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양은경 교수

Eun-Kyoung Yang

연세대학교 통합디자인학과 · 컴퓨터과학

연구실 소개

양은경 교수의 연구실은 가상현실(VR) 기반 디자인 도구가 창의성 및 인지적 행동에 미치는 영향을 중심으로 연구를 진행하고 있습니다. 특히 패션 디자인 과정에서의 개념 기획 단계에서 VR 스케치가 설계자의 공간 인지, 신체적·감각적 행동, 유연한 사고 방식에 어떻게 기여하는지에 초점을 맞추고 있으며, 교육적 응용 가능성과 창의성 향상 전략 개발에도 기여하고 있습니다. 또한 유연한 광섬유 직물과 스마트 의류 기술 등 신소재 기반의 디지털 컬러 의류 응용 연구도 병행하고 있습니다.

가상현실 디자인창의성 향상인지 행동스마트 의류광섬유 직물

연구 현황

논문 수
48
총 인용 수
258
최근 5년 논문
15
주요 분야
컴퓨터과학

연구 성과 추이

표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.

5개년 연도별 논문 게재 수
15총합
2022
2023
2024
2025
2026
5개년 연도별 피인용 수
18총합
20222023202420252026

주요 논문

15
1
논문|인용수 78·2020
Cognitive impact of virtual reality sketching on designers’ concept generation
Eun Kyoung Yang, Jee Hyun Lee
SJR Q1Digital Creativity

This 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

Human-Computer InteractionComputer Science
2
논문|인용수 57·2020
The use of VR for collaborative exploration and enhancing creativity in fashion design education
Jee Hyun Lee, Eun Kyoung Yang, Eun Jee Lee, Se Yeong Min, Zhong Yuan Sun, Bai Jiao Xue
SJR Q1International Journal of Fashion Design Technology and Education

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

Human-Computer InteractionComputer Science
3
논문|인용수 37·2021
Using an Immersive Virtual Reality Design Tool to Support Cognitive Action and Creativity: Educational Insights from Fashion Designers
Jee Hyun Lee, Eun Kyoung Yang, Zhong Yuan Sun
SJR Q2The Design Journal

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

Experimental and Cognitive PsychologyPsychology
4
논문|인용수 16·2019
Design Cognitive Actions Stimulating Creativity in the VR Design Environment
Jee Hyun Lee, Eun Kyoung Yang, Zhong Yuan Sun

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

Experimental and Cognitive PsychologyPsychology
5
논문|인용수 10·2023
Virtual reality environment-based collaborative exploration of fashion design
Eun Kyoung Yang, Jee Hyun Lee, C. Hun Lee
SJR Q1CoDesign

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

Human-Computer InteractionComputer Science
6
논문|인용수 8·2011
측광 후처리 가공에 의한 유연 광직물의 발광 효과
양은경, 이주현

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

7
논문|인용수 7·2021
Classifying virtual reality-based collaboration environments: practical insights for application in fashion design
Eun Kyoung Yang, Jee Hyun Lee
SJR Q1International Journal of Fashion Design Technology and Education

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

Human-Computer InteractionComputer Science
8
논문|인용수 4·2014
3D Character vitrual costume making Software Usability Assessment - Focusing on Poser 3D Character virtual costume making -
Eun Kyoung Yang, Sook‐Jin Kim
Journal of Digital Design
MarketingBusiness, Management and Accounting
9
논문|인용수 4·2015
Planning of Digital Fashion Contents using the Korean Local Sword Dance Costume - Focusing on the Digital Fashion Contents Business of the Poser Commercialization 3D Character -
Eun Kyoung Yang, Jee Hyun Lee
Journal of Digital DesignOA
Visual Arts and Performing ArtsArts and Humanities
10
논문|인용수 4·2022
Understanding the Design Personalization of Fashion Products Using Computational Design Methods: Practical Insights into Consumer Perceptions
Eun Kyoung Yang, Jee Hyun Lee
SJR Q1Fashion Practice

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

Social PsychologyPsychology
11
논문|인용수 2·2018
Fashion Illustration using the Digital Frame of Augmented Reality
Eun Kyoung Yang, Jee Hyun Lee
The Korean Society of Costume

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

Computer Vision and Pattern RecognitionComputer Science
12
논문|인용수 1·2018
Characteristics of Digital Fashion Communication using Immersive Virtual Reality
Eun Kyoung Yang, Jee Hyun Lee
The Korean Society of Costume

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

Human-Computer InteractionComputer Science
13
논문|인용수 1·2024
Evolutionary design features of virtual fashion brand collections: a three-year analysis in the Metaverse era
Eun Kyoung Yang, Jeong Min Kho, Inzali Moe, Minji Kim
SJR Q1International Journal of Fashion Design Technology and Education

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

Social PsychologyPsychology
14
논문|인용수 0·2014
Mental Health of Children and Adolescents in Exposed Area 3 Years after the Hebei Spirit Oil Spill
Eun Kyoung Yang, Su Ryeon Noh, Jung Ah Kim, Gwi Heum Eom, Young-Hyun Choi, Mina Ha, Hae‐Kwan Cheong
ISEE Conference Abstracts

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

Health, Toxicology and MutagenesisEnvironmental Science
15
논문|인용수 0·2013
Mental health in residents over one year after the Hebei Spirit oil spill
Eun Kyoung Yang, Su Ryeon Noh, Jung Ah Kim, Gwi Heum Eom, Hyun Sook Bae, Young-Hyun Choi, Mina Ha, Hae‐Kwan Cheong
환경독성보건학회 심포지엄 및 학술대회
PollutionEnvironmental Science

대표 연구 분야

Human-Computer InteractionMarketingPollutionOcean EngineeringMuseologyVisual Arts and Performing Arts

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