Recently, the interest in the smart buildings is increasing in the architecture field. Among them, a research of facade design using a transformable system that can adjust the effect of the external environment is in progress. One of a typical example of the deployable system is a Scissors system that can change shape by using the geometric conditions of a unit member. Scissors system is a high-tech structural system which can construct the deployable plan and curved space by using the SLE (Scissors-Like Element) consisted of two Bar and Pivot. If the facade is designed by applying Scissors system, it is possible to maximize the performance and aesthetic effect of the structure by using a shape change of the line member. This paper presents a study of deployable facade design applying hybrid-typed Scissors system. A new deployable pattern of facade design is developed by combining Angulated Scissors system and tessellation pattern. Applying the deployable pattern a double skin construction method which is to add an outer wall for design, it raises three dimensional effects and can maximize the artistic essence of the change in shape upon deployment.
In 1970, Masahiro Mori proposed the uncanny valley concept. At the time, the proposal aroused little reaction, However, the uncanny valley is just a hypothesis, not a strict theory. Many subsequent studies have shown that it is true that the uncanny valley is reasonable; With the development of game consoles and personal computers, uncanny valley in video games will become more and more common. but, for the time being, special introductions and game related research on the uncanny valley are still very rare. In this paper, with Masahiro Mori’s uncanny valley as a benchmark and using the evolution of Tomb Raider’s Lara Croft over 20 years as an example, we analyze the significance of the uncanny valley in the design of realistic adventure game characters from such aspects as facial expression and texture. It's not easy to see the development of the technology in the game by using this approach. And it makes game makers determinate the scope of uncanny valley more exactly to made better games.
For game design planning education, we researched step by step learning method from storyline setting to game content evaluation. In this process, we developed 'Content Generated Tree' educational model applying the segmentation, classification, and prediction process of decision tree theory. This model is divided into the trunk stage as a story setting, the node generation stage as a content branch, and the conformity assessment. In the node generation stage, there are 'Game Theme' stage for determining the overall direction of the game, 'Interest Element' stage for finding the unique joy of the development game, and 'Game Format' stage for setting the visualization direction. The learner creates several game content combinations through content branching, and evaluates each content combination value. The education model was applied to 19 teams, and the efficiency of the step by step learning process was confirmed.
Crowdsourcing models in which organizaions obtain needed product ideas and services from a crowd in a network-based society are rising as a global industry trend. The purpose of this study was to figure out the types and characteristics of crowdsourcing design shown in the domestic fashion brands, and to provide implications for design strategies using crowdsourcing. This study was based on qualitative research which was brand case studies on crowdsourcing design in the fashion industry from January 2006 to July 2017. Also, quantitative analysis using frequency and percentage was applied. The results were as follows: First, crowdsourcing design was used in almost all types of fashion brands, such as sports and outdoor wear, men’s wear, women’s wear, men’s and women’s casual wear, shoes, bags, school uniforms, jeans, accessories, etc. Crowdsourcing design in the fashion industry was classified into three types: crowdsourcing graphics and artwork; crowdsourcing customized designs; and crowdsourcing product designs. Of the three types, crowdsourcing graphics and artwork was used most. There were four methods to choose the best crowsourced design: review only by experts, voting by crowd and review by experts, crowdvoting, and crowdfunding. Second, the characteristics of crowdsourcing design were openness, participation, reward and acknowledgement, sharing and interaction, and individualized collective intelligence. Crowdsourcing design could be used as an open innovation strategy in the fashion industry, which could collect new and creative design ideas for product development, resulting in the satisfaction of consumers and benefitting the company.
The natural resources of Jeju are recognized as the new regional image of that clean island. Reflecting these trends, this study is initiated to develop a textile design with the motive of persimmon, a natural resource of Jeju, and to apply it to infant’s and children’s clothes. Its purpose is to highlight the image of persimmon, a traditional dye, as a regional signature for Jeju. Product development procedure included, understanding the use of persimmon for fashion products, analyzing Infants’ and Children’s designer collections over the last three seasons (focused on 2014S/S, 2015S/S, and 2016S/S), and surveying the Children’s Clothes market for persimmon dyeing in Jeju. The conclusion was that, the natural resources of Jeju are highly valuable, and should be applied to textile design and apparel products for children. Utilizing Jeju persimmon was actively studied, but, the market for the Jeju persimmon natural - dyeing products is extremely limited. Moreover, the apparel products for infants and children represent old-fashioned styles, despite their higher prices. Therefore, using the formative characteristics of persimmon for each theme was suggested for development of patterns for textile design. Pattern designs were expressed using textured textile screen-printing, embroidery and appliqué for infants’ and children’s clothes. In this study, a total of 10 items were prepared as apparel products for infants and children. All items were designed considering mix-and-match, potential, with each other or with regular mass-market products. These results are expected to contribute to highlighting the unique image of Jeju and to help promote fashion culture products.
