• Title/Summary/Keyword: Book Design

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Learning Science in Communicating Science and Technology In-the-making: A Case Study of the 'Science and Technology Mania' Award Program

  • Hwang, Sung-Won;Hwang, Book-Kee;Choi, Jung-Hoon
    • Journal of The Korean Association For Science Education
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    • v.27 no.2
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    • pp.126-133
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    • 2007
  • The 'Science and Technology Mania' award program is an annual nationwide award activity organized to provide teenagers with opportunities for engaging in a high-technology-based long-term project work. The task involves designing a model ship propelled by the Lorentz force (a Lorentz ship) that allows diverse approaches irreducible to one right answer, and thus adopts features of science and technology in-the-making, In this study, we attend to opportunities for learning science that the uncertain aspects of artifact-designing project provide with participants, particularly when students communicate with scientists about their design practices. We analyze oral presentation sessions of the program and articulate two findings. First, students articulate embodied knowing in the presence of scientists. Second, students enact discursive resources deployed in concrete action. We conclude that students' design practices constitute referent that communication is directed toward and therefore become resources for developing scientific discourse.

A Study on the Characteristics of Design Utilizing a Visual Tactility -Focused on the Hair Design- (시각적 촉감을 활용한 디자인의 특성 연구 - 헤어 디자인을 중심으로 -)

  • Oh, Gang Su;Kim, Kyoungin
    • Journal of Fashion Business
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    • v.21 no.4
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    • pp.127-143
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    • 2017
  • In this study, we examine a variety of influences in the field of design and analysis about the value of visual tactile design. In hair design, through study on visual tactility, creative design inspiration in the field of hair design enables development of quality research. Research methods use Internet publications such as local and foreign data, analysis, and related research and book forms, such as network searches. library goes for consideration by a literature search. Contents of this study used review of the case and by visual tactility design, for this study, expressive characteristics by color, texture and form of hair design, from 2014-2017 trend shown in the last three years the expressions of visual tactility being used through the analysis of design by date of the case. Result of this study is, visual tactile design appearing in the areas of hair design, that are not of the rules that are active, abstract form, texture, described as a visual feel the promotion of effective, and light and high brightness is sweet tactile impression, high saturation was cold, dark color was hard and heavy, red system is warm and the blue system is cold sense. In general, design trend in hair for three years from 2014-2017, visual tactility in 2014 is a high saturation and unstructured also soft and bright colors. 2015 is on the overall shape, color, texture, hybrid design configuration is more. As of 2016, 2017 is curved and straight texture, appearance of the hybrid mix to maximize the visual tactility.

An Analysis on the Expressive Characteristic and the Formativeness of Grunge Hair-Design Appearing in Modern Fashion -Focused on 2014~2016 Trend Collections- (현대 패션에 나타난 그런지 헤어 디자인의 표현 특성 및 조형성 분석 -2014~2016년 트렌드 컬렉션을 중심으로-)

  • Kim, Kyoungin
    • Journal of Fashion Business
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    • v.20 no.5
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    • pp.87-101
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    • 2016
  • In this study, a variety of influence in the field of design and analysis about the value of a Grunge Design and the creative design inspirations in the field of hair design to help the development of the quality of research. The research methods use the Internet publications such as local and foreign information, analysis and related research and book form, such as the network search, library goes for consideration by a literature search. The contents of this study used review of the case and by Grunge design, expressive characteristics by color, texture and form of Grunge hair design, from 2014 to 2016 trend collections in the last three years through the analysis of design by date of the case. The result of this study is, Grunge design appearing in the areas of hair design, that are grunge anti fashion like the beauty of the disorder, the disharmony, the incomplete, the kitsch, the poverty. Although Grunge means dirt, filth, rubbish as a slang but it is valuable which was raised from the anti fashion to high fashion and alternative of main stream fashion and the hair design in modern fashion also brought. In this study, we can understand the grunge hair design in modern fashion was started from lower place as alternative and forecast the potentialities, the formativeness of the grunge design and value of the beauty and grunge anti fashion the identity and the spirit appearing steadily a modern fashion influence are reflected in our next fashion and design characteristics.

