• Title/Summary/Keyword: 재질 표현

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The analysis on the possibility of applying carbon board pattern design using the woodcut technique to Interior decorating materials (목판화 기법을 활용한 carbon board용 pattern design과 interior 장식재로서의 적용 가능성 분석)

  • Kim, Eun-Ju
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.21 no.1
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    • pp.27-33
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    • 2011
  • Carbon board, an electromagnetic shielding new material, is expected to be applied to the art wall by combining draft designs. When environment-friendly architecture materials are used as an interior wall, they are suitable as finishing materials. According to the increasing tendency of the application of carbon board, various styles could be made by decorating the whole or a part of a wall with tiles with module structure or by patterning the wall with panel-type woodcut or pictures or sculpture. And more graphic design based on diverse variation, and reconstruction and combination between other motif is being on the rise as a new expression. In this paper, make it possible to applying in MDF board and carbon board pattern design using the woodcut technique. The structural and physical properties were compared by usability of abrasion, toughness, stability. Samples are analyzed dependent on the hardness and relative density, change of detail pattern design and trimming technique. These results have shown that the possibility of applying of carbon board can be a high rank interior materials, capable of creating value of the living system, connects with MDF board, also can express humanism in a beautiful manner.

A Research about Digital Texture for Photo Realistic Computer Graphic (Photo Realistic Computer Graphic 제작에 따른 Digital Texture 구현)

  • Eum, Young-Sik;Kim, Ji-Hong;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.647-650
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    • 2009
  • In recent years, an understanding and concern about the Photo Realistic CG increased while the CG industry grew. The overall understanding of a system, an output and algorithm, and etc. are needed in order to implement the Photo Realistic CG. Moreover, for the realistic output on CG, the texture task that it is logical the various environment condition according to the physical environment and time, and etc.s has to show. For carrying out the Photo Realistic CG texture task, the extensity of a texture, the physical properties, a material, and an environment, the various access and the logical analysis are needed. Analyzed data reaches the direct affect to the final product for expressing. The realistic ancient history site, and the cultural inheritance and industrial product will be implemented with the ground of the research of the upper part in the imaginary realistic world.

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A Study on the Pipe Position Estimation in GPR Images Using Deep Learning Based Convolutional Neural Network (GPR 영상에서 딥러닝 기반 CNN을 이용한 배관 위치 추정 연구)

  • Chae, Jihun;Ko, Hyoung-yong;Lee, Byoung-gil;Kim, Namgi
    • Journal of Internet Computing and Services
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    • v.20 no.4
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    • pp.39-46
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    • 2019
  • In recently years, it has become important to detect underground objects of various marterials including metals, such as detecting the location of sink holes and pipe. For this reason, ground penetrating radar(GPR) technology is attracting attention in the field of underground detection. GPR irradiates the radar wave to find the position of the object buried underground and express the reflected wave from the object as image. However, it is not easy to interpret GPR images because the features reflected from various objects underground are similar to each other in GPR images. Therefore, in order to solve this problem, in this paper, to estimate the piping position in the GRP image according to the threshold value using the CNN (Convolutional Neural Network) model based on deep running, which is widely used in the field of image recognition, As a result of the experiment, it is proved that the pipe position is most reliably detected when the threshold value is 7 or 8.

The research of required components of package design based on the product attribute - Focus on the package design expressions of preserved flower brand 'Preserville' - (제품 속성에 기반한 패키지 디자인 구성 요건 연구 - 프리저브드 플라워 브랜드 '프리저빌' 패키지의 표현을 중심으로 -)

  • Kim, Naeri;Kwon, Hye Jin
    • Design Convergence Study
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    • v.16 no.4
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    • pp.81-98
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    • 2017
  • This study starts from the judgment that the evaluation about preserved flower package design has to be performed based on the product attribute. The principles and components of package design are reestablished from preceding researches, the product type model is suggested based on the product attribute. The 6 principles of package design are usability, esthetic element, attracting attention, creativity, identity and implication, and the 5 components of package design are form, material, color, graphics and branding factors. The product types are classified into 4 areas following the 2 axises. The 1 axis means the degree of perception risk on acquiring information and the other means the approaching type to expected effects about products. The characteristics of package design components are analyzed from the cases belonged at each area on the product type model. Based on the this model, the strategy of preserved flower package design is drawn. At last the package of 'Preserville' is analyzed, we find out the critical points and suggest the intention point in planning the preserved flower package.

