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소아뇌막염의 CT소견과 임상경과간의 상관성에 관한 고찰
송지성 대한영상의학회 1984 대한영상의학회지 Vol.20 No.3
63 cases of meningitis in children were reviwed to study correlation between brain CT findings and clinical course. We divided 63 cases into 3 groups according to clinical course, that is, Group 1: Healed without significant sequelae. Group 11: Discharged with sequelae such as neurologic deficit or complicated clinical course. Group III: Expired or considered to be expired after hopeless discharge. The CT findings were retrospectively analyzed and compared with each clinical group. We drawed several conclusions as follows: 1. The wrost prognostic CT finding is dirty basal cisternal enhancement. (Group 1 only 5%, Group II 50%, Group III 45%). 2. Focal brain parenchymal lesion. especially multiple, such as granuloma and infarct shows unfavorable clinical outcome, that is, high rate of Group III and evident neurologic deficit, in contrast to only 7% of Group I. 3. In 7 cases of which CT finding is only hydrocephalus, the prognosis is rather favorable, that is 57% were Group 1, 43% were improved after V-P shunt (Group II) and no Group III. But hydrocephalus with dirty cisternal enhancement results in grave prognosis, that is, group 1 only 8%, Group II 54% Group III 38%. With regard to overall hydrocephalus, predilectron for good or bad prognosis can't be mentioned. 4. No prognostic difference were noted between presence and absence of periventricular low density in hydrocephalus.
CI 응용디자인 아이템 개발에 있어서 도입 기업과 디자인 개발회사의 업무 체크리스트 제안
송지성 한국디자인문화학회 2000 한국디자인문화학회지 Vol.6 No.1
In new borderless era of information and digital technology, every corporate is facing on three restructuring assignments; social roles and responsibilities, management thinking and lastly, the relationship with our society. At this point, we have to establish the identity, that is corporate identity. The main reason to introduce a Corporate Identity (CI) as a management strategy is to create the value of information and set up the social existence in the changes of society. The origin of CI is restructuring the identity, in other words, CI (corporate identity) is to build its identity in relations with society. A development of corporate Logomark could be an important factor to lead corporate revolution, however the concerns are how to apply corporate idea or image to the item and transfer its image to society as corporate planned before. Therefore it`s more crucial to transfer corporate idea or image on basic design as well as establish corporate style itself through applied design. And its necessary for corporate to build mutual cooperative relationship between TFT (Task Force Team) in the process of introducing CI (Corporate Identity) and designer in Applied design company to construct the system of Applied design and role assignment for both parties. So, this research shows the importance of item development of Applied design and suggests the checklist to divide respective roles for both designer and corporate in the process of introducing the CI based on marked problems when domestic company "H" introduced CI system. Unlikely a group of existing form, vehicle or signature, this marketing strategy suggested that the most important item should be focused on according to the moment of contacting customers at first, such as branch sign, outlet system, business card, uniform, vehicle, sign board, signature, advertisement and public relations. Ad a result of research, the effectiveness of realistic corporate entity will be maximized through systematic CI introduction and development. And the most important point is to create corporate design item itself and to transfer corporate culture as a system. To achieve effective result, distinctive role assignments for both CI introducing Corporate and Design developing company should be highly required. The characteristics of individual item will also be shown a harmony as an entire design unity as well as created synergy effects to build corporate image. With developing items of applied design, it will be more visualized the corporate image to the public as adding corporate characteristics on the item. This research will be expected to provide a lot contribution to both CI introducing Corporate on effectiveness of design management and Design developing company on efficient development of applied design item through design integrated system.
