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A Prediction of Change on the Body Style Proportion of the Future Passenger Cars (향후의 승용차 차체 스타일 비례의 변화 예측)

  • Koo, Sang
    • Archives of design research
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    • v.13 no.2
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    • pp.25-32
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    • 2000
  • The body proportion of a passenger car has been changed by the demand of consumer and the market. Now the interior space proportion on a passenger car become to have the importance as the passenger space and this proportion has been changed as the new models have been developed. It didn't seems to had a unified direction or strategy in the dimensions of the domestic passenger cars on the early models, but they had a specific changes in dimensions on the later models. The proportion of the wheelbase and greenhouse can be calculated into as about 58% and 57% on the compact and sub-compact passenger cars while it is about 56% on mid-size sedan type passenger cars for thier 3-box structure body concept. The overrall proportion of the interior space is bigger on the compact and the sub-compact passenger cars than the mid-size passenger cars as the calculation shows. It can be concluded that the interior space proportion on the compact passenger cars would become larger, which is closed to 60%. And this trend would be appear on the mid-size passenger cars.

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A Study on Design of Physically Interactive Sport Game for Children (어린이를 위한 체감형 스포츠 게임 디자인 연구)

  • Paek, Hee-Won;Ko, Il-Ju;Bang, Green
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.31-46
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    • 2018
  • Physically interactive sport games are emerging as a solution to increase the physical activity of children in urban life. Existing studies on physically interactive sport games have been conducted with adults, while studies on children are insufficient. The elements of physically interactive sport games for children are derived from the common elements of physically interactive sport games and design for children. The derived elements are applied to actual game item to design a game for children. In this study, the elements of physically interactive sport games for children were applied to children's screen climbing games, and games could be identify improvements through user evaluation. It is expected games to take into consideration more children's characteristics can be designed by utilizing the elements of physically interactive sport games for children.

A Study on the Use of Art Information Based on Digital Media - Focusing on Art Appreciation Mobile Application - (디지털미디어 기반 미술 정보 활용 방안 연구 - 미술 감상 모바일 애플리케이션을 중심으로 -)

  • Hur, Yukyoung;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.5
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    • pp.1-19
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    • 2016
  • The emergence of digital media has enabled visitors' active intervention based on the existing art information archiving. Accordingly, this study was conducted to analyze how archiving data that art museums have developed so farcan be provided significantly to visitors and generate a contemporary appreciation code. This study intended to solve the problems in case study analysis through the restructuralization of information that reflected visitors' appreciation activities as the principal agent. The structure of information, which was reframed for multilayered information approach and use by keyword, is meaningful as it has developed an information structure to mainly enhance visitors' understanding. It is expected that the use of art information proposed in this study will be helpful for setting the specific direction of actual transmedia storytelling service by art museums based on web later on.

A Study on the Development of Urban Design and Preservation of the Earth Environment -Focused on Peter Calthorpe's Urbanism- (지구환경보전을 위한 도시설계의 전개에 관한 연구 -건축가 피터 칼솝프의 어바니즘을 중심으로-)

  • Kwack, Dong-Wha;Kwon, Young-Sang
    • Journal of The Korean Digital Architecture Interior Association
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    • v.13 no.4
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    • pp.95-108
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    • 2013
  • The purpose of this study is to analyze and to grasp Peter Calthorpe's urbanism through the process that is compared with various developments of urban design field for the preservation of global environment. From this study, Peter Calthorpe's urbanism for global environment is comprehended according to design stages. As a design goal, He seeks a green urbanism that puts emphasis on land use and transportation. As a urban planning, he devises urban footprint for the tool of evaluation and urban planning, and proposes five place types toward mixed-use development, and advocates Transect for eco-friendly land use. As a urban design, he devises urban network model for transportation network based on accessibility, and devises TOD and TOC model for preventing urban sprawl and mitigating carbon emissions, and advocates TND model for pedestrian-friendly space and community life. He makes importance of urban design. Because he thinks that integrative solution is required to global environment and urban design of integrative characteristic is suitable to preserve global environment. The results of this study are summarized as the followings: First, type classification of urbanism for the preservation of global environment and grasping purposes, methods, characteristics according to the types. Second, grasping characteristics and location of Peter Calthorpe's urbanism as a green urbanism. Third, proposing the direction of improvement for our urban planning and design.