Indiscriminately installed signboards are messy in out of harmony with the urban environment. In such a case, improving signage project is needed to improve significantly the urban environment. Signboards are installed to give good perceptional effect through communication with the customer. Also, Signboards are designed to make harmonize well with the urban environment because signboards are installed in virtually every place, such as the residential environment, the natural environment, the commercial environment of the city. The design of signboards should consider functional elements as a perceptual media and the user interface communication in order to provide customers with various services such as traffic information and life safety. In this study, we analysis design and functionality the customer is seeking, and suggest design elements of signboards which can well harmonized with the urban environment.
This study analyzes the characteristics of clothes worn by the Zhuang in order to produce new fashion designs, and to propose diverse new directions in fashion design. Research was conducted using a bibliographic survey on the cultural background, characteristics, and relevant techniques of the Zhuang costume and that of minority races in China. This study deploys four styles of design for women’s wear. With the inspiration of the traditional Zhuang costume, black and blue were the colors mainly used for the Zhuang people and the material was mostly denim. Denim blends in well for the contemporary facilitation of the Zhuang costume, which is known for knitting technique, fur and hemp fabric as patchwork, and embroidery works. It is appropriate to express the joyful and happy mind of Zhuang people with extraordinary colors, exaggerated silhouettes, and various decorations. Images of nature, such as the sun, mountains, rivers, water, fish etc., expressed the nature worship of the Zhuang in contemporary design, representing the simple life and peaceful mind. This research develops a new fashion design and displays the possibility for diverse design development through new insight in contemporary fashion design.
본 연구의 목적은 스마트 피트니스웨어가 갖추어야 할 요건과 스마트 피트니스웨어의 수용 정도 및 기능 수요를 고찰하고, 이를 기반으로 퍼스널 트레이닝 효과 향상을 지원하는 피트니스용 스마트 스포츠의류의 상품기획 및 디자인 방향을 제시하는 것이다. 이를 위해 전문 피트니스 트레이너를 심층 인터뷰하고 그 응답 자료에 대해 범주분석을 실시한 결과 5개의 범주와 13개 주제어를 도출하였다. 또한 일반 소비자들을 대상으로 설문조사를 실시하여 스마트 피트니스웨어의 수용 정도와 상품개발에 필요한 기능 수요를 탐색하였다. 그 결과 전반적으로 인구통계학적 특성에 따른 차이보다는 운동의 관여도 및 운동관련 문화와 관련된 특성에 따라 스마트 피트니스웨어의 수용 정도에 차이가 있는 것을 발견할 수 있었다. 스마트 피트니스웨어에 대한 기능 수요에 대한 차이점으로는 전문 트레이너의 경우 운동 효과의 과학적 향상에 중점을 두는 반면 일반 소비자는 운동 시 지속성을 고려한 기능을 중요시 하는 것으로 분석되었다. 본 연구 결과를 종합하여 ‘심박 센싱, 근육 활성도 센싱, 부위별 운동 동작 각도 또는 자세 센싱, 운동량 센싱 등의 기능 탑재’, ‘전문가 라인과 일반 라인별 컨셉 및 컨텐츠 개발’, ‘압박 의류 형태로 디자인’, ‘운동지역에 따른 상품개발의 차별화’ 등의 상품기획 및 디자인 방향을 제시하였다.
Medical services, converged with information technology, are going beyond simple health diagnosis to embrace health improvement. Applications installed in various personal devices such as mobile phones are quantifying and accumulating abundant data, ushering in the age of personalized medical service. Motivation for such IT-based unconstrained health enhancement service, however, has long been a challenge for both service providers and users. As such, the present study suggests gamification of health promotion service as one of solutions to the problem, and analyzes the principle and elements of gamification to derive effective results. In addition, it examines seven strategies from exercise studies that adopted game aesthetics and gamification, or components of the Mechanics-Dynamics-Aesthetics (MDA) framework, and applies them to user interface and avatar design.
