• 제목/요약/키워드: design preferences

검색결과 822건 처리시간 0.031초

A Study on Pattern Recognition to Compute Guidelines Based on Evidence for Ecological Healing Environment at Agha Khan Hospital in Karachi - Focused on Human Thermal Comfort Model (HTCM), for Karachi, using Climate Consultant Program

  • Shaikh, Javaria Manzoor;Park, Jae Seung
    • KIEAE Journal
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    • 제15권2호
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    • pp.27-35
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    • 2015
  • Purpose: Healthcare is on the whole a personal and critical service that consumer's use, whereas hospitalization is as a rule painful, because nature nurtures and Sun Light Luminosity for healthcare settings is considered healing. The performance and design of climate responsive buildings such as AKU requires a detailed study of attributes of climate both at micro as well as macro level. The therapeutic value of contact with nature through window view, greenery and landscape is calculated there. Method: A two prong strategy is been devised for this article, at micro level three typical morphologies are analysed by creating same environment of neighboring building on sun shading chart, radiation and temperature range. Since the analysis of local climate helps to determine the design strategies for hospital Healing Environment which is suitable for Karachi climate; in order to track the macro climatic behaviour, a considerable analysis of psychometrics chart for AKU Karachi are designed on Climate Consultant (CC) and analysed by Machine Learning. Climate Consultant proposes different design strategies suitable for Karachi. And on the other hand time wise illumination sources for clinical area which are then measured on psychrometric chart- according to singular space: multi patient admission, secondly: acute ambulatory ward, and tertiary: multi windowed space according to the mushrabiyah and sky light pattern. Result: Our findings support the hypothesis that windowed wall is 75-80% more healing wall; an accelerated evidence was found for healing at macro level if the form of the hospital is designed according to the climatologically preferences, whereas at micro level: the light resource becomes the staff attentiveness determinant. In Conclusion evidence was provided that the actual form of luminosity results consequently in satisfaction while light entering from several set of windows and other sources might be valued if design according to the healing environment. The data added on the sun shading chart to calculate rays entraining into space in patient room equal to 124416.21 Watts/ meter $m^2$ is calculated as precise healing rate-and is confirmed by questionnaire from patients belonging from each clinical stage having different illnesses.

한국적 이미지의 경기용 수영복 디자인 개발에 관한 연구 (II) - 오방색과 태극문을 중심으로 - (A Study for Developing the Competitive Swimming Suit Design with Korean Traditional Image (II) - focused on the 5 traditional colors and Taeguk motive -)

  • 최경희;엄준희;김민자
    • 복식
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    • 제53권4호
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    • pp.49-69
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    • 2003
  • The purpose of the study is to develop the competitive swimming suit design with Korean traditional images. which excels in dimension of functionality, aesthetics, and symbolism. To accomplish this study, first. a theoretical examination about Korean image was added, on the basis of the practical research about professional swimmers' preferences as well as the theoretical research about the history of swimming suits and the qualifications of competitive swimming suits in the prior study. Next, practical designing was performed to achieve the creative designs according to Lamb & Kallal's design process. and the superiority of the newly designed swimming suits was evaluated by using Grant's alpha-beta model. The results of this study can be summarized as follows : First. in the problem apprehension stage. the need for swimming suit designs with Korean traditional images for professional swimmers was acknowledged, and three major criteria. which are functionality, aesthetics. and symbolism has been verified. Second. in the preliminary brainstorming stage, considerable amounts of data for the design concept considering the criteria above have been gathered. The athletic one-piece for women and the brief for men in style and nylon/lycra in fabric were used in the aspect of functionality. And the S Korean traditional colors in color and Tae-guk motive and others in pattern were selected to apply Korean traditional images in the aspects of aesthetics and symbolism. Finally, the 13 series of creative designs with 4 themes( l17pieces in total) have been suggested. Third, in the design improvement stage. after the preference to each design was surveyed, reformation of the designs was arranged on the basis of the results. Fourth, in the prototyping stage. the 17 actual prototypes, including 13 pieces for women and 4 pieces for men were produced. Fifth. in the evaluation stage. the evaluation procedure using Grant's alpha-beta model was performed. As a result, the newly designed swimming suits were rated above other existing ones in all three aspects of functionality, aesthetics, and symbolism.

