• 제목/요약/키워드: design preferences

검색결과 809건 처리시간 0.028초

청취자 선호도를 반영한 콘서트홀 음향설계 (Room acoustic design of a concert hall with a reflection of listeners' preference)

  • 김지현;오양기
    • 한국음향학회지
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    • 제38권2호
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    • pp.139-144
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    • 2019
  • 콘서트홀의 소리품질을 나타내는 실내음향 지표들이 다수 개발되어 있으며, 청취자들이 기대하는 소리에 관한 경험적인 연구의 결과로 각 실내음향 지표들의 적정 범위가 제안되었다. 그러나 세월의 흐름에 따라 연주나 청취환경의 경향이 변하고 있고, 각 지표의 적정 범위에 대해 연구자들의 이견이 존재하는 등의 문제가 드러나고 있다. 콘서트홀의 음향환경에 대해 청취자들이 어떠한 선호개념을 갖고 있는지 조사하고 이를 콘서트홀의 음향설계에 반영하여야 한다. 이 연구에서는 음악의 연주 및 청취에 전문적인 경험을 갖고 있는 우리나라의 청취자들을 대상으로 콘서트홀 음향효과에 대한 선호도를 조사하고 평가하였다. 그리고 그 결과를 반영하여 청취조건을 구현하는 콘서트홀의 음향설계 프로세스를 제안하였다.

가방용 3D 입체패턴 디자인 자카드 직물 개발과 감성구조 (Development and Sensory Evaluation of Jacquard Fabrics with Three Dimensional Pattern Design for Bag)

  • 김정화;김명옥;이정순
    • 한국의류산업학회지
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    • 제21권1호
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    • pp.104-111
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    • 2019
  • This study was developed using the DTP (digital textile printing) jacquard fabrics with a three-dimensional pattern for bag and evaluated the preference and emotional structure. The following conclusions were obtained. Three-dimensional patterns of 12 species using the illustrator program, including six kinds of designs based on the text and six kinds of character types based on the geometry of the basic design was developed. As a result of evaluating the preference of the three-dimensional pattern jacquard fabric, the most preferred fabric was a three-dimensional patterned jacquard fabric with a motif of the Korean consonant "ㅅ". The results of analyzing the emotional dimension of the three-dimensional pattern jacquard fabric, eight factors including simple image, feminine image, exotic image, graphic image, sporty image, masculine image, dynamic image and stereoscopic image were derived. Between emotional factors and preferences correlation analysis showed the stronger the simple image, the feminine image, and the sporty image, the more preferable. It suggested the possibility of a morphological and new fabric for bag, textile design motifs by using Hangul consonants attempt to limit the flatness of the existing geometric form patterns that can be applied to three-dimensional bag whether swirly patterns overcome.

Indonesian Muslim women's fashion design preference

  • Park, Hyewon;Park, Younghee
    • 복식문화연구
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    • 제29권6호
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    • pp.810-827
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    • 2021
  • Indonesian women have emerged as global consumers, and various studies are needed to expand the global fashion market targeting their needs. In this study, a survey was conducted to determine the fashion design preferences of Indonesian Muslim women according to demographic characteristics and religious variables. In this study, Indonesian women aged from their teens to their 40s were surveyed by questionnaire during June 2020. This yielded 301 survey responses, which were analyzed using χ2-test, t-test, ANOVA, and Duncan's multiple range test using SPSS23. The results of the study are as follows: Analysis of the demographic characteristics of Indonesian Muslim women and the degree of acceptance of fashion trends according to religious variables showed significant differences according to age, monthly income, and the extent to which they wore a hijab. Analysis of the demographic characteristics of the women and the degree of acceptance of the fitted garment according to religious variables showed significant differences depending on their age, whether they were married, their monthly income, religious faithfulness, the extent to which they wore a hijab, and the degree of acceptance of Islamic discipline. After examining the difference in Muslim women's preferred fashion images (according to demographic characteristics and religious variables), significant differences were identified according to their age, income, extent to which they wore a hijab, and the degree of Islamic discipline with regard to clothing.

