• Title/Summary/Keyword: 디자인 원리

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Squint-less Phased Array Antenna Near-field Subwavelength Focusing with True-time Optical Delay Line (광 지연선로를 이용한 스퀸팅이 없는 위상배열 안테나의 근접장 서브파장 포커싱)

  • Jung, Young Jin
    • Korean Journal of Optics and Photonics
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    • v.30 no.3
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    • pp.94-100
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    • 2019
  • The near-field subwavelength squint-less focusing system of a phased array antenna is designed and demonstrated by numerical simulation. The Huygens-Fresnel principle is applied to numerical simulation for calculation of the phased array antenna at microwave frequency. It was shown that beam squinting can be eliminated, utilizing true-time optical delay lines based on a chirped fiber grating in the proposed system. Furthermore, subwavelength focusing with high numerical aperture can be achieved by considering the fact that the array elements of the phased-array antenna can be treated as diffractive elements in an optical lens system. Also, side lobes can be suppressed by decreasing the distance between element antennas to less than half of the wavelength.

A Study on the Handles of Clay Cups by Studio Potters (도자기 컵 손잡이에 관한 연구 - 도예공방 생산 수제 컵 손잡이 중심으로 -)

  • Lee, Chi-Youn
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.293-302
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    • 2006
  • clay cups with handles made in studios in Korea and the United States were selected and analyzed. The shape of cup were fixed to ensure proper comparison between handle size of the cup and position. The variable factors were the thickness of the handle, the number of fingers required to hold the cup, the relationship between the handle's shape and the position of its attachment to the cup, the effect of the handle's setter, the change in shape of the handle's thickness, and the relationship between the cup's weight center and handle. Preference test were designed and tested to the users, and the results were analyzed. The results showed that to make a comfortable handle, it is important to incorporate the shape of the resting hand in the design of the handle. Specifically, the design should be such that the cup can be held comfortably. This is possible if the weight of the cup is spread evenly when several fingers are inside the handle's curve and if such factors as the hand size, the curve of the fingers, and the position that best controls the cup's weight center are carefully considered. At this time, if there is a setter for the thumb, a cup of the same weight can be lifted more lightly. In the design of such a cup, the oval line is drawn by extending the cup's handle toward the direction of the cup's body. If the cup's weight center is located on the oval line, the cup's handle may be said to be effective. In such a case, the nearer the handle is to the cup's body weight center, the less power is needed to lift the cup efficiently. Our test results can be applied as a powerful tools in design and manufacturing cups with handle in terms of artistry and functionality.

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A study on application of fractal structure on graphic design (그래픽 디자인에 있어서 프랙탈 구조의 활용 가능성 연구)

  • Moon, Chul
    • Archives of design research
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    • v.17 no.1
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    • pp.211-220
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    • 2004
  • The Chaos theory of complexity and Fractal theory which became a prominent figure as a new paradigm of natural science should be understood not as whole, and not into separate elements of nature. Fractal Dimensions are used to measure the complexity of objects. We now have ways of measuring things that were traditionally meaningless or impossible to measure. They are capable of describing many irregularly shaped objects including man and nature. It is compatible method of application to express complexity of nature in the dimension of non-fixed number by placing our point of view to lean toward non-linear, diverse, endless time, and complexity when we look at our world. Fractal Dimension allows us to measure the complexity of an object. Having a wide application of fractal geometry and Chaos theory to the art field is the territory of imagination where art and science encounter each other and yet there has not been much research in this area. The formative word has been extracted in this study by analyzing objective data to grasp formative principle and geometric characteristic of (this)distinct figures of Fractals. With this form of research, it is not so much about fractal in mathematics, but the concept of self-similarity and recursiveness, randomness, devices expressed from unspeakable space, and the formative similarity to graphic design are focused in this study. The fractal figures have characteristics in which the structure doesn't change the nature of things of the figure even in the process if repeated infinitely many times, the limit of the process produces is fractal. Almost all fractals are at least partially self-similar. This means that a part of the fractal is identical to the entire fractal itself even if there is an enlargement to infinitesimal. This means any part has all the information to recompose as whole. Based on this scene, the research is intended to examine possibility of analysis of fractals in geometric characteristics in plasticity toward forms in graphic design. As a result, a beautiful proportion appears in graphic design with calculation of mathematic. It should be an appropriate equation to express nature since the fractal dimension allows us to measure the complexity of an object and the Fractla geometry should pick out high addition in value of peculiarity and characteristics in the complex of art and science. At the stage where the necessity of accepting this demand and adapting ourselves to the change is gathering strength is very significant in this research.

