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Framework to Propose a CMF Design Strategy of New Product - Focused on Refrigerators
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정의철 Jung Eui-chul , 박영순 Park Yongsoon , 김규희 Kim Kyuhee |
JEWNR 19(0) 123-132, 2008 |
ABSTRACT
The design of a product can give pleasure to and impress its users, and nowadays has even come to express the style of consumers. This change has been reflected in the design of many household appliances. Home appliances, such as refrigerators, are recognized as one of the key elements leading household culture and the life style of consumers. For example, consumers consider refrigerators as one of the most important interior elements in their kitchens, especially in Korea. Because of the resulting demand for new refrigerator design, a greater emphasis is now put on the exterior design of refrigerators. For other appliances, their outer appearance is intended as a decoration or fashion item that can express a user`s unique style. In other words, designing a new product requires the appropriate reflection of current trends, which can greatly influence the success and failure of the design in the market. This study was conducted to reveal how concepts of refrigerators can be formed based on the foundation of understandings on design trends and to propose framework to establish design strategies for a new product design focusing on the surface design of refrigerators, namely CMF (Color, Material, & Finishing) design. The Design Concept Model was proposed to understand the mechanism of design trends and concepts of product design. First, the Design Concept Model for old products was established through surveys on the design trends of 2005-2008 that focused on interior and fashion design. By using this model as a reference, the Design Concept Model for new products for the next year was composed, and then the design strategies were finally suggested. This is the main procedure of the framework on how new design strategies can be proposed reflecting current design trends. Although the study was conducted using a case of LG ArtDIOS, the framework suggested in this study can be applicable to other product designs as well.
keyword : CMF Design Strategy, Trend Analysis, Design Framework
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Moving Landscapes: An Approach to Autonomy of Human-Computer Interactive Art
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조현경 Cho Hyunkyoung , 윤준성 Yoon Joonsung |
JEWNR 19(0) 133-142, 2008 |
ABSTRACT
This study suggests a new horizon of Interaction design of the Human-Computer Interactive Art through the reconsideration of the concept of interactivity and autonomy. The interactivity can be defined a conversation between an autonomous computer and human. The evolution of interaction depends on the degree of computer`s autonomy. The autonomy means an ability of self-determining based on the own law and rule. Immanuel Kant described it as a judgment for moral goodness in human figure. The Human-Computer Interactive Art, however, reconstructs the traditional dichotomy; human and non-human, subject and object. Therefore, it questions a essence of technology for a more free relation between human and technology, and leads us to the philosophical and aesthetical meaning`s expansion of the interaction design in the Human-Computer interactive art.
keyword : 상호작용적 예술, 상호작용성, 자율성, Interactive Art, Interactivity, Autonomy
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The Study of Creative Modeling Education for Infants
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박수지 Park Su Ji |
JEWNR 19(0) 143-153, 2008 |
ABSTRACT
Modeling is a visual and symbolical expression with experience of infants who are unskilled in linguistic expression. And modeling is important realm which makes infants the curiosity, expressivity, aesthetic of arts and emotional stability. The modeling of infants starts from the instinctive desire which human being creates something. Throughout the modeling education of natural play, infants who have the experience of realizing design`s elements of peripheral objects and making new functions and creative works by themselves are played an advisable role. However, according to the decline of childbirth and the passion of early education, infants, spending their hard time for making their parents` satisfaction rather than making creativity, are increasing gradually. And furthermore, they don`t have any interests and volitions because of severe interference and highly education expenses of private institutes which seek only foreign program for infants. So, that the creative modeling education which has infants use their idea and do something with their hands is very important for infants who live in the flood of finished products. My opinion is that we should make our own curriculum which fits our country`s cultural circumstance and situation with developing diverse touching stuff and creative workings, having approached to the infants` modeling education which makes infants develop the sense of art. And with those things in mind, we have to create the forms of education rather than chasing of imitation of foreign country`s educational institutions.
