• Title/Summary/Keyword: 스케치분석

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Smart-textronics Product Development Process by Systematic Participatory Design Method (체계적인 사용자 참여형 디자인 방법론을 활용한 스마트 텍스트로닉스 제품 개발 프로세스)

  • Leem, Sooyeon;Lee, Sang Won
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.163-170
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    • 2021
  • Smart-textronics technology which enables functional textiles has recently been applied in various fields such as smart clothes, smart home and smart health care, and a variety of smart-textronics products have been developed. In this context, the smart-textronics product development process is proposed based on the systematic participatory design method in this paper. The proposed method consists of two phases: in-depth interviews and analyzing. In the phase of in-depth interviews, participants are asked to create journey maps that include activities, pain points and emotional status and to generate solution ideas with sketches and simple prototypes. In the analyzing phase, design researchers investigate the participants' journey maps, and create personas by identifying critical characteristics with the behavior pattern analysis. Then, each persona's needs are linked with value elements of the E3 value framework. Finally, pre-survey was conducted to identify smart-textronics market and a smart sofa design is proceeded as the case study to show the applicability of the proposed method.

The Comparative Study of Geography Textbooks of Secondary and High School in South and North Korea (남북한 중등지리 교과서의 비교 연구)

  • Kim, Jae-Wan
    • Journal of the Korean association of regional geographers
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    • v.9 no.2
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    • pp.153-168
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    • 2003
  • Since 1945, geography textbooks of South Korea and North Korea have been developed differently. Taking both geography textbooks of South Korea(printed in 1996 and 1997) and them of North Korea(printed in 1995), this study compares and analyse geography textbooks of South and North Korea systematically, then to show their likeness and difference. Results of this study are as follows: First, Most of contents in South Korean textbooks consist of explations and many tables, graphs and photographs leading to inquiry activities, whereas those in North Korean textbooks consist of mostly sentences that explain topics, diagrams and sketches. Second, Geographical education in South Korea puts strong emphasis on human geography and regional geography, whereas that in North Korea does strong emphasis on physical geography, economic geography and education of cartography. Third, The geographical words of South Korean textbooks contain words written in Chinese character and words of English origin, whereas Those of North Korean textbooks do many pure Korean words.

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A Computer Mediated Design Development System for Design Innovation - the Focus on the Creative Thinking System for Idea Development in Product Design (디자인 혁신을 위한 창조적 발상지원 시스템 연구)

  • 우흥룡
    • Archives of design research
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    • v.14 no.3
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    • pp.77-85
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    • 2001
  • This paper focuses on the idea development as a creative thinking process for design innovation. The process of thinking has the thinking structures of abduction and transformation. After we had studied the design thought, we found a structure of a thinking system, and created a creative thinking model with this. Using job analysis, we examined the duster of design jobs, which form the design process, and verified the thinking model. The findings suggest that our idea development has the creative process not only of divergent thinking and convergent one, but also of transformation in design. In same time, the design thinking shows their pattern of transition from abstract concept to concrete object. Between the design jobs, idea development shows higher difficulty than other jobs - marketing, product planning and follow-up. Combining the D-T-C (Divergent-Transformation-Convergent) thinking with abstract-concrete thinking, we designed a DFD(data flow diagram) for an early model of computer mediated thinking system (CMTS). This has implications for design support.

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Drone-based hyperspectral imaging and geometric correction for precise river environment investigation (정밀 하천환경조사를 위한 드론 기반의 초분광영상 촬영 및 기하보정)

  • Lee, Yun Ho;Yoon, Byeong Man;Kim, Seo Jun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.159-159
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    • 2020
  • 하천환경조사는 하천의 전반적인 특성을 조사 분석하는 것으로 하천환경 조사결과는 하천관련사업의 기초자료로 사용된다. 하천환경조사의 기초조사에서는 현장답사를 통해 하천의 특성을 대략적으로 판단하고 하천 전구간의 물리적 구조와 식생의 분포, 중요 서식처 정보를 포함하는 RCS 지도(River Corridor Survey)를 작성한다. 기초조사를 위해서는 하천 전 구간에 대한 현장답사가 필요하기 때문에 많은 시간, 비용 그리고 인력이 필요하고, 육안 또는 사진을 통한 스케치로 이루어져 조사 결과가 정성적이고 작업자의 경험이나 능력에 따라 결과가 좌우된다는 한계가 있다. 따라서 하천환경조사를 좀 더 간편하고 과학적이며 경제적으로 조사하기 위해 최근 드론 영상을 이용한 조사 기술 개발에 대한 연구들이 증가하고 있다. 하지만 드론을 이용한 하천환경조사의 대부분은 RGB 영상을 이용하기 때문에 정밀한 하천환경 변화를 정량적으로 분석하는데 한계가 있다. 이를 극복하기 위한 대안으로 사람이 감지할 수 있는 빛의 영역 뿐 아니라 자외선과 적외선 영역의 분광특성을 이용하여 하천환경의 특성을 세밀하게 분류하는 것이 가능한 초분광센서를 드론에 탑재하여 하천환경을 조사하기 위한 기초 연구들이 시작되고 있다. 본 연구에서는 line scan 방식의 초분광센서를 드론에 탑재하여 초분광영상을 촬영하기 위한 드론 시스템을 구성하였고, 하나의 사진과 같이 초분광영상을 제작하기 위해 다양한 기하보정 기술을 적용하여 최적의 기하보정 방법을 제시하였다. 이를 위해 초분광영상의 기하보정은 각각의 초분광영상의 GCP와 대응점을 이용한 2차원 변환 방법 및 비선형 변환 방법을 적용하여 보정을 수행하였으며, 각 방법에 따른 정사보정 영상의 위치정확도를 검증하였다. 연구 결과 드론 기반의 초분광영상 촬영 및 기하 보정 방법을 제시하였다. 향후 하천환경조사 뿐만 아니라 다양한 분야의 원격탐사에 초분광영상을 활용하는데 도움이 될 것으로 기대한다.

