• Title/Summary/Keyword: 융합디자인방법론

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A study on the application of sports wheelchair materials based on emotional materials (감성 소재 기반의 스포츠 휠체어 소재 적용에 관한 연구)

  • Song, Sung-il
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.31 no.1
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    • pp.43-54
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    • 2021
  • This work proposes a process to derive elements of emotional materials based on trend research in the application of materials in product development. It was intended to be applied to the development of a case model, a Korean sports wheelchair, and focused on the material portion of CMF-based research. Through research methodologies such as megatrends, competitor product and part-by-part analysis, and psychological color analysis, we studied optimization, verification, and DBization of materials, and drew the final application plan through FGI verification.

Development of Applied Music Education Program for Creative and Convergent Thinking-With a Focus on the Capstone design Class (창의·융합적 사고를 위한 실용음악 교육프로그램 개발-캡스톤디자인 수업을 중심으로)

  • Yun, Sung-Hyo;Han, Kyung-hoon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.285-294
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    • 2024
  • This study aims to enhance learners' creative and integrative thinking through the use of a practical music education program, facilitating high-quality artistic activities and the integration of various disciplines. To achieve this, a practical music education program incorporating the PDIE model was designed, and the content validity of the developed program was verified. Through this process, We have researched and described methodologies for multidisciplinary research that can be applied in practical music education. This paper focuses on the fourth session of the study, which deals with the creative and integrative education of practical music and mathematics. The mathematical theory of interest in this research is the Fibonacci sequence, fundamental to the golden ratio in art. The goal is to enable balanced and high-quality creative activities through learning and applying the Fibonacci sequence. Additionally, to verify the validity and effectiveness of the instructional plan, including the one used in the 15-week course, we have detailed the participants involved in the content validation, the procedures of the research, the research tools used, and the methods for collecting and analyzing various data. Through this, We have confirmed the potential of creative and integrative education in higher practical music education and sought to develop educational methodologies for cultivating various creative talents in subsequent research.

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.

Building a New Smart City: Integrating Local Culture and Technology (지역문화와 기술이 융합된 새로운 스마트시티 구축)

  • Sim, Keebaik;Hwang, Woo-Sung;Choi, Myung-Ryul
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.193-198
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    • 2019
  • In smart cities around the world, urban environments have become more convenient due to information and communication technology(ICT). However, extant studies reveal that the level of life satisfaction of citizens has not improved compared to that of the pre-smart city and citizens are skeptical about the role of the smart city. This is largely because local culture and needs were neglected during the planing and development of the smart city. The research was conducted on Cambodia as a pilot site and our findings indicate that middle age group's population is significantly small and the society is at risk of losing its culture. Therefore, this paper opens up various ways of embedding cultural programs using technology in order to pass down cultural heritage to young generation, provide an emotional attachment to the inhabitants and further build up a new phase of cultural legacy. This will engender cultural uniqueness to the city and intrigue tourists around the world resulting in the growth of the tourist industry. This research will contribute locally by providing a sense of community to the public and globally by suggesting applicable methodology to other cities that are under the similar context.

A Convergence Study on Korean Traditional Plant Patterns and 'Zentangle Art' (한국 전통문양 식물문(食物紋)과 젠탱글 아트의 융합연구)

  • Yoon, Hee-Sun;Kim, Ki-Beom;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.285-290
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    • 2019
  • This study is a study on the methodology and possibility of making more creative 'Zentangle Art' works through the effective convergence of digital art during the process of Zentangle Art' which draws patterns using writing instruments such as analog pencils and pens to be. In particular, we studied the convergence of traditional pattern and 'Zentangle Art' by applying the method of making using digital author's authoring tool and the pattern symbol of Korean traditional pattern. And It was studied and analyzed in terms of semiotics. In the future, I intend to study the psychological phenomenon and characteristics of the artist during the production of the works. Later, Zentangle artists and researchers will be presenting the continuing direction of content creation and industrial value.

By Theory of Proportion the Human Body, An Analysis on Character's Proportion in Kids TV Animation on EBS (인체비례론에 근거한 EBS 유아동 애니메이션 캐릭터 등신비율 분석)

  • Suk-Rae, Kim;Jean-Hun, Chung
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.491-499
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    • 2015
  • The potential competency from the animation industry, as known as a foundation which spawned a variety contents from the piece of work, has a high importance in the content development field. The pivotal role of the domestic animation industry has produced the term of convergence content which composed by both educational elements and entertainment features especially from the domestic kids TV animation industry. This study analysis the ideal indicator of the preferred characteristic design being broadcasted on EBS, not only presenting the status of the character proportion rates but also proposing the creative aesthetic indication where the substantial leverage would be available as the purpose of this research.

