• 제목/요약/키워드: Design Idea Generation

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공간구문론(Space Syntax) 분석에 의한 세대별 박물관 공간구성에 관한 연구 - 대공간과 전시공간 연결방식의 변화양상을 중심으로 - (A Study of the Spatial Composition of the Each Generation's Museum Space by Space Syntax Analysis - Focused on Connection Form Changes of the Major Space and Exhibition Space -)

  • 박종구;이성훈
    • 한국실내디자인학회논문집
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    • 제15권5호
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    • pp.247-254
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    • 2006
  • The museum has steadily been evolved by time with its function and social idea differently. As the museum makes its evolution, its architecture has also been changed. This study aims to find out the characteristics of museum architecture by applying Space Syntax for space correspondence of museum architecture changed by the time. And the characteristics could be used as project guide by making data for building up museum architecture changed by social concept with efficient and functional system. The method of the study is to divide the museum into three generations, and give case for each generation. And the each chosen case was analyzed by convex space of space syntax. The order of the analysis is to divide the case as the unit space, make out the Convex Map. And finally get the analysis variable by carrying out a mathematical operation. The characteristics found in these operations are as follows. First, the major space has been planed for convenience of spectators. Second, exhibition space located on specific area in entire plot planning makes spectators easy to recognize in terms of the line of flow toward exhibition space and also relieves character of major and exhibition space. Third, it is getting hard to comprehend the entire space as forming diverse space in process that museum accepts many request from spectators.

파력발전기의 가동부유체와 본체 사이의 연결방식에 따른 운동특성 연구 (A study of motion characteristics along the connection methods between the floating body and the wave energy convertor)

  • 김성수;이종현;강동훈
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2014년도 추계학술대회
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    • pp.17-18
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    • 2014
  • 파력발전기의 유형은 진동수주형, 월파형, 가동물체형으로 나누어진다. 그 중 가동물체형은 파도에너지를 기계적 운동에너지로 전환하여 발전하기 때문에 가동물체의 운동량이 증가해야 발전량이 증가 할 수 있다. 본 논문에서는 가동물체형 파력발전기를 발전시스템이 있는 구조물 본체와 가동부유체로 구성하고 바 형태의 다리로 연결하였다. 다양한 정면파 조건에서 가동부유체와 구조물 본체 간 연결 방식 변화에 따른 운동 특성을 연구하고, 발전축의 모멘트와 각속도를 계산하였다. 이 연구는 가동물체형 파력발전기의 설계시 기초 자료로 사용 될 수 있다.

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I.M. 페이의 뮤지엄건축 특성에 관한 연구 - '지역적 컨텍스트' 개념의 뮤지엄 사례분석을 중심으로 - (A Study on the Characteristics of Museum Architecture Designed by I.M. Pei - Focused on Museum as a Concept of Local Context -)

  • 이성훈
    • 한국실내디자인학회논문집
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    • 제21권1호
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    • pp.211-219
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    • 2012
  • I.M. Pei, 2nd generation Chinese immigrant to America, has been one of the most recognized architects who designs museum architecture through out the world for completing significant projects such as the East Building of National Gallery of Art(1068-78) as well as Le Grand Louvre Renovation(1983-89) to name a few. His museum architecture, in particular, reveals his detailed consideration on viewer's artistic experience by providing well balanced architecture design to support exhibiting objects while showing his sensitivity on overall functionality of space. In recent projects such as Miho Museum in Japan, Suzhou Museum of China, and Museum of Islamic Art of Qatar, reveals his growing interests in considering "local context" in museum architecture. Therefore, the purpose of this study is focused on analyzing I.M. Pei's three museum projects having its concept focused on local context. Through out the paper, above mentioned museums were analyzed and compared to summarize his design characters and concept including site plan, spatial organization and architectural form. As a result, it is evident that I.M. Pei had put full effort to apply oriental context with modernism through out his museums. In particular, his site plan, spatial organization, and architectural form shows visible connection to comply with nature which is fundamental idea in oriental philosophy. While his basic design philosophy has been borrowed from the tradition, his ultimate design concept shows nature friendliness as well as theoretical system of thoughts and emotion and most of all, his design excellency in representing local context.

