• Title/Summary/Keyword: Computer basic concept

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전통 여성 수식의 형태미를 활용한 패션문화상품 디자인 연구 (A Study on the Design for Fashion Cultural Product with Formative Beauty in Traditional Ornament Unique to Korean Females)

  • 김선영;권진
    • 복식
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    • 제63권3호
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    • pp.33-45
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    • 2013
  • This work developed the basic motive design utilizing the physical beauty of the traditional ornaments used uniquely by Korean females and suggested some textile designs and fashion cultural product designs. As a research method, computer design programs Adobe Illustrator CS3 and Adobe Photoshop CS3 were used as well as literature examination. The motive was mainly based on the dwiggoji and ddeoljam, which are female ornaments. The formative shape in woman ornaments was classified into four kinds: plant, animal, geometry, and hybrid. The hybrid type was divided further into such combinations as plant, animal, and geometry, which came up with 8 fundamental motives for design development in total. With regard to the basic motive design, the coordinated concept was adopted with a combination of traditional taste and contemporary taste in harmony for the expression of delicate image on the condition that the basic format in female ornament is maintained. Textile design was processed with symmetry, rotation, repeat, and overlap as fundamental motive. As to the design for fashion cultural products, design mapping was proposed for neckties, handbags, clutches, shirts, and one-pieces. Utility and beauty in the traditional ornaments unique to Korean women could be recognized once again through this work. This work also assured the possibility for the endless improvement as a design development motive with originality.

디자인을 위한 지식기반시스템의 이론적 고찰 (A Theoretical Study on the Knowledge-Based System for Design)

  • 김태현
    • 한국실내디자인학회논문집
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    • 제7호
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    • pp.70-78
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    • 1996
  • Artificial Intelligence is generally concerned with tasks whose execution appears to involve some intelligence if done by humans, and knowledge-based system ( in other word, expert system) is the research about the specific domain. This concept also can be applied to interior design field. So the purpose of this study is in reconstructing the accomplishment of artificial Intelligence and knowledge engineering, searching basic theories and cased to knowledge engineering , searching basic theories and cases to formulate knowledge -based design system, and testing the posibilities how the design information can be dealt in computer system. Given that recognition , two major problems must be solved before knowledge-based CAD systems could be come practical : Firstly , identification of the interior of designers use .Secondly , representing this knowledge in a computationally effective manner. I had discussed the basic concepts on which to base a knowledge- based design model, knowledge representation schemes, and problem solving, I could find the possibility which the knowledge-based system can be applied to the interior design according to this study. But there are non-deductive, often irrational and now easily computerized design process in interior design. Those are problems which are relevant to the machine learning and the creativity in design. So there should be a lot of research about the machine learning and the creatively in design in order to construct successfully intelligent knowledge-based design system.

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전통창살문양을 응용한 패션문화상품디자인 개발 (Design Development for Fashion-Cultural Products Incorporating Traditional Lattice Patterns)

  • 김선영
    • 복식
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    • 제60권9호
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    • pp.16-25
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    • 2010
  • This study reinterpreted the formative design elements of traditional grate patterns to create new lattice patterns and come up with a design concept for fashion-cultural products that highlight the uniqueness of traditional Korean culture and its characteristic features. Methodologically, the computer design software programs Adobe Illustrator CS2 and Adobe Photoshop were used to make grate patterns motifs. and they were applied to scarves and again to blouses using a three-dimensional simulation technique. In this study, three basic motifs for a new formative image were set using graphical functions such as omitting, simplifying, overlapping, repeating and reducing shapes based on the images of traditional 亞-shaped, arched and floral lattices, and each motif was expanded to have two variations with different colors applied to them. The direction of basic motif design was set to fit for each of fashion-cultural items such as scarves and blouses. Basic colors for motifs were arranged to create a colorful and modern but staid image in pink, blue, purple, green, yellow and brown tones. Based on a developed motif, changes were made in blouse design with lattice patterns through a variety of effects such as repetition, rotation, cross-arrangement, and oblique arrangement, and three-dimensional simulation was used to bring the design to life. Scarf design employed and applied the existing motifs in an appropriate manner for design purposes and reconstructed them through such effects as repetition, rotation, compositional variation and gradation to express a gorgeous and refined image.

CS와 CS Unplugged의 비교연구 (Comparison Study between Computer Science and CS Unplugged)

  • 전석주;조윤주
    • 정보교육학회논문지
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    • 제23권6호
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    • pp.655-663
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    • 2019
  • 소프트웨어 교육에 대한 관심이 늘어감에 따라 컴퓨터과학에 대한 관심도 높아지고 있다. 컴퓨터과학은 컴퓨터와 컴퓨터시스템의 이론과 원리를 학습하는 학문으로서 이러한 컴퓨터과학의 지식과 개념은 소프트웨어 교육의 근본이라고 할 수 있다. 최근에 컴퓨터를 사용하지 않고 컴퓨터 과학의 핵심 내용을 전달하는 방법으로 컴퓨터과학 언플러그드라는 학습 방법이 전 세계적으로 수업에 많이 활용되고 있다. CS 언플러그드는 다양한 놀이 활동을 중심으로 컴퓨터과학의 원리를 배우도록 하는 학습 방법이다. 그러나 문제는 이러한 CS 언플러그드 활동이 실제 컴퓨터과학에서 배우는 핵심교과와 얼마나 연관성이 있는지에 대한 분석 없이 단순한 놀이 수업으로만 이루어지는 것이다. 따라서 본 연구에서는 컴퓨터과학의 핵심 내용과 CS 언플러그드의 다양한 활동에 들어 있는 컴퓨터과학 핵심 내용을 분석하여 비교 연구를 하고자 한다.

Pedagogical Analysis Of The Phenomenon Of Digital Competence

  • Yovenko, Larysa;Novakivska, Lyudmyla;Sanivskyi, Oleksandr;Sherman, Mykhailo;Vysochan, Lesia;Hnedko, Natalia
    • International Journal of Computer Science & Network Security
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    • 제21권6호
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    • pp.7-10
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    • 2021
  • The article analyzes and concretizes the understanding of the differences between the concepts of competence / competence according to the criterion general - personal. Based on the identified characteristics of competence (completed personal quality, activity character, educational result, successful implementation of professional and educational activities), the concept of competence as an integrative dynamic quality of a person, manifested in effective activity in a specific area, is defined. The structure of the IC has been substantiated, including motivational and value; information technology; communicative and reflective components. The content of the named IC components is disclosed. The article analyzes the essence of the characteristics of basic concepts (competence / competence), consideration of information competence in the research of famous scientists in order to concretize the studied phenomenon; concretization of the identified pedagogical conditions in educational process.

수학교육에 있어서 각의 개념 지도 방안 (On Teaching of the Concept of Angle in Education of Mathematics)

  • 박홍경;김태완;정인철
    • 한국수학사학회지
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    • 제18권4호
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    • pp.85-100
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    • 2005
  • 최근 저자들은 수학교육에서 수학사의 적극적인 활용과 수학지도의 순서를 결정하는 문제에 관해 연구하였다 수학지도의 순서로는 역사적 순서, 이론적 체계, 강의적 체계 순서의 세 유형이 제안되었다. 강의적 체계 순서는 역사적 순서와 이론적 체계의 결합이며 그 결합은 본질적으로 교사 개개인의 교육적 가치관에 따른다. 본 논문에서는 구체적으로 각의 개념에 관해 수학지도의 순서에 대한 결정문제를 다룬다. 실제 각의 개념은 도형의 개념에 관계하여 정의되기 때문에 도형의 개념에 관한 수학지도 순서의 결정 문제도 함께 다루어진다. 먼저, 수학사를 통해 도형의 개념의 역사적 순서를 조사한다. 다음에 도형에 대한 이론적 체계를 수립한다. 이러한 기초적인 자료로부터 문제 해결의 관점에서 도형의 개념의 강의적 체계 순서를 제시한다. 끝으로 제시된 도형의 강의적 체계 순서에 따라 각의 개념에 대한 강의적 체계 순서를 노의한다. 또한 가우스$\cdot$보네 정리와 관련하여 각의 대역적 성질에 관해서 고찰한다.

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고등학교 수학과 교육을 위한 CAI 프로그램 개발연구 -도형의 이동을 중심으로- (A Study on the Development of Computer Assisted Instruction for the High School Mathematics Education - Focused on the movement of figure -)

  • 허종호
    • 한국학교수학회논문집
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    • 제2권1호
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    • pp.219-229
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    • 1999
  • Nowadays the use of computer has a tendency to be being increased in classroom. Also, Many mathematics teachers are attempting to use computer efficiently in classroom. Computer has unique functions such as graphic, animation, and error correction. As graphic and animation can make the content of mathematics visible and make it easy for learners to study mathematics, it is desirable to develop the computer educational program and use it in teaching and learning mathematics. Especially, before concepts study on the unit of Figure or Function, the use of graphic or animation is efficient by being able to understand easily the content. The purpose of this thesis is to produce the computer program on the Movement of Figure in the unit of Equation of Figure which is in mathematics curriculum for the first grade of high school. In teaching and learning mathematics by use of this program, the educational effects are expected as follows: 1. It is expected that this program will stimulate the interest of learners by using animation and acoustic (sound) effect and so learners' voluntary and active thinking activity will be shown. 2. It will be helpful to form exact concept because it is possible to understand intuitively the basic concepts on the Movement of Figure by using graphic and animation. 3. It is expected that the repeated study of this program already designed will remove the fear of incomplete parts and help review them. 4. It is possible to change from teacher-centered instruction, which is the blind point of recent mathematics education, to the learner-centered instruction. However, it is necessary to realize that using the educational engineering (computer) in mathematics education cannot always cause learners to study mathematics very well and that computer cannot take the place of mathematics teacher. Accordingly, computer will be treated as aids which help learners study difficult part.

