Eun-Kyoung Yang
Yonsei University · 情報科学
研究室紹介
Professor Eun-Kyoung Yang's research lab specializes in the intersection of virtual reality (VR) technologies and design cognition, with a focus on enhancing creativity and cognitive processes in fashion and product design. The lab investigates how immersive VR environments support conceptual exploration, idea generation, and collaborative design through empirical studies and instructional design models. Key research directions include the cognitive impact of VR sketching, the development of VR-based educational tools for design education, and the application of smart textiles—particularly flexible optical fiber fabrics—for innovative, function-integrated fashion design. The lab also explores the pedagogical potential of VR in fostering divergent thinking and creative problem-solving in design education.
Research Overview
Research Output Trend
Figures are computed from collected data and may differ slightly.
Selected Papers
15This study focuses on identifying the cognitive impact of virtual reality (VR) sketching on the concept generation phase of the design process. For an empirical study to analyse the cognitive influence of VR sketching, we conducted a pilot study for empirical research based on the protocol analysis of designers’ cognitive activities in VR sketching and compared the results with those of traditional sketching. Spatial inspection was a key behavioural factor of VR sketching when considering its hi
This paper presents the instructional design and development process for a fashion design education programme promoting creativity in a VR (Virtual Reality) environment. We designed the instructional model prototype based on the R2D2 (Recursive, Reflective, Design and Development) instructional design model and the creative thinking process model. The VR environment supported the design sessions, including the collaborative exploration in concept generation. We developed a feasible instructional
This study explores how a virtual reality (VR) design tool can enhance designers' cognitive action and creativity in the design process. Ten fashion designers participated in cognitive protocol research and in-depth interviews. Regarding the idea generation process's cognitive action, we limited the experiment to the sketch phase early in the design process and selected a 2D digital design tool for comparison. Expert reviews were also conducted to evaluate the creativity of design outcomes. As a
This study explored the impacts of a Virtual Reality (VR) design tool on designers' cognitive actions and creativity. Results revealed that the conceptual action in VR stimulated physical and perceptual action, and enhanced flexible cognitive thinking, to a greater degree than did the 2D digital design tool. Additionally, flexibility among the different levels of cognitive action in VR reinforced divergent design thinking, leading to more creative outcomes. Finally, we discuss the use of VR as a
Driven by rapid advances in digital technology, virtual reality environments (VREs) have emerged as a new collaborative design tool. In this study, we present an experimental investigation of cognitive characteristics of VRE-based collaborative conceptual exploration in fashion design. Eight graduate students participated in two empirical experiments in which they collaboratively developed design concepts using a VRE and an online teleconferencing environment (OTE). The collected data were analy
광섬유 직물 기반 스마트 의류가 국, 내외로 개발되고 있는 실정이며, 기존의 일반적인 광섬유는 직물화가 어렵고 내구성, 내수성이 결여되어 세탁 및 유지 관리의 한계로 인해 에칭된 광섬유사의 표면에 합성수지를 코팅 처리하는 '내수성 광섬유사 가공 기술'이 최근 개발 되었다. 본 연구에서는 제직 후 측광가공 된 유연 광섬유 직물을 대상으로 광섬유사 길이에 따른 특성과 광원 색채에 따른 발광 특성을 분석, 평가하여 디지털 컬러 의류의 적용 적합성을 파악하고자 한다. 이를 위하여 광섬유사 길이에 따른 총 4가지 유연 광섬유 직물시료를 제직하여, 이를 대상으로 광원 색채에 따른 유연 광섬유 직물의 휘도, 물리적 가시도, 지각적 가시도를 측정함으로써 발광특성을 분석하였다. 그 결과, 10cm인 유연 광섬유 직물과 녹색 광원을 사용한 경우가 최대가시거리 100m로 디지털 컬러 의류 즉, 안전보호 기능의 산악복 적용에 가장 적합한 발광효과를 보이는 것으로 나타났다. 그러므로 본 연구의 결과는 앞으
Virtual reality (VR) technology offers great potential for design collaboration by enabling designers to enhance the collaborative exploration process. However, few studies have provided practical insights into the use of VR-based collaboration environment (VRCE) in the field of fashion design. Therefore, this study explored the main features of VRCE solutions currently available and classified their major types in order to develop a deeper contextual understanding of the use of VRCE for fashion
This paper explores user perceptions of the design personalization of fashion products using a computational design method from the designer’s point of view. As for the research methodology, ten participants were asked to design textile patterns for their own fashion clutch bags by using a design personalization tool developed using Generative Design Methods (GDM), one of the computational design methods for personalizing product design. Subsequently, in-depth interviews were conducted to collec
The development of digital media has changed the concept of traditional frames that limit the spatial representation of fashion illustration. The purpose of this study is to explore the possibilities of the
Fashion design has attempted to create a new type of interactive communication design using advanced digital media to respond to rapidly changing consumer trends. In order to understand the evolution of contemporary fashion communication, this study sought to analyze the characteristics of immersive VR-based fashion communication that provides the most advanced interactive communication experience. Based on our review of the literature, we analyzed the operational categories of the interactive e
This study aimed to investigate the evolutionary design features in recent virtual fashion brand collections, analysing 314 design images from leading brands, such as Auroboros, Tribute, Republiqe, The Fabricant, and RTFKT. The analysis classified key design elements–colour, silhouette, texture, and textile patterns – into three phases: embryonic, transitional, and expansion. Findings revealed that the embryonic phase prioritises symbolising brand identities and goals as main design elements. Th
Mental Health of Children and Adolescents in Exposed Area 3 Years after the Hebei Spirit Oil SpillAbstract Number:2345 Eun Kyoung Yang*, Su Ryeon Noh, Jung Ah Kim, Gwi Heum Eom, Young-Hyun Choi, Mina Ha, and Hae-Kwan Cheong Eun Kyoung Yang* Taean Environmental Health Center, Korea, E-mail Address: [email protected] , Su Ryeon Noh Taean Environmental Health Center, Korea , Jung Ah Kim Taean Environmental Health Center, Korea , Gwi Heum Eom Taean Environmental Health Center, Korea , Young-Hyun Cho
Research Areas
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