Optimal Gator-filter Design for Multiple Texture Image Segmentation (다중 텍스쳐 영상 분할을 위한 최적 가버필터의 설계)

  • Lee, U-Beom;Kim, Uk-Hyeon
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.3
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    • pp.11-22
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    • 2002
  • The design of optimal filter yielding optimal texture feature separation is a most effective technique in many torture analyzing areas, such as perception of surface, object, shape and depth. But, most optimal filter design approaches are restricted to the issue of computational complexity and supervised problems. In this paper, Our proposed method yields new insight into the design of optimal Gabor filters for segmenting multiple texture images. The optimal frequency of Gator filter is turned to the optimal frequency of the distinct texture in frequency domain. In order to show the performance of the designed filters, we have attempted to build a various texture images. Our experimental results show that the performance of the system is very successful.

The effectiveness of HMD-based virtual environments through 3D camera for hotel room tour

  • Kim, Ki Han;Lee, Junsoo;Koo, Choongwan;Cha, Seung Hyun
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.117-121
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    • 2020
  • Many of hotel customers obtain information from hotel websites to find the best alternative. One of the crucial information for the choice is spatial/visual information of hotel rooms. However, hotel website provides photographs only showing representative room features that may not be sufficient to give a full understanding of hotel room to customers. HMD-based 3D virtual environments (HVE) created by 3D camera could improve customers' experiences of hotel rooms by providing full virtual tours of hotel rooms. However, to the best of our knowledge, whether HVE can adequately provide similar customers' perception on spatial/visual information remains unproven as physical hotel rooms. The present study thus aims to verify how similar and reliable information on physical hotel room HVE provides to hotel customers in comparison with hotel website with 2D photograph and display-based 3D virtual environment. For this purpose, this study conducted a comparative experiment to investigate perception of three environments. As a result, the study found that HVE is more effective to provide spatial/visual information as similar as an actual hotel room. In addition, HVE increases customers' perceptions towards the reliability of information, the quality of hotel room and intention to book.

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A Study On Construction Project Expected Effect Collaboration Business Design Management (협업 설계관리를 통한 건설 프로젝트 기대효과에 관한 연구)

  • Nam, Hye-Won;Lee, Jong-Sik;Chun, Jae-Youl
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.589-592
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    • 2007
  • While it is these days, and is increased importance as opposed to design management in managing a construction business necessity as opposed to collaboration business design management between collaboration business business company is regarded as important. An object was put in deriving a flow of a design process about the design management business and a grasp, management element as opposed to management by reason of the first, building design business ability improvement by a study of a book hereby, and an alternative plan of collaboration business design management for use in design optimization of difficulty of a disagreement, workshop modification city design information chase between books by lack of collaboration business between things of each minimization, company was shown with, air in a base in problems grasp as opposed to a collaboration business design by the second" work-site operations and a design process management element. Therefore, this thesis is going to show expected effect of a project about collaboration business design management through systematic practical use about a collaboration business design.

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A Geodesign Methodology for Landscape Design (조경설계를 위한 Geodesign 방법론)

  • Ko, Jae Yong;Kim, Eun Hyung
    • Spatial Information Research
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    • v.23 no.6
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    • pp.77-87
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    • 2015
  • A design methodology for sustainable on the earth requires a synthetic, and holistic perspective to understand natural processes and urban environments. The apperceptive, holistic landscape design methodology includes one united environment combining analysis, planning and design. In addition, the individual process needs to provide enough spatial information and demands evaluation and understanding on the impact of a design result. The perspective and vision of Ian Mcharg, as asserted in his book, Design with Nature (1969), that the earth is one superorganism is being realized with Geodesign technologies. This paper made the following research efforts which can overcome the limit of the present GIS technologies for the sustainable landscape design: Review of the previous researches, analysis of foreign Geodesign cases and applied theories, suggestion of a Geodesign methodology for landscape design, selection of Geodesign tools and technologies for the implementation of the methodology, and finally the demonstration of effectiveness and potentiality by the application of the methodology.