가전제품의 음성 인터페이스 디자인 적용에 대한 연구 (A Study on Voice User Interface for Domestic Appliance)

  • 홍지영;전명훈;한광희;채행석
    • 감성과학
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    • 제10권1호
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    • pp.55-68
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    • 2007
  • 음성 사용자 인터페이스(Voice User Interface, 이하 VUI)는 음성을 매개로 일어나는 인간과 기계 간 인터페이스를 뜻한다. 음성 인식율의 향상과 음성 재생 장치의 발달에 힘입어 최근 들어 휴대폰과 자동차 네비게이션 시스템에 주로 적용되고 있다. 최근 이러한 경향은 A/V 시스템 등 가전제품(Domestic Appliance)에도 확대되고 있는데 본 연구에서는 사용자와 필수적이고 빈번한 상호작용이 일어나는 백색 가전을 대상으로 사용자를 만족시키는 음성 인터페이스의 주요 속성 중 음성 생성(Speech Generation)과 관련된 음성 표현을 중점적으로 연구하였다. 연구방법으로 먼저 주부들이 느끼는 가전에서의 문제점과 VUI로서 해결가능성에 대하여 심층집단면접(Focus Group Interviwe, F.G.I.)를 통한 사전조사에서 주요 이슈를 도출하고, 대표적 백색 가전인 에어컨, 세탁기, 김치냉장고, 냉장고, 식기세척기, 오븐레인지 등 6개 제품에 대하여 음성의 물리적 특성, 내용적 특성, 기능에 따른 배치에 대하여 조건에 따라 다양한 프로토타입을 제작한 후 실제 환경과 유사한 실험실 상황에서 사용자의 선호도, 적합도 및 수행을 측정하였다. 연구 결과 각 이슈에 따라 가전제품에 적합한 VUI 가이드라인 특성을 찾아내었다.

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3D VR 기술을 이용한 서비스 공간의 감성적 디자인 (Affordable 3D VR Technology for Sensible Design - An Approach to Designing an End-User Oriented Service Space)

  • 윤소연;황조혜;박정아
    • 감성과학
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    • 제13권1호
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    • pp.269-278
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    • 2010
  • 최근 가상현실 시뮬레이션 기술은 컴퓨터 테크놀로지의 급속한 발달과 더불어 시각적 표현과 인터랙션의 성능은 정교화 되는 동시에, 고급 장비나 전문 지식에 의존하지 않고도 사실적인 구현이 가능한 단계까지 발전해 왔다. 본 연구는 저가의 비용으로도 가능한 가상현실 시뮬레이션 테크놀로지를 바탕으로, 시각적 현실감이 뛰어난 시뮬레이션으로 서비스 환경을 구현하여 제시함으로써 실제사용자 즉, 엔드유저의 감정적인 반응을 파악하고, 그러한 과정을 기존의 디자인 프로세스에 접목하는 방안을 제안하는데 그 목적이 있다. 본 논문에서는 실제 레스토랑 디자인 프로젝트의 사례를 통해 가상현실 테크놀로지를 사용한 시뮬레이션의 구체적인 개발과정 및 적용과정을 살펴보았다. 이를 통해 사용자 경험에 관한 데이터를 수집하고 분석하는 과정 그리고 시뮬레이션을 통한 결과 적용 시 고려해야 할 사항에 대해서 소개하고 있다. 본 연구는 사용자의 감정적인 반응이 중요시 되어야 하는 디자인 분야에 3차원 가상현실 시뮬레이션이 도입될 경우 유용한 지침을 제공할 수 있으리라 기대한다.

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아티젠을 위한 파티웨어 디자인 개발 (Development of Party Fashion for Artygen)