20 대 직장여성을 위한 핸드백 디자인의 시각적 정체성
송지성,조은이 한국디자인문화학회 2001 한국디자인문화학회지 Vol.7 No.1
Mass production and mass consumption of the 20th century is coming to an end. Designing of the 21st century is in the direction of `customized design` where the key point is convenience of design on the basis of individual tasted and habits. When design is defined as the working of creating new form of human being, the most important thing in developing handbags is spirit and sensibility of a target group and interactive experience and communication between the target group and products. The target group represents career women in their twenties and products do handbags. changes of fashion follow changes of life style or understanding in the same way as changes of society. It has been a long time since Fashion was understood as the basic concept self-differentiation. In addition, completing the whole fashion, various accessories are recognized as being important. Especially, women`s handbags are not only carry belongings but they also provide individual fashion style. Also they enable individuals to express their personality. Personalized and diversified life style of consumers with a lot of information through mass media with IT development has enhanced the motive of desire and the wide selection. The information requested by individuals has promoted differentiated atmosphere of life style. Changes of life style such as pursuit of originality, heavy investment in oneself with enthusiasm, increased value recognition of properties, etc. have changed the criteria for selection products. In other words, the criteria for selecting products are changed from reason-oriented to sense-oriented consumption, from material richness to mental richness, from stranger-oriented to self-oriented purchase, from unified to personalized and diversified consuming actions, from values like hardware to values like software, etc. Now we are living with customized products for consumer`s identity. Consumers expect to change their lives through purchasing produc! ts and take interest in expressing their identity through the products. For example, consumers want to be differentiated from others in fashion. Thus mixed fashion trend to meet consumers` sensibility has developed. Assignments of design in the 21st century include spirit and sensibility of human being. In other words, designing for interchangeable experience and communication between men and things, and users` identity with integrated values over time and space should be developed. Career women in their twenties constitute the target group for developing handbags. They are women who have accumulated their careers with dignified attitudes and pursued their own lives as well. Most career women in their twenties are single, and they have sociable, success-oriented, energetic, and risk-taking women as models. Accordingly, their handbags are regarded as an important means to realize their identity with the strategy of showing their capability to advantage. They relatively prefer famous brand, luxurious things, brand-new products. Also they hold subdivided life style and regard individual personality as most important. The keyword of designing handbags for them is `TPO`. In other words, those handbags are designed to express their fashion life style producing changes suitable for Time, Place, and Occasion. Thus it is suggested to have `luxurious, special and unique design of handbags for social meeting` producing fashion for various hobby activities, social activities, etc. Once fashion is recognized as essential for the realization of identity, handbags suitable for time, place, and occasion are no longer luxurious or unnecessary decorations. They are developed with changeable forms suitable for the atmosphere, and with luxurious and characteristic color tone.
송지성,조은이 한국디자인문화학회 2001 한국디자인문화학회지 Vol.7 No.1
In the 21st century characterized by information and globalization, roles of brands have greater importance. A brand is necessary for the differentiation from competitive products, the expression of confidence, and the original meaning in communication with consumers. Now the world market is experiencing brand wars out of product competition. With BI of 2M, BI of Coca Cola is a typical example where BI makes CI. According to brand value survey by Interbrand in June 1999, Coca Cola took the first position with 83.8 billion for brand value. However, the survey result did not include any korean brands in Top 60 brands. It presented a problem that domestic companies had no brand power. At the present time, Korean companies are in want of systematic development for brand power and value. It is due to increasing competition between companies, difficult differentiation, decreasing consumers` love for brand, tastes for short-term outcome, etc. Thus this study is going to examine brand communication strategies of Coca Cola that has followed after the same flavor for over 100 years but achieved success as a world-wide brand without innovation of products. Also it is going to draw up a plan to change brand strategies of our companies through integrative approach analysis of brand management on the basis of the above result. Coca Cola is not only a simple soft drink, but it is the symbol and image of the U.S. culture. Coca Cola is an international drink. Produced in 195 countries which are more than UN membership countries, it makes up 45% of international soft drink market. In other words, it is beverage representative of U.S. and also multinational beverage. Under the enormous success, there are peculiar communication strategies of Coca Cola. Firstly, they provided the U.S. Army of everywhere with Coca Cola at a lower price during the Second World War. Thus they could get an opportunity to extend brand awareness of Coca Cola to not only the U.S. Army but also citizens of corresponding area explosively. Secondly, they implanted the image of Coca Cola that is `the drink with victory and impression` with sports marketing where they sponsored various international tournaments such as Olympics, World Cups, etc. Thirdly, they adopted management strategy of glocalization(globalization+localization) out of one-sided globalization. On the basis of the concept of consumers` democracy, they tried local management suitable for characteristics, culture, emotions, and market status of each country. Fourthly, they showed creative advertising campaign with the international concept successively and systematically. They have followed the basic principle where they decide the concept of advertising campaign on the basis of thorough investigation of the market, and then develop the advertisement. Synthesizing and analyzing the above results of study, we bring to a conclusion that they used `Best of Best` strategies for effective brand communication where they do their best to make business with the best profit the best business in the world. Excluding beverage business, Pepsi Co. Inc. under the substituter relationship with Coca Cola determined to separate all parts of business such as Pizza Hut, KFC, etc. into an independent corporation, and sell them off some time ago. The policy of specialization of industry ranging over the world give our companies a lot of suggestions. In the globalized world above the space, management of conglomerates is no longer competitive. The secret of enormous success of Coca Cola over 100 years is in specialization of major business.