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Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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The Development of Kitchenware Design through Cognitive Analysis (인지적 사고과정 분석을 통한 주방기구디자인 개발)

  • Kim, Kiesu
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.287-294
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    • 2016
  • The whole design process drawing outputs from design planning is based on designers' intuitive ideas and differences in technical ability. However, every design professional agrees to the fact that such design process is filled with individuals' implicit acts or inherent intuition rather than following directions in a certain defined frame. If the design process based on such intuition and experience can start from the rational and scientific process, it would be possible to move more systematic design process to the next step. This study aims to examine what system of thinking are used by designers to conduct the design information process, by using the protocol analysis which is the representative qualitative study method of cognitive science, on designers' cognitive behaviors like the contents of the design sketch process which is the initial step of the kitchenware development process, in order to understand professionals' and non-professionals' design application direction. Thus, the scope of this paper would be limited to "the initial protocol analysis on kitchenware" and "encoding of the analysis on thinking" in the qualitative study that can be the most basic to understand the design cognitive science. As a procedure to solve this study question, it aimed to seek for the product development flow and the educational effect by considering the preceding researches and also re-interpreting cognitive thinking in systematic methods.

An Analysis of Generalization Class using GSP for the 8th Grade Students in a Math Gifted Class - Focused on Viviani theorem - (GSP를 활용한 중학교 2학년 수학 영재학급의 일반화 수업 분석과 교육적 시사점 - Viviani 정리를 중심으로 -)

  • Kang, Jeong Gi
    • Communications of Mathematical Education
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    • v.30 no.1
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    • pp.23-46
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    • 2016
  • This study is aimed to implement a preferred generalization classes for gifted students. By designing and applying the generalization lesson using GSP, we tried to investigate the characteristics on the class. To do this, we designed a lesson on generalization of Viviani theorem and applied to 13 8th grade students in a math gifted class. As results, we could extract five subjects as followings; mediating the conjecture by GSP and checking the pattern, misunderstanding the confirm by GSP as a proof and its overcoming, digressing from the topic and cognitive gap, completing the proof by incomplete conjecture, gap between the generalization and understanding generality. Based on this subjects, we discussed the educational implications in order to help implement a preferred generalization classes for gifted students.

Investigation of the Components for Assessing the Ability of Engineering Design (공학설계능력의 평가 요소 구명)

  • Kim Tae-Hoon;Lee So-Yee;Rho Tae-Cheon
    • Journal of Engineering Education Research
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    • v.8 no.3
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    • pp.49-56
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    • 2005
  • The purposes of this study are to select assessment components for the engineering design ability and to verify the validity of the selected assessment components. From the results of the study, the following conclusions were made. $\cdot$ Social Ability : 'Communication' and 'Teamwork' $\cdot$ Procedure Ability : 'Acknowledging and Defining Problems', 'Planning and Maintaining', 'Collecting Information', 'Deriving Ideas' and 'Evaluating Ideas' $\cdot$ Experience : 'Engineering Experience' and 'Science Experience' $\cdot$ Knowledge : 'Engineering Knowledge', 'Science Knowledge' and 'Mathematics Knowledge', 'Visualization Ability': 'Sketching' and 'Drawing' $\cdot$ Reasoning : 'Converging Reasoning' 'Inductive Reasoning' and 'Intuitive Reasoning'

Searching Human Motion Data by Sketching 3D Trajectories (3차원 이동 궤적 묘사를 통한 인간 동작 데이터 검색)

  • Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.2
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    • pp.1-8
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    • 2013
  • Captured human motion data has been widely utilized for understanding the mechanism of human motion and synthesizing the animation of virtual characters. Searching for desired motions from given motion data is an important prerequisite of analyzing and editing those selected motions. This paper presents a new method of content-based motion retrieval without the need of additional metadata such as keywords. While existing search methods have focused on skeletal configurations of body pose or planar trajectories of locomotion, our method receives a three-dimensional trajectory as its input query and retrieves a set of motion intervals in which the trajectories of body parts such as hands, foods, and pelvis are similar to the input trajectory. In order to allow the user to intuitively sketch spatial trajectories, we used the Leap Motion controller that can precisely trace finger movements as the input device for our experiments. We have evaluated the effectiveness of our approach by conducting a user study in which the users search for dozens of pre-selected motions from baseketball motion data including a variety of moves such as dribbling and shooting.

3D Modeling of Self-Occluding Objects from 2D Drawings (자기폐색 물체의 2D 커브로부터의 3D모델링)

  • Cordier Frederic;Seo Hye-Won;Cho Young-Sang
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.741-750
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    • 2006
  • In this paper, we propose a method for reconstructing a 3D object (or a set of objects) from a 2D drawing provided by a designer. The input 2D drawing consists of a set of contours that may partially overlap each other or be self-overlapping. Accordingly, the resulting 3D object(s) may occlude each other or be self-occluding. The proposed method is composed of three major steps: 2D contour analysis, 3D skeleton computation, and 3D object construction. Our main contribution is to compute the 3D skeleton from the self-intersecting 2D counterpart. We formulate the 3D skeleton construction problem as a sequence of optimization problems, to shape the skeleton and place it in the 3D space while satisfying C1-continuity and intersection-free conditions. Our method is mainly for a silhouette-based sketching interface for the design of 3D objects including self-intersecting objects.