keyword : 창조적 조형교육, 유아발달과 조형교육, 새로운 프로그램 제시, Creative modeling education, Infants` development and modeling education, Suggest new program
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Functional Integration for Successful Design and Marketing of New Products: A Grounded Theory Approach
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박영춘 Park Yeong-chun , 이문규 Lee Moon-kyu |
JEWNR 19(0) 155-168, 2008 |
ABSTRACT
This research takes a grounded theory approach and examines the new product development (or NPD, hereafter) process for products that have been successful in the market. The process is investigated through in-depth interviews with marketers and designers who have participated in the process. The study focuses on what criteria and/or dimensions different functions consider important. The results of the study suggest that generally, successful new product ideas go through three distinctive stages: (a) research, (b) ideation and (c) solution stages. The results further indicate that there are four different types in the successful NPD process: (a) designer-driven, (b) engineer-driven, (c) marketer-driven and (d) CEO-driven types. The important considerations and evaluative criteria for successful ideas vary across different stages and types of the NPD process. The implications, limitations and future studies based on the current study are discussed.
keyword : 신제품개발, 근거이론, 디자인과정, new product development, grounded theory, design process
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A Study on Culture Content Using Cultural Archetype
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임경호 Kyungho Lim , 김민경 Minkyung Kim , 윤준성 Joonsung Yoon |
JEWNR 19(0) 169-177, 2008 |
ABSTRACT
The Korea Culture and Content Agency`s `Cultural Archetype Digital Content Project` was initiated in 2002. This project is to provide digital content that is based on Korea`s unique cultural archetypal data. In other words, its goal is to produce digital content using various cultural archetypes such as the Korean history, tradition, folk, scenery, etc., which are usable for culture content industry. In the business field, however, the negative evaluation is compatible with affirmative evaluation. Thus, the relationship between the value of digital content and the cultural archetype should be discussed, because cultural archetype is changed in the form of culture content, and digital content is prepared for the public. In this paper, I take the concept of korean traditional cultural archetype and cultural content, and discuss about methodology that the cultural archetype can be cultural content. As the methodology of making cultural content of cultural archetype, analyzing media art which used material of the painting and korea traditional dance in the Joseon Dynasty, the photograph in the era from the end of the Joseon Dynasty to modern age, and a folk play, etc. And then I would like to suggest that the method of making cultural content of the cultural archetype using new media.
keyword : 문화콘텐츠, 문화원형, 미디어아트, Cultural content, cultural archetype, media art
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A study on the Improvement of LineageⅡ Graphic for Chinese market - Focus on Character and Environment Graphic Design -
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이하림 Lee Ha-lim |
JEWNR 19(0) 179-190, 2008 |
ABSTRACT
Hanru is used a kind of pronoun of almost everything related to Korea beyond the boundary of popular culture. Therefore Hanru is playing a central role of forming the image of Korea most intensively and largely since Korea and China Friendship. With this Hanru the field of online game is also emerging as a new cultural contents largely. This kind of online industry among various cultural contents is as important a higher value added business as considered as a barometer showing the level of technique and culture of a nation. Recently Korean online game industry is showing a rapider development compared with its short history. It is arousing up synergy effect among industries connected to other entertainment industry; comic, animation, broadcasting, music, character industry, etc. Now it is showing a developing aspect together. In this study we analyzed the cause that online game industry, especially LineageⅡ in modeling of game design, widely succeeded in China market. We suggested the way to succeed in newly changing market environment. We drew a conclusion based on this frame of comparison analysis with it we indicated the new way after researching and complementing the existing strategy which succeeded in China. Widely it is divided into Character, Environment graphic in game and we studied complementary way in more microscopic view dividing into more detailed item like `character` section: ①Clothing ②Color ③Proportion `Environment graphic` section: ①Interface ②Store ③Item ④Community We realized that the development of design is the basic matter to affect nations competitive power in this age. Weanalyzed and studied the sustainable factor too in online game field which influence even the image of the nations widely. Through this, we can analyze the factor that online graphic design affects competitive power in Chinese online industry field. We can find the value of culture contents, and suggest the new possibility of continuance.
