• Title/Summary/Keyword: Culture Industrial Design

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Expression types and aesthetic characteristics of modern fashion applying the formativeness of symmography (시모그래피의 조형성을 응용한 현대 패션 디자인의 표현유형과 미적 특성 연구)

  • Kwon, Giyoung
    • The Research Journal of the Costume Culture
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    • v.29 no.3
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    • pp.361-373
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    • 2021
  • The purpose of this study is to contribute to the role of lines in creative design development by analyzing the expression types and aesthetic characteristics of modern fashion using geometric formativeness of symmography. A literature study was conducted of works since 2009 to examine the general consideration of lines together with analysis of the concept and characteristics of symmography in the formative arts field, and to analyze the expression types and aesthetic characteristics of modern fashion design using the formativeness of symmography. The infinite sense of formativeness and original expression of symmography are used in formative arts such as space design, installation art, and industrial design. Expression types of modern fashion design using geometric formativeness of symmography can be classified into the following three types: two-dimensional graphic pattern, relief surface, and three-dimensional spatial. First, the two-dimensional graphic pattern type forms an optical pattern, providing individuality and visual interest to the textile design. Second, the relief surface type expresses the plane in various ways, so that the thickness changes according to how lines overlap. Third, the three-dimensional spatial type expands the boundaries of clothing and creates a fantastic spatial beauty. Next, the aesthetic formativeness of fashion design using symmography can be classified into repetitive rhythmicity, geometric self-similarity, and optical spatiality. Symmography enables a myriad of geometric patterns to be developed depending on material, color, and the designer's imagination, and helps inspire a variety of designs in fashion that sculpt a three-dimensional human body.

A Study on Instructional Design Model of Music Education Applying Flipped Learning in Elementary School (플립러닝(Flipped Learning)을 적용한 초등학교 음악과 교수설계 방안 연구)

  • Park, Jeong Hye;Lee, Dong Yub
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.307-312
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    • 2022
  • In line with the 4th industrial revolution and the innovative changes of the 21st century knowledge and information society, the education field where the 2015 revised curriculum is applied is facing a situation where it is necessary to consider various teaching and learning methods. Among them, interest in instructional design applying flipped learning suitable for future education is growing, but studies on classes using flipped learning in actual music and education are rare. In general music classes currently conducted in the elementary education field, it is insufficient to learn the musical function targeted in the class. Therefore, this study developed and validated an instructional design model for elementary school music and classes that applied flipped learning based on the ADDIE model, which is a systematic instructional design model, using the design and development research methodology. Based on the developed instructional design model, major issues for each stage were presented, and major educational implications in the development process were discussed.

A Study on The Effective Utilization of Fragmented Small Space Design of Urban areas in Busan (부산시 자투리 소규모공간의 효율적 공간디자인 연구)

  • Ma, Lin;Kim, Myung-soo
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.145-155
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    • 2021
  • With the massive expansion of cities in the 20th century, many fragmented small spaces are emerged. This research establishes a framework for analysis based on forward theories, and takes the development of small spaces in Busan as an example, draws conclusions through analysis, and construct a design model for the effective use of small spaces. Based on the theory of spatial design research, statistical analysis methods are used to analyse the effective use of fragmented small spaces in city. In order to provide guidance and reference suggestions when analyzing and researching this type of space design on the data collected from the survey in the future. The design of small spaces is a way to improve the efficiency of the space utilization through the reasonable design of this type of spaces. Urban space is designed to meet the requirements of urban residents as well as to consider the sustainable development of the environment and resources, society and culture. Meaningful solutions are proposed for the construction and development of the sustainable of the future urban spaces.

Ergonomic Design of Necklace Type Wearable Device

  • Lee, Jinsil;Ban, Kimin;Choe, Jaeho;Jung, Eui S.
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.281-292
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    • 2017
  • Objective: This study aims to identify important physical design variables in designing a necklace type wearable device, and to present design guidelines to maximize comfort that a user feels upon wearing the device. Background: Interests in fitness culture and personal health are on the rise recently. In such a situation, demand for necklace type wearable devices is projected to increase a lot, as the devices enable users to use their hands freely and to enjoy various contents through connection with mobile devices. However, the necklace type wearable device's comfort was assessed to have the lowest comfort in a running situation, where human body moves up and down and left and right more than other devices wearable on other human body parts. Therefore, the usability of a necklace type wearable device was low. In this regard, studies on identification of the variables affecting user comfort upon wearing a necklace type wearable device and on physical design direction maximizing comfort and usability are needed. Method: A pretest and a main test were carried out to draw the direction of necklace type wearable device design. In the pretest, wearing evaluation on the diverse types of devices released in the market was conducted to draw physical design variables of the devices affecting comfort. Furthermore, variables significantly affecting the comfort of a device were selected through an analysis of variance (ANOVA). In the main test, anthropometry was performed, and information on anthropometric items corresponding to the design variables selected in the pretest was acquired. Based on the pretest results and the anthropometric information in the main test, the present study produced design guidelines maximizing the comfort of a necklace type wearable device with regard to major design variables upon dynamic tasks. Results: According to the pretest results, the variables having effects on comfort were the angle of side points, width, and height. Due to interactions between variables, those need to be simultaneously considered upon designing a device. Upon dynamic tasks, the angle of side points and width of a device was designed to be smaller than mean angle of the trapezius muscle and neck width, and thus attachment to human body was high. As height was designed to be larger than mean neck front and rear point width, comfort was higher due to feeling of stability. Conclusion: Because user sensitivity to comfort was high at human body's inflection points, a device needs to be designed for users not to feel high pressure on specific body parts with the device fitting human body shape well. A design considering user's situation is also required in further studies.

