• Title/Summary/Keyword: 디지털 건축설계

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Prototyping-based Design Process Integrated with Digital-Twin: A Fundamental Study (디지털 트윈 개념을 적용한 프로토타이핑 기반 디자인 프로세스: 기초연구)

  • Kim, Jin-Wooung;Kim, Sung-Ah
    • Journal of KIBIM
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    • v.9 no.4
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    • pp.51-61
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    • 2019
  • In the general manufacturing sector, prototyping used to reduce the risks that can arise with new conceptual products. However, in AEC area, it does not mass-produce a building, so the prototype itself becomes a building. Therefore, it is challenging to have prototyping of the same scale as the real thing, and the prototyping process in architecture is very inefficient. The prototyping process in the design stage typically assumes making a scaled model, partial model, or digital model. However, it is difficult for these models to correspond to the actual building and the environment of time and space such as scale, material, environment, load, physical properties and deformation, corrosion, etc., unlike the actual building. When using the digital twin concept in the prototyping process, it is possible to measure performance from the design stage to the operation stage. The digital twin was found by a method for monitoring based on physical twins and real-time linkage in the operation stage. Therefore, if the digital twin concept is applied at the design stage, it is possible to predict performance using not only current performance but also history information using real-time information. In order to apply the digital twin concept to the prototyping design process, we analyze the theoretical considerations and the prototyping design process of the digital twin, analyze the cases and research results where the prototyping design was applied, Provide an applied prototyping design process. The proposed process is tested through a pilot project and analyzed for potential use.

Development of a Student-Centered Leaning Tool for Construction Safety Education in a Virtual Reality Environment (가상현실기술을 이용한 학습자중심의 건설안전 교육방법 개발)

  • Son, JeongWook
    • Journal of the Korea Institute of Building Construction
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    • v.14 no.1
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    • pp.29-36
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    • 2014
  • To meet changing education needs due to globalization, interdisciplinary convergence, and ICT development, it is necessary for engineering disciplines to provide student-centered education. Not only do teaching methods using ICT reproduce teaching contents in a digital format, but they are also expected to be effective media for constructive student-centered learning whereby learners build knowledge themselves. The aim of this study was to develop a tool for safety education using virtual reality technology. To achieve the objectives, the author defined the requirements and constraints of the tool, and implemented a 3D educational tool in a virtual reality environment. A pilot test with 10 students showed positive results.

A Study on the Development of Automatic Manufactured Urban 3D Model by Using Numerical Map (수치지도를 이용한 3차원 도시공간모델 소프트웨어 개발에 관한 연구)

  • Li, Guang-Zhe;Li, Song-Jun;Fang, Chun-Ri;Lee, Sang-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2007.05a
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    • pp.279-282
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    • 2007
  • 본 연구의 목적은 조정을 거친 수치지도를 이용하여 3차원 도시공간모델을 생성하는 자동제작기를 제안하는 것이다. 일반적인 디지털 도시공간모탤 제작방식에 대해 분석하여 3차원 도시공간모델 제작에 필요한 소요정보 및 공간제작함수(기능, Method} 등을 추출한다. 수치지도에서 3차원 도시공간모델 제작에 필요한 정보를 추출하고 이런 정보들을 가공하여 모텔제작에 사용가능한 정보로 바꾸어 준다. 또한 수치지도를 이용하여 3차원 모델을 제작할 때 사용자가 필요로 하는 부가정보들을 수동으로 입력할 수 있도록 한다. 수치지도에서 얻는 정보에 공간제작함수를 적용해서 3차원 모텔을 제작한다. 수치지도가 2차원지도로만 활용되고 있는 현실이며 수치지도의 다양한 3차원 정보를 이용한 3차원 도시 공간모델 자동제작을 제안함으로써 재래식 모델제작에 필요했던 대량의 시간과 노동력을 절감할 것이고 또한 제작된 도시공간모텔은 건축이나 도시설계분야에서 보다 경제적이고 보다 쉽게 활용될 수 있을 것이라고 기대된다.