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디자인 스튜디오 교육을 위한 CALM 시스템 개발에 관한 연구 -가구디자인 교육을 위한 시청각 기자재 디자인을 중심으로- (A study on the development of living products using heat and color conversion treated woods)

  • 인치호
    • 한국가구학회지
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    • 제20권5호
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    • pp.467-479
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    • 2009
  • The high-tech computer technology developments have greatly affected the area of design education. Starting from the mid 80s, innovations in visual presentation methods have heightened with 2D computer graphic programs, CAD & 3D modeling, and Rapid Prototype that allows dimensional generation. The specialty and quality in design studio education have advanced due to the development in presentation methods such as Power Point and Keynote. But there are many problems with the current method of presenting the visual outcome in a data format using beam projectors, which is a vertical presenting method compared to the old studio study method of conducting discussions and reviews based on the substantial outcome. The essence of studio study that allows for comparisons and analysis by horizontally opening up the various work outcomes is being offset. Also the requirement for manual idea sketching work that plays an important role in the initial design phase continuing to decrease due to the digital working process dependence and cumbersome procedures in the presentation. In order to resolve this problem, the CALM system (Class Applied LCD Modular System) has been developed that replaces the method of attaching the sketches or renderings on the wall with a digital multi-display system. In a nutshell, individuals will upload the outcomes online and display them on the CALM system studio that is composed of 32 LCD (Columns: 4 $\times$ Rows: 8) monitors that are 19 inches in size so that various personnel can openly study the design outcomes. Also the central 42 inch PDP monitor that offers touch pad capability allows each design outcome to be described and examined by expanding. The concept phase of this development process has elevated to the production of an operating prototype that is being reviewed of its practicality. It is considered that the development of this system will decrease the extreme tendency of depending on digital operation but achieve revitalization of a more realistic and opened studio study environment compared to the individual consulting method of the old study approach.

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중학교 과학 영재들의 공학 설계 과정에 대한 인식 조사 연구 (A Study on Perceptions of Scientifically Gifted Middle School Students about Engineering Design Process)

  • 송신철;한화정;심규철
    • 한국과학교육학회지
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    • 제37권5호
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    • pp.835-846
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    • 2017
  • 본 연구에서는 중학교 과학영재들의 성별과 재능영역에 따른 공학 설계 과정에 대한 인식을 조사하였다. 공학 설계 과정에 대한 인식 조사 도구는 문제 정의 능력, 정보 수집 및 활용 능력, 아이디어 도출 능력, 탐구 수행 능력, 협업능력(의사소통, 협동, 리더십) 등의 총 5개 영역으로 구성되어 있으며, 리커르트 5점 척도로 설문에 응답하도록 하였다. 연구 대상으로는 총 102명(남자 69명, 여자 33명)의 중학교 과학영재들이 설문 조사에 참여하였으며, 성별과 재능영역(물리학, 생명과학, 소프트웨어, 수학, 천문지질, 화학)에 따라 비교 분석하였다. 과학영재들은 자신의 공학 설계 과정에 대해 높은 수준의 인식을 갖고 있었다. 따라서 과학 영재들의 성별과 재능영역에 따라 관심분야의 영재성이 충분히 발휘될 수 있도록 공학 설계 과정을 반영한 맞춤형 영재 교육 프로그램의 개발이 필요하다. 또한 과학영재들의 실제적인 요구를 충분히 반영하여 과학 영재를 위한 공학 설계 프로그램의 교수 학습 방법 및 전략이 수립되어야 할 것이다.

PIT 기법을 활용한 게임 디자인 교육 (Game Design Education using PIT(Product Innovation Test) Technique)

  • 윤선정
    • 한국정보통신학회논문지
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    • 제25권11호
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    • pp.1531-1537
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    • 2021
  • 게임의 품질은 재미와 기능의 안정성으로 평가될 수 있다. 이 가운데 재미에 대한 품질 영역은 게임의 본질이므로 게임 디자이너의 입장에서는 아주 중요하게 고려해야 될 요소이다. 독창성과 몰입성이 높은 재미있는 게임 디자인은 대개 아이디어 도출, 컨셉 설정과 같은 개발 초기 단계에서 이루어진다. 이 때 게임의 재미요소 검증이 가능하도록 하는 것은 게임의 성공에 중요한 영향을 미친다. 본 연구에서는 게임 디자인 공부를 시작하는 학생들에게 재미요소 설계를 교육할 때 PIT기법을 활용한 사례를 소개하고 그 효과를 분석하였다. 고품질의 재미있는 게임 디자인을 위해 PIT기법이 게임 디자인 교육현장에서 더 활발하게 사용되기를 기대한다.