Over the Rainbow: How to Fly over with ChatGPT in Tourism

  • Taekyung Kim
    • Journal of Smart Tourism
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    • 제3권1호
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    • pp.41-47
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    • 2023
  • Tourism and hospitality have encountered significant changes in recent years as a result of the rapid development of information technology (IT). Customers now expect more expedient services and customized travel experiences, which has intensified competition among service providers. To meet these demands, businesses have adopted sophisticated IT applications such as ChatGPT, which enables real-time interaction with consumers and provides recommendations based on their preferences. This paper focuses on the AI support-prompt middleware system, which functions as a mediator between generative AI and human users, and discusses two operational rules associated with it. The first rule is the Information Processing Rule, which requires the middleware system to determine appropriate responses based on the context of the conversation using techniques for natural language processing. The second rule is the Information Presentation Rule, which requires the middleware system to choose an appropriate language style and conversational attitude based on the gravity of the topic or the conversational context. These rules are essential for guaranteeing that the middleware system can fathom user intent and respond appropriately in various conversational contexts. This study contributes to the planning and analysis of service design by deriving design rules for middleware systems to incorporate artificial intelligence into tourism services. By comprehending the operation of AI support-prompt middleware systems, service providers can design more effective and efficient AI-driven tourism services, thereby improving the customer experience and obtaining a market advantage.

A BIM-based model for constructability assessment of conceptual design

  • Fadoul, Abdelaziz;Tizani, Walid;Koch, Christian
    • Advances in Computational Design
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    • 제3권4호
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    • pp.367-384
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    • 2018
  • The consideration of constructability issues at the design stage can lead to improved construction performance with smooth project delivery and savings in time and money. Empirical studies demonstrate the value obtained by integrating construction knowledge with the building design process, and its benefits for owners, contractors and designers. However, it is still a challenge to implement the concept into current design practice. There is a need for a decision support tool to aid designers in reviewing their design constructability, deploying current technological tools, such as BIM. Such tools are beneficial at the conceptual design stage when there is a room to improve the design significantly with less incurred cost. This research investigates how current process- and object-oriented models can be used to assess design constructability. It proposes a BIM-based model using embedded information within the design environment to conduct the assessment. The modelling framework is demonstrated in four key parts; namely, the conceptual design model, the constructability assessment model, the assessment process model and the decision-making phase. Each is associated with a set of components and functions that contribute towards the targeted constructability assessment outcomes. The proposed framework is the first to combine a numerical assessment system and a rule-based system, allowing for both quantitative and qualitative approaches. The modelling framework and its implementation through a prototype are described in this paper. It is believed that this framework is the first to enable users to transfer their construction knowledge and experience directly into a design platform linked to BIM models. The assessment criteria can be customised by the users who can reflect their own constructability preferences into various specialised profiles that can be added to the constructability assessment model. It also allows for the integration of the assessment process with the design phase, facilitating the optimisation of constructability performance from the early design stage.

최근 유·아동복 관련 연구 동향에 관한 연구 (A study on recent research trends related to infant & children's clothes)

  • 김윤희;이진희
    • 한국의상디자인학회지
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    • 제20권4호
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    • pp.175-186
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    • 2018
  • These days, due to increased income levels, lower birthrate, and increased marriage age, interest and investment in children has increased, and infant & children's clothes has become more upgraded, differentiated, and diversified. In accordance with the change of the infant & children's clothes market, Examine the research trends of the papers in the journals. Used 'KISS', 'DBpia', 'Korea Institute of Science and Technology Information', in the search system, and 137 papers were searched for by using key word, 'infant's clothes' and 'children's clothes'. The year of publication is limited to 2001 to 2017, and they are classified into 5-year units and again the papers were classified by year, by journal, by field of clothing research (Technical Design & Production, Fashion Marketing, Textile System, Fashion Design), and frequency and percentage were used as data analysis. The number of articles related to infant & children's clothes increased such as 39 in 2001~2005, 43 in 2006~2010, and 55 in 2011~2017. The distribution of articles by journals has been published mainly in the journal of the Korean Society of Clothing and Textiles, but as the journals were diversified, they were distributed evenly in other journals related to the apparel. In the presentations according to the research field by year, from 2001 to 2005, the ratio of apparel design and production was high, but since 2006, many papers related to fashion marketing and fashion design have been published. The research contents of the field of clothing research are as follows: 41 articles in design production field, focusing on dimensional system and pattern design, 40 articles in fashion design field, focusing on design development and design preferences, 46 articles in fashion marketing field, focusing on consumer behavior and marketing management. And 10 articles in apparel material system field, focusing on research on cloth science materials, but they are less well studied than others, but these studies should be actively pursued in the future.

