• 제목/요약/키워드: design preferences

검색결과 816건 처리시간 0.034초

진즈[Jeans]의 가공[Finishing]에 따른 이미지 평가 연구 -미국 L. A. 거주 대학생을 중심으로- (Research about Image Evaluations from Jeans' Finishing -Focus on Undergraduate Students in Los Angeles of the USA-)

  • 이미연
    • 복식
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    • 제56권7호
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    • pp.18-32
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    • 2006
  • The objectives of this research were to identify the differences of image evaluations by perceiver's gender, majors and jeans' finishing and to examine image characteristics that have an influence on attractiveness and preferences of jeans' finishing. The subjects are 96 undergraduate students in Los Angeles of the USA. Elegant and refined images had a significant effort on perceiver's gender, so men tended to highly evaluate jeans as elegant and refined images than did women. Soft images were recognized differently by perceiver's major, so non-specialists in design tended to highly evaluate jeans as soft images than did specialists in design. In finishing, shattered wash was evaluated as the most individual, attractive, energetic, and splendid images, and stone wash was evaluated as the most ordinary, unattractive, and plain images. Light images tended to have interaction effects by majors and finishing. Specialists in design did not perceive differences between light images from finishing well, but non-specialists in design perceived that stone wash finishing's image is lighter than indigo blue finishing's image. Sociable images had interaction effects by perceiver's gender, majors and jeans' finishing, and especially non-specialists in men estimated that shattered wash has the lowest sociable images in finishing. According to evaluations about finishing images of ladies' jeans, men tended to be attracted by splendid images, and women tended to be attracted by sexy images. In addition, both men and women were commonly attracted by feminine images, so the study found that feminine images is important image for developing jeans for ladies. According to evaluations about finishing images of ladies' jeans, men preferred sexy and natural images to comfortable and energetic images, and women preferred sexy and neat images. Female undergraduate students of the USA tended to be attracted by sexy images, and we found that actually they consider buying jeans with such images.

패션상품에 나타난 일본 전통 디자인의 원리 (Japanese Traditional Design Principal Appeared in Fashion Goods)

  • 이경희
    • 한국의상디자인학회지
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    • 제8권3호
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    • pp.27-34
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    • 2006
  • Flexibility, love of symbols, small size-these are all qualites that accompany the proclivity towards compactness in Japanese culture. They developed and have been refined to an unusual level in Japan partly out of the necessity to use limited space economically, but these qualities also characterize the aesthetic preferences of the people. Because space is so precious, it receives a great deal of attention in every aspect of life. Over the centuries Japanese have devised innumerable ways to use space that are ingenious in their successful combination of pragmatism, harmony, and beauty. Folding, stacking, rolling, nesting, carrying, consolidating, miniaturizing and transforming are some of the techniques for living that have created the compact culture. Folding allows a one-dimensional object to be placed in prescribed small space. Stacking objects of the same shape makes use of vertical space, saving valuable horizontal space. Rolling an object reduces it to a tidy cylinder without creasing it, creating yet another form of repose for functionally flat things. Nesting several identically shaped objects of graduated sizes is known as ireko. Carrying things by hand makes them available for any occasion, by plan or on impulse. Consolidating is to bring together the multifarious systems of living into an integrated whole. Miniaturizing things is a way to bring even the universe down to the scale of a human hand. Transforming the face of things is another notable propensity in the Japanese life style. Each one is put to use in countless ways, suggesting principles and conceptions that encapsulate the wisdom of tradition. In this study I wishes to investigate the principals of Japanese traditional design and the applied case in fashion goods.

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어린이집 실내놀이 영역 계획을 위한 유아의 놀이행위 관찰 연구 - 한국과 미국의 어린이집 이용 유아를 대상으로- (Observation Research on Preschoolers' Play Behavior for the Design Plan for the Indoor Play Area of Day Care Centers - Focusing on Preschoolers of Day Care Centers between Korea and US -)

  • 장상옥;신경주
    • 한국실내디자인학회논문집
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    • 제19권6호
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    • pp.214-223
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    • 2010
  • As the population of preschooler increases with the increment of employed women today, the physical environment of day-care center is becoming an important factor for the preschooler as well as home environment. In order to create a suitable and desirable day-care environment for preschoolers, the using behavior of the preschoolers, who are the main users, needs to be applied to the spacial design. In this research, play preference area of Korea and United States which have different physical environments are analyzed. Child behavior observation analysis technique, interview with the teacher in charge, floor plan and furniture arrangement plan of the day-care centers and photography were performed for this research. The subjects were 63 preschoolers of 50 months old who are using Korean and American day-care centers and play of five minutes per preschooler was filmed for 3 days. Total 01 189 motion pictures were analyzed for this research. As a result, the physical environment, programs, preference area and finally the similarity and difference according to the gender were clarified for each countries' day-care center. The Korean preschoolers preferred the block area most, the second most favorite area being art for the younger class and language for older class. According to the gender, girls preferred language area while boys chose block area. On the other hand in American preschoolers' case, due to the large variety of play area, the play preference was distributed among various area except several high preference area. Based on this research, when designing indoor play area of day care centers, the area of block, language, and art which are popular play preferences should be considered firsthand, and gender preference is also needed to be thought of. These results may be used as an important data for planning the day care center play area in the future.

뉴시니어 라이프스타일과 의복구매기준이 아웃도어 의류제품 디자인 선호도에 미치는 영향 (The Influence of New Seniors' Lifestyle and Apparel Purchase Criteria on Design Preference of Outdoor Apparel Products)

  • 지경하;김한나
    • 패션비즈니스
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    • 제21권4호
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    • pp.73-89
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    • 2017
  • This research aimed to identify the characteristics of outdoor apparel market for new seniors. To achieve this goal, influence of new seniors' lifestyle and apparel purchase criteria of design preferences of outdoor apparel products were investigated. An online-survey was conducted targeting fifties who have bought outdoor apparel within one year. The collected data were carried out for factor analysis, independent sample T-test, and regression analysis by using SPSS 22.0. Results showed that new seniors' lifestyles were composed of appearance-orientation, well-being diet, well-being exercise, self-development, and challenge-orientation. Purchase criteria of outdoor apparels were factored out as practical, aesthetic, and social. Appearance -orientation and self-development affect aesthetic and social factors. Well-being diet influences all factors of purchase criteria. Challenge -orientation has effect only on social factor. Women favored round-and V-neckline more than men did as well as preferred half and 3/4 long for sleeve. Customers who value practical purchase criteria preferred half-sleeve, zipper, and button-closure designs. In contrast, customers who have aesthetic purchase criteria like round/V-neckline and cap sleeve. Social factor affected high neckline and vivid-tone color preference significantly. As outdoor design for new senior it is critical to introduce differentiation of outdoor brand with various designs combining functionalities of outdoor activities and style looking young and dandy, which is highlighted as trendy and casual, over current outdoor apparels' unified design.

AR 시스템 기반 자동차 교육 플랫폼 연구 (A Study on Education Platform for Automobile Students Using AR System)

  • 루오잉;장완석;반영환
    • 한국융합학회논문지
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    • 제10권12호
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    • pp.243-250
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    • 2019
  • 디자인 분야에서 온라인, 모바일을 통한 융합교육의 보급이 빠르게 확장되고 있다. 특히 증강현실 기술을 응용한 교육 프로그램 개발이 점차 널리 사용되고 있다. 이 글은 우선, 증강현실 기술의 현재 상태와 장점을 검토함으로써 교육 응용 분야에서 증강현실의 필요성을 강조한다. 둘째, 필자는 새로운 유형의 교육 시스템인 "AR + E" 교육 클라우드 플랫폼 시스템을 제안한다. 이 시스템은 일반 종이 교과서, 범용 휴대용 이동 단말기와 APP 등 3가지로 구성된다. 본 연구는 자동차 정비 전공 학생들을 대상으로 하여 "AR + E" 교육 시스템의 유용성 및 성능 실험을 통해 "AR + E" 시스템이 학습 효과에 미치는 영향 연구 조사하였다. "AR + E"시스템은 전통적인 학습 그룹과의 비교 실험을 통해 AR 대화식 미디어를 사용하여 학습자의 학업 성과를 향상시킬 뿐만 아니라, 재미와 참여도 및 연속성을 향상시키는 결과를 얻게 되었다. 끝으로, 사용자 경험, 행위와 기호에 대한 관찰과 인터뷰를 통해 AR 기반 교육 프로그램 소프트웨어를 디자인하고 개발하여 제안하고 있다.

스포츠 클라이밍 의류 구매 및 착용실태 (A Study on the Purchasing and Wearing Conditions of Sports Climbing Wear)

  • 문경보;이정란
    • 한국의류산업학회지
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    • 제20권4호
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    • pp.449-456
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    • 2018
  • This study conducted a survey of members at sports climbing centers on the purchasing and wearing conditions of sports climbing wear and design preferences. 140 participants were in their 20's and 30's, and many of them engaged in sports climbing activities over 20 times a month. They put emphasis on the motion adaptability, durability, price and functional material when purchasing a climbing wear. However, only 23% of them used sports climbing wear. The reasons for wearing sports climbing wears were suitability for physical activity, comfort, and design. On the other hand, the reasons for not purchasing them were expensive prices and lack of designs. They experienced inconveniences at sleeves and waist in shirts. In case of pants, participants experienced inconveniences with the knee and thigh when they climbing. Concerning the damage of shirts, the majority experienced the elbow part was worn out, and the knee part was either worn out or torn at pants. Design preference results showed participants preferred loose-fit short-sleeved shirts that could cover half of the hip. In case of pants, they preferred basic-fit long trousers and basic hems with no functional characteristic. 3 sports climbing instructors answered that climbing wears should put emphasis on deodorization and antimicrobial effects as well as durability and suitability for physical activity. They also pointed out limitations in price and design and presented opinions about creating various sizes for different body parts by taking into account the growth of muscles.

17세기 초 홑철릭 유물의 시대특성과 유아형 인형의 체형특성을 응용한 단계별 복식문화상품 디자인 연구 (A Study on the Phased Cultural Product Design with Characteristics of Unlined Cheollik in Early 17th Century and Baby Typed Doll's Body)

  • 최정
    • 한국의류산업학회지
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    • 제19권4호
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    • pp.385-399
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    • 2017
  • This study will broaden the application of doll costume product with historical characteristics and the image of unlined cheollik in the $17^{th}$ century period of transition during the Joseon Dynasty. Historical design sources were extracted from old documents and precedent studies. Unlined cheollik of Shin Gyeong-yu, meritorious retainer, were selected as main reference-relic because of various fabric, preserved conditions and definite shape. 'Baby doll' was selected as main model because of consumer preferences and awareness. Design sources from unlined cheollik in the early $17^{th}$ century were about a 1:2 ratio of upper and under parts, removable separated doori-somae, knife-shaped collar (outside), projected square collar (inside), long pleats line, side slit, traditional flat fell seam sewing. Trapezoidal side line, round waistline, and thin fabric were applied in designs because of toddler-body of doll model. Three designs were produced in step 1: Cheollik A focusing on the historical remake (traditional type), Cheollik B with belt and side slit (crossover type), and Cheollik C with back- opening (modern type). In step 2, interview with fashion major student was conducted to increase the utility of designs. As a result, modern trend sources (frill, velcro, round armhole line, slope of sleeves, and floral pattern) were reflected in Cheollik B, C. Finally, three doll cheollik and cheollik-styled doll apron sample were produced. Various versions must be suggested in the study of doll costume products with traditional sources that balance historical characteristics and practicality to improve customer satisfaction.

