• Title/Summary/Keyword: designer

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A Study on optimal Digital design Process of spatial Form Modeling (공간 모델링에 있어서 디지털 디자인 프로세스의 최적화 방안 연구)

  • Ahn, Youn;Lyu, Ho-Chang
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.54-57
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    • 2006
  • The digital modeling process is visualization of designer's specific intension in digital virtual space by constructing computer and information system that fits the designer's intension and morphological characteristic of the space that to be modeled. Digital Modeling Process has been brought to attention for it's design efficiency and potentialities as new creative tool. The effect of DMP, in spacial design process has been grown from simply providing a ways to visualize designer's idea toward utilizing modeling data for real construction which includes architectural and constructional material. The purpose of this study is to find optimal methodological answers to spatial design process that is improved and specialized due to rapid improvement of digital media.

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An Agent-based Initial Design System in Distributed Environment using CORBA (분산환경에서 CORBA를 이용한 에이전트기반 초기설계 시스템)

  • 이동욱;이수홍
    • Korean Journal of Computational Design and Engineering
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    • v.5 no.4
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    • pp.373-379
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    • 2000
  • This paper deals with the study of distributed design system and the implementation of JAVA based initial design system using CORBA/sup [1-3]/. In the state of initial design, designer should consider other information related to a design part. In this case, designer has a difficult problem to search and calculate distributed data. We propose a special connector named ‘Allocator’and implement an initial design system AIDS(Agent based Initial Design system). AIDS can help designer search and calculate the distributed information. In this study, JAVA and CORBA were chosen for handling network and distribute programming. AIDS focuses on the possibility of incremental concurrent design capability. AIDS is comported of Request-Agent, Calculator-Agent, View-Agent, Search-Agent, and ‘Allocator’. The proposed system can be used for designing initial design of a gripper in the web regardless of operating system.

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A CAD system for interactive assembly modeling (대화식 조립체 모델링을 위한 전산기 원용 설계 시스템)

  • 이건우
    • 제어로봇시스템학회:학술대회논문집
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    • 1986.10a
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    • pp.419-424
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    • 1986
  • A technique is developed which allows a designer to interactively create an assembly of components by specifying mating contions between the individual components. Once establishing the relationships between components via the mating conditions, each component's location and orientation in the final assembly is computed. The joint information for a kinematic and dynamic analysis can be derived from the mating conditions, therefore this work may be extended to incorporate this analysis. Thorugh this development it will no longer be necessary for a designer to specify cumbersome and error prone transformation matrices in order to create an assembly. The designer also will be able to perform a kinematic or a dynamic analysis directly from an assembly model if the joint information can be automatically derived.

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Persona Marketing of Fashion Designers (패션 디자이너의 페르소나 마케팅)

  • Ye, Minhee;Yim, Eun-Hyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.3
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    • pp.446-456
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    • 2015
  • Many fashion designers now regard themselves as part of a visual medium that reveals their persona to the masses. They are willing to stay in the spotlight, which influences brand publicity. Designer-as-brand is an important marketing factor in regards to profits. This study combines a literary survey and case analysis of persona marketing as well as inquires on the persona of fashion designers drawing on the theory of persona. This study classifies the persona of fashion designers into four categories that proceed from what has been established above: freak, dandy, duo, and anonymity. The persona of fashion designers has attracted considerable attention over the past decade. This study provides useful information for the persona marketing of fashion designers.

The Product Market Strategies of Korean Knitwear Companies

  • Lee, Yoon-Mee;Park, Jae-Ok;Lee, Youn-Hee
    • The International Journal of Costume Culture
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    • v.7 no.1
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    • pp.48-57
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    • 2004
  • The purpose of this study is to investigate how three factors--designer's capability, product market strategy, and product organization--supposed to determine the design process are related to each other. These factors influence Korean knitwear companies' market performances. For this purpose, we did not only library research on relevant theories such as the transaction cost economics but also empirical research largely based on a questionnaire. The respondents of the questionnaire were 59 designers, merchandisers(MDs), and top managers of knitwear companies located in Seoul. We analyzed the collected questionnaire data by using such statistical tools as χ²-test, t-test, and one-way ANOVA. Findings of this study were as follows. While there was a significant relation between organization form and designer's capability, no significant difference in designer's capability was found between trust enhanced network and unenhanced network. No significant relation was found between organization form and product market strategy, in discordance with Carney's arguments. Also, it appeared that there was no significant relationship between knitwear companies' product market strategies and their designers' capabilities.

