• 제목/요약/키워드: Computer Graphic Designer

검색결과 24건 처리시간 0.023초

최적설계 지원 객체지향 프레임 웍 개발 (Development of a Object Oriented Framework for System Design Optimization)

  • 주민식;최동훈;이세정
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2001년도 춘계학술대회논문집C
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    • pp.369-375
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    • 2001
  • For Optimization technology Was Developed in 1960, the Optimization Technology have grown into a full-featured, robust, highly rated and highly used. And Optimization techniques, having reached a degree of maturity over the past several years, are being used in a wide spectrum of industries, including aerospace, automotive, chemical, electrical, and manufacturing industries. With rapidly advancing computer technology, computers are becoming more powerful, and correspondingly, the size and the complexity of the problems being solved using Optimization techniques are also increasing. But Optimization techniques with analysis solver have many problems. For instance, the difficulties that a particular interface must be coded for each design problem and that the designer should be familiar with the optimization program as well as the analysis program. The purpose of this paper is Optimal Design Framework for Mechanical systems design. This Design Framework has two Optimizers, ADS (local optimizer) and RSM(Response Surface Method), and graphic user interfaces for formulation and optimum design problem and controlling the design process. Current Design Framework tested by two analysis solver, ADAMS and ANSYS. First this paper focused on the core Framework and their conception. In the second of the paper, I cover subjects such as Design Framework Operation. Next, The validity and effectiveness of Design Framework are shown by applying it to many practical design problems and obtaining satisfactory results. Finally, if you are an advanced Operator, you might want to use Response Surface Method, so that cover the result applied by RSM. here.

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쿄토시 구시가지형미관지구에서 중고층 집합주택 입면의 구성요소에 대한 감성평가 - 러프 집합을 이용한 구성요소 조합의 추출 - (Sensibility Evaluation of Components of Middle and High-rise Apartment Facade in Aesthetic Old Town Districts of Kyoto - Extraction of Component Combinations Using Rough Set Theory -)

  • 손동화
    • 한국주거학회논문집
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    • 제25권3호
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    • pp.105-114
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    • 2014
  • Landscape zones have been designated as aesthetic old town districts across a wide range of Nakakyo-Ku and Shimokyo-Ku, city center of Kyoto, Japan. In these districts in which traditional structures and new buildings coexist, regulations of restriction on acts such as new building's heights, shapes, materials, and colors are carried out according to local governmental landscape ordinance based on Scenic Conservation Act. And yet, minimal fulfillment of the regulations according to different designer's subjective interpretation and principle of economy is rather creating abnormal shapes not harmonized with the traditional landscape. Thus, this study aims to extract combinations between form elements of middle and high rise apartment facade that affects 'harmony' and 'mismatch' in the districts by clarifying the social rules commonly implied based on intuitive judgments (sensibility evaluation) in which human experiential knowledge is involved. As research methods, the study first analyzes the form elements of the facade through a field survey, sets up a standard model through tasks of classification and segmentation and draws computer graphic images with 99 different patterns based on it. Based on these images, this study carries out sensibility evaluation and analyzes experimental data applying the rough set theory. As a result of the analysis, the combinations of form elements that affect harmony or mismatch act greatly when the colors and shapes of the pillars, positions and the patterns of the use of the first floor are combined.

다시점 가시영역 분석도구설정에 관한 기초연구 - 3D게임엔진을 이용한 래스터 연산방식을 중심으로 - (A study for the establishment of analysis tool for the visible area of three dimensional space - Based on the Raster operation using 3D game engine -)

  • 김석태;전한종
    • 한국실내디자인학회논문집
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    • 제16권5호
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    • pp.38-46
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    • 2007
  • In the late 1970s, the method of quantitative and scientific space structural analysis based on graph theory was introduced to the process of space design, which arranges design and functional elements, as relying heavily on intuition could produce errors due to unverified experiences and prejudices of the designer. As the method of space analysis is complex and hard to express visually and requires repetitive operations, it was discussed theoretically only. However, with the development of computer performance and graphic in recent years, visualization became possible. But the method of visual structural analysis of space is at the level of two dimensions and it is not easy to get accurate data when it is applied to limited three dimensional space such as an interior space. For the visual structural analysis of space, this study presents 4 indices including visibility volume level, pure visibility connection frequency, effective visibility connection frequency, and path visibility connection frequency. This study also presents space division using three dimensional arrangement rather than the existing vector operation method and raytracing algorithm at the lattice constant. Based on this, an analysis tool for the visible regions of three dimensional space that is capable of evaluating at multiple points by using three dimensional game engine and presentation tool that allows the analyzer to interpret the data effectively is made. It is applied to 2 prototype models by displacing Z axis, and the results are compared with UCL Depthmap to verify the validity of data and evaluate its usefulness as a multidimensional, multi-view space analysis tool.

MMO RPG 게임에서 캐릭터와 던젼과의 크기에 대한 상호관계의 연구 (A Study of character and dungeon size correlation in MMORPG game)

  • 김도경
    • 한국컴퓨터정보학회논문지
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    • 제14권11호
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    • pp.53-60
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    • 2009
  • 본 논문은 MMORPG 게임에서 캐릭터 대비 통로의 적절한 크기를 유추하고 이를 기존 게임에 대비하여 역 산출함으로써 데이터의 객관성을 높임과 동시에 통로의 기능에 따라 다양하게 표현되고 있는 실내 내부의 크기에 관한 연구이다. 이 연구를 위하여 데이터를 객관화 시키는 작업부터 하였으며, 던전이라는 특성화 된 기능을 지니는 통로의 규정을 이동을 위한 목적 및 소규모로 진행되는 전투 기능까지의 범위로 한정시켜 실험을 진행하였다. 그리고 게임의 장르에 따른 게임그래픽의 종류를 MMORPG로 한정시켜 실험의 결과 값을 정형화하였으며 캐릭터의 크기의 객관성을 위해 실사풍의 RPG 게임으로 한정시키고 그래픽디자이너의 성향에 따라 크기의 차이를 얼굴의 크기에 맞추어 신체크기 값을 통일 시켰다. 캐릭터의 크기 중 어깨넓이, 팔 길이 등 이동성 던젼의 넓이의 특징 점으로 찾았으며, 이를 분석하여 MMORPG 게임의 메인캐릭터의 상체의 크기를 이용하여 이동성 던젼의 크기를 재구성 하여 4개의 실험데이터를 게임전문가 200명에게 적절한 게임 던젼의 크기를 선택하도록 인지 실험을 하였다. 이에 캐릭터와 이동성 던젼의 비례관계를 감성적인지 관점에서 허용범위의 평균값을 얻을 수 있는 산출 공식을 만들 수 있었다.