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브랜드 경험(Brand Experience)디자인 시스템 개발사례 연구 -'정가(家)네곳간' 브랜드 개발사례 중심으로- (Case Study about BX(Brand Experience) Design System Development -Focusing on JUNGGANEGOTGAN Brand-)

  • 김성재
    • 한국콘텐츠학회논문지
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    • 제18권11호
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    • pp.38-46
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    • 2018
  • 본 연구는 브랜드 경험(BX : Brand Experience) 기반의 브랜드 디자인 시스템 개발사례에 관한 연구로, 2018년 1월 - 4월에 진행된 정가(家)네곳간 브랜드 디자인 시스템 개발 사례를 토대로 연구 하였다. 브랜드의 경험은 소비자의 주관적이며 내적인 반응이며, 브랜드 아이덴티티를 포함한 브랜드 디자인의 자극을 통해 발생하는 소비자의 반응이다. BX 디자인은 브랜드의 경험을 바탕으로 브랜드와 관련된 자극으로 브랜드디자인의 자극물과 소비자가 브랜드와 접촉을 통해 일어나는 반응이 서로 상호작용 함으로써 브랜드에 대한 경험이 발생한다. BX 디자인의 시스템에서 가장 중요한 부분은 브랜드의 다양한 접점에서 소비자가 특정 브랜드에 대한 브랜드이미지를 형성하는 과정에서 특정 브랜드의 제품이나 서비스를 선택하는데 있어 매우 중요한 역할을 하는 것이다. 본 연구에서는 BX디자인을 기반으로 진행된 정가(家)네곳간 브랜드 디자인 시스템의 개발 전략과 함께 최종 완성된 브랜드 디자인 시안을 제시하였다. 그 결과, 정가(家)네곳간 브랜드 경험 디자인의 조형성과 연상성이 통계적으로 유의미한 것으로 나타났다(F=30.961, p<.001). 브랜드 디자인 선호도는 조형성(${\beta}=.443$, p<.001), 연상성(${\beta}=.218$, p<.001)순으로 브랜드 디자인 선호도에 영향을 미치는 것으로 나타났다.

글로벌 제품디자인 개발을 위한 기호론적 접근방법 (The Semiotics Approach Method for Developing the Global Product Design)

  • 신홍재;함재룡
    • 디자인학연구
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    • 제20권
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    • pp.173-182
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    • 1997
  • 이 시대에 국경 없는 글로벌 시장(Global Market)의 무한경쟁시대 직면해 있음을 인식한 국내의 유수한 기업들이 과거 내수시장을 탈피하여 국제화를 지향하기 위한 글로벌 경영을 선언하고 초일류 제품디자인 개발을 시도하고 있다. 이 같은 현상은 글로벌 화된 제품디자인을 통해 마켓쉐어(Market Share)를 상승시키는데 그 중요성에 대한 인식이 커지고 있음을 반영한 것이다. 따라서 본 연구는 글로벌 제품디자인 개발의 접근을 인류문화의 기호론(嗜好論)과 디자인 측면에서 재해석하고, 또 인류 모두가 좋아하는 공통적 기호(嗜好)를 유추 또는 수용하여 접근할 수 있는 방법을 제시하는데 목표를 두었다. 글로벌 제품디자인 접근의 구성요소인 디자인과 커뮤니케이션 관계에서 기호론 적 표현컨셉트와 아이디어를 전개하는 방법을 합리적으로 체계화 하고자 하였다. 이를 위해 기호론 적 문헌 연구를 토대로 디자인 접근방법을 디자인 프로세스에서 적용시키면서 사용자와 디자인, 기업 이념과 기호론 적 표현에서 의사전달(Communication) 접근방식을 제시하였다. 그리고 우리의 전통문화에서 형태적 아이디어를 발췌하여 접근하는 가운데 화장품 용기디자인을 사례로 하였다.

