• Title/Summary/Keyword: 수학과 디자인

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Phenomena of Nonlinear Dynamics in Space Design (공간조형에 표현된 비선형 동력학 현상)

  • 임은영
    • Archives of design research
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    • v.15 no.4
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    • pp.379-390
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    • 2002
  • Science Revolution, which stands for new paradigm in an era as a transfer, usually is accompanied with a change in intellectual sphere. Futhermore, as there is an indissoluble connection between science and an, so the correlation of two realm lead to mutual prosperity in coexistence. Recently, concerns for the phenomena of non-linear dynamics in science and its quick adaptation in art made .it possible. What is important agenda for science and art is to suggest the process of creative evolution and its method, I believe. In order to attain these, different and contra way of thinking, spirit of research and venture for unpredictable things out of daily routine should be indispensible. In this study, I am offering and reviewing the space design based upon phenomena of nonlinear dynamics, drawn from concept of chaos in physics and mathematics. This study places a great emphasis on nonlinearity which should be understood as a whole, not partially, that enable a designer to find new cosmos and principles of creation. In addition to these, I wish that a designer would stop trying partial apply in nonlinear space. In fine, I hope this study enables a designer to adapt and generate nonlinearity as creative attribute in space by understanding of phenomena of nonlinear dynamics and its process as a whole.

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Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

A Case Study On Digital Education Design In Foreign Countries By Analysis Education Condition (선진학교 교육현황 분석을 통한 디지털 교육매체 디자인 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.201-219
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    • 2013
  • Development of digital media in education field at America, UK, Japan etc bring big progress on digital device if education. Japan bring huge progress on digital education by nationally. UK use huge a national budget at digital education development and Sweden which is advanced country of education and a welfare state. Especially UK and Sweden's digital education markets are full now aspect more high quality design. Korea which is advanced country of IT adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital text book is in a transition period. that needs case study of advanced country of education for setting design guide and educational effect to digital education media and device plan. All researches are based on LG europe design center at London. Analysis by using KJ method, survey of questionnaire, heuristic method at 4 schools in UK and Sweden. Through analytical researches want to more reality simulation at digital education, and high quality contents with digital socialization. co-work with analog, can get any where, anytime user want without any difficulty. Also interactive GUI design of digital education device to easy to access for user. When plan Digital text book content and design needs methodical design guide for target who students and environment an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital educational media in Korea industrial aspect.

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 on the Meaning of Cubic Form by Salvador Dali - Focus on Salvador Dali's Work 'A Propos of the Treatise on Cubic Form by Juan de Herrera, 1960' - (살바도르 달리 입방체의 의미에 관한 연구 - 살바도르 달리의 작품 '후안 데 에레라의 입방체 연구에 대한 서문, 1960'을 중심으로 -)

  • Kim, Sung-Hye
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.145-152
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    • 2011
  • Salvador Dali put a title of his work as 'A Propos of the Treatise on Cubic Form by Juan de Herrera' at 1960. Through this work which is consisted in cube frame surrounding black and white letter squares and nails in the sky, he directly referred about the cube which were showed in his pictures. To understand the meaning of this work, Dali's paintings and Juan de Herrera's design and architectural ideas are analysed by building. His concerning about absolute existence like god and nuclear takes the cubic form by Juan de Herrera instead of pictorial tendencies of Cubism, however pictorial elements such as sky and nails were still used in the work. He use alphabet letter as pattern consisting wall and symbol representing 'Juan de Herrera', moreover number '2' is taken to show up line attribute. Dali had several design develop process, and finally he reached an new stage called 'Hypercube'. Hypercube can distinguish from Cubism and Herrera's architectural idea, and it will be free from objective world based in Euclid geometry. Although cubic is the simplest shape. It can contain the variety of developments in these fields - philosophy, architecture, painting and etc.- from Platon to nuclear physics and coexists in a picture of Salvador Dali.