A Study on Eco-friendly Tendency in Contemporary Fashion Brand (현대 패션 브랜드에 나타난 친환경 경향 연구)

  • Kim, Mi-Geum;Park, Hee-Jeong;Kan, Ho-Sup
    • Journal of Fashion Business
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    • v.14 no.4
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    • pp.185-199
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    • 2010
  • Global warming started as the scientific problem in 20th century is being highlighted as the environmental issue with the conclusion of convention on climate change. It has great influence in all aspects of nature, especially 'Eco-friendly design' that takes not only health life of present but also affluent life in the future into consideration became an inevitable trend in almost all industries including the apparel and distribution industry worldwide. Therefore, this study is an eco-friendly tendency in fashion that are hot issue in the world and focused on advertisement and collection since 2000. The aim of this is to classify eco-friendly fashion design study presented in contemporary fashion brand. In result, it was analyzed fourth tendencies as follows : eco-friendly tendency with organic material, upgradation of recycle fashion, green campaign and well-being LOHAS fashion. In this aspect, eco-friendly tendency that is expanded to overall society, culture and living shows in present.

The Characteristics of Sustainable University Campus Policy, Plan and it's Architectural Application -Focused on UBC Campus Policy, Plan and CIRS Building- (지속가능한 대학 캠퍼스정책 및 플랜과 건축의 적용 특성 -UBC의 캠퍼스플랜과 CIRS 건물을 중심으로-)

  • Choi, Soon-Sub;Oh, JoonGul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.731-741
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    • 2020
  • University campus plans include urban and spatial values and identities that they emphasize. The purpose of this study is to analyze sustainable campus policy, space, and the application to architectural planning, which UBC in Canada pursues independently from a Green Campus Certificate System. Sustainable directions and architectural components are deduced. The results are as follows: 1) the correspondence between the campus plan's goal and architectural implementation is the most important. Thus, the university must build a system for the plan's goal and a strategy to make a sustainable campus. 2) A guideline and system are requested to make many experts in various fields and stakeholders participate in the initial stage through "Design Charrette." 3) A system of virtuous circulation must be built so that feedback can be applied through the real-time comparison and verification of building energy consumption. Another goal of this study is emphasizing the necessity of campus policy and plans based on the "Living Laboratory" concept to make a sustainable city. This study could be meaningful because it supports a basis for triggering the establishment of goals for a sustainable plan and implementation in Korean universities.

Role of Graphene Derivatives in Anion Exchange Membrane for Fuel Cell: Recent Trends (연료전지용 음이온교환막에서 그래핀 유도체의 역할: 최근 동향)

  • Manoj, Karakoti;Sang Yong, Nam
    • Membrane Journal
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    • v.32 no.6
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    • pp.411-426
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    • 2022
  • Energy plays a significant role in modern lifestyle because of our extensive reliance over energy-operating devices. Therefore, there is a need for alternative and green energy resources that can fulfill the energy demand. For this, fuel cell (FCs) especially anion exchange membrane fuel cells (AEMFCs) have gained tremendous attention over the other (FCs) due to their fast reaction kinetics without using noble catalyst and allow to use of cheaper polymers with high performance. But lack of highly conductive, chemically, and mechanically stable anion exchange membrane (AEM) still main obstacle to the development of high performance AEMFCs. Therefore, graphene-based polymer composite membranes came into the existence as AEMs for the FCs. The exceptional properties of the graphene help to improve the performance of AEMs. Still, there are lot of challenges in the graphene derivatives based AEMs because of their high tendency of agglomeration in polymer matrix which reduced their potential. To overcome this issue surface modification of graphene derivatives is necessary to restrict their agglomeration and conserved their potential features that can help to improve the performance of AEM. Therefore, this review focus on the surface modification of graphene derivatives and their role in the fabrication of AEMs for the FCs.