Zero-waste fashion design using Sophia Vyzoviti's folding technique (소피아 비조비티의 폴딩 기법을 활용한 제로 웨이스트 패션 디자인)

  • Dogan, Oykum;Seo, Meehee;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.30 no.4
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    • pp.513-528
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    • 2022
  • The purpose of this study is to understand the concept of zero-waste design and to apply Sophia Vyzoviti's folding techniques to develop a zero-waste fashion design method that contributes to sustainable fashion design. In this study, we explore the method and characteristics of zero-waste fashion design based on the concept of folding described in Sophia Vyzoviti's book on folding techniques. Using the autonomy of Sophia Vyzoviti's folding technique, four changeable folding fashion designs were developed and produced, demonstrating zero-waste fashion design. The results were as follows. First, the development of fashion designs using Sophia Vyzoviti's folding techniques enabled the development and production of free and creative zero-waste fashion designs that were three-dimensional, continuous, fluid, and full of potential. Second, the production of zero-waste patterns was further developed into a transformable fashion design that can be used with geometric patterns. These folding techniques produced a fashion design method that could transform one piece of clothing, demonstration the potential for maintenance of creativity using a zero-waste design based on these folding techniques. Third, the double-faced fabric, Neoprene, was chosen as an appropriate material as it emphasizes the depth of folding with application of two colors and its cotton/polyester blend that is suitable for folding.

A Study on the Preference to the Textiles for Jackets of College Students (재킷용 의복소재에 대한 대학생의 선호도 조사연구)

  • Kim Heesook;Na Mihee
    • Journal of the Korean Home Economics Association
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    • v.42 no.10 s.200
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    • pp.105-113
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    • 2004
  • This research was designed to investigate the preferred textiles for the jackets of college students. 105 subjects that majored in fashion design were surveyed. The subjects selected three favorite materials, according to the seasons, among 120 samples presented in a swatch book and their frequency of choice was tallied. The extent of the subjects' preference was compared by season and gender The results of this study were as follows: 1. College students preferred dark Grayish Brown plain variation wool Crossbred foremost as a textile for the spring and fan season. 2. White plain cotton Plisse was the most preferred material for summer. 3. Olive Gray cotton Corduroy was the most preferred textile for winter. 4. For thickness and weight, the textiles chosen for winter were thicker and heavier than those chosen for other seasons. 5. For fiber content, natural fiber such as wool were preferred for all seasons. 6. For the type of fabrics weave, a plain variation weave was preferred for spring and fall, twill was preferred for winter and plain weave was preferred for summer. 7. Collage students preferred gray and brown tones for the spring, fall and winter season. For color characteristics, solid fabrics were generally preferred and check patterns were especially preferred for the winter season. 8. Girl students generally preferred lighter and thinner fabrics than those chosen by boys.

The Development of the CAI Program and an Analysis of Its Effects, for the Learning of the Emergency Patient Triage (응급환자 중증도분류 학습을 위한 CAI프로그램 개발과 효과 분석)

  • 서영승
    • Korean Journal of Health Education and Promotion
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    • v.21 no.1
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    • pp.259-283
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    • 2004
  • This is an quasi experimental study using nonequivalent pre-test post-test control design for the development of the CAI program and an analysis of its effects, for nursing college students to learn emergency patient triage. This program was developed from November, 2000 to middle of September, 2001 with the aid of curriculum design experts. The subjects of this study were 86 randomly sampled freshmen students of C nursing college in Ulsan. They were divided into 45 for the test group and 41 for the control group. The CAI program for the learning of the emergency patient triage has been developed on the basis of Merrill's Component display theory and Keller's ARCS theory and through the curriculum design process of Hannafin & Peck. It has also been done with the use of Tool book 8.0, the multimedia righting tool. The experiment to verify the effect of the CAI program has been carried on from September, 20 to October, 8 2001. There were six hypotheses to accomplish the purpose of the study, and the analysis of the data was done with the use of SPSS/win program. As a result of this study, the author concluded that this CAI program is an effective mediation method to promote the learning accomplishment and learning motive for nursing college students. Therefore in the field of emergency nursing education, it would be possible to use this program as means for widening the possibility of self-learning and to promote individual learning of nursing college students.