

  • Jeon, Young-Ok
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.407-414
    • /
    • 2017
  • With an increase in urban crimes in various forms, this study is intended to analyze the effectiveness of the service design that presented a new model resolving crime risks through differentiated thinking paradigm and problem approaches. The empirical case addressed in this study is 'the project to create resident-driven safe community in Duryu-dong, Dalseo-gu, Deagu though service design'. This project is evaluated as having prepared a prevention-oriented local safety system through a preemptive and resident-centered process. The project was promoted as a 'natural monitoring capacity building program' for residents to prevent local crimes, a 'social role expansion program' for local safety, and 'crime prevention environment design', which provides comprehensive solutions for residents' safety. Here, designers act as exerts in designing a task-based platform that can be driven by residents rather than a visual environment improver, and reorganizing the local ecosystem by expanding the opportunities for residents to interact. This case identifies the role of service design as binding the solidarity of local residents beyond the improvement of the crime environment and giving them the potential capacity to maintain a safe living space in relation to a safety issues of community.

A Study on the Application of Virtual Space Design Using the Blended Education Method - A La Carte Model Based on the Creation of Infographic - (블렌디드 교육방식을 활용한 가상공간 디자인 적용에 관한 연구 -알 라 카르테 모델 (A La Carte) 인포그래픽 가상공간 제작을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.5
    • /
    • pp.279-284
    • /
    • 2022
  • As a study of the blended learning method on design education through the blended learning method, I would like to propose that more advanced learner-led customized design education is possible. Understanding in face-to-face classes and advantages in non-face-to-face classes can be supplemented in an appropriate way in remote classes. Advanced artificial intelligence and big data technology can provide personalized and subdivided learning materials and effective learning methods tailored to learners' levels and interests based on quantified data in design classes. In this paper, it was proposed to maximize the efficiency of the class by applying a method that exceeds the limitations of time and space through the proposal of the A La Carte model (A La Carte). It is a remote class that can be heard anytime, anywhere, and it is also possible to bridge the educational quality and educational gap provided to students living in underprivileged areas. As the goal of fostering creative convergence-type future talents, it is changing with a rapid technological development speed. It is necessary to adapt to the change in learning methods in line with this. An analysis of the infographic virtual space design and construction process through the A La Carte model (A La Carte) proposal was presented. Rather than simply acquiring knowledge, it is expected that knowledge can be sorted, distinguished, learned, and easily reborn with its own knowledge.

A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
    • /
    • v.18 no.2
    • /
    • pp.109-120
    • /
    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

A Forecast to Changes in Consumer Market Trend of 21st Century And Strategies for Power Brand (21C 소비시장의 트렌드 변화 예측과 파워브랜드 전략)

  • 최영옥;신수길
    • Archives of design research
    • /
    • v.15 no.1
    • /
    • pp.213-224
    • /
    • 2002
  • We've already living our lives in the 21s1 century. This century, even alone, means enormous changes and innovations. Namely, we have been encountering various forms of generation changes such as digital generation, globalization generation, consumer generation, and brand power generation. Among these, there have been extraordinary changes in consumers and the environment of consumer market, and it is noteworthy of paying attention to the transition of the leader of the consumer market from producers to consumers. Such changes will affect not only all fields related to market environment but also entire fields including future products and sales. Hereupon, it is intended to foresee and analyze the trend in the consumer market of the 21st century and investigate changes in the consumer market and the environment of consumers. Also, the world has brought a single space of economy along with globalization and the era of self-imposed competition, and multi-national enterprises have emerged and, at the same time, their brands can be seen around the world. Hence, they have been trying to maintain their own power brands for the century. In the past, brand meant the name of a product in general. But, in the present, it has another meaning such that the brand itself provides psychological satisfaction and trustworthiness. Hereupon, this study intends to foresee changes in the trend of the consumer market of the 21s1 century, to ,outlook the trend of the consumer market along with study of power brand strategies, and to pursue creative strategies for power brand.

  • PDF