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A "Dynamic Form-Finding" Approach to Environmental-Performance Building Design

  • Yao, Jia-Wei;Lin, Yu-Qiong;Zheng, Jing-Yun;Yuan, Philip F.
    • 국제초고층학회논문집
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    • 제7권2호
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    • pp.145-151
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    • 2018
  • Newly-designed high-rise buildings, both in China and abroad, have demonstrated new innovations from the creative concept to the creative method. from the creative concept to the creative method. At the same time, digital technology has enabled more design freedom in the vertical dimension. "Twisting" has gradually become the morphological choice of many city landmark buildings in recent years. The form seems more likely to be driven by the interaction of aesthetics and structural engineering. Environmental performance is often a secondary consideration; it is typically not simulated until the evaluation phase. Based on the research results of "DigitalFUTURE Shanghai 2017 Workshop - Wind Tunnel Visualization", an approach that can be employed by architects to design environmental-performance buildings during the early stages has been explored. The integration of a dynamic form-finding approach (DFFA) and programming transforms the complex relationship between architecture and environment into a dialogue of computer language and dynamic models. It allows the design to focus on the relationship between morphology and the surrounding environment, and is not limited to the envelope form itself. This new concept of DFFA in this research consists of three elements: 1) architectural form; 2) integration of wind tunnel and dynamic models; and 3) environmental response. The concept of wind tunnel testing integrated with a dynamic model fundamentally abandons the functional definition of the traditional static environment simulation analysis. Instead it is driven by integral environmental performance as the basic starting point of morphological generation.

의료기기 시스템의 해저드 분석 기법 비교 (Comparison of Hazard Analysis for Medical Device System)

  • 최보윤;이병걸;한혁수
    • 인터넷정보학회논문지
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    • 제19권6호
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    • pp.133-145
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    • 2018
  • 의료기기 분야의 시스템들은 사고가 발생할 경우 상해 등의 큰 피해를 줄 수 있으므로 사고가 발생할 수 있는 원인을 찾아 사고를 예방하고 피해를 최소화하는 해저드 분석 활동이 필수적이다. 해저드 분석 활동은 분석 목적에 따라 수행 방법이 다르고 적용할 수 있는 개발 단계가 다르기 때문에 분석 대상 시스템에 적합한 기법을 선택하는 것은 매우 어려운 일이다. 개발 단계 중 개념 단계에서 식별된 해저드를 기반으로 해저드를 완화하거나 예방하기 위한 기본 안전 요구사항이 도출되기 때문에 개념 단계에서 적합한 해저드 기법을 선택하는 것은 매우 중요하다. 본 논문에서는 의료기기 분야 시스템들의 해저드 분석 활동에 적합한 기법을 선택할 수 있도록 개발 단계 중 개념 단계에서 PHA 기법과 STPA 기법을 비교하도록 한다. 이 분석을 통해 의료기기 시스템에서 개념 단계의 적합한 해저드 분석 기법을 선정할 수 있을 것이다.

역할계층을 포함하는 역할기반 접근통제 모델 (Role Based Access Control Model contains Role Hierarchy)

  • 김학범;김석우
    • 융합보안논문지
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    • 제2권2호
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    • pp.49-58
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    • 2002
  • 역할기반 접근통제는 추상적 기본 개념의 임의적 접근통제나 강제적 접근통제에 비하여 응용 개념의 역할에 기반한 접근통제 모델이다. 모델은 BLP 모델에서 출발한 커널 단위의 액세스 제어의 제한적 기능과 달리 다양한 컴퓨터 네트워크 보안분야에 있어서 유연성과 적용성을 제공한다. 본 논문에서는 기존의 역할기반 접근통제 기본 모델인 $RBAC_0$ 모델에 주체 및 객체의 역할을 추가로 고려한 역할 계층을 포함하는 확장된 역할기반 접근통제 ($ERBAC_0$ : Exteded $RBAC_0$ 모델을 제안하였다. 제안된 $ERBAC_0$ 모델은 기존의 $RBAC_0$ 모델에 비하여 주체 및 객체 수준에서의 역할을 계층적으로 정교하게 할당하고, 할당된 역할에 기반하여 접근통제 서비스를 보다 유연하게 제공할 수 있다.

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