A Study on the Interactive Game for Traditional Culture Plays to improve the Adaptability of the Elderly (고령자를 위한 쌍방향 전통문화게임 개발에 관한 연구)

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.15-22
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    • 2008
  • Recently, Our average life span of korean people is extended and fast-growing an elderly population caused by Being Improved our living conditions and medical science level. Our another problems which being faced by an aging population are that marked psychological and social changes of the aged. The psychological changes of the aged is related to how they make their living and it strong influences on their successful aging process. For health of the aged, there is an urgent need of recreation which can be social activities to void decline their own process of thinking and the executive ability to adapt for controlling health. Therefore, thepurpose of this recreation Courseware program is to help the alienated minorities to achieve the optimal health and best quality of life based on the knowledge of the social-activities and to understand the korean traditional culture plays. Finally, This study could contribute it as a baseline model for the empirical study and to develop further recreation program for the elderly social activities and sufficient for needs of understanding our traditional culture plays.

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The design of the Fall detection algorithm using the smartphone accelerometer sensor

  • Lee, Daepyo;Lee, Jong-Yong;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • v.5 no.2
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    • pp.54-62
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    • 2017
  • Currently, falling to industrial field workers is causing serious injuries. Therefore, many researchers are actively studying the fall by using acceleration sensor, gyro sensor, pressure sensor and image information.Also, as the spread of smartphones becomes common, techniques for determining the fall by using an acceleration sensor built in a smartphone are being studied. The proposed method has complexity due to fusion of various sensor data and it is still insufficient to develop practical application. Therefore, in this paper, we use acceleration sensor module built in smartphone to collect acceleration data, propose a simple falling algorithm based on accelerometer sensor data after normalization and preprocessing, and implement an Android based app.

Concept of intergenerational and intercultural approaches in the education for the third age people in Saint Petersburg (Russia)

  • Tatiana, Tereshkina;Svetlana, Tereshchenko
    • International Journal of Advanced Culture Technology
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    • v.4 no.3
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    • pp.6-12
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    • 2016
  • The concept of intergenerational and intercultural approaches in education and learning are changing nowadays. Intergenerational approach in the third age education and learning programs can be defined as planned activities that link various generations with the goal of exchanging knowledge, experiences and receiving mutual benefits. The goal is to connect people by using mutually beneficial activities that encourage understanding, cooperation and respect between generations, as well as contribute to the society. Intercultural approach in the third age education is connected with activities that link people of various cultures aimed at receiving mutual benefits. This paper discusses the development of third age education in Saint Petersburg, Russia and shows how the intercultural and intergenerational approaches are used in this type of education. The third age universities in Saint Petersburg do not have a lot of experience in this. In the article examples of the using intercultural and intergenerational approaches in the third age education are showed.

A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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A Study on Metaverse Usability in the Fashion Industry

  • Park, HyeSook
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.396-402
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    • 2022
  • Since the 21st century, the internet has been an essential existence due to the 4th industrial revolution and the development of IT technology, but the focus of the existing development direction has changed a lot over the past three years. COVID-19, also known as a pandemic, first occurred in 2020 escalating rapidly and cutting off society existing as an off-line form in every country. As non-face-to-face life continues, everyday technologies using online such as hybrid work have promptly developed, and an online virtual world called Metaverse excelled and became a phenomenal topic. In this study, theoretical considerations and the current status of the metaverse, which are being highlighted as global trend keywords, are examined, and the utility of the metaverse in the fashion industry was studied. Based on this study, it is expected that the work is recognized and brings helpful intuitions as a way to revitalize the shrinking fashion industry by using the metaverse, which is still in its infancy.

A Study on the Form-Language in Product Design -Focus on the Example of the Study from Industrial Designer- (제품디자인의 조형언어에 대한 연구 -산업디자이너의 연구사례를 중심으로-)

  • 정충모;이재용
    • Archives of design research
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    • v.16 no.2
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    • pp.243-254
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    • 2003
  • This research, we will begin our analysis of the types of research example of designers by the linguistic studies of products form. Specially, we had a mind to generate the linguistic concept of products form by the linguistic relations between tools and thinking, and analysed how activate the roles of form language in linguistic and non-linguistic areas. We understood the relations of design process about idea generation, same means of interpretation of form and the generation of form concept, by using of the roles of form language made in design process. We showed the research examples of Enzo Mari and the origins of form language in view point of design history. Also, we classified the form linguistic concerns of designers and scholars interested in design areas by dividing various factors in view point of language. Finally, through the process of this classification, the researches of form language call for further study, as more the examples of detailed design practises and the individualized form language of products than systematic researches and abstract theories about products, and emphasized this viewpoint, we suggest a going-on research theme, the individualized products' differences of form language and concerns viewpoint of inter-culture, the concept generation of form language of products can be inter-coexistent.

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