증강현실(AR)을 활용한 지역홍보 모바일 어플리케이션 활용 방안 연구 -지역별 소주를 중심으로-
송지성,강송희 한국디자인문화학회 2018 한국디자인문화학회지 Vol.24 No.4
증강현실(Augmented Reality: AR)은 현재 스마트미디어 산업에 중요한 키워드로 자리잡고 있다. 현실의 이미지와 가상의 이미지를 동시에 걸쳐 하나의 영상으로 보여주는 증강현실 기술과 관련하여 연구와개발이 활발히 이루어지고 있다. 그러나 기존의 연구들은 증강현실의 기술에만 집중되어 있으며, 사용자의니즈(Needs)를 반영한 콘텐츠의 개발은 아직까지 활발하게 진행되지 않고 있다. 따라서 현대사회의 스마트 미디어 발전과 더불어 증강현실의 콘텐츠는 사용자의 경험과 인지를 바탕으로 하는 발전이 필요하다. 본 연구는 증강현실 기반 모바일 어플리케이션 환경을 통해 사용성을 극대화하기 위한 방안으로서, 지역별로 생산되는 소주 라벨디자인의 분석을 통하여 지역 아이덴티티를 보여줄 수 있는 라벨디자인에 증강현실을 적용하고자 한다. 본 연구는 전문기관의 자료, 인터넷을 활용한 국내외 정보검색과 논문 등 사례연구와 문헌조사를 중심으로 분석⋅연구하였으며, 각 지역별로 생산되는 대표적인 지역 소주 10개 브랜드 중에서 작년도 2017년 시장점유율에 근거하여 도를 대표하는 6개 서울⋅경기, 강원도, 경상도, 충청도, 전라도, 제주도를 대상으로 하였다. 미국의 NCRC(The National Consumer-Retailer Council)의 정의에 따른 라벨디자인의 시각적 요소인 로고타입, 타이포그래피, 일러스트레이션과 언어적 요소를 분석하였다. 국내의 지역별소주 라벨디자인의 구성요소인 브랜드 컨셉, 로고타입, 타이포그래피, 일러스트레이션, 언어표현방법, 지역이미지의 조형적 요소를 분석한 결과, 제주도 한라산 소주를 제외한 나머지 라벨디자인에서 조형적 유형이나 모티브 소재등 대체로 지역과의 연관성이 부족하여 지역의 아이덴티티를 형성하지 못한 것으로나타났다. 이에 지역과의 효과적인 커뮤니케이션을 위해 라벨디자인의 구성요소인 시각적요소로서 각 지역이미지, 관광명소와 지역축제, 그리고 언어적 요소로는 신체의오감각 중 소주와 어울리는 미각을 표현할 수 있는단어인 “달다”를 각 지역언어(사투리)로 변환하였다. 이를 적용한 증강현실 어플리케이션을 활용방안을 제시하였으며, 각 지역의 소주를 접했을 때 지역 아이덴티티 구축과 더불어 지역을 활성화 시키고 효율적인커뮤니케이션 수단으로 활용될 것을 기대한다. Augmented Reality(AR) has been positioning as a major keyword in current smart media industry. Active research and development have been conducted in association with AR technology that simultaneously displays two images of both real and virtual worlds into one. However, the existing studies have focused on only the AR technology itself and no sufficient development of contents that reflect users’ needs is performed yet. Therefore, the contents in AR need an improvement on top of the experience and perception of users together with a development of smart media in this modern society. This study employs the AR in label design, which is considered as a method to maximize the active needs and usability of users under the AR-based mobile application environment, to demonstrate the identity of each region through analysis of a label design of the regionally produced Soju. This study conducted the analysis and research with focusing on the case study in the papers and literature search, the information search on the papers of both domestic and oversea by the Internet and the data from the specialized institutions. Moreover, this study selected 6 Soju brands based on the market share in 2017 representing 6 regions, such as Seoul, Gyeonggi-do, Gangwon-do, Choongchung-do, Jeolla-do and Jeju-do out of 10 Soju brands regionally produced in Korea. In addition, this study analyzed not only the linguistic factor but also the visual factors of the label design such as logo type, typography and illustration according to the definition of NCRC (The National Consumer-Retailer Council) in US. In the results analysis on the components in domestic regional Soju label design including brand concept, logo type, illustration, linguistic expression