  • 조언조;이인성
    • 복식문화연구
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    • 제18권5호
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    • pp.809-823
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    • 2010
  • The 21st century is the age of culture and sensitivity. As the interest in the art and culture grows, Artygen who prefers artistic designs grow in number. The desire to enjoy life from the increase of leisure time and financial afford ability created a new trend of party culture. This study analyzes the characteristics of Artygen who pursues artistic sense and sensitivity and suggests party-wear designs that please Artygen and accentuate individuality and personal preferences in a party, which is a type of popular entertainment these days. Through literature review, the background of Artygen and party was examined; First, in order to analyze the feature of art designs, photos of products that were in fashion from 2007 to 2009, (during which the term, 'Artygen', was coined) were collected. Second, in order to analyze the party-wear designs, photos of party-wear in wine party and club party popular among young people in the 20~30's were collected. Through the analysis, the party-wears targeting Artygen was developed based on the characteristics of popular art designs. The results of this study were as follows. First, from the result of analyzing the art design shown in product, casual, romantic, modern, dynamic and gorgeous images were. Second, art design shown in fashion, casual, romantic, chic, dynamic and gorgeous images were. Third, in wine party, romantic, elegant, gorgeous and formal images were in order and in club party, casual, gorgeous, chic and romantic images were in order. Fourth, the study displayed design by connecting aesthetic factor of artistic design to 2 wine party-wear of romantic and gorgeous images and 3 club party dresses of casual, gorgeous and chic images.

강릉 이미지를 활용한 패션문화상품 개발 방안 연구 (A study on the fashion cultural product development with Gangneung image)

  • 권진;엄소희;이영숙;김용문;우현리
    • 복식문화연구
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    • 제26권2호
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    • pp.233-250
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    • 2018
  • This study examined images typical to this city and explored ways to develop cultural products using these images. Researchers reviewed literature about fashion cultural products and related previous research, and then conducted a closed-ended survey to analyze universal fashion preferences. For the examination material, such a way was used as information data base and network review inside and outside the country, dissertation screen, and published media including separate volumes. The following are considering points in the developing process. First, the study identified design, color, price, practicality and quality as factors that should be taken into consideration when using the image of Gangneung. In particular, it determined that the image needs to reflect a modern sensibility while maximizing its representation of local culture. Second, Gangneung's symbolic image should incorporate the sea, Gyeongpo, and coffee. In other words, the sea, Gyeongpo, and coffee should receive top symbolic priority. Third, from a development perspective, the most appropriate items for displaying the image include t-shirts, keychains, umbrellas, or other accessories, since these items are easily available in terms of price. In sum, this study highlighted the necessity of reconsidering Gangneung's currents ymbolic image, suggesting that a new image should be developed. Developing a typical fashion cultural product image will enrich Gangneung's cultural industry and the distribution of newly designed products will improve the localeconomy.

생태공원조성을 위한 식재설계방법의 개발 -시각적 선호도와 생태적 다양성의 상호관련성을 중심으로- (A Study on the Development of Planting Design Method for Creating an Ecological Park -Focus on a Correlation between Visual Preference and Ecological Diversity-)

  • 김귀곤;조동길;차영두;황기현
    • 한국조경학회지
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    • 제27권5호
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    • pp.12-24
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    • 2000
  • This study seeks to find an approach tool that allows to consider both ecological and visual aspect in developing an ecological space. Main objective of this study is to develop a planting design method in consideration of correlation between high visual preference and ecological diversity. To this end, an integrated method based on visual design principles and landscape ecological principles was developed first. Then study areas of 20 natural areas and 10 urban areas were selected to survey and analyze visual preference and ecological diversity. The result showed that scale is an element that has the greatest impact on visual preference. In areas with high ecological diversity, scale and connectivity had the biggest impact. In order to have a planting design desirable visually and ecologically based on these factors, it may be divided into following three issues.(1) In oder to increase ecological diversity in areas with strong visual preference, a priority should be given to introduce techniques promoting harmony among dominant species of various scales and other species. At the same time, there should be efforts to secure connectivity. (2) To improve visual preferences in areas with high ecological diversity, close-range, medium-range, and distant landscapes should be ensured by aligning colors and connectivity of various scales with other factors. (3) Also, a target area should be developed into a visually preferred and ecologically sound area by supplementing form and interlocking issues and identifying the spirit of the place. This study offers a way to improve visual preference and promote ecological diversity indeveloping ecological parks for the future. In landscape planning and design, it is important to secure various scales and connectivity as high-priority principles.

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3D Printer를 이용한 웹기반 오픈소스 플랫폼 제작 방안에 관한 연구 -Platform Toy를 중심으로- (A Study on the Activation Plan of Web-based Open Source Platform using 3D Printer -Focused on Platform Toy-)

  • 이창범;김승인
    • 디지털융복합연구
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    • 제17권6호
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    • pp.341-347
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    • 2019
  • 오픈소스가 소프트웨어의 영역을 넘어 그 개념이 여러 분야로 확장되어감에 따라 여러 기업들이 오픈소스 개념을 이용한 비즈니스 모델을 등장시키고 있다. 본 연구는 3D프린터를 활용한 웹 기반 오픈소스 플랫폼 제작 방안에 관한 연구로서 키덜트 문화를 접목시킨 사용자의 자발적 참여도가 높은 오픈소스 플랫폼 커뮤니티 제작을 목표로 한다. 연구방법으로는 여러 기업의 오픈소스 활용 사례에 관한 분석 연구와 더불어 키덜트 커뮤니티의 사용자 설문을 통해 플랫폼의 사용성과 토이 디자인 선호도 및 성향 분석을 기반으로 한 기초 자료 수집을 통하여 초기 플랫폼 제작 방향성을 설정하였다. 제작된 플랫폼에서 고유의 플랫폼 토이 소스를 다운로드 후 사용자가 자유롭게 재해석하고 플랫폼에 결과물을 재공유하여 완성된 디자인의 선호도에 따라 판매하여 수익을 분배할 수 있도록 하는 것이 특징이다. 향후 플랫폼 내 커뮤니티를 활성화하여 사용자의 진입동기부여를 높이는 연구가 지속하여야 할 것이다.

토픽 모델링을 이용한 아웃도어웨어 연구 동향 분석 (Analysis of outdoor-wear research trends using topic modeling)

  • 한기향;이민선
    • 복식문화연구
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    • 제31권1호
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    • pp.53-69
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    • 2023
  • This study aims to analyze research trends regarding outdoor wear. For this purpose, the data-collection period was limited to January 2002-October 2022, and the collection consisted of titles of papers, academic names, abstracts, and publication years from the Research Information Sharing Service (RISS). Frequency analysis was conducted on 227 papers in total to check academic journals and annual trends, and LDA topic-modeling analysis was conducted using 20,964 tokens. Data pre-processing was performed prior to topic-modeling analysis; after that, topic-modeling analysis, core topic derivation, and visualization were performed using a Python algorithm. A total of eight topics were obtained from the comprehensive analysis: experiential marketing and lifestyle, property and evaluation of outdoor wear, design and patterns of outdoor wear, outdoor-wear purchase behavior, color, designs and materials of outdoor wear, promotional strategies for outdoor wear, purchase intention and satisfaction depending on the brand image of outdoor wear, differences in outdoor wear preferences by consumer group. The results of topic-modeling analysis revealed that the topic, which includes a study on the design and material of outdoor wear and the pattern of jackets related to the overall shape, was the highest at 30.9% of the total topics. The next highest topic was also the design and color of outdoor wear, indicating that design-related research was the main research topic in outdoor wear research. It is hoped that analyzing outdoor wear research will help comprehend the research conducted thus far and reveal future directions.

Applications of a Deep Neural Network to Illustration Art Style Design of City Architectural

  • Yue Wang;Jia-Wei Zhao;Ming-Yue Zheng;Ming-Yu Li;Xue Sun;Hao Liu;Zhen Liu
    • Journal of Information Processing Systems
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    • 제20권1호
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    • pp.53-66
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    • 2024
  • With the continuous advancement of computer technology, deep learning models have emerged as innovative tools in shaping various aspects of architectural design. Recognizing the distinctive perspective of children, which differs significantly from that of adults, this paper contends that conventional standards may not always be the most suitable approach in designing urban structures tailored for children. The primary objective of this study is to leverage neural style networks within the design process, specifically adopting the artistic viewpoint found in children's illustrations. By combining the aesthetic paradigm of urban architecture with inspiration drawn from children's aesthetic preferences, the aim is to unearth more creative and subversive aesthetics that challenge traditional norms. The selected context for exploration is the landmark buildings in Qingdao City, Shandong Province, China. Employing the neural style network, the study uses architectural elements of the chosen buildings as content images while preserving their inherent characteristics. The process involves artistic stylization inspired by classic children's illustrations and images from children's picture books. Acting as a conduit for deep learning technology, the research delves into the prospect of seamlessly integrating architectural design styles with the imaginative world of children's illustrations. The outcomes aim to provide fresh perspectives and effective support for the artistic design of contemporary urban buildings.