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Design and Management Direction of Smart Park for Smart Green City (스마트 그린시티 구현을 위한 스마트 공원 설계·관리 방향)

  • Kim, Yong-Gook;Song, Yu-Mi;Cho, Sang-kyu
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.6
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    • pp.1-15
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    • 2020
  • The purpose of this study is to propose a direction for designing and managing a smart park for realizing a smart green city and to present measures in the landscape field to foster related industries. The research process is as follows. First, the concept of a smart park was operationally defined through a literature review, and three principles to be considered in the process of creation and management were established. Second, in terms of the three principles, problems and implications for improvement were derived through an analysis of established cases of smart parks in new and pre-existing cities. Third, a pool of designs and management standards for each spatial component of a smart park was prepared through literature and case studies, and then further refined through brainstorming with experts in related fields. Fourth, measures were suggested to the government, local governments, and the landscape field to promote smart park creation and management. The main findings are as follows. First, the concept of a smart park is defined as "a park that contributes to securing the social, economic, and environmental sustainability of cities and local communities by supporting citizens' safe and pleasant use of parks and improving the management and operational efficiency by utilizing the digital, environment, and material technologies." Second, the three principles of smart parks are to improve the intrinsic value of parks, to improve the innovative functions of parks to solve urban problems, and to make the design, construction, and management process smart. Third, improvement implications were derived through the analysis of cases of smart parks creation in new and pre-existing cities. Fourth, the directions for smart park design and management were suggested in five aspects: green area, hydroponic facility area, road and plaza area, landscape facilities area, and park design method. Fifth, as for policy implications for revitalizing the construction and management of smart parks, the development of smart park policy business models by city growth stage, and park type, the promotion of pilot projects, the promotion of smart park projects in connection with the Korean New Deal policy, and smart park policies led by landscape experts were presented.

A Proposal of 3D Printing Service Platform for Construction Industry through case analysis (사례 분석을 통한 건설 3D 프린팅 서비스 플랫폼 제안)

  • Kim, Jongsung;Kim, Sun-Kyum;Seo, Myoung-Bae;Kim, Tae-Hoon;Ju, Ki-Beom
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.53-61
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    • 2017
  • Recently, there has been an increase in the number of web-based three-dimensional (3D) printing-related service platforms, which allow consumers to collect 3D modeling data, make requests for production, and receive goods through a distribution service using the service platform. The application of 3D printing technology has been expanded to the construction field, yet no guidelines for the related service platform or operation examples can be found. Therefore, the functions of 10 web-based 3D printing service platforms actively used in other industries were investigated and analyzed in this study, and the analysis results were used as a guideline to develop a 3D printing service platform for the construction industry. In addition, the design, construction and distribution services to be equipped with the construction 3D printing service integration platform were presented by creating the driving scenario of the platform. As 3D printing technology develops, the overall construction and architectural paradigms for design, construction and distribution will change. To prepare for such changes and to pioneer the digital construction market in the future, the role of the 3D printing service platform is expected to increase continually.

Assessment of Fire-Damaged Mortar using Color image Analysis (색도 이미지 분석을 이용한 화재 피해 모르타르의 손상 평가)

  • Park, Kwang-Min;Lee, Byung-Do;Yoo, Sung-Hun;Ham, Nam-Hyuk;Roh, Young-Sook
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.23 no.3
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    • pp.83-91
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    • 2019
  • The purpose of this study is to assess a fire-damaged concrete structure using a digital camera and image processing software. To simulate it, mortar and paste samples of W/C=0.5(general strength) and 0.3(high strength) were put into an electric furnace and simulated from $100^{\circ}C$ to $1000^{\circ}C$. Here, the paste was processed into a powder to measure CIELAB chromaticity, and the samples were taken with a digital camera. The RGB chromaticity was measured by color intensity analyzer software. As a result, the residual compressive strength of W/C=0.5 and 0.3 was 87.2 % and 86.7 % at the heating temperature of $400^{\circ}C$. However there was a sudden decrease in strength at the temperature above $500^{\circ}C$, while the residual compressive strength of W/C=0.5 and 0.3 was 55.2 % and 51.9 % of residual strength. At the temperature $700^{\circ}C$ or higher, W/C=0.5 and W/C=0.3 show 26.3% and 27.8% of residual strength, so that the durability of the structure could not be secured. The results of $L^*a^*b$ color analysis show that $b^*$ increases rapidly after $700^{\circ}C$. It is analyzed that the intensity of yellow becomes strong after $700^{\circ}C$. Further, the RGB analysis found that the histogram kurtosis and frequency of Red and Green increases after $700^{\circ}C$. It is analyzed that number of Red and Green pixels are increased. Therefore, it is deemed possible to estimate the degree of damage by checking the change in yellow($b^*$ or R+G) when analyzing the chromaticity of the fire-damaged concrete structures.