열린 내러티브 구조를 이용한 환경설계 방법 연구 - 용산 아리랑 문화공원을 설계사례로 - (A Study on Environmental Design Method based on Open Narrative Structure - A Case of Designing of Arirang Culture Park -)

  • 이상경;조경진
    • 한국조경학회지
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    • 제31권2호
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    • pp.12-27
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    • 2003
  • The purpose of this study is to look for an environmental design method based on open narrative structure, and to promote various experiences and interpretations of space through user's engagements. That is to say, the designer does not lead specific events through separate Boning but using the continuous open composition users are provided with margins for their imaginations. Spatial formulation through open narrative structure gives us various thoughts and it plays an important role in making a sequential space. Like an abstract painting, it is a complex story making or arranging a montage of images containing stories that elicit the reader's engagement through diverse interpretations. Like this, open composition exists in an ambiguous state and it is possible to interpret unfinished‘evolving work’within it. Utilizing open narrative structure, this study attempts to apply the idea of sequencing and open composition in the case of designing Arirang Culture Park. Open composition should induce various engagements by users and could be a medium which organically connects nature, culture and people. The spatial strategies of‘ambiguity’ and‘transparency’are like a bundle of complex and heterogeneous factors. Finally, the study focuses on the ‘integration’of the main ideas that compose multilayered space. ‘Voidness’and‘thickening’are also used for spatial strategies in open narrative structure. As alternative plans for undecided programs of the space, the voidness can be a strategic design program with flexibility about changes of futures. Also, thickening can be a strategic design program for functional reinforcement of the space, for the dramatic effects and for the generation of incidental events. Although both voidness and thickening seem paradoxical, we can see they are similar in the way that both focus on various spatial uses and by how they do not function as one-to-one correspondence, but as multiple correspondences. Therefore, open narrative structure is possible to apply in designing space and it can be an alternative design strategy for inducing multiple interpretations of space.

The Effect of Design Thinking Based Artificial Intelligence Education Programs on Middle School Students' Creative Problem Solving Ability

  • Seung-Ju, Hong;Seong-Won, Kim;Youngjun, Lee
    • 한국컴퓨터정보학회논문지
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    • 제28권2호
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    • pp.227-234
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    • 2023
  • 본 논문에서는 중학생으로 대상으로 디자인 씽킹 기반 인공지능 교육 프로그램을 개발하고 이를 적용하여 창의적 문제해결력에 미치는 영향을 검증하였다. 검사도구는 이화선, 표정민, 최인수(2014)의 CPS 이론을 토대로 창의적 사고유형 능력을 측정하기 위한 검사도구인 창의적 문제해결 프로파일 검사(CPSPI: Creative Problem Solving Profile Inventory)를 사용하였다. CPSPI는 기존 검사들의 한계를 보완하여 인지적 선호도와 인지적 능력을 평가하고, 자신의 아이디어를 타인과 공유하고 설득하는 단계를 포함하였다. 디자인 씽킹 기반 인공지능 교육 프로그램 적용 전 후, 창의적 문제해결력을 분석한 결과, 모든 영역에서 유의미하게 상승하였다. 중학생의 창의적 문제해결력을 분석한 결과 문제발견 및 분석, 아이디어 생성, 실행계획, 실행, 설득 및 소통 영역에서 유의미한 결과가 나타났다. 인공지능교육에서 창의적 문제해결력을 향상시키기 위한 교수학습 방법으로 디자인 씽킹의 효과를 확인하였다.

TV 광고에 나타난 자아 정체성 -크리에이티브 표현의 분석과 그 해석을 중심으로- (A study on the images of self-identity of TV ad.)

  • 김덕자
    • 조형예술학연구
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    • 제1권
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    • pp.227-266
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    • 1999
  • The idea of identification have become a subject of discussion ever since the time man started to contemplate on the meaning and value of his being. However, the concept of identity defined by theorists such as sociologists or cultural historians influence the consumption pattern of the major consumer group, in conjunction with the advent of the mass consuming age. The conflict and mutual realization among variable generations and residential areas of different. consumer levels profoundly affect the formation of the identity of the new generation and the role and experience of women. This series of transit is progressing more rapidly due to the characteristic situation of the expiration of a millenium. Advertising strives to control our interests and ideas on the products we choose to use and affects our identity by manipulating images of successful people. People tend to be influenced more significantly by the mass-culture than by people around them, such as family or friends, in rendering their self?identity; in which process, adopting the identity produced by mass-media and advertising. Such identity is conducted partly of the product identity and the stereotyped image suggested by mass-media. This study bears significance in the attempt to provide actual data and expand the realm of ideas and planning in future advertising through demonstrative analysis of self-identity creative in Korean TV advertising.

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PROPOSAL FOR DUAL PRESSURIZED LIGHT WATER REACTOR UNIT PRODUCING 2000 MWE

  • Kang, Kyoung-Min;Noh, Sang-Woo;Suh, Kune-Yull
    • Nuclear Engineering and Technology
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    • 제41권8호
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    • pp.1005-1014
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    • 2009
  • The Dual Unit Optimizer 2000 MWe (DUO2000) is put forward as a new design concept for large power nuclear plants to cope with economic and safety challenges facing the $21^{st}$ century green and sustainable energy industry. DUO2000 is home to two nuclear steam supply systems (NSSSs) of the Optimized Power Reