• Title/Summary/Keyword: 프로세스 테크놀로지

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인쇄 작업공정(workflow)의 재구조화; 디지털 네트워크

  • Kim, Won-Je
    • 프린팅코리아
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    • s.16
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    • pp.110-113
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    • 2003
  • 21세기 디지털시대에 즈음하여 인쇄출판분야에는 과거의 아날로그 제작시스템에서 미래지향적 디지털 커뮤니케이션 서비스로 이행하는 거대한 변혁이 발생하고 있다. 이러한 구조적 변화는 테크놀로지, 인프라, 시장, 비즈니스 조직, 프로세스, 기술(skill) 등에 직접적인 영향을 미치고 있다. 특히 경제적 추진력이 이러한 전환을 강력하게 밀어붙이고 있는데, 이는 과거 데스크탑이 창출한 혁명보다 더한 충격으로 다가오고 있다.

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A study on 3D Modeling Process & Rendering Image of CAD Program-With Case study on Cellular Phone Design- (캐드에 의한 3차원 모델링 제작과정과 렌더링 이미지 연출에 관한 연구-무선 이동 전화기 디자인 사례를 중심으로-)

  • 이대우
    • Archives of design research
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    • no.18
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    • pp.25-34
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    • 1996
  • Industrial design development methods and processes have changed in accordance with Industrial Information Age. These days, problems are created by existing methods and evaluation of design value , all problems concerned with time and finances sitaution have been made a subject of discussion. Development of design processes have been changed by the development of problem recognition and solving tools, and dpsign tpchnulugy havp hppn replaced by computer technology,Thus. software design processes linking thoughtware to hardware are used in the solution of design problems with many parts. In this study, 3D Modeling samples are presented, 3D Modeling can realise ' Ideas' to '3Dimentional Virtual Ohjects'. These effect and value are anle to decisively influence the process of design problem conference-ebealuation-solution.Proxesses of actual modeling and rendering are made as follows. By compusition of simple 20 drawings and shaping them into 30 objects, 30 solid models can be made. To prssent effectivley, we can make a sample model by varying camera views,light sourses,materials and colours etc. This sample is evaluated by various cumposition, methods and PERT(Program Evaluation and Review Technique). This cuncrete sample (tentative plan)is changed within the CAD SYSTEM by design evaluation, and then converted to flowchart of mass productive conception through refined data. So, that tentative plan can be conformed to design desire actuillly, to the utmost degree. Finally, this design process can be proposed as il new method in cuntrast with current methods. The aim of this study is to suggest effective evaluation methods of design outcome among many evaluating elements.

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A Case Study on Application of Model Development for Defense Weapon System Using SysML (국방무기체계 모델 개발을 위한 SysML 적용 사례 연구)

  • Jang, Jae-Deok;choi, Sang-Taik;Jung, Yun-Ho;Choi, Sang-Wook;Choi, Kwang-Mook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1460-1463
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    • 2012
  • 본 논문은 대형복합 체계인 국방무기체계를 설계 프로세스에 따라 SysML 을 적용하여 개발하는 방법 및 사례에 대해 다룬다. ISO-IEC 15288 에 제시된 기술 프로세스의 핵심 단계인 요구사항 분석, 기능 분석, 이키텍처 설계를 모델 기반으로 수행하는 것은 이해관계자 사이의 의사소통을 원할히 유지하는 효과적인 방법이다. 더불어 SysML 을 기반으로 작성된 체계 모델은 S/W 설계를 위해 많이 사용되는 UML 과 설계 일관성을 유지하기 용의하다. 본 논문은 SysML 을 통해 체계 개발에 필요한 단계별 모델의 종류와 사용방법을 대공유도무기 사례를 통해 제안하고자 한다.

A Study on the Expansion of Sense based on Dematerialization of Digital Media (Focusing on Raw data of Digital Camera) (디지털미디어의 탈물질화에 기반한 감각의 확장에 관한 고찰 (디지털카메라의 Raw 데이터를 중심으로))

  • Chung, Kue-Hyung;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.679-687
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    • 2013
  • Currently, we are living in the era of digital media that puts the technologies in front which is called digital. Based on the characteristic of 'de-materialistic', human senses have been extended more than ever and there is no exception on those influences. Even though the existence of media seriously brought the identity and value of the painting into a question after the emergence of analog photos, advent of digital photos are raising the wind of new paradigms and values creation more seriously than ever. Unlike analog photos of the past which go through chemical process, true nature of digital photo goes through the digital process which is represented by 0 and 1. This didn't bring the loss of the original, but rather brought the creation of the copy which excels the original through retouching and consequently, destroyed the traditional value which is referred as an original. Like this, digital photo image has aesthetics and value of existence which is differentiated from analog photo because it has essentially different structures and characteristics with analog photo.

Fashionable Technology in Contemporary Fashion (현대패션에서 패셔너블 테크놀로지 연구)

  • Lee, Seo-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.246-253
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    • 2009
  • Technology and fashion are not as distant from each other as it might first seem. Early wearables were functional but awkward to wear and to look at. Today wearables are rapidly rising to meet the fashion world on its own terms by producing garments that are both stylish and comfortable. Personalization of wearables allows for new modes of self-expression, which is an essential factor in making fashion items that appeal to the public. Embedded technologies in the garment and the functionalities integrated into the electronic textiles influence the ‘wearability', comfort and the aesthetic of a fashionable wearable. Considering these factors is an essential part of the design process when creating user-centered fashionable wearables. Designers have to have a comprehensive understanding of the purpose, the user, the interaction, and in commercial applications, the right price point. An appealing design in combination with an intuitive interface will make for a successful fashionable wearable.