게임 인지성을 고려한 MMORPG 캐릭터 모델구축에 관한 연구 (A Study on Development of Effective MMORPG Character Design through Cognition)

  • 탕군;조동민
    • 한국멀티미디어학회논문지
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    • 제16권9호
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    • pp.1098-1108
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    • 2013
  • 기존 MMORPG 게임 캐릭터 생성 시스템의 커스텀마이징(Customizing) 방식이 주류를 이루고 있으나 자유도에 맞추어 발생된 캐릭터들은 너무 개성적인 표현이 대두되어 상대적으로 캐릭터에 대한 상대 유저의 캐릭터의 인지판단이 모호해지는 단점이 존재한다. 따라서 본 연구는 인지적 판단이 가능하고 동시에 선호적 디자인 요소를 캐릭터 디자인에서 적절히 응용하여 각각 캐릭터의 감성 특징을 더 쉽게 표현할 수 있고 캐릭터의 상호정보를 더 쉽게 판단할 수 있는 디자인프로세스를 제안한다. 또한 본 논문은 2012년 6월 기초조형학연구 13권 3호에 게제된 "게임 캐릭터 인지성과 선호도에 관한 연구"에 관한 심화연장연구로써 기초연구를 토대로 실증적 실험 및 분석결과를 제시하여 MMORPG 게임 캐릭터에 대한 인지성과 선호도 사이에 어떠한 관계 형성이 이루어지는지를 파악하고 각 직업군 캐릭터의 인지특성의 효율적인 표현 방법을 제안한다.

악기 종류에 따른 기능적인 연주복 디자인 연구 - 성인 여성의 하프 연주복을 중심으로 - (A Study on the Design of Functional Playing Costumes - focusing on Female Harpist -)

  • 여승화;정삼호
    • 복식
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    • 제54권4호
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    • pp.75-84
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    • 2004
  • Stage costumes perform not only the instrumental but also the expressive functions. The major goal of this study is to develop the functional and aesthetic costume designs for musical players considering the characteristics of instruments. players’ postures. The scope of this study is restricted to the musical costumes for female adult soloists playing the wind and string instruments. This study is composed of theory research, empiricalresearch and manufacturing a real costume. First, theory research contains theory of musical costumes and that of pure musical areas. Concept, characteristics and wearing effects are analysed in theory of musical costumes. Second, designs of instruments and playing postures are analysed in the theory of pure musical areas. Proper and improper designs are compared based on the survey asking the favorite designs of 56 wind and string players. Third, I manufacture a stage costume for a harpist. The conclusions of this study are as follows. First, wind and string players think the functionality of costumes more importantly than the esthetic sense. And there are differences in design preferences for different playing postures. Second, string Players basically use arms, fingers and the upper body. Wind players use fingers more than string players and do abdominal breathing. Third, string players think the design of arms and sleeves because of frequent usage of bow and prefer the design without sleeves. On the contrary, wind players think the silhouette importantly because of standing playing posture. Fourth, players don't think that the accessory is not important and want it so long as it doesn't hinder playing. Fifth, shoes plays more important role than costume in case of playing posture with using pedals and moving legs frequently. Lastly, both wind and string players prefer the design with simplicity and comfort most.

게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구 (A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application)

  • 조현승
    • 디지털융복합연구
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    • 제15권12호
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    • pp.573-579
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    • 2017
  • 스마트폰을 이용하는 게임 산업과 관련 시장은 매년 급성장하고 있으며 플레이어는 다양한 환경에 게임요소와 즐거운 게임의 그래픽적 시각개선을 기대하고 있다. 게임애플리케이션의 설계에서 시각요소의 사용자 관점의 환경은 PC게임등과 달리 매우 간단한 조작이지만 보다 정교하며 게임의 질적 향상을 위한 계획적 접근이 요구된다. 따라서 본 연구는 최근 다운로드 순위 상위랭킹에 게임을 사례로 기존의 연구를 바탕으로 구조화된 설문지를 작성하여 설문 조사를 실시하였다. 조사대상은 2억명 이상 다운로드된 음양사게임으로 중국의 유저들을 대상으로 한정하여 각 GUI의 선호도를 조사하여 분석하였다. 선호도에서 나타난 UI/UX 디자인의 그래픽 기본요소의 성공요인 개선해야 할 점등을 파악하고 게임 어플리케이션을 설계할 시 고려되어야 할 계획요소에 대한 고찰을 연구목적으로 하여 시각 요소, 정보 요소, 조작 및 신속 대응이 얼마나 중요한지를 검증해 본다.