• Title/Summary/Keyword: ART융합

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Study on Visual Communication Design of Wearable Computing Devices (웨어러블 컴퓨팅 디바이스를 이용한 시각 디자인 구현 및 연구)

  • Lee, Su Jin
    • Korea Science and Art Forum
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    • v.34
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    • pp.251-262
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    • 2018
  • The purpose of this study is to understand how wearable computing devices are designed and how to design them in a technology based wearable device design research. Research is premised on the consideration of producers and consumers. There is wearable computer of eyeglasses, watches, clothes, and so on. The user can always wear these products comfort and use as part of the body without any sense of discomfort, and the goal is to supplement or double the ability of the human being. It should be easy to use them convenient, wear comfortable, safe and sociable at any time. For the satisfaction these conditions, the wearable computing devices have several factors. There are technical performances, visual aesthetics, Human body system and devices communication and safety. Furthermore, these factors have to match to operating system, real-time operating system and applied software. To comprehend wearable computing devices should be offered the design of the both software and hardware designed.

Analysis on Immersion of Digital Animation -Focused on complex analysis on the concept and story- (디지털 애니메이션의 몰입감 분석 연구 - 콘셉트와 스토리의 복합적 분석을 중심으로 -)

  • Kim, Ki Bum;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.1-13
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    • 2016
  • The aim of this study is to find the reasons of success and failure of digital animations in terms of 'immersion.' For the purpose, the causes of immersion were analyzed through complex comparison about concepts and stories of two animation films with similar size of budget: 'Shrek 2' which ranked number 1 in the box-office of animation and 'Mars Needs Moms' which ranked number 172 in the same category. The complex results showed that immersion becomes bigger with creativity and popularity of the characters' outer concept, diversity and organic of the characters' inner concept, and diversity and consistency of the background. Moreover, gradual arrangement of characters' appearance in the story and increasing number of the characters, and visual changes around the plot heightening with a well-organized passage increase immersion. After all, immersion of digital animation requires developing creative, diverse, and popular concept and arranging and strengthening strategic well-organized plot of parts and the whole. This is the key to convergence it.

User Experience Evaluation of Augmented Reality based Guidance Systems for Solving Rubik's Cube using HMD (HMD를 이용한 증강현실 큐브 맞추기 안내 시스템의 사용자 경험 평가)

  • Park, Jaebum;Park, Changhoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.935-944
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    • 2017
  • As augmented reality technology has developed, various augmented reality contents can be seen in real life, and the performance of mobile device is improved, so augmented reality technology can be used even without special device. As a result, a training system, guidance system and a museum art guide system based on augmented reality technology are emerging, and interest in augmented reality is also increasing. However, the existing guidance systems using a single mobile device have limitations in terms of the user experience (UX) because the camera of the device limits the field of view or the two hands are not free and the user input is difficult. In this paper, we compare augmented reality based guidance systems for Rubik's Cube using tablet and HMD to improve the constraint of user experience of such a single mobile device, and find elements that positively improve user experience. After that, we evaluate whether the user experience is actually improved through the user experience comparison test and the questionnaire.

A Case Study of Collaboration between Global Luxury Fashion Brands and Korean Contemporary Artists (글로벌 명품 패션 브랜드와 한국 현대 예술가의 콜라보레이션 사례 연구)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.13-22
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    • 2023
  • Recently, global luxury fashion brands such as Gucci, Saint Laurent, and Louis Vuitton have been showing special interest in Korean contemporary artists and actively collaborating with them. This can be said to be a new change that is distinguished from previous collaborations of fashion brands. Therefore, this study investigated the cases of collaboration between global luxury fashion brands and Korean contemporary artists, and analyzed the types and characteristics to examine the trends and characteristics and draw meaning. As a result, fashion brands combine the characteristics of Korean art works of various genres with the brand concept and pursued values to create new sensibility and high value-added products. It can be seen that the intention was to prepare a place to draw out. In addition, it was found that collaboration was also utilized in terms of marketing so that domestic customers could visit the brand store with a sense of familiarity by utilizing Korea's artistic and cultural sentiments. Based on the results of this study, we intend to provide basic data for the development of creative contents for various collaborations between fashion and art that can help develop the modern fashion industry.

