• Title/Summary/Keyword: CG design

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A study on the Curriculum of Computer-Aided Design (컴퓨터응용디자인 교과과정에 관한 연구 - 제품디자인의 표현내용을 중심으로 -)

  • 이성남
    • Archives of design research
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    • v.11 no.1
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    • pp.53-62
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    • 1998
  • The development of communication technology applying the computer has generalized the application of Computer Graphics and enlarged the limit of expression in Design environment. Therefore, the technology and the method of CG application, which can be applied in diverse Design areas appropriately, are closely connected with the results of Design, and these are becoming the important matter of the competitiveness for Designer and Design environment. Especially, in the curriculum of university or college having the responsibility for specialities of students, the contents about CG application are being more needed the educational results having the competitiveness. By this meaning, this study presents the methodological approach for the CG applied education concerned with the subject "Computer Aided Design (for Product Design)" which is opened in the Industrial Design Dept. The contents of this study are about the concepts of the 10 steps of design practice and the methods of them which are based on the contents of expression on Product Design. And it presents the results of practice by students as the examples. The result of this study is that students could understand the product Design and CG, and they could learn the CG programs' functions and the methods for the application.plication.

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A Study on the Evaluation of Preferences for Spatial Composition by Urban Design Guidelines of Detached Housing Areas Using CG Simulation (CG 시뮬레이션을 이용한 단독주택지 도시설계지침별 공간구성의 선호도 평가에 관한 연구)

  • Lee, Jin-Wook
    • Journal of the Korean housing association
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    • v.19 no.4
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    • pp.21-29
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    • 2008
  • The purpose of this study is to evaluate preferences for spatial composition by urban design guidelines of detached housing areas using CG simulation, with the aim of contributing to the improvement and management of residential townscapes. The list of urban design guidelines for detached housing areas was derived from an analysis of urban design guidelines and landscape regulations from the U.S.A, Japan, and Korea. These guidelines comprise building guidelines, landscape guidelines, street guidelines, and sign guidelines. Through the preferences revealed by CG simulation, an optimum presentation method for the urban design guidelines was determined. Based on the results of preferences, an appropriate management system and regulation standards were proposed. In conclusion, the efforts carried out on the study and legislation of a management system and regulation standards for the urban design guideline will accomplish the amenity of residential environments.

CG Application in Two-Dimensional Desingn Practive (평면디자인 연습에서의 CG응용)

  • 용영무
    • Archives of design research
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    • v.13
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    • pp.105-113
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    • 1996
  • The great development of the modern science enables the information technology including computer to be promoted, which has the great effects on the whole design field. Most of all, the computer has the feature to express the mathmatical formular through the logic and system, which is being used very efficiently in the design work. CG application to the two-dimensional design may be limited in promoting the basic ability synthetically through the direct and molding experience for its attribute, however, it is possible to create the effects on the different level in addition to those from the traditional skill. In particular, we should keep the fact in mind that the CG application in the design field will be able to accomplish the object only under understanding the attributes and functions for it to have. We should carry out the task to agree with. First, it is necessary to develop the various study on the educational environment to make the process to solve the problems and to promote the effects of the educational media in teaching design with the CG application. This study would make plans to approach that the computer can be utilized for the main method to create design despite of being limited in some point. Moreover, it suggests the possibility for the CG application in the course of building up and motiving the models by applied the basic system, which enables the computer to be applied centering around the composition of geometry pattern of the basic course of the two-dimensional design.

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A Study on the Early Computer Utilization in Korean Broadcasting: Focusing on the History of Election Broadcasting(1985-1992) (한국 방송에서 초기 컴퓨터 활용에 관한 연구: 선거 개표방송 변천사를 중심으로(1985년-1992년))

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.301-307
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    • 2022
  • Today, each broadcasting station makes the best use of CG (computer Graphics), which is the latest technology in election broadcasting, and competes to attract the eyes of viewers. This paper investigated the history of CG technology and design transitions in election ballot counting broadcasts from the perspective of CG designers. From the 1980s, when computer-based election ballot counting began, to the full-scale use of virtual studios, the image and technology produced by CG while watching the ballot-counting broadcast video of general elections, presidential elections, and local elections. We analyzed the utilization from various angles. In Korea, we started with the EDDS (Election Data Display System) developed in-house, created a database using a computer, and introduced manual animation CG every day from that time. After that, broadcasting stations focused on diverse and gorgeous CG image competition, and CG images were expanded from 2D to 3D while technology and design developed together. From 1985 to 1992, Korean broadcasting can be seen as a transitional period in which the image changes due to the emphasis on information power while utilizing digital technology.

