• 제목/요약/키워드: Culture-Based Design

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소반의 구조를 적용한 Outdoor Table 디자인 연구 (Outdoor Table Design Study of Applying the Structure of Soban)

  • 고영록;김정호
    • 한국가구학회지
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    • 제25권4호
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    • pp.288-296
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    • 2014
  • The approach of using the structure of the Joseon Dynasty Zen tradition we design a piece of table for outdoor camping is a necessity in modern culture as continuing to develop this research. Analyzing outdoor and camping equipment according to the time change, we focus on the study table for outdoor camping can apply the structure of the elbow. Outdoor supply is also overlaid with the change, while changing in the picnic and camping camp sensibility that was taking advantage of the individuality of each of the general camp. However, it is a surface camp that Korean culture is not to build up the camp culture that has been fixed camp culture of the world in the only development, following the camp trend of European and American. In an attempt to adhere to the trend of Korea currently camped, camping outdoor products that apply the beauty of Korea with a combination of new modern representation tradition and our culture has designed research. I have designed the camp outdoor table based on the contents mentioned above. For the design of this time, it is now possible to use appropriately in accordance with the outdoor environment conditions that are designed to upright seat sharing table in the market tables for camping and to be divided into the seat and upright.

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전통성 구현을 통한 현대적 기능의 단지설계 전략 연구 -세계유교선비문화공원 및 한국문화테마파크 현상설계안을 중심으로- (Study on Design Strategy of Complex with Modern Function through Realization of Traditionality)

  • 박훈
    • 한국농촌건축학회논문집
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    • 제17권1호
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    • pp.83-94
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    • 2015
  • The area of domestic urban design and architecture has established its original characteristics as various programs and functions were created in the drastically changing society. Such features have been presented in a certain type of patterns or unique formations, which demand a gradual development of designs in harmony with the functions and roles of the city and thus designers are forced to continue thinking deeply on this matter in their own perspectives. In particular, such demands are outstandingly high in reality in historical cities such as Andong, which this study works on. As the design contest winner is based on the geographical characteristics and locality, Confucianism and seonbi(Korean classical scholar) spirit, which are regarded as a philosophy of value, how the traditional concepts could be reflected in the plan was the focus of the discussion. The conclusions deduced from such a background include the following. First, it is necessary to make an approach on the basis of the concept in traditional architecture at the complex planning level based on the ideology in the implementation plan that requires traditionality for a complex design with contemporary functions. Second, it is important to approach this as an exploration of a solution to globalize Confucian culture in the future based on the cultural characteristics of the region and the environmental characteristics of the surroundings. Third, beginning from a concept that explains the complex to a concept that explains individual buildings, it is necessary to reflect characteristics in which the realization of a traditional space is planned in three dimensions.

Design and Development of Big Data Platform based on IoT-based Children's Play Pattern Analysis

  • Jung, Seon-Jin
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권4호
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    • pp.218-225
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    • 2020
  • The purpose of this paper is to establish an IoT-based big data platform that can check the space and form analysis in various play cultures of children. Therefore, to this end, in order to understand the healthy play culture of children, we are going to build a big data platform that allows IoT and smart devices to work together to collect data. Therefore, the goal of this study is to develop a big data platform linked to IoT first in order to collect data related to observation of children's mobile movements. Using the developed big data platform, children's play culture can be checked anywhere through observation and intuitive UI design, quick information can be automatically collected and real-time feedback, data collected through repeaters can be aggregated and analyzed, and systematic database can be utilized in the form of big data.

전통침선소품의 조형적 형태미를 기반으로 한 텍스타일디자인 및 패션문화상품 디자인콘텐츠 개발 (Development of Textile Design and Design Contents for Fashion-Cultural Products Based on Formative Beauty of Traditional Sewing Crafts)