As the international competitive landscape deepens, the need to understand foreign cultures and establish effective strategies is increasing. At the beginning of the 20th century, Cartier actively developed exotic designs to secure international competitiveness; theses designs have also been used as design prototypes for Cartier in modern times. The purpose of this study is to analyze the color characteristics and types of exotic designs in the early 20th century, which was a turning point in Cartier's design. After studying the literature, a total of 248 exotic designs were presented in Cartier catalogs. This study also selected overseas monographs from the early 20th century, and their design types were classified and color analysis was performed based on the Natural Color System(NCS). Cartier’s exotic designs cover wide range of styles, such as Chinese, Japanese, Persian, Indian and Egyptian styles. Multicolor, primary colors, and contrast are all strongly expressed. 97% of designs contained multiple colors, with at least two colors and maximum of six colors. The most frequently used colors are red, green, and blue, which means that only 9% of the designs do not contain the three colors, showing a high preference for theses three colors. In addition, color combinations of red and green, red and blue, or all three colors are used to show high contrast and utilize complementary colors, or near complementary colors, for coloration. This study is meaningful in that it analyzes the color characteristics of Cartier’s exotic designs and translates them into practical data for establishing the color strategies of companies in the global market.
As the international competitive landscape deepens, the need to understand foreign cultures and establish effective strategies is increasing. At the beginning of the 20th century, Cartier actively developed exotic designs to secure international competitiveness; theses designs have also been used as design prototypes for Cartier in modern times. The purpose of this study is to analyze the color characteristics and types of exotic designs in the early 20th century, which was a turning point in Cartier's design. After studying the literature, a total of 248 exotic designs were presented in Cartier catalogs. This study also selected overseas monographs from the early 20th century, and their design types were classified and color analysis was performed based on the Natural Color System(NCS). Cartier’s exotic designs cover wide range of styles, such as Chinese, Japanese, Persian, Indian and Egyptian styles. Multicolor, primary colors, and contrast are all strongly expressed. 97% of designs contained multiple colors, with at least two colors and maximum of six colors. The most frequently used colors are red, green, and blue, which means that only 9% of the designs do not contain the three colors, showing a high preference for theses three colors. In addition, color combinations of red and green, red and blue, or all three colors are used to show high contrast and utilize complementary colors, or near complementary colors, for coloration. This study is meaningful in that it analyzes the color characteristics of Cartier’s exotic designs and translates them into practical data for establishing the color strategies of companies in the global market.
The purpose of this study was to identify the consumers’ demands on functional design of sports climbing pants. Data were collected through a field survey. 82 male and 70 female amateur sports climbers in Seoul participated. The questionnaires measured aspects of functional design in sports climbing pants, specifically motion adaptability, comfort and aesthetic value of the climbing pants. The results of this study show that comfort during climbing postures was the most important value of the climbing pants. The subjects sought motion adaptability at the hip, crotch, thigh and knee. The preferred style and degree of fit of climbing pants were differed according to gender. Men preferred loose or semi tight fit style climbing pants but women preferred the leggings style of the sport pants. The soft touch seam line and body shaping function were also important for women. The type of pants preferred for sports climbing also differed by the climbing experience period. Men began to wear the outdoor mountaineering style pants when they had experienced sports climbing for 6 months and to wear the climbing expert style pants when they had experienced sports climbing for a year. Most women wore leggings style sports pants from the beginner stage. This study also analyzed Korean market trend in 2016~2017 F/W for sports climbing pants design. The men’s pants were more likely to be designed to improve mobility compared to the women’s pants, even though the aesthetic value of the sports climbing pants was important for women.