A study of the Cartoonish Element in Folk Painting (민화(民畵)의 만화(漫畵)적 요소 연구)

  • Yi, Soon-Gu
    • Cartoon and Animation Studies
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    • s.15
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    • pp.151-164
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    • 2009
  • The discussion on folk painting (minwha) has been continued till recent in various ways. MinWha is applied by painting artists and also utilized as a basic material of design. These are the attempts approved by the viewpoint of the 'Korean beauty'. In saying so, minwha symbolizes for typical types of Korean painting, and is articulated as an aspect of forgotten spirit. However, despite the fact of Minwha's frequent application, and its evident originality, it remains only the thread of the existence. Although minwha has a lot of commonalities and similarities with the characteristics of cartooning, a decisive attempt of cartooning is hardly shown through. Therefore, this paper is aim to classify creative paintings by the distinctive features of minwha, such as exaggeration and abridgment, sarcasm and current affair aspect, common technique of art drawing, caricatured element, expression of an ideal world, various techniques from artist's different comprehension, etcetera and to make opportunity to constructively apply these features in cartoons. The types of minwha are mostly classified by the contents of the painting. However, since the purpose of this thesis is to find caricatured aspects in minwha, it will be largely classified by the elements of animal, plant, human, insect species, finny tribe, feathered tribe, and nature phenomenon. This classification takes advantage of accessibility to understand the characterization of the object, and leads to take a positive approach.

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Design and Implementation of Immersive Media System Based on Dynamic Projection Mapping and Gesture Recognition (동적 프로젝션 맵핑과 제스처 인식 기반의 실감 미디어 시스템 설계 및 구현)

  • Kim, Sang Joon;Koh, You Jon;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.3
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    • pp.109-122
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    • 2020
  • In recent, projection mapping, which has attracted high attention in the field of realistic media, is regarded as a technology to increase the users' immersion. However, most existing methods perform projection mapping on static objects. In this paper, we developed a technology to track the movements of users and dynamically map the media contents to the users' bodies. The projected media content is built by predefined gestures just using the user's bare hands without the special devices. An interactive immersive media system has been implemented by integrating these dynamic projection mapping technologies and gesture-based drawing technologies. The proposed realistic media system recognizes the movements and open / closed states of the user 's hands, selects the functions necessary to draw a picture. The users can freely draw the picture by changing the color of the brush using the colors of any real objects. In addition, the user's drawing is dynamically projected on the user's body, allowing the user to design and wear his t-shirt in real-time.

How do they Make Libraries Green?: A Case Based Study on Building Green Libraries (녹색도서관 사례분석을 기반으로 한 국내 녹색도서관 구축방향에 관한 연구)

  • Ahn, In-Ja;Kwak, Chul-Wan;Noh, Young-Hee;Park, Mi-Young
    • Journal of Information Management
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    • v.43 no.1
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    • pp.135-158
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    • 2012
  • Since the 1990s, discussions regarding green libraries started in the U.S.A, in the name of 'library and the environment', 'Green librarians', 'constructing of environmental sources', 'noise and library', 'building libraries as an environmental alternative' and etc. Currently, green libraries certified by an evaluation system are more than 50. This study proposes a direction to build a green library. The study analyzes national and international green libraries certified by the evaluation system. The cases are analyzed based on the six evaluation factors in the LEED certification system; Sustainable Site, Water Efficiency, Energy and Atmosphere, Material and Resources, Indoor Environmental Quality, Innovation and Design Process. Since the evaluation system focuses mainly on the architectural aspects, there was a need of expanding the concept of eco-friendly in this research. The newly expanded eco-friendly concept includes services, content, and supplies of libraries.