method, modeling elements for regional image, all brands except Hallasan Soju of Jeju-do didn’t form the regional identity because they overall lacked an association with each corresponding region in terms of modeling type or motif subject in label design. Therefore, Although AR, which is strengthening its competitive power recently due to various applications, is a technology that was originated from Information Technology (IT), it is necessary to study AR together with establishment of identity in the moment technical convergence and this study is expected to work as an effective communication tool to vitalize each region.
디자인씽킹을 적용한 IC-PBL 수업 역량 분석-디자인대학 수업 사례 중심으로-
송지성,강송희 사단법인 한국브랜드디자인학회 2020 브랜드디자인학연구 Vol.18 No.4
The purpose of this study is to examine the enhancement of design education capability by connecting self-directed problem-solving learning(PBL), an alternative teaching method suggested in the education innovation along with the fourth industrial revolution, with industrial settings and applying Industry-Coupled Problem-Based Learning(IC-PBL) for actually solving problems to design universities. To this end, it specifically applied creative problem-solving ability, the core of design education and Design Thinking recently proposed as a successful process in across the industry as methodologies. In order to empirically examine the effect of Design Thinking-based class on the core capability of design education, it measured and comparatively analyzed 8 sub-factors of such core capability, by dividing 90 students enrolled in the department of communication design in H design university located at Gyeonggi-do into the experiment group to which Design Thinking-based class was applied and the control group to which the traditional lecture class. The findings showed that there was statistically significant improvement in all sub-factors for the Design Thinking teaching method, while there was no relatively significant improvement in them for the lecture class. Such improvement of capability suggests that the Design Thinking design class may be a more effective teaching-learning method strategy, and that this study may provide meaningful basic data for improving future-oriented design education in the era of the fourth industrial revolution. 본 연구는 4차 산업혁명에 따른 교육 혁신 과정에서 제기되고 있는 대안적 교수법인 자기주도 문제해결학습 PBL을 산업현장과 연계하여 실제적인 문제를 해결하는 IC-PBL(Industry-Coupled Problem-Based Learning)을 디자인대학에 적용하여 디자인교육 역량 향상을 검증하는 것에 목적이 있다. 이를 위해 구체적으로 디자인교육의 핵심인 창의적 문제해결능력과 최근 산업 전반에서 성공적 프로세스로 제기되는 디자인씽킹(Design Thinking)을 방법론으로 적용하였다. 디자인씽킹 기반 수업이 디자인 교육의 핵심역량 향상에 미치는 영향을 실증적으로 검증하기위해 경기도 소재 H대학 디자인대학 커뮤니케이션디자인학과 재학생 90명을 대상으로 디자인씽킹 기반 수업을 적용시킨 실험집단대상과 전통적인 강의식 수업방식을 적용시킨 통제집단으로 나누어 디자인교육 핵심역량을 하위 요소 8가지를 측정하여 비교분석 하였다. 연구결과 디자인씽킹 적용된 수업방식에서는 모든 역량의 영역에서 통계적으로 긍정에 유의미한 향상을 보인 반면, 강의식 기반 수업에서는 비교적 유의미한 향상이 나타나지 않은 결과를 보였다. 이와같은 역량 향상 결과는 디자인씽킹 기반 디자인수업이 보다 효과적인 교수학습방법의 전략이 될 수 있으며, 앞으로 4차산업혁명 시대에 미래지향적인 디자인교육 개선방안 위한 의미있는 기초자료가 될 수 있음을 시사한다.