The purpose of this study is to investigate the design methods and characteristics of papercraft fashion from 2001 to 2015. The study has been conducted through theoretical research and case study. Overall, types of papercraft expressions are classified into the following four categories: narrative papercraft fashion, organic papercraft fashion, variable papercraft fashion, and recycling papercraft fashion. The characteristics and aspects of each type of papercraft is described below. First, narrative papercraft fashion expresses as factual description of the natural environment. These works convey fantastic image by showing fairy tale animals or plants using paper folding or cutting. Second, organic papercraft fashion creates a futuristic shape by expressing organic parts in nature. Also, it often depicts future-oriented images by repeatedly representing organic shapes using uniform patterns in nature. Third, variable papercraft fashion expresses a variety of changing shapes through a flexible design based on the style of wearing. This variation may be accomplished through changeable dress connected to human gestures. Variable papercraft represents playfulness, which conveys enjoyment to the wearer and the audience. Fourth, recycling papercraft fashion uses paper materials of the past, and recreates them into artworks through handicraft techniques. Recycling papercraft conveys high value added fashion by dissolving the material into pulp.
This study designs an interactive serious game for children with ADHD to sustain attention concentration and improve their reading comprehension skill. This serious game enables to read fairy tale interactively. The fairy tale consists of 6 sequences and the game assigns tasks for concentration training to 2, 4, 5, and 6 sequences. Executing concentration task, MindWave BCI is used to measure brain waves and to judge success of failure of the task with that measurement. Game play data and concentration data were stored in a sever real time. As the experiment progressed, the concentration levels of the participants are sustained stable. The results of paired t-test on pre- and post- reading ability, short reading comprehension, and story understanding are significant. It is expected that this study will help game design for children with ADHD as well as reading disability.
목적: 소프트 렌즈의 이상적인 피팅을 위해 각막 윤부의 모습에 따라 콘택트렌즈의 후면디자인이 렌즈의 피팅에 미치는 영향을 알아보고자 하였다.
방법: 젊은 성인 대상으로 난시가 없는 피검자 31(62안)명과 난시가 있는 피검자 29(58안) 명을 대상으로 각막의 윤부의 형태를 5가지 형태로 구분하였다. 피검자들은 후면 디자인이 비구면인 구면 및 토릭 소프트 렌즈를 착용하였다. 렌즈를 30분 이상 착용 후 세극등 현미경으로 중심안정 상태, 좌우상하 래그 량, Push-up test을 진행하였고, 난시가 있는 피검자 들의 경우 토릭 소프트렌즈의 회전량도 함께 측정하였다.
결과: 후면 디자인이 비구면인 렌즈를 착용한 난시가 없는 피검자의 경우 1번(19.35%),2번 (58.06%) 윤부의 경우 래그 량은 각각 1.60±0.09mm, 1.60±0.18mm이었고 Push-up test 는 40.00±8.01%, 43.00±16.70%로 측정되었으며 3번(12.90%),4번(9.68%) 윤부는 래그 량이 1.55±0.09mm, 1.48±0.03mm이었고 Push-up test 50%, 51±2.89%로 1,2번 윤부보다 상대적으로 가파르게 피팅되었다. 후면디자인이 비구면인 렌즈를 착용한 난시가 있는 피검자의 경우 1번(21.43%) 윤부의 경우 래그 량이 1.65±0.32mm이며 Push-up test는 41.00±21.37%였고 2번(28.57%) 윤부는 래그 량이 1.56±0.16mm, Push-up test는 50.6±11.48%이었다. 3번(28.57%),4번(21.43%) 윤부는 래그 량이 각각 1.48±0.09mm, 1.51±0.20mm이었고 Push-up test는 53.13±5.94%, 48±13.30%이었다. 따라서 1,2번 윤부보다 상대적으로 가파르게 피팅되었다. 축의 회전양은 1번 윤부가 6.67±9.83°로 제일 크게 회전하였으며 2번 윤부는 5.56±6.13°이었다. 3, 4번 윤부는 각각 5.00±4.28°, 3.50±5.09° 순으로 회전되었다.
결론: 1,2,3,4번 윤부 형태에서 모두 이상적으로 피팅 되었지만, 1,2번의 완만한 윤부 형태에 비해서 3,4번의 급격한 윤부 형태에서 상대적으로 가파르게 피팅 되었고, 토릭 소프트렌즈의 회전량도 상대적으로 더 작게 측정되었다. 따라서 각막 윤부의 종류에 따라 콘택트렌 즈의 후면디자인이 피팅 상태에 영향을 주며 콘택트렌즈 피팅에 있어서 도움이 될 수 있는 추가적인 요소로 사료된다.