Affordable 3D VR Technology for Sensible Design - An Approach to Designing an End-User Oriented Service Space (3D VR 기술을 이용한 서비스 공간의 감성적 디자인)

  • Yoon, So-Yeon;Hwang, Jo-Hye;Park, Jung-A
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.269-278
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    • 2010
  • Today's Virtual Reality(VR) technology has become considerably more affordable and sophisticated with rapidly advancing computer technology. Photo-realistic visual representations along with real-time interactivity are now achievable without special programing knowledge and expensive equipment. The purpose of this paper is to establish how simple, credible user testing methods based on VR simulations can be utilized to improve design decision making towards more sensible design solutions for end-users. Results of a case study demonstrate the value of potential user-testing feedback in a simulated 3D virtual service space, i.e., restaurant interior. User feedback from the VR simulation includes preferences in table location, privacy, and values of seating preferred tables. A new design framework incorporating an empirical testing method for service spaces is presented. The overall design process, the development of the VE, and the user testing method and findings are discussed. This study provides useful guidances for future efforts in the areas where such technology may benefit to understand end-user feedbacks in design process.

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Transformation of Discourse on Uses of Computer Technology in Korean Landscape Architecture - Focused on Journal of the Korean Institute of Landscape Architecture and Environmental & Landscape Architecture of Korea - (한국 조경에서 컴퓨터 테크놀로지의 활용에 관한 담론의 변천 - 『한국조경학회지』와 『환경과조경』을 중심으로 -)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.48 no.1
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    • pp.15-24
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    • 2020
  • This work examines discourse on uses of computer technology and its transformation during the last thirty years effecting Korea landscape architecture. First, in the 1990s landscape architects begun to use computers as a new technology for landscape architecture, programming computer software utilities suitable for landscape research, planning, and design. The landscape architects, acting as computer programmers, tried to explore various techniques for landscape analysis and design with a piece of software, and various experts within the field of landscape architecture collaborated with each other. However, landscape architects mainly used computer technology as a tool as a substitute for hands-on cases. Since around the 2000s, the discourse on mapping and diagrammatic techniques as a visualization technique for landscaping processes have begun. Also, realistic representations for perspective drawings using graphic software have been increasingly important. The landscape architects, acting as graphic designers, focused on the specific visualization techniques for landscape planning and design. However, computer technology has been mainly used to produce realistic visuals aids for final presentations instead of creative exploration to generate landforms. Additionally, recent landscape architects have been using landscape performance modeling and parametric modeling for landform and landscape furniture design. The landscape architects as spatial designers are actively using computer modeling as creative form-generating tools during the design process.

Functions and Roles of Digital Landscape Architectural Drawing (조경 설계에서 디지털 드로잉의 기능과 역할)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.1-13
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    • 2018
  • This work discusses the major roles of digital technologies in the history of landscape architectural drawing, and offers a critique of the dominant trend towards realism in recent digital landscape representations. During the period of transition from conventional drawing tools, computer technologies generally functioned as mechanical tools to imitate prior manual techniques. Specifically, the GIS was served as a mechanical tool to efficiently process the manual layer cake; CAD software generally functioned to translate physical models to two-dimensional construction documents while graphic software generally functioned as a tool to perform processes similar to those of manual collage and montage techniques. Recent digital landscape drawings tend to adopt a realistic depiction like the painting of landscape appearance. In the representations, discernible traces of cutting and assembling are removed via graphic software; thus, the complete representations are perceived as if they were a copy of an actual landscape. The realistic images are an easy way to communicate with the public. However, it is difficult to achieve a full embodiment of all of the multisensory characteristics of a landscape through these visuals. They often deceive viewers by visualizing idealized conditions of not-yet-actualized landscapes and production of the final images takes up a large portion of the overall design process. Alternatively, 3D digital modeling of landscape performance and creative uses of digital technologies during the overall design process, as well as hybridized techniques with different drawing techniques and technologies, provide the opportunity to explore various aspects of a landscape.

A Study of Process of Interaction Design on User Interface Development (사용자 인터페이스 개발을 위한 인터렉션 디자인 프로세스에 관한 연구)

  • 양승무
    • Archives of design research
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    • v.14
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    • pp.193-207
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    • 1996
  • Until recently, ind ustrial designers designed the product packaging of Eletronic Media, and userInterface designers focused primarily on software design, But as computer related technology continues to evolve, this distinction has become ambiguous, As a natural consequence of these trends, industrial designers are getting more involved in user-interface design to develop interactive objects, Moreover, In the future, the whole Information of a product whIch means product packaging, marketing, training matenals, support as weIl as hardware and software will be regarded as a product, and user's entIre expenences including the material elements of product will be taken for the factors of user interface to expand the category of user interface design. The importance of interface design and its applications within industrial design has been stressed in the recent years, However researches on practical process in interface design developments have been rarely established. This paper aims to develop the interaction design process for the useful user-interface design by theoretical study and actual analysis of user-interface design.

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