어포던스 이론에 따른 체험기반 모바일 실감콘텐츠 UX디자인 연구
송지성,강송희 사단법인 한국브랜드디자인학회 2020 브랜드디자인학연구 Vol.18 No.3
The purpose of this study is to derive UX design goals to be considered when designing contents centered on user experience by considering the media and environmental characteristics of mobile AR contents, and to propose guidelines applicable to mobile AR contents. The results of the usability evaluation were summarized based on the affordance theory of Harson introduced in the HCI field. First, the process of using the content, the next progress, and the result of the process are visually expressed to reduce user confusion. Size and expression method) to intuitively visualize the current state. Second, it induces action by presenting visual information so that users can easily learn and use an unfamiliar manipulation method called AR. Increases immersion and satisfaction by providing information on physical dangers and obstacles that occur when interacting with objects combined with real space. Third, it delivers intuitive information and emotions by increasing visibility and attention by using colors and shadow effects in consideration of environmental factors used by users. We hope that the proposed guidelines will be used in mobile augmented reality content design in the future, and many studies on AR shopping content are expected. 본 연구는 모바일 AR콘텐츠의 매체와 환경적 특성을 고려하여 사용자 경험 중심으로 콘텐츠 설계 시 고려해야할 UX디자인 목표를 도출하고, 모바일 AR 콘텐츠에서 적용할 수 있는 가이드라인을 제안하는데 목적이 있다. 문헌분석과 사례분석에 기초하여 AR콘텐츠의 조사항목을 도출하였고 사용성평가를 통해 사용자반응과 전문가 관점에서의 개선사항을 탐색하였다. 사용성평가의 조사결과는 어포던스를 HCI 분야에 도입되어진 하슨의 어포던스 이론을 기반으로 정리하였다. 인지적 어포던스 측면에서는 진행 단계와 조작법에 대한 인지적 안내부족, 아이콘의 의미가 명확하지 않고 예측가능성이 낮다는 문제점이 발견되었다. 물리적 어포던스는 조작법에 대한 정확한 안내가 없어 객체 조작의 효율성이 떨어지고 이로 인해 물리적 피로도, 스트레스가 발생하는 문제가 있었다. 감각적 어포던스에서는 사용자의 사용 환경의 특성에 따라 아이콘, 텍스트 정보의 색상, 배경과의 대비를 고려하지 않아 가시성, 주목성이 떨어지고 발견가능성이 낮아진다는 문제가 발견되었다. 첫째, 사용자가 콘텐츠를 사용하는 과정, 다음 진행과정, 진행결과를 시각적으로 표현하여 사용자의 혼란을 줄이기 위해 사용자에게 버튼, 화면변화 텍스트 정보를 제공하는 인지적 안내와 시각요소(색상, 구성요소의 크기, 표현방법)를 활용하여 직관적으로 현재 상태를 시각화하는 방법을 제시한다. 둘째, AR이라는 익숙하지 않은 조작 방법을 사용자가 쉽게 학습하고 이용할 수 있도록 시각정보를 제시하여 행동을 유도한다. 현실 공간과 결합한 객체와 상호작용하는 데 발생하는 물리적인 위험과 방해 요소에 대한 정보제공으로 몰입감, 만족도를 높인다. 셋째, 사용자가 이용하는 환경적 요소를 고려한 색상, 그림자 효과 등을 이용해 가시성과 주목성을 높여 직관적인 정보와 감성을 전달한다. 제시한 가이드라인이 앞으로 모바일 증강현실 콘텐츠 설계에 활용되기를 기대하며 AR 쇼핑 콘텐츠에 관한 연구가 많이 이루어지기를 바란다.