A study of learning attitude and problem-solving abilities of middle school students in consideration of the Zone of Proximal Development at after school class (방과 후 수업에서 근접발달영역을 고려한 수업이 학습태도와 문제해결력에 미치는 영향 연구 - 중학교 1학년 함수를 중심으로 -)

  • Lee, Joong-Kwoen;Kang, Ka-Young
    • Journal of the Korean School Mathematics Society
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    • v.14 no.4
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    • pp.519-538
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    • 2011
  • The purpose of this study is to test whether the teaching method with the Zone of Proximal Development (ZPD) proposed by Vygotsky can be more effective at learning attitudes and problem-solving abilities in the middle school's after school class. This study find that there is meaningful difference between before and after learning attitudes and problem-solving abilities of control group students. This results accord closely with expected of after school as mentioned earlier.

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Optimum Condition of HPLC by HCI Program (HCI 프로그램을 이용한 HPLC의 최적화 조건)

  • Jin, Chun Hua;Lee, Ju Weon;Row, Kyung Ho
    • Korean Chemical Engineering Research
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    • v.44 no.6
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    • pp.555-562
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    • 2006
  • Recently, liquid chromatography (LC) has been used more frequently to separate drugs and natural substances. Especially, to selection of the solutes from the products, the operation condition of analytical chromatography should be necessarily determined. So accurate computer modeling and simulation of chromatographic performances has become a necessary part of the development and design of processes. High-Purity Separation Lab. Inha University developed the resulting HCI software for the purpose of the optimization of chromatographic performances. The HCI program was utilized to find the optimum operating condition more accurately and rapidly, reducing the number of many possible experiments. The elution profiles were calculated by the plate theory based on the three retention mechanism of capacity factor.

A Study on the Jewelry decorative pattern based on Wa-Dang in Unified Silla period (통일신라시대 와당을 모티브로 한 주얼리장식용 문양 연구)

  • kyeng-Tae Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.113-122
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    • 2023
  • This study was conducted on the premise of the development of cultural products using relic assets of traditional culture in a knowledge and information society led by culture and soft power. It was conducted in the context of exploring the possibility of cultural content products of Wa-Dang relics excavated from traditional architecture in the Unified Silla Period and expanding the scalability of commercialization motifs that are highly useful in jewelry design. First, the original form, material, use, size, meaning, and formative aesthetics of Wa-Dang were identified through literature and media research. Among the considered Wa-Dang, 10 types of Wa-Dang which represent the category and have values in modules and patterns were selected, and, then, circular images were extracted and modularized with a "formal simplification technique." Based on the "mathematical symmetry analysis technique," which is a method of systematizing pattern composition arrangement format. we derived a planar formative element that can be used in the development of the cultural content industry and jewelry design. In order to expand its usability in the jewelry industry in the future, it was presented as a 2D digital image. In the future, we hope more studies on the various cultural content industry utilizing the traditional culture will be carried out.

A Study of the Curved Line as a Survival -Especially Centered on the Physical Structure- (생존으로서의 곡선(曲線)에 관한 연구 -물리적 구조법칙을 중심으로-)

  • 박규현;신기봉;박영민
    • Archives of design research
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    • v.15 no.1
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    • pp.181-190
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    • 2002
  • Every object's patterns is the balancing-relationship between the object's inner-energy and outer-stress. To see this as a balancing-relationship between an organism, inner-energy would be the occurrence of thermodynamic entropy which is for its existing maintenance. Outer-stress would be the friction that comes from the surrounding environment. Namely, we can see that object's figure exists in the balance between an extort to survive and fiction that disturb it. However, it is fourth that these figures are consisted of a curve and curved-surface which is not a straight line. So, it is impossible to find a figure made up of straight lines and surfaces in the existing object's world. It's true that we have regarded only a curve as the beautiful. Here, we have presented that in a curve, there exists an important function which protect our survival from the ancient humanity. And by closely observing the function in a physical dynamic-pattern sight, we've searched what is important in the design's origin that handle curve-patterns. Of course it would be more reasonable to analyze it in the standpoint of Mathematics, Chemistry, or Biology, and synthesize the points. However, due to the limitation of the researchability, we will concern about the physical structure in the design. Deficient details will be replenished through the study between educational systems. As a result, we have confirmed that, devoting the curve's physical structure-phenomenon (occurred in nature) to the design, is more beautiful in our eyes, too.

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