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A Study of the Basic Design for Smart Clothing based on Measurement of the Respiration (호흡 측정 기능의 스마트 의류를 위한 기초 디자인 연구)

  • Cho, Ha Kyung;Min, Se Dong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.415-424
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    • 2012
  • According to introduction of Well-Being lifestyle and ageing society, vital sign monitoring system which can be continued measurement of vital sign has been increased their important in field of the healthcare. Under this trend, Respiration monitoring system has been studied and developed in a various way to apply continued monitoring and non-conscious monitoring system. But, Study of the respiration monitoring system based on consumer needs and usability test is insufficient. In this study, Textile capacitive pressure sensor(TCPS) of belt type was developed and tested it's utility and subjective sensibility. TCPS measures respiration signals and can be derived in real time monitoring. As a result, monitoring respiration using textile capacitive pressure sensor offers a promising possibility of convenient measurement of respiration rate (correlation (r=0.9553, p<0.0001). In the result of usability and wearability test, all of categorizes(perceived change, wearability, movement, facility of management, usefulness) were received favorable evaluation on usability test( mean value : 3.8), and suitable location of TCPS in the clothing is deriven on the abdomen part. According to synthetical results, Basic smart clothing design based on respiration monitoring system is proposed.

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Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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A Study on Key Arrangement of Virtual Keyboard based on Eyeball Input system (안구 입력 시스템 기반의 화상키보드 키 배열 연구)

  • Sa Ya Lee;Jin Gyeong Hong;Joong Sup Lee
    • Smart Media Journal
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    • v.13 no.4
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    • pp.94-103
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    • 2024
  • The eyeball input system is a text input system designed based on 'eye tracking technology' and 'virtual keyboard character-input technology'. The current virtual keyboard structure used is a rectangular QWERTY array optimized for a multi-input method that simultaneously utilizes all 10 fingers on both hands. However, since 'eye-tracking technology' is a single-input method that relies solely on eye movement, requiring only one focal point for input, problems arise when used in conjunction with a rectangular virtual keyboard structure designed for multi-input method. To solve this problem, first of all, previous studies on the shape, type, and movement of muscles connected to the eyeball were investigated. Through the investigation, it was identified that the principle of eye movement occurs in a circle rather than in a straight line. This study, therefore, proposes a new key arrangement wherein the keys are arranged in a circular structure suitable for rotational motion rather than the key arrangement of the current virtual keyboard which is arranged in a rectangular structure and optimized for both-hand input. In addition, compared to the existing rectangular key arrangement, a performance verification experiment was conducted on the circular key arrangement, and through the experiment, it was confirmed that the circular arrangement would be a good replacement for the rectangular arrangement for the virtual keyboard.

The Comparison of Characteristics of Korean, Chinese and Japanese Traditional Flower Arts Used in Royal Court Ceremonies (한국과 중국 및 일본의 궁중 전통 꽃꽂이 특징비교)

  • Hong, Hoon Ki;Lee, Jong Suk
    • FLOWER RESEARCH JOURNAL
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    • v.18 no.2
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    • pp.125-135
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    • 2010
  • To discover the main characteristics of Korean traditional flower arrangement, they were compared with different articles and old paintings used in royal court ceremonies. The primary research involved principle of design. The times periods used were the Joseon Dynasty era of Korea, the Ming era of China, and the Edo eras of Japan. The result, which shows both the similarities and differences, of the research is summarized as follows. The similarities were that they all respect the features of nature, and their image expresses their creator's thinking. There was one technique, called 'Suje', in which a part of the stem is coming out from one branch. Also, each three eras preferred flowering trees and ornamental trees more than annuals or foliage plants. one of the differences was that korea used a simple number of materials. The work had volume and appeared mild by using a soft curved line which was repetitive and massive. The Joseon Dynasty era advanced a sense of beauty with artistic symmetry and balance. The work seemed soft and natural because of the little change in blank space, with almost no angle of line. The form had a characteristic preference of being taller than the typical Japanese arrangement. It appeared simple, calm, and rustic by using only one kind of material. In contrast, the Chinese style was gorgeous and displayed volume in a non-symmetrical tripodal form, which incorporated various colors and materials. Also, they avoided processing the materials in order to emphasize the original beauty of nature. Chinese flower arts did not become formalized because they did not consider the formality seriously the formal. The Japanese style was also gorgeous because it incorporated various materials and angles. It included an extreme technique in which an artificial line divided the blank space delicately. The line was both strong and delicate in an established form. The restriction of the main branch gave a light feeling, as well as more strain as in a balance sense. The Japanese eras emphasized more the use of line and a sense of blank space.