keyword : 리니지Ⅱ, 중국 온라인 게임시장, 게임 그래픽, LineageⅡ, on-line game market of Chinese, Game graphic
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A Study of Jackson Pollock`s Art Therapy Primary Factors from Jung`s Analytic Psychology Perspectives - Emphasis on Action Painting -
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정영인 Chung Young-in |
JEWNR 19(0) 191-202, 2008 |
ABSTRACT
Art therapy originates with the idea that any art creation would generate tremendous remedies which ensures a better life and effective communication skills. Art therapy allows human beings release their stress and anxiety in support of providing the opportunity to realize ones` existence with a chance of recovery through free spiritual expression. Jackson Pollock (1912-1956) is one of the well known abstract painters that recognizes the powerful and effective therapeutic way through art. Although he was suffered from alcoholism, depression, mental disorganization ,and homosexual tendencies, he cured himself gradually by performing action painting in his exclusive way. Jung (Carl Gustave Jung 1875-1961)`s analytic psychology influences on abstract painters back in times including Jackson Pollock. Jung believes that paintings is the most effective measurement among other various methods to analyze and treat complex psychological trauma for the clients. For instance ,Jackson Pollock alleviates his illness by accomodating Jung`s analytic art therapy for a short period of time. As they live during the same period, Jackson Pollock adopts Jung`s analytical psychology into his art work very intensively. He follows Jung`s footsteps that leads him to be known as Jung in the field of arts today ;Hence the purpose of this paper is to explore the primary factors of Jackson Pollock`s art therapy in Jung`s analytic psychological perspectives.
keyword : 미술치료, 잭슨폴록, 융, 분석심리학, Art therapy, Jackson Pollock, Jung, analytic psychology
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Trends Analysis of Animation Technology using Motion Capture System
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김철기 Kim Cheol Ki , 손원준 Son Won Jun |
JEWNR 19(0) 203-211, 2008 |
ABSTRACT
The interests about motion capture has increased dramatically over the past few years because of the growth of information technology and culture technology. It`s efficiency is increased not only culture industry such as movie, animation, game, but also several industry areas such as medical, military, etc. In domestic, the concerns are increased about application of motion capture data with 3D animation wave since 1990s. But, so far, many people don`t understanding motion capture system and use of motion data. This paper aims to predict trends of motion capture system through analysis of application case and introduction of conventional system.
keyword : 모션캡쳐, 퍼포먼스 캡쳐, 애니메이션, Motion capture, Performance capture, Animation
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A Study on Strategy for Developing UCC-based Sign Language education Web-content for the Hearing Impaired
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정회준 Joung Hoe Jun , 한경돈 Han Kyung Don |
JEWNR 19(0) 213-222, 2008 |
ABSTRACT
Sharing and Creation of contents which were monopolized by minority, are spreading to public because of the voluntary environment of Web 2.0 and activity of UCC. Utilized by means to express own action or suggestion through UCC renewing users of contents consumption putting first to producer role in existing to UCC entrance on the stage, and had conducted putting out a fire to animation information text or image information and could understand information little more conveniently in user side. Because utilizing net is hearing-impaired, is mastering various information and have mutual understanding with another person, but there is difficulty in information access, and degraded as estrangement class of information to the connection contents tribe and difference differential of information is deepened. General contents titles is not supported and because limited information is much in sign language connection contents case, information accommodation is difficult. Also, sign language is confused because meaning and expression about word and new birth language are difference to area. This study gives an aim to design a sign language vocabulary website, based on UCC, that many of Hearing Impaired people can participate actively using UCC in sign language expression. Through the Collective Intelligence, It is enabled to select a right sign language expression, to share a various kind of expression. Improve accessibility of information taking advantage of UCC sign language contents to hearing disabled persons, and wish to elevate mutual understanding and affection between use by hearing disabled person`s participation and reduce information gap because interested people form community by knowledge, information sharing each other on sign language
keyword : 청각장애인, 수화, 사용자제작콘텐츠, 웹 2.0, the Hearing Impaired, Sign Language, UCC, web 2.0
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Comparison of Studies on 3D Shape Definition Based on the Skeleton Structure
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오혁근 Oh Hyouk-keun |
JEWNR 19(0) 223-232, 2008 |
ABSTRACT
Modern society composed of complex structures in diverse areas has blurred boundaries between academic systems, and given birth to studies on fusion concepts such as convergence and hybrid. Among them, the attempt to analyze computer theories aesthetically has significant influence on 3D computer graphics and formative fields related to shape definition. Since there have been many studies on the coordinate calculation of points in 3D space and computer science has conducted continuous research on shape definition based on space volume concepts for a few years; regarding shape definition, there should be conceptual studies on design art as well as programming. Therefore, in this study, for skeleton structure studies based on the 3D medial axis, shock scaffold and the shape lattice, their characteristics, strengths and weakness, and applicable areas were studied, and directions for future 3D shape definition studies were suggested.
keyword : 중앙축, 컴퓨터 미학, 형태격자, Aesthetic computing, Medial axis, Shape lattice
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