본 연구는 길 찾는 능력과 거리를 인식하는 능력이 떨어지고 많은 주의력에 어려움을 느끼는 노인을 위해 간헐적인 주의 집중만으로 보행 안내를 받을 수 있는 손목에 착용하는 보행 보조 장치를 개발하기 위해 기존의 촉각 기술을 활용한 보행 보조 기술에서 시각 정보를 활용할 수 있도록 촉각 정보에 병행하는 시각 정보인 화면 UI에 초점을 맞추었다. 기술 수요자인 65세 이상 노인 30명에게 스마트워치를 착용시키고 Wizard of Oz로 네 가지 화면 UI로 길을 찾아가도록 지시한 후 각 화면 UI에 대한 평가 및 사후 인터뷰를 진행하였다. 선호도 순위, 경로를 이탈한 사람의 수, 경로 이탈 횟수에 대해 정량적 분석을 실시하고, 사후 인터뷰를 통해 수집된 사용 경험에 근거해 새로운 이해를 얻고자 질적 연구 방법론인 grounded theory로 정성적 분석을 진행하였으며, 본 연구 결과를 바탕으로 모순적인 요구사 항을 가진 노인의 손목시계형 보행 보조 장치 개발 및 후속 연구를 위한 시사점을 도출하였다.
지금은 그 어느 때보다도 급변하는 시대로 3D 프린팅, 사물 인터넷, 웨어러블 등 새로운 기술이 정신을 차릴 수 없을 만큼 빠른 속도로 쏟아져 나오고 있다. 새로운 개념에 익숙해지기도 전에 또 다른 개념을 익혀야 하는 요즘 융합, 다학제, 디자인 혁신과 같은 단어는 시대를 규정짓는 중요한 키워드임에 틀림없다. 이처럼 이종 기술간, 산업간, 학문간 융합 트렌드의 확산으로 융합 신제품 및 창의적 서비스 개발에서 디자인의 역할이 더욱 중요해지고 있다. 정부에서도 ‘ICT 중심의 융합’을 통하여 새로운 산업을 일으키고 고급 일자리를 창출함으로써 ‘창조경제를 실현’한다 는 정책을 일관성 있게 추진해오고 있다. 이러한 글로벌 트렌드 변화에 능동적으로 대처할 수 있는 ‘ICT+디자인 융합형 인재’를 양성하기 위한 체계적인 교육과정을 개발할 필요성이 대두되고 있다. 본 연구에서는 다양한 문헌연구와 세계 우수대학 및 국내 대학에 대한 벤치마킹, 산업체, 연구소, 관련기관 등에 속한 ICT분야 전문가 혹은 디자인 분야에 종사하는 디자이너를 대상으로 하는 설문조사 등을 통하여 글로벌 산업 환경의 변화와 산업체의 구체적인 수요 분석을 통하여 ICT+디자인 융합 교육과정을 제안하였다. ICT+디자인 융합 교육과정에서는 ICT+디자인 융합분야에 대한 전문적인 지식을 함양하고 연구하기 위하여 디자인적 사고와 방법론을 학습하고 ICT+디자인 통합프로젝트 수행 및 실제적인 ICT+디자인 융합 과제를 창의적으로 해결할 수 있는 교과목으로 구성하였다. 디자인과 ICT 전공자들이 어울려 ‘디자인적 사고(Design Thinking)’를 기반으로 각자의 전문성을 가지고 서로를 이해하고 소통?협력할 수 있도록 극단적 협력(Radical Collaboration)을 통한 창의적인 협업이 가능한 교과목으로 구성하였다. 또한 산업체 전문가를 멘토로 선임하여 다양한 형태의 통합프로젝트를 수행함으로써 현장 중심형 실무 프로젝트를 경험할 수 있는 교과목으 로 구성하였다. 전체적으로 단순히 연구만 하는 것이 아니라 창의융합 공작소에서 직접 만들어 볼 수 있는 환경을 구축하여 어떠한 아이디어라도 실제 구현해 볼 수 있는 교과목으로 구성하였다.
Education based on synesthesia has been used to be applied for several years. Especially, We focused on the Coloured-hearing Synesthesia for music education for children who have difficulty in practicing pitch by using the serious game based on Coloured-hearing theory. Also, smart platform is flexible for several sort of video games so we expect good accessibility for children. For proving the effectiveness for education by using this technology and theory, we design the serious game for music called “Bunny’s Cave” based on Coloured-hearing theory and conduct the usability test aimed at 3rd grade student in elementary school.