  • 김선영
    • 복식문화연구
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    • 제20권4호
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    • pp.485-499
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    • 2012
  • This study suggests designs for fashion-cultural products that can communicate the uniqueness of Korean traditional culture. To this end, motives and printing patterns were created based on the formative beauty of traditional sewing crafts. A literature review was completed to identify characteristics of Korean traditional sewing, and the motives were developed through Adobe Illustrator CS4 and Adobe Photoshop CS4. Those motives were applied to handkerchiefs, neckties, pouches, and handbags. The sewing crafts used in this study included thimbles, bobbins, and chumoni (a Korean traditional pouch). The motives were produced in a manner that best exemplified the unique formative beauty of the sewing crafts while also presenting modern images of the crafts. The motives from thimbles reflected the lateral side of their originals, while the motives from bobbins adopted fan- or rectangular-shaped bobbins. The motives from chumoni were based on Duruchumoni and Guichumoni. A total of 12 motives were developed, and a total of 36 textile designs were suggested based on those motives. A total of 42 designs for fashion-cultural products, including handkerchiefs, neckties, pouches and handbags, were developed. Among them, motives applied to handkerchiefs were expanded to apply to scarfs, as well.

한국현대가구에 있어서 전통성에 입각한 한국적이미지의 적용과 방법론에 관한 연구 (A Study on Application and Methodology of Korean Traditional Images based on Traditionalism in Korean Modern Furnitures)

  • 한경희
    • 한국실내디자인학회논문집
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    • 제13호
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    • pp.102-110
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    • 1997
  • We have lost our true characteristics without being grown and development of our traditional beauty in state of drawing into a whirlpool as the environment of western cultrue. So, to be existed for self-sown capability of our traditional culture, we'll have to keep up with the unique and creative Korean traditional furniture design through the synchloization between 'Traditionalism in our already westernized life' and 'Korean identity in our already westernized life' and 'Korean identity in worldwide culture' based on independent position by correct view of worth, as for the escape from attitude of receive on western culture in recklessnese. Hereupon, first of all, after reviewof fornuclation backround and characteristics in traditional furniture to be established by an ancestor, based on this and extract the conceptual language, it was presented past published works as for the approaching method toward physical form aspect by use of pattern of modern access method. Secondly, it was the symbolic approaching from method based on traditional and cultural context. Gradually, the embodiment of traditional image, in today's features of our furniture loosing the particular cultural identify is very important aspect, and beside above mentioned two methods, it should be investigated as for the diversified approaching study. Thereafter, we'll have to establish the positionof our modern furniture in global wordwide, for seek the beauty being interrelated form past historical communications, under the circumstance of original and future-oriented value.

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Effects of Occupational-based intervention on Chopsticks Skill in Children with Autism Spectrum Disorder

  • Ahn, Si-Nae
    • International Journal of Advanced Culture Technology
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    • 제6권4호
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    • pp.80-86
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    • 2018
  • The intervention of Autism Spectrum Disorder (ASD) is limited research focus on the effect of occupational-based intervention. This study sought to determine the effect of occupational-based intervention of chopstick skills for children with ASD. This study included a total of 3 children with ASD.Using single-subject study design, a changing criterion design and ABC design were implemented. The participants' behavior was observed and recorded throughout each session. In this study, the results were analyzed through visual graphs. The amount of food that was moved using the chopsticks was gradually increased. The results show that all participants significantly improved in their ability to use chopsticks in each intervention session. In addition, Assessment of Motor and Process Skills (AMPS) improved the generalization. According to the AMPS, both the overall motor and process skills increased from baseline an average of 0.7 logit. The results of this study showed occupational-based intervention on chopsticks skill to be effective in acquisition and generalization of chopstick skill in children with ASD.

포스트하위문화 관점의 한국 타투문화 (Tattoo Culture in Korea from the Perspective of Post-subculture)

  • 김가현;하지수
    • 한국의류학회지
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    • 제46권1호
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    • pp.63-79
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    • 2022
  • This study investigated the phenomenon of modern people enjoying tattoo culture in Korea from the perspective of post subculture. A qualitative study was conducted using both literature review and in-depth interview methods. For post-subculture perspectives, the theories of Maffesoli (2017) and Thornton (1996), which are suitable for interpreting contemporary tattoo culture, were reviewed in terms of seven concepts: sporadic network, grouping, fluid participation, temporary emotional bond, self-distinction, pursuit of underground culture, and display and concealment. Semi-structured questionnaires were constructed and administered based on the organized characteristics. Five cultural qualities of the tattoo phenomenon in Korea were derived based on post-subculture concepts. Sporadic formation is related to the pattern of inflow into tattoo culture, and "streaming" participation is based on fluid participation and temporary ties. Distinction within subculture is based on self-distinction and pursuit of underground. The costume-playing ordinary concept includes the characteristic of controlling the exposure of tattoos in society. Finally, formation of the consumer tattoo market was newly discovered in Korean tattoo culture.

