• Title/Summary/Keyword: 디자인 모형

Search Result 513, Processing Time 0.021 seconds

A study about modeling methode of practice works -Focus on compare RP with manual processing, CNC- (실습과제 모형제작 방법에 관한 연구 -RP와 수동형, CNC 모형제작 방법 비교를 중심으로-)

  • Shin, Myung-Chul
    • Archives of design research
    • /
    • v.18 no.1 s.59
    • /
    • pp.223-232
    • /
    • 2005
  • By supply of high performance computer becomes all industries automation and convenient of our life. Can speak that is pursuit of swiftness and variety that is prior most development of information society and production system in competitive industrial design product development process. Specially, students who consumer personality studies design according to variableness must present idea in a short time. Therefore, find a new tool that can show quick modeling result for present of new idea or fast design specifications examination and production at college or corporation now. According to such environment change did request by cost time and cost-cutting until reach in production from product design because competition is gone vigorously. University arrived to think RP induction by result presentation and so on for third dimension model by various design process. This research purpose is going to compare difference methods(Manual processing, CNC machine) with students' design result manufacture process on RP appliance that is using in college. Consequently, think that this study is helpful in the college of which is making use of RP appliance or planning installation. By result of this research, model of big curved line is profitable in hand process, by CNC Is profitable when model is going to manufacture finely, RP work could know that size of product is profitable small thing as is complicated.

  • PDF

Design Framework for Math Educational Serious game Based on Cognitive Psychology (인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략)

  • Choi, Eun young
    • Cartoon and Animation Studies
    • /
    • s.45
    • /
    • pp.299-320
    • /
    • 2016
  • The interests of education methods using Serious games have been increasing recently. But resu,lt-oriented game design framework have not been reflected intrinsic motivation. To increase usage of educational serious game as resource, it is needed game design framework for providing the immersion and collaborative active learning that cognitive Psychologic theories recommend. By outlining the background of the serious game design framework and exemplifying its use, a constructive structure to examine purposed based games is introduced.

A Study on the Design of Smart Clothing for Vital sign Monitoring -Based on ECG Sensing Clothing- (생체신호 모니터링 스마트 의류의 디자인 연구 -심전도 센싱 의류를 중심으로-)

  • Jo, Ha-Gyeong;Jo, Hyeon-Seung;Gu, Su-Min;Song, Ha-Yeong;Gang, Da-Hye;Lee, Ju-Hyeon;Lee, Jeong-Hwan;Lee, Yeong-Jae
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2009.05a
    • /
    • pp.123-126
    • /
    • 2009
  • 최근 생체 신호 센싱 기능의 의류가 연구 개발되어 왔으나, 생체 신호 측정 시 착용자의 동작에 의한 치명적인 잡음이 발생하는 문제가 지속적으로 보고되어 왔다. 이에 본 연구는 심전도 센싱 의류를 기반으로 생체 신호 측정의 정확성을 향상시키기 위하여 착용자의 동작에 의한 영향을 최소화할 수 있는 심전도 센싱 스마트 의류의 모형을 개발하고자 하였다. '일자형 절개 타입', '십자형 절개 타입', '엑스형 절개 타입', '곡선 엑스형 절개 타입'의 총 네 가지 타입의 생체신호 센싱 스마트 의류의 시안을 설계하고 제작하였다. 디자인 시안은 민소매 형태의 남성용 티셔츠로 신축성 있는 소재를 사용하여 인체 굴곡을 따라 의복과 전극이 밀착될 수 있도록 하였으며, 트랜스미터를 이용하여 메인 컴퓨터로 데이터가 무선 전송되게 하였다. 본 연구에서는 개발된 4 가지 의류 타임을 기반으로 인체의 정지 및 동작 상태에서의 심전도 센싱 성능을 평가하기 위해 동작에 따른 전극의 변위를 측정하고, 심전도 측정 평가를 실시하여 SNR을 분석하였다. 본 실험 곁과를 반영하여 의류 디자인 시안의 수정 및 보완 과정을 거친 후, 최종적으로 동작 잡음을 최소화하는 생체신호 센싱 스마트 의류 디자인 모형을 제시하였다.