A Trend of Combining New Technology and Traditional Craft in Modem Japanese Industrial Textiles (일본 현대 산업직물에 나타난 신기술과 전통공예의 접목 경향)

  • Park, Nam-Sung
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.229-242
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    • 2007
  • In Japan, a country renowned for her traditional respect for handicraft, superior craft techniques have been transmitted from generation to generation. Modern Japanese textiles reinterprete these traditional techniques in a new light and combine them with modern technology, to make modern Japanese industrial textile both futuristic and traditional simultaneously. This combining of new technology and handicraft serves as a reservoir for a remarkable diversity and originality in the development of new technology and design, and constitutes an important trend in modern industrial textiles. The aim of this study is to investigate the developmental background of Japanese textile industry that championed this trend to make the Japanese development unique in modern textile industries and to consider the concept of modern textiles as well as the structural innovation as represented by this new trend, thus contributing to the development of creative textiles for the present and the future. The findings of this study can be summarized as follows. The combining of new technology and traditional handicraft: 1) was made possible by Japanese consciousness that values traditional culture and by early recognition of advanced textile industry, which awarded new meaning and value to the traditional handicraft leading to an expanded social role for textiles. 2) helped construct a modern concept of textiles by pursuing textile media that are state-of-the-art, aesthetic, and highly sensitive to satisfy the requirements of modern industrial textile such as high quality, high performance, and high sensitivity. 3) enabled new design ideas and creation of new styles by implementing structural innovation in industrial textiles that involved diversification of expression, diversity in materials, and emphasis on texture. In short, by combining new technology and traditional handicraft, Japan came up with a new sense of aesthetics that is highly original and high level and with which the rest of the world can easily sympathize, thereby presenting one of the most important guiding principles for future textiles.

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A Study on the Usefulness of Spot Animation Character of Television Stations (방송사 Spot animation 캐릭터의 유용성에 관한 연구)

  • Youm, Dong-Cheol
    • Cartoon and Animation Studies
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    • s.17
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    • pp.53-67
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    • 2009
  • According to the changes of current regulation of media, the broadcasting environment has been loosened by market power, and came into competitive era for broadcasting industry with new technology of combined broadcasting and communication. To resolve these issues, the broadcasting provides are trying process of new channel brand identity to introduce their channels. The purpose of the research is to analyze Spot animation that has fast access to viewers among channel brand identity factors, review expandability and usage of Spot animation character to plan, manage character that can improve awareness and loyalty. Therefore it will study creation background and production, activities of each character representing KBS and MBC, compare the structure, color, material, expression of Spot animation character and summarize properties. To conclusion, three characters of KBS and MBC failed to apply structured and professional plan and management, only expressed image that each channel pursue on Station ID Spot animation and had issues of not deeply sighting expandability and usefulness as a character. The important factor to improve channel brand value of broadcasting provider is to have differentiated identity, and the core of it is to make image-responsible Station ID to be effective. Therefore, Spot animation and character of Station ID is a very important factor so there must be professional research and structural management from the early planning and production for character that represents the providers.

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Development of Rotordynamics Program Based on the 2D Finite Element Method for Flywheel Energy Storage System (2차원 유한요소법을 적용한 플라이휠 에너지 저장 장치 동특성 해석 프로그램 개발)

  • Gu, Dong-Sik;Bae, Yong-Cae;Lee, Wook-Ryun;Kim, Jae-Gu;Kim, Hyo-Jung;Choi, Byeong-Keun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.11
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    • pp.1757-1763
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    • 2010
  • Flywheel energy storage system (FESS) is defined as a high speed rotating flywheel system that can save surplus electric power. The FESS is proposed as an efficient energy storage system because it can accumulate a large amount of energy when it is operated at a high rotating speed and no mechanical problems are encountered. The FESS consists of a shaft, flywheel, motor/generator, bearings, and case. It is difficult to simulate rotor dynamics using common structure simulation programs because these programs are based on the 3D model and complex input rotating conditions. Therefore, in this paper, a program for the FESS based on the 2D FEM was developed. The 2D FEM can model easier than 3D, and it can present the multi-layer rotor with different material each other. Stiffness changing of the shaft caused by shrink fitting of the hub can be inputted to get clear solving results. The results obtained using the program were compared with those obtained using the common programs to determine any errors.