리좀 특성이 반영된 하이퍼텍스트스페이스에 관한 연구 (A Study on the Hypertext-space based on the Rhizome characteristic)

  • 안현정
    • 한국실내디자인학회논문집
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    • 제20권4호
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    • pp.63-73
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    • 2011
  • In the middle of that a information form is being formlessly changed to diverse deirections, a design and a space as physical consequence show not only a allegory but mutually relational charicteristic meaning a nonboundary and nonlinear form by development of modem digital culture. Following development of the modern digital culture, a design and space which are physical results, show a point of correlative specificity, allegory, nonlinear and nonboundary, Not only a design and culture but also various circles handle a hypertext as a representative pivot in this change. this has same contexts as rhizome possessing a asignifiante and nomadic characteristic said by Felix Guattari and Gilles Deleuze. An ideal of rhizome space shows historical decisions, unexpected accidents, a concepts, an individual. a group, social compositions above an contrifugal exterior force, This study examines into surroundings designed by a hypertext and rhizome through a case accordingly and infers an ultramodern characteristic in conventional precognition with synthesizing a peculiarity of the digital generation space.

고등학교 가정과 식생활 문화 단원에 적용한 게임 기반의 교수·학습 과정안 개발 및 평가 (Development and Evaluation of a Game-Based Lesson Plan Applied to the 'Food Culture' Unit of the High School Home Economics Class)

  • 최성연;채정현
    • Human Ecology Research
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    • 제54권3호
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    • pp.333-349
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    • 2016
  • This study develops and evaluates a game-based lesson plan applied to the 'Food Culture' unit of a high school Home Economics class. We developed, implemented, and evaluated lesson plans for seven periods that contained 'the Korean food table setting card,' 'the world's food culture card,' and the procedure for cards games according to the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. 'The Korean food table setting card' consisted of 'the Korean food table setting order card' to easily understand 10 types of Korean traditional daily meals based on pictures and 'the Korean food table setting food card' to easily understand Korean traditional food based on 104 kinds of food picture and quick response (QR) code. 'The world's food culture card' consisted of 'the world's food culture quiz card' to help learners easily understand influential food culture formation factors, features of food culture, typical foods from 16 countries, and 'the world's traditional food card' to help learners easily understand typical foods from 16 countries through 63 kinds of pictures. Respective 'game guides' were also developed. High school students who studied the game-based Home Economics classes and who participated in the 'Food Culture' unit, could easily and enjoyably learn the food culture of Korea (and other countries), actively participate in learning activities, and understood the content of food culture. In addition, they evaluated that the game-based instruction was easy to remember with minimal memorizing.

중국 장시성 누오(儺) 가면의 특성을 활용한 3D 디지털 패션디자인 (3D digital fashion design utilizing the characteristics of the mask of Nuo, Jiangxi province, China)

  • 유환;이연희
    • 복식문화연구
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    • 제30권3호
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    • pp.455-476
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    • 2022
  • The aim of this study was to develop Jiangxi Nuo masks using 3D digital fashion design technology and suggest various ways to utilize traditional culture based on the characteristics of Nuo masks, a traditional Chinese artifact of intangible cultural significance. The researchers conducted a literature review to gather information about Nuo culture and masks that could represent Jiangxi. Features of the masks were analyzed and classified. The result are as follows. First, the symbolic characteristics of Jiangxi's Nuo masks can be divided into those based on their origin and history, the user's social status, and the notions of primitive beliefs of the chosen people, such as naturism and totemism. Second, Nuo masks' splendid decorations convey meanings such as luck, the bixie, longevity, wealth, and peace in the family. Third, playfulness in mask-making is about dismantling the original form of the mask, re-creating it through application. Fourth, the masks express primitiveness mostly by conserving the wood's original color or material. The initial masks carved to represent images of figures aptly deliver the primitive forms and images of Nuo culture. In this study, Nuo masks were developed and produced using the 3D digital technology CLO 3D by adopting the expressive characteristics and applying design methods such as asymmetricity, exaggeration, and modification. The results of this study demonstrate the possibility of creating diverse as well as economical designs through the reduction of production.