3D Spatial Data Model Design and Application (3차원 공간 모형 데이터의 구축과 활용)

  • Lee Jun Seok
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.23 no.2
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    • pp.109-116
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    • 2005
  • 3D Spatial Data, namely 3D Urban CG model express the building, road, river in virtual world and accumulate, manage the data in the GIS system. It is important infrastructure which expected in many usages. Recently 3D CG urban model needs much manual effort, time and costs to build them. In this paper, we introduce the integration of GIS, CG and automatic production of the $\lceil$3D Spatial Data Infrastructure$\rfloor$. This system make filtering, divide the polygon, generate the outlines of the GIS building map, design the graphic and property information and finally make automatic 3D CG models.

A Study on Principles of Scene Design in Chinese Cartoon Games

  • Meng, Wei-Dong;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.324-327
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    • 2010
  • This article has briefed some important roles Scene Design plays in cartoon games (CG). Then it analyzes some fundamental principles of Scene Design in CG. It also discusses how to produce a suitable scene by centering on the theme and images in CG, and how to create appropriate ambience by making good use of Scene Design. Finally it introduces some frequently-used software for digital scene design.

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Reductions in the Cost and Risk of Interior Construction Using 3D CG Design (3차원 CG설계를 이용한 실내건축공사의 원가 및 리스크 절감)

  • Lee, Jun-Seob;Bang, Hong-Soon;Kim, Ok-Kyue
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2021.05a
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    • pp.285-286
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    • 2021
  • These days, interior construction is performed to prevent the deterioration of old building finishings or to make distinctive designs. In case of interior construction, a construction cost is estimated through basic 2D drawings in the design step. Accordingly, an efficient construction plan and direction is established according to budget. In such a case, construction is dependent on 2D drawings. At that time, a risk can occur easily. This study is aimed at reducing the cost and risk of interior construction by implementing 3D drawings with the use of the visual data of 2D drawings. For accurate analysis, 2D drawings were completed, and then 3D interior construction modeling for various buildings was conducted with the 3D modeling software 3D Max. According to the 3D modeling, it reduced the cost and risk more than 2D drawings based design, and influenced the improvement in the understanding of orderers and workers.

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A Study on the Adaptation and Prospects of the 3-dimensional Computer graphics in the field of Fashion Design (웹스페이스 시대에 3차원 컴퓨터 그래픽스를 도입한 의상디자인 분야의 현황 및 전망에 관한 연구)

  • Bae Lee-Sa;Lee In-Seong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.2
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    • pp.1-10
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    • 2005
  • This study intends to examine extensively on the current situation where the full capacity of 3D CG is not being highlighted because of the lack of the information and the awareness and to look at how the virtual reality technology is being applied ranging from the design of the clothes to the marketing. A set of processes ranging from the development of the clothing design to the marketing will be performed on the web. Designers will design with 3D CG and make the patterns and will hand this over to the producer together with the virtual swatch. But there are important problems to work out. First, it is the problem of the virtual fitting room. Second, it is the absence of the 3D CG, which is easy and convenient for the clothing design. Third, it is to perfect the visual reconstruction. Fourth, it is the security of the distribution system. Fifth, it also calls for the strengthened internet network that can smooth the flow of the tremendous data. Consumer will be able to produce according to their needs and will become designer and producer at the same time, resulting in the achievement of the consumer-oriented marketing in real sense.

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Domestic Production Process of Early Korean Broadcast CG Equipment

  • Nah, So-Mi
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.285-294
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    • 2021
  • The development process of domestic CG (Computer Graphics) needs to be studied by classifying the technical part and the design part. This paper analyzes how early domestic broadcast equipment evolved and focused on what went through the development process. Domestic broadcasting companies have introduced and used overseas equipment and have begun to develop their own technology. The development process of the early domestic production technology of broadcasting stations was classified into Character Generator, On-line Real-Time Graphic and Sport Coder. It was found that the orientation of broadcasting technology was conclusively focused on visualization, with socio-cultural factors acting along with the evolution of hardware and software. This research is meaningful in reorganizing the history of the development process of domestic CG technology in the early days through previous research (primary verification), newspaper articles and news coverage (secondary verification). This paper looks at what is missing by regaining the past of CG, and argues that with the advent of new technologies today, we must develop through appropriate division of roles and collaboration between engineers and designers.