The Needs of Housing Contents in Highschool Home Economics among Students (고등학생의 '가정과학' 주생활 단원 내용 요구도)

  • Kim, Lan;Cho, Jea-Soon
    • Journal of Korean Home Economics Education Association
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    • v.20 no.3
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    • pp.145-161
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    • 2008
  • The purpose of this paper is to find out the needs of housing contents in highschool Home Economics among students. The 105 housing contents and topics were chosen from the 3 textbooks and related references. The number of 516 questionnaire from 8 areas were used to analyze. Analyses indicated that respondents were more likely to favor Home Economics subject and one out of five wanted to select it. Average needs of the housing contents was above middle(3.4) and these was a little difference among 3 middle units in housing. The most needed unit was housing design. There was a more wide difference in 19 small units than in middle ones, ranged $3.00\sim3.91$. Individual contents showed the most variousness in needs from 2.89 to 4.30 in the middle unit of housing and environments, 3.00 to 4.01 in housing design, and 2.68 to 3.91 in housing management. The needs of additional contents were about the same as those textbook contents and it indicated that new textbook needs to adopt the newly demanded housing contents. Some of individual, family, and environmental characteristics were significantly related to the students needs. The higher positive attitude such as favor, interest, and selecting of the subject was related to the higher needs of housing contents. Residential areas and neighboring were also related to most of the needs of individual housing contents.

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A Study of the Value of Psychological Recognition on The Pictorial Composition (화면구성에 있어서 심리적 인식에 관한 연구)

  • Moon, Chul
    • Archives of design research
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    • v.13 no.1
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    • pp.111-120
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    • 2000
  • Certain complex forces are existing at the other side of a canvas. These are visual arrangements and within the arrangement, even the simple combination of dots and lines create more than visual patterns. No matter what form that visual art has taken, it is performed in a certain space and it is constucted with various visual elements. For effective communication, visual elements must form a stable sturcture by extablishing organic relationship among each other. These requires an understanding of the human visual characteristics and psychonology, because human sight senses the same biological and psychological visual elements differently in its force and weight, according to the position within a given space. Although the structure which controls such force and weight exists within a peice of work, it is a internal plan of the work that actually controls the communication through a man\ulcorner psychological reactions towards the horizontal and virtical structures within it. Moreover it is a visual statement that effectively expresses a theme or a message. This thesis has studied visual structures through the analysis of art pieces regarding of these kind of a visual picture plane, characteristics of a picture plane formed by a structure of force existing on the other side of the picture and the theory of visual balance. In addition, the aim of this study is to help designers who deals with visual image works to understand the visual structures and psychological recognitions and to apply these picture plane compositions at their real work by recognizing the psychological power within the construction elements.

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A Study on Application of Kinetic Typography on the Internet Banner Advertising (인터넷 배너광고에서의 키네틱 타이포그래피의 표현에 관한 연구)

  • Kim, Chang-Rea
    • Archives of design research
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    • v.17 no.4
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    • pp.269-278
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    • 2004
  • Modern high technology has developed from a printing type-oriented culture to sight and hearing-oriented one. Such changes helped raise users' interests and desires on being seen and heard, encouraging research for various usages and types. In particular, with the common use of high speed Internet and firmer standing of Internet as advertising media, Internet banner advertisement has been growing twice as much as the previous year, every year. With this accelerated development of multimedia Kinetic Typography has been used for a variety of forms. During this series of process, the most important one is the expression of the movement of Kinetic Typography. Information able to obtain from the existing way of reading became transferred to the process of multi-dimensional process of obtaining such as seeing and hearing. Accordingly, more effective expression with interesting factors considered together with more activeness for users' obtaining information through Internet, can expect more positive effects. Towards this goal, more various new tries should be made for Internet banner advertisement. In particular, with the larger role in Kinetic Typography to play the role of users' reading for information obtainment, the principles & factors of expression for Internet banner advertisement would be studied, and expression types and structure would be considered, and data from them would be collected and analyzed, to suggest the direction of development.

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