• Title/Summary/Keyword: Design Creation

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A Process Model for Effective Idea Creation and Administration of Value Engineering at Design Phase Activity (설계VE활동의 효과적인 아이디어 창출 및 관리를 위한 프로세스 모델)

  • Kim, Hong-Hyun;Min, Kyung-Seok
    • Korean Journal of Construction Engineering and Management
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    • v.10 no.3
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    • pp.13-21
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    • 2009
  • The ideas created by the execution of Value Engineering(VE) during design phase are usually proposed in a scattered way due to the characteristic of brainstorming. Because of this process, it is likely that similar ideas are proposed duplicatedly, and the created similar overlapping ideas may lead to different analyses and evaluations respectively. The efficient analysis/evaluation of the such similarly created ideas are not easy and the verification of the adequacy and objectivity of the ideas becomes harder and the objective evaluation gets more difficult as well as consumes much time. In spite of the perfect executions of preparatory step for idea creation, the difficulties in managing the similarly created ideas in quantity systematically result in the reduced reliability of the VE activities during design phase. Thus, this study proposes a process model for the efficient idea creation and management of the VE activities during design phase.

The Possibility of Design Creation by Convergence of Contemporary technology and Traditional Craft (신기술과 공예의 융합을 통한 디자인 창작의 가능성)

  • Ha, Euna
    • Korea Science and Art Forum
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    • v.25
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    • pp.463-475
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    • 2016
  • As the transition to the digital age in the late 20th century, the intrinsic value of the craft, the emotional values of human, has been noticed as an alternative to overcome the adverse effects of the modernism of the industrial age. To introduce experimental tries which convergence of contemporary technologies and elements of traditional craft, and to inspire artists and present the new possibility of creation to them who want to take advantage of craft emotion as the elements of creation is the purpose of this study in the current digital technology age. First, the meaning and value of craft in modern times and digital media and hybrid creation environments are theoretically investigated based on previous studies and literature. Second, design cases produced by combining digital technology as a tool and craft elements are classified for substantial understanding of the design. Thirdly, identify the design characteristics presented through case studies and suggest the new possibility of creation. The results of the study are as follows. Reject typical types highlight the functional role and try free express conversion, e.g. form, material, texture, making process etc. Extracts the various elements that can be applied and search combining ways, because the convergence of digital technology and the craft is sufficient to activate the human emotion. Interaction between the craft and the digital medium is made actively. Craft accepts digital form, the craft appeared again as the contents of the digital. the traditional and digital method appropriately fused and utilized depending on the situation in process.

A Study on the Digital Architectural Form expressed on the Movement, Force and Time - focused on the works based on the Deleuze.Guattari's idea of 'Simulacre' - (힘과 움직임 그리고 시간을 표현하는 디지털건축형태에 관한 연구 - 들뢰즈.가타리의 시뮬라크르 사유를 표출하는 사례를 중심으로 -)

  • Kang, Hoon
    • Journal of The Korean Digital Architecture Interior Association
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    • v.8 no.2
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    • pp.5-12
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    • 2008
  • Since the past, an attempt of figuration which is for movement, time and force has existed constantly. A process of representative from expressed on the movement, time and force creates events, and the process through the events expresses the idea of a simulacre. Furthermore, Architectural works for potentiality to give a demonstration are in common with hybrid characteristics, and have lasting creation of flux architecture. Ignoring the gravity of the floating figuration, so it appears unrealistic hyperphysical virtual space that easily could make the life of creation. For this reason, the form generation based on the digital design method is expressed the important method. In conclusion, actualizing the virtual is the suitable way for 'devenir architecture' based upon the Deleuze Guattari's idea of 'simulacre' and creating the from generation on the contemporary digital architecture design in a similar way.

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A Study on Spatial Characteristics by Nietzsche's Dionysian Outlook on Nature (니체의 디오니소스적 자연관에 의한 공간 특성 연구)

  • Kim, Eun-Hee;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.89-97
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    • 2011
  • An interest in modern space is expanded to search for the relationship among human, space and environment, not limited the fixed or typical material place. For grasping and analyzing the characteristics and aims of modern space, this study is focusing on 'Dionysian outlook on nature' among the Nietzsche's philosophies. Nietzsche's 'Dionysian outlook on nature' based on his 'philosophy of creation and positiveness' has great implications for modern space because it focuses on not only circulation of existence and creation but also dynamic vitality the mostly. The reason is that modern space is required by the tendency changing the goal and aesthetic value by planner or user, not fixed and unchangeable any longer. The concept of space in modern construction is developed by forming various paradigms. Especially, various examples based on Nietzsche's Dionysian outlook on nature, philosophy of creation and positiveness, will be analyzed and possibility of new spatial concept's extension will be researched.

Design and Implementation of the Image Creation System based on User-Media Interaction (사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현)

  • Song, Bok Deuk;Kim, Sang Yun;Kim, Chae Kyu
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

Computational Grid Generation for Navier-Stokes Design of Axial-Flow Compressors (축류압축기의 Navier-Stokes설계를 위한 계산격자점 생성기법 연구)

  • Chung H. T.
    • 한국전산유체공학회:학술대회논문집
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    • 1997.10a
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    • pp.38-42
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    • 1997
  • A multiblock grid generation has been applied to a Navier-Stokes design procedure of a axial-flow compressors. A multiblock structure simplifies the creation of structured H-grids about complex turbomachinery geometries and facilitate the creation of a grid in the tip flow region. The numerical algorithm adopts the combination of the algebraic and elliptic method to create the internal grids efficiently and quickly. The input module is made of the results of the preliminary design, i.e., flow-path, aerodynamic conditions along the spanwise direction, and the blade profile data. The final grids generated from each module of the system are used as the preprocessor for the performance prediction of the sectional blade, the blade-stacking process and the three-dimensional flow simulation inside the blade passage. Application to the blade design of the LP compressor was demonstrated to be very reliable and practical in support of design activities. This customized system are coupled strongly with the design procedure of the turbomachinery cascades using the Navier-Stokes technique.

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Problems And Improvements of the Standards Code for Plant Design (플랜트 설계를 위한 표준코드의 문제점 및 개선방향)

  • Gu, Bon-Hak;Kim, Tae-Hui
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2006.11a
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    • pp.659-662
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    • 2006
  • Plant industry is very important industry that dominate 70% of standard foreign countries construction acceptance an order woe 2004 years. Technique of plant industry is state that secure part equipment connection detailed design and construction class' competitive power. But, high added value creation among plant industry need technique elevation because available plan, basic design technology is insufficient. Therefore, high added value creation wishes to present problem of standard code and improvement direction for plant design to improve available plan, basic design technology competitive power.

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Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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