Study on Orchestra Conducting Practice Tool using Doppler Effect (도플러효과를 이용한 오케스트라 지휘 연습 툴 연구)

  • Lim, Yang Kyu;Park, Jin Wan
    • Korea Science and Art Forum
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    • v.30
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    • pp.367-376
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    • 2017
  • This study introduces conducting practice tool for conducting majoring students. There have been various types of related research, but most of them have not been optimized for the conducting major. In addition, we thought that it would be a tool to be able to carry like a musical instrument in order to practice conducting without restriction of place and time. And also, it will be one of the few tools to focus on queuing. The practice tool presented in this study use the Doppler effect to overcome the limitations of previous studies. It was concluded that the Doppler method, which is highly compatible, simple, and accurate, is superior to motion detection methods using existing sensors. It is expected that it will be used not only as a conducting but also as an interaction tool of various media.

A Systematic Review of Programs for Post-traumatic Stress Disorder Patients in South Korea (외상 후 스트레스 장애 환자를 위한 국내 프로그램 체계적 고찰)

  • Ik-Sung KIM;Eun-Sol JU
    • The Journal of Economics, Marketing and Management
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    • v.12 no.1
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    • pp.97-104
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    • 2024
  • Purpose: This study attempted to systematically review the programs of patients with post-traumatic stress disorder in South Korea over the past decade, identify specific methods and effects, and present program guidance guidelines through them. Research design, data and methodology: This study is a systematic literature review, and studies registered in the RISS, NDSL, DBpia, and KmBASE search databases from January 1, 2013 to August 31, 2023 were targeted. Keywords were 'post-traumatic stress disorder', 'program' or 'treatment'. A total of 2,324 documents were searched, and 237 duplicate papers were excluded. After that, the title and abstract were viewed, and 2,058 papers that did not meet the inclusion criteria and exclusion criteria were excluded. In addition, the full text was checked and the final 11 documents were analyzed excluding 18 documents. Results: Among the 11 literatures, 45.45% of randomized control studies and 54.54% of non-randomized control studies were found. As for gender, 41.18% of women, 28.64% of 30-39 years old, and 34.27% of trauma causes were industrial accidents. Programs for patients with post-traumatic stress disorder were classified into art therapy, cognitive behavior therapy, and mindfulness programs, and art therapy was the most used at 45.45%. The sessions of the program were widely applied at 45.45% for 10 sessions and 36.36% for 60 minutes per session. Conclusions: This study has a limitation in that it only analyzed domestic intervention programs within 10 years. However, this study is meaningful in that it is intended to present program guidance guidelines through reviewing domestic programs for post-traumatic stress patients. In the future, it is necessary to conduct research such as expanding the scope of literature review at home and abroad.

Development of 3D digital fashion design using traditional Chinese paper-cutting characteristics (중국 전통 전지(剪纸) 공예 특성을 활용한 3D 디지털 패션 디자인)

  • Linlin Lu;Younhee Lee
    • The Research Journal of the Costume Culture
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    • v.32 no.3
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    • pp.345-363
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    • 2024
  • This study aims to analyze fashion design cases using traditional elements based on the research and analysis of traditional folk cultural paper-cutting crafts in China, and to expand the area of fashion design using traditional elements by developing 3D digital fashion design. For herein, the techniques and characteristics of Chinese paper-cutting crafts were investigated. This survey facilitated an analysis of the formative characteristics of battery crafts in contemporary fashion design. As for the analysis case, the case of using battery crafts expressed in modern fashion for 10 years from 2010 to 2024 S/S was selected. The results are as follows. First, the typical characteristics of Chinese paper cutting technology-relief, micro-carved, combined with relief and micro-carved expressive techniques of engraving art effect-can be explored by analyzing contemporary fashion case collections through the perspective and trend of leading traditional culture. Second, in the traditional paper cutting process, most paper-cutting works are expressed in red, but white and black are mainly used in fashion, in addition to the active use of the five colors. Third, the characteristics of contemporary fashion patterns primarily utilize the paper-cutting process, incorporating elements such as plants, animals, and geometric patterns. Fourth, the utilization of paper cutting in 3D digital design offers time and economic benefits, allowing for quick adjustments to various design developments. In contemporary fashion, it is expected that the use of paper cutting can provide useful creativity and value for the inheritance and modernization of traditional culture.