Detailed Representation of Liquid-Solid Mixed Surfaces with Adaptive Framework Based Hybrid SDF and Surface Reconstruction (적응형 프레임워크 기반의 하이브리드 부호거리장과 표면복원을 이용한 액체와 고체 혼합 표면의 세밀한 표현)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.4
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    • pp.11-19
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    • 2017
  • We propose a new pipeline of fluid surface reconstruction that incorporates hybrid SDF(signed distance fields) and adaptive fluid surface techniques to finely reconstruct liquid-solid mixed surfaces. Previous particle-based fluid simulation suffer from a noisy surface problem when the particles are distributed irregularly. If a smoothing scheme is applied to reduce the problem, sharp and detailed features can be lost by over-smoothing artifacts. Our method constructs a hybrid SDF by combining signed distance values from the solid and liquid parts of the object. We also proposed a method of adaptively reconstructing the surface of the fluid to further improve the overall efficiency. This not only shows the detailed surface of the solid and liquid parts, but also the detail of the solid surface and the smooth fluid surface when both materials are mixed. We introduce the concept of guiding shape and propose a method to get signed distance value quickly. In addition, the hybrid SDF and mesh reconstruction techniques are integrated in the adaptive framework. As a result, our method improves the overall efficiency of the pipeline to restore fluid surfaces.

A study on small stone crafts in the Cho Sun Dynasty (조선조시대 소품 석공예에 관한 연구)

  • 유해철
    • Archives of design research
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    • v.12 no.2
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    • pp.157-168
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    • 1999
  • Stone in the Cho Sun Dynasty has been used as the material of industry arts, widely building materials and an important material for the artistic design. But it has been generally used as an use of practical living Product like, suban, a metal printing type, a fire place, a pillowcase, a pencil case, etc, and ornament with the quality of stone material and the aesthetic view. There are several problems as like size, quantity, delivery and processing method with the stne material according to its variety and selection. Accordingly it has been studied through the whole process of shape, a material selection of design and processing method as well as studying about small stone crafts which were manufactured in the Cho Sun Dynasty, considering these problems. Stone crafts in Cho Sun Dynasty has been widely used as a living tool. There was some what difference on manufacturing purpose on its technique of folk crafts of stone crafts, but, through the research of collected crafts, they were almost the same that social need, user's taste and hobby in those days were reflected in. In the result of analysis as dividing the stone crafts into daily living product, stationery and tool, the major of daily products have been manufactured with emphasis of practicability. And they have been manufactured from agalmatolite for the propose of use. further, kitchen product had no design due to the function and living products which has been used in the main living room has been carved with the decorative expression of the various form by using intaglic, relieve, inlaid technique, etc. For the stationery, it has been characterized with aesthetic point considering the decorative effects & selection of material in accordance with use. A material for manufacturing has been used in the range of agalmtolite, atopaz, a sapphire, white stone etc. As the result of this research, It was noticeable that there was the spleudidness on the expression of design and carving. It was also noticeable that black stone and guanite have been widely esed because it didn't need the delicacy as a tool.

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Production Techniques for Goryeo Wooden Lacquerware (고려시대 목심칠기 木芯漆器의 제작기법 연구)

  • Yi, Yonghee;Park, Suzin;Yun, Eunyoung;Jung, Hyejin
    • Conservation Science in Museum
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    • v.15
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    • pp.78-95
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    • 2014
  • To examine the materials, production techniques, and key features of Goryeo wooden lacquerwares, scientific analysis was conducted on six relevant lacquerware items. All of the items, except for a lacquered bowl duksu 4123, were found to have been made by first covering the surface of the wood with cloth and then varnishing with lacquer. The wooden frames of flower-shaped lacquered case and pine leaves shape lacquered case were made by wrapping thin wood around either the lid or bottom panel. In most cases, microscopic analysis revealed a lower layer of lacquer mixed with bone ash and bone dust, followed by an upper varnish layer of lacquer. SEM-EDS analysis and μ-XRF Micro-X-ray Fluorescence analysis showed that vermilion lacquer mixed with cinnabar was used on the surface. A lid decorated with a dot pattern was made by first varnishing the surface with yellow lacquer mixed with orpiment, and then irregular dot pattern with a mixture of black lacquer and soot. The vermilion lacquer used to varnish the side of the lacquered bowls was composed of lacquer mixed with cinnabar and minium Red Lead.