A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics" (라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구)

  • Kim, Hyeran;Lee, Sang Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.371-381
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    • 2017
  • This paper presents a methodology for creating abstract animation based on the human movement theories originating from the work of dance theorist Rudolf von Laban. Laban Movement Analysis is a method and language for describing, visualizing, interpreting and documenting all varieties of human movement, and Choreutics is based on universal patterns of nature and of human as part of a universal design. Laban defines the space of movements in a profoundly dualistic way. Outwardly, his objective and scientific definitions provide a concrete base for generating human movements in computer graphics in terms of geometric and motion primitives such as points, lines, planes, polygons, linear and nonlinear movements. On the other hand, he also offers a system for understanding the subtle characteristics about the way a movement is dynamically done with respect to inner intention. Laban's interpretations of human motion can be utilized potentially in plastic arts and computer arts. Our work was inspired by those physical and psychological analyses and computer algorithms have been developed for creating abstract animation. We presented our computer animation works entitled "Choreography" in the exhibitions: a special section in "2015 Craft Trend Fair" and "Make Your Movement" held in the Korean Cultural Centre in UK, 2016. In this paper, we describe our ideas and methods for creating abstract object movements based on the Laban's motion representations.

Comparative Study on the 3D Printing Methodology suitable for Jewelry (장신구 활용에 적합한 3D프린팅 방법론 비교 연구)

  • Chang, Chin-hee;Ko, Seung-Geun
    • Journal of the Korea Convergence Society
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    • v.11 no.2
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    • pp.225-230
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    • 2020
  • Using the 3D printing method in the product manufacturing is a very innovative and useful technology. However, in the field of jewelry, it is a limited technology used only in a field of manufacturing process. To overcome this limitations in the jewelry production process, most popular and easy 3D printing method was selected, and the printing time and condition was limited. In this study, to find out the 3D printing method applicability to jewelry work manufacturing, the prototypes through casting and non-casting methods were completed and compared. As a result, the FDM printing method has a very positive advantage in terms of cost and time, but there is a disadvantage that the layered structure is not erased on the surface and the completeness of the surface forming is poor due to the residue of the filament generated during the printing process. The DLP printing method has the advantage that the surface treatment is even and completion is high, while the cost and time are inefficient. However, both printing methods were found to be suitable for the use of jewelry manufacturing, and if the efficient printing method was selected for the design of the jewelry in the future, better work research could be conducted.

A Study on Intention to Solve the Problem via the Prior Experience of Creativity Programs based on the Action Learning Methodology (액션러닝방법론에 기반한 창의성프로그램 참여경험에 따른 문제해결의도의 영향에 관한 연구)

  • Kim, Soung-Hyun;Park, JaeSung
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.73-83
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    • 2021
  • This study identified the factors that influence the problem solving intention of students who completed the action learning-based creativity programs based on the theory of reasoned action, and examined the influence relationship between these factors. As a result of the study, first, subjective norms of problem solving had a positive effect on problem solving intention, and second, attitude toward problem solving had a significant effect on problem solving intention. Third, it was found that students who had experience of participating in a patent education program applying the action learning methodology had a positive effect on the relationship between their attitude toward problem solving and their intention to solve the problem. These findings confirmed that in order to enhance the problem-solving intention, which is the basis for creativity of university students, it is important to spread the positive value of problem-solving within the university and to give students a positive attitude toward problem solving.

Development of Studio Lectures to Develop Systematic Model Making Skills in Industrial Design Engineering Major (디자인공학전공에서의 체계적 모형 제작 스킬 함양을 위한 스튜디오 강의 개발)

  • Sungjoon Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.153-160
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    • 2023
  • The process of verifying design concepts and ideas by producing real or equivalent model is essential in the product development process. Against this background, the purpose of this study is to consider the case of developing subjects that can systematically cultivate the ability to produce model from the basic stage to a certain level or higher, focusing on design engineering majors. As a theoretical consideration for this, prior studies related to making such as modeling or prototyping in related areas and majors such as industrial design are considered, followed by Bloom's revised taxonomy model and Hioshi Ishikawa's industrial design program as a methodological consideration for curriculum development. Finally, by applying this, we propose a new course that includes a lecture plan corresponding to the 16th week of learning, which is a general semester of university education. As a result of the study, it was confirmed that producing a physical model was still essential for the development of a new design, and accordingly, it was also necessary to establish a systematic curriculum suitable for the major area. Since the scope of this study extends to the development of subjects, in subsequent studies, it is necessary to consider the contents such as verification and reflection of the utility as competency education through actual application and suggestion of improved subject design.