A Measure of Landscape Planning and Design Application through 3D Scan Analysis (3D 스캔 분석을 통한 전통조경 계획 및 설계 활용방안)

  • Shin, Hyun-Sil
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.4
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    • pp.105-112
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    • 2018
  • This study aims to apply 3D scanning technology to the field of landscape planning design. Through this, 3D scans were conducted on Soswaewon Garden and Seongrakwon Gardens to find directions for traditional landscape planning and designs. The results as follows. First, the actual measurement of the traditional garden through a 3D scan confirmed that a precise three-dimensional modeling of ${\pm}3-5mm$ error was constructed through the merging of coordinate values based on point data acquired at each observation point and postprocessing. Second, as a result of the 3D survey, the Soswaewon Garden obtained survey data on Jewoldang House, Gwangpunggak Pavilion, the surrounding wall, stone axis, and Aeyangdan wall, while the Seongnakwon Garden obtained survey data on the topography, rocks and waterways around the Yeongbyeokji pond area. The above data have the advantage of being able to monitor the changing appearance of the garden. Third, spatial information developed through 3D scans could be developed with a three-dimensional drawing preparation and inspection tool that included precise real-world data, and this process ensured the economic feasibility of time and manpower in the actual survey and investigation of landscaping space. In addition, modelling with a three-dimensional 1:1 scale is expected to be highly efficient in that reliable spatial data can be maintained and reprocessed to a specific size depending on the size of the design. In addition, from a long-term perspective, the deployment of 3D scan data is easy to predict and simulate changes in traditional landscaping space over time.

The Need and Improvement Direction of New Computer Media Classes in Landscape Architectural Education in University (대학 내 조경전공 교육과정에 있어 새로운 컴퓨터 미디어 수업의 필요와 개선방향)

  • Na, Sungjin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.1
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    • pp.54-69
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    • 2021
  • In 2020, civilized society's overall lifestyle showed a distinct change from consumable analog media, such as paper, to digital media with the increased penetration of cloud computing, and from wired media to wireless media. Based on these social changes, this work examines whether the use of computer media in the field of landscape architecture is appropriately applied. This study will give directions for new computer media classes in landscape architectural education in the 4th Industrial Revolution era. Landscape architecture is a field that directly proposes the realization of a positive lifestyle and the creation of a living environment and is closely connected with social change. However, there is no clear evidence that landscape architectural education is making any visible change, while the digital infrastructure of the 4th Industrial Revolution, such as Artificial Intelligence (AI), Big Data, autonomous vehicles, cloud networks, and the Internet of Things, is changing the contemporary society in terms of technology, culture, and economy among other aspects. Therefore, it is necessary to review the current state of the use of computer technology and media in landscape architectural education, and also to examine the alternative direction of the curriculum for the new digital era. First, the basis for discussion was made by studying the trends of computational design in modern landscape architecture. Next, the changes and current status of computer media classes in domestic and overseas landscape education were analyzed based on prior research and curriculum. As a result, the number and the types of computer media classes increased significantly between the study in 1994 and the current situation in 2020 in the foreign landscape department, whereas there were no obvious changes in the domestic landscape department. This shows that the domestic landscape education is passively coping with the changes in the digital era. Lastly, based on the discussions, this study examined alternatives to the new curriculum that landscape architecture department should pursue in a new degital world.

A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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A Study on the 3D Measurement Data Application: The Detailed Restoration Modeling of Mireuksajiseoktap (미륵사지석탑 정밀복원모형 제작을 중심으로 한 3차원 실측데이터의 활용 연구)

  • Moon, Seang Hyen
    • Korean Journal of Heritage: History & Science
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    • v.44 no.2
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    • pp.76-95
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    • 2011
  • After dismantled, Mireuksajiseoktap(Stone pagoda of Mireuksa Templesite) is being in the stage of restoration design. Now, different ways - producing restoration model, a 3 dimension simulation - have been requested to make more detailed and clearer restoration design prior to confirmation of its restoration design and actual restoration carry-out. This thesis proposes the way to build the detailed model for better restoration plan using extensively-used Reverse Engineering technique and Rapid Prototyping. It also introduces each stage such as a 3-dimension actual measurement, building database, a 3-dimension simulation etc., to build a desirable model. On the top of that, this thesis reveals that after dismantled, MIruksaji stone pagoda's interior and exterior were not constructed into pieces but wholeness, so that its looks can be grasped in more virtually and clearly. Secondly, this thesis makes a 3-dimension study on the 2-dimension design possible by acquiring basic materials about a 3-dimension design. Thirdly, the individual feature of each member like the change of member location can be comprehended, considering comparing analysis and joint condition of member. Lastly, in the structural perspective this thesis can be used as reference materials for structure reinforcement design by grasping destructed aspects of stone pagoda and weak points of the structure. In dismantlement-repair and restoration work of cultural properties that require delicate attention and exactness, there may be evitable errors on time and space in building reinforcement and restoration design based on a 2-dimension plan. Especially, the more complicate and bigger the subject is, the more difficult an analysis about the status quo and its delicate design are. A series of pre-review, based on the 3-dimension data according to actual measurement, can be one of the effective way to minimize the possibility that errors about time - space happen by building more delicate plan and resolving difficulties.