  • PDF

Hub-and-spokes service network design for rail freight transportation (철도화물운송을 위한 Hub-and-spokes서비스네트워크 디자인모형의 개발)

  • 정승주
    • Proceedings of the KOR-KST Conference
    • /
    • 2003.02a
    • /
    • pp.75-93
    • /
    • 2003
  • Hub-and-spokes전략은 교통분야에서 널리 이용되는 네트워크전략이지만, 철도의 경우 대개 이 전략을 이용하기 어려운 네트워크구조를 가지고 있어 그 적용사례를 찾아보기 어렵다. 그러나 유럽에서는 철도망이 도로망처럼 조밀하게 형성되어 있다는 점과 환적 처리기술의 발달로 90년대 초부터 이 전략이 철도화물운송부문에도 도입되기 시작했다. 이러한 관점에서 본 논문은 철도화물운송망에서의 hub-and-spokes전략을 구현하는 서비스네트워크 디자인모형을 개발하고, 모델의 실제철도망에의 적용성을 평가한다. 개발되는 모형이 전략모형임에도 불구하고 모형에서는 일반화된 운영비용 외에 열차속도, 서비스빈도, 터미널에서의 화물처리속도 등에 따른 시간지체비용도 고려되었다. 시간지체비용의 고려에 따라 야기되는 비선형 목적함수는 빈도별 서비스결정변수의 설정을 통해 선형화되어 결과적으로 모형은 선형 binary정수 최적화문제로 표현되었다. 규모가 큰 네트워크의 경우 해도출의 어려움 때문에 본 논문은 전체문제의 분할(decomposition)에 기초한 휴리스틱방법((heuristic method)으로 해결한다. 해도출의 효율성을 높이기 위해 서비스빈도개선과 관련하여 세 알고리즘이 개발되었다. 개발된 알고리즘은 유럽의 실제네트워크를 기초로 도출한 4개의 테스트문제에 적용되어, 해의 정확도와 해 도출의 효율성이 비교·평가되었다.

  • PDF

Augmented Plasticity: Giving Morphological Editability to Physical Objects (증강가소성: 물리적 오브젝트에 형태적 편집가능성 부여하기)

  • Lee, Woo-Hun;Kang, Hye-Kyoung
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.225-234
    • /
    • 2006
  • Product designers sketch various ideas of foreground figures(detail design) onto background figures(basic form) and evaluate numerous combinations of them in the late stages of design process. Designers have to test their ideas elaborately with a high-fidelity physical model that looks like a real product. However, due to the requirements of time and expense in making high-fidelity design models, it is impossible to evaluate such a number of combinatorial solutions of background and foreground figures. Contrary to digital models, physical design models are not easily modifiable and so designers cannot easily develope ideas through iterative design-evaluation process. To address these problems, we proposed a new concept 'Augmented Plasticity' that gives morphological editability to a rigid physical object using Augmented Reality technology and implemented the idea as Digital Skin system. Digital Skin system figures out the position and orientation of object surface with ARToolKit visual marker and superimposes a deformed surface image seamlessly using differential rendering method. We tried to apply Digital Skin system to detail design, redesign of product, and material exploration task. In consequence, it was found that Digital Skin system has potential to allow designers to implement and test their ideas very efficiently in the late stages of design process.

  • PDF

A Study on the Fashion Design Process Based on the Digital Textile Printing System (디지털 텍스타일 프린팅 시스템에 기반을 둔 의류디자인 프로세스 연구)

  • 이지원;이주현
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2002.11a
    • /
    • pp.85-96
    • /
    • 2002
  • Entering the period of Mass Customization, and with the help of the Digital Textile Printing technology, the purpose of this study is to propose two customer involved design process models, based on the Digital Textile Printing technology, and to compare their efficiencies and appropriateness with those of the existing design process model, which would lead us to discover the possibilities of Mass Customized design process. By the result obtained from the survey of 166 females in their twenties and thirties, the second Mass Customized design process model which gave most choices to prosumers was preferred the most, while the existing design process which gave no choice seemed to be preferred the least, and among the design elements of textile, color appeared to be the most significant influential factor in the preference of the clothing by the consumers. In summary, it appeared that every aspect of the society requires a shift in the process of the thought from Mass Production to Mass Customization at this point, and a guideline was made from the Mass Customized design process suggested in this study.

  • PDF