A Qualitative Case Study on the Application of Spatial Design in the One-Person Housing Space by Combining BIM Design Technology (BIM 설계 기술을 융합한 1인 주거공간디자인 사례연구)

  • Kim, Ji Eun;Park, Eun Soo
    • Korea Science and Art Forum
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    • v.37 no.2
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    • pp.101-112
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    • 2019
  • Regardless of the size, the role and meaning of the space required for human daily life are the same. Especially, as the spatial design is small and the size is small, the careful design and problem solving are needed to enable comfortable and convenient life even in a narrow space. The purpose of this study is to design a convergence model that utilizes the advantages of BIM, which can simulate actual design based on a new one-person housing space design plan optimized for one person. This study applied the BIM design technology to one-person housing 2D design, and the suitability examination and the space optimization design of the interior design were carried out. As a result of the study, utility of space improvement, consideration of housing environment, interference check, application of eco-friendly housing system, and MEP design item were derived. Therefore, BIM space design in interior space has been confirmed as a way to overcome limit and inefficiency of 2D design which is applied to actual space by various space design elements. Based on the results of this study, the One-person housing space model, which is applied to the study, is a pure creation designed based on various one-person housing of social and cultural peculiarities derived from previous research. This design example was applied to BIM technology to confirm the detailed and practical design possibility.

Analysis of HYBE Insight's BTS Exhibition Content from the New Museology Perspective (뉴 뮤지올로지 관점의 하이브 인사이트 방탄소년단(BTS) 전시 콘텐츠 분석)

  • Kim, Su-Mi
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.193-202
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    • 2021
  • HYBE Insight, opened in May 2021, is an exhibition space that visually displays and re-interprets the BTS Universe and its content. The space echoes the identity of BTS as an artist and the specificity of the cultural phenomenon they have generated. This study analyzes HYBE Insight's BTS exhibition by applying new museological theories and discourses. Based on a qualitative research methodology including literature review and observational method, the primary themes of the exhibition are follows: 1) a contextualized exhibition content presenting the identity of BTS and their music, 2) the role of the fandom Army's participation in (re) producing BTS content related to the characteristic of popular music museums, 3) the elements of convergence art and its contemporary implication, 4) and the illumination of cultural value in popular music museum management. As the pivotal theory of new museology suggests, investigating a specific exhibition based on each context it has created is significant. However, those studies, including exhibitions related to popular music/artists, were mostly developed in Western nations. In this respect, HYBE Insight's BTS exhibition provides considerable room to explore. In addition to the recent research on BTS, such as their convergent artistry, socio-cultural influence, the role of Army, and the characteristics of HYBE's content management, this article aims to contribute to the multifaceted research by scrutinizing the BTS exhibition content from the new museology perspective.

The Usability Evaluation Indicators for Services Design Platform (서비스디자인 플랫폼을 위한 사용성 평가지표 연구)

  • Jung, Hoe Jun;Kim, Kwang Myung;Jo, Sun;Ko, Young Jun
    • Korea Science and Art Forum
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    • v.20
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    • pp.409-419
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    • 2015
  • Service Design Platform which has been developing under the sponsorship of the Ministry of Knowledge Economy is aimed at facilitating service design consultancy to carry out service design projects smoothly online. In the development process in order to verify and improve the usability of the platform, heuristic evaluations by usability experts along with usability test done by user participation are required. This study was conducted for the purpose of deriving appropriate evaluation areas and detailed evaluation indices prior to carrying out the heuristic evaluation. For the study, first, the concept of the service design platform was identified and the features of its component were analyzed. Second, based on literature study of standards which are related to usability evaluation indices, usability evaluation areas and indices were analyzed. Third, in order to establish and verify evaluation areas and indices which are appropriate for the evaluation, Delphi survey was conducted and its validity was verified. Through this study, evaluation indices with 4 evaluation areas and 45 detailed items were derived. Derived evaluation indices was made in the form of checklist and will be utilized for heuristic evaluation by usability experts.