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MMO게임 디자인의 사용성 평가와 핵심디자인 요인 (Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors)

  • 송승근;김수정;이주현
    • 디자인학연구
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    • 제19권2호
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    • pp.195-206
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    • 2006
  • 컴퓨터 게임 산업의 급속한 성장에도 불구하고 대부분의 게임 타이틀들이 현격한 수익을 내지 못하는 실정이다. 기존마케팅 이론에 의하면 제품의 성공과 실패는 고객의 선호도, 필요, 기대에 대한 만족도에 의존한다고 한다. 역시 게임에서도 사용자의 만족을 극대화하기 위해서는 사용자들이 무엇을 원하고, 좋아할지를 파악하여 이를 게임에 반영할 필요가 있다 본 연구의 목표는 컴퓨터 게임의 사용성 평가를 위한 핵심 디자인 요인을 고찰하는데 있다. 본 연구는 기존의 게임 관련 문헌 고찰을 통하여 사용성 평가 핵심 디자인 요인을 도출하고 게임 플레이 과제와 사후 설문결과를 통하여 MMO (Massively Multi-player Online) 게임 사용성 평가를 실시하여 18가지 사용성 문제점과 그 권장사항을 제시하였다. 그 결과 게임 인터페이스, 게임 플레이, 게임 서사, 게임메커니즘으로 구성된 54 개의 사용성 평가 핵심 디자인 요인을 도출하고 MMO 게임을 위한 새로운 사용성 평가 체계를 개발하였다. 본 연구 결과는 MMO게임 디자인 프로세스의 초기 단계에서 효과적인 디자인 의사결정을 지원하고 게이머의 행동을 이해하는데 중요한 시사점을 제공 할 것으로 기대 된다.

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편성조직에 따른 니트패턴의 패션감성 연구 (Study on Sensibility of Knit by Structural Design Patterns)

  • 고순영;박명자
    • 한국의상디자인학회지
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    • 제10권3호
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    • pp.1-13
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    • 2008
  • The purpose of this research is to study the cause of obstruction in various knit pattern structures by understanding the needs of the customers, and to develop knitted fabric goods that satisfy the individual taste of consumers and that reflecting the latest fashions. Actual conditions of the manufacturer's designing processes must be examined. In addition, a comparison analysis of fashion sensibilities and preferences between producers and consumers had been made in order to study developing knit pattern structures. Questionnaires and interviews had been used as research methods. The research involved two groups: one group consisted of 57 producers, which included designers, programmers, and merchandisers working for a knit manufacturer in Seoul, while the other group consisted of 74 consumers, which included students with knitted fabric design as their major and those who have working knowledge of knitted fabrics. For a more accurate evaluation, 28 out of 150 patterns have been selected through a preliminary study conducted by 24 designers. On the 28 knit patterns, a sensibility evaluation had been made through the use of the sense of sight and sense of touch, which was followed by a frequency analysis, cluster analysis, and t-test using SPSS 12.0. The results are as follows: the fashion sensibility evaluation on knit patterns showed that structures, such as racking II or lace II, are typically elegant ('elegance'), while structures, such as links I or racking I, are typically 'active.' Furthermore, a 'country' image was displayed in structures such as cable I, cable II, and miss II. Links I appeared as 'sophisticated'. Miss I and milano were said to have 'modem' images. Lace II was regarded as 'ethnic', while racking II was said to have a 'romantic' image. 2:1 rib and milano were generally thought to be manly ('manish'). The fashion sensibility scale for each knit pattern has been made based on the above results. Based on producer and consumer responses, the sensibility evaluation on knit pattern structures showed that the two groups had similar preferences in knit pattern structures. Therefore, the fashion sensibility scale developed in this study can be used as a basic data for structure development when designing knitted fabric goods.

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