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A Study on the Searching Method and Application of Interior Design trend of Interior Designer (실내디자이너의 선호 트랜드 검색 및 반영방법)

  • Han, Young-Ho;Shin, Hwa-Kyoung
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.169-172
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    • 2004
  • The purpose of this study was to identify the searching method and application of intoner design trend of interior designer. The questionnaire survey were used. The subjects of questionnaire survey were 50 interior designers in 6 interior design firms. Frequency, percentage, and cross-tab were used for data analysis. The major results were as follows. 1) Interior designers thought that consumers visiting at apartment model house were concerned about interior design trend and aware of interior design reflected trend. So interior designer gave expression to interior design trend. And they needed information about interior design trend and consumer's interior design preference. 2) Interior designers found interior design trend or consumer's preference from some exhibition or fair, journal, and internet materials. 3) Interior design trend was mainly expressed in living room design. And Interior designers utilized finishing material and color in expression of interior design trend.

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The Meaning of Water in Contemporary Fashion -Viewed as Human Desire- (현대패션에 나타난 물의의미 -인간의 욕망을 중심으로-)

  • 임영자
    • Journal of the Korean Society of Costume
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    • v.43
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    • pp.53-68
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    • 1999
  • Water allows us to have artistic experiences of searching for the source of hints and techniques by bring about the emergence of the new representation new themes and new forms of arts. The water that holds a great deal of hidden meaning shape the image. This study attempted to investigate what mental relationship the concept of water had the mental phenomenon of water in hea-sang-kun-sun-do in terms of the event of contemporary fashion in the present-day age. This means the stream of thought to grope a new paradign of multi-cultruism that claims the coexistence of East and West civilizations in the contemporary civilization. The meaning of water is developed fabrics connected with the water and the water emerge the issue in contemporary fashion. And the concept of water as the meaning concept is used as the tool to represent a certain issue in silhouette and fabrics not only the introduction as substantial water into fashion giving the fashion designer's emotion to shape and representing the fashion designer's aesthetic needs by emphasizing with the designer.

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The Development of the User Interface Tool for DSP Silicon Compiler (디지틀 신호처리용 실리콘 컴파일러를 위한 사용자 툴 개발)

  • 이문기;장호랑;김종현;이승호;이광엽
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.29A no.9
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    • pp.76-84
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    • 1992
  • The DSP silicon compiler consists of language compiler, module generator, placement tool, router, layout generation tools, and simulator. In this paper, The language compiler, the module generator, placement tool, and simulator were developed and provided for the system designer. The language compiler translates the designer's system description language into the intermediate form file. The intermediate form file expresses the interconnections and specifications of the cells in the cell library. The simulator was developed and provided for the behavioral verification of the DSP system. For its implementation, the event-driven technique and the C$^{++}$ task library was used. The module generator was developed for the layout of the verified DSP system, and generates the functional block to be used in the DSP chip. And then the placement tool determines the appropriate positions of the cells in the DSP chip. In this paper, the placement tool was implemented by Min-Cut and Simulated Annealing algorithm. The placement process can be controlled by the several conditions input by the system designer.

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Differences between Design Guidelines and Use Behavior abort Play Facilities of Children\\` Playguound in Multi-Family Housing Site (공동주택단지 어린이놀이시설의 설계의도와 이용형태와의 차이점)

  • 김홍규;노정실;고원용
    • Journal of the Korean Institute of Landscape Architecture
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    • v.24 no.4
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    • pp.39-58
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    • 1997
  • This study aims to find out differences between designer's design guidelines and user's actual behavior about play facilities of children playground in multifamily housing site by using the method of Post-Occupancy Evaluation. Korea National Housing Cooperation developed the 18 play facilities and constructed them into children' playground of Bun-dong and Junggae-dong housing site in Seoul. The results are as follows: First, user's behaviors which differed from designer's guidelines were influenced by mechanical and technical problems rather than design. Second, users adjusted their brahvior to play facilities which have a little operational problems. Third. users tried to make dangrous activity instead of designer's guidelines based on the safety. It infers that users want to make creative activities from play facilities. Fourth. designers should have developed play facilities for infants and youth. Fifth. users liked to play more complicated play facilities rather than single facility.

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Fashion Brand Collaboration, with Whom and What to Collaborate? -Proposing a Strategic Collaboration Model, according to the Level of Clothing Involvement- (패션브랜드 제휴-누구와 무엇으로 제휴할까? -의복관여수준에 따른 전략적 제휴모형 제안-)

  • Lee, Hye-Rim;Lee, Soo-Jin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.9
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    • pp.1467-1477
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    • 2008
  • This research examined how customers evaluate fashion brand collaborations in speculating the collaboration factors, product, model, and designer. Respondents evaluated 8 different collaborate case cards from 1 to 8, presenting a certain fashion brand, who had recently teamed up with various kinds of product companies for collaboration. Product was found as the most important factor in evaluating the collaboration case cards, analyzed through Conjoint Analysis. Respondents segmented additionally by clothing involvement valued different collaboration factors; products for the high clothing involvement group and messenger and designer for the low clothing involvement group. All the segments and respondents chose the best the card presenting blue jeans, Mr. Chang, and B.S. Choi, as similarity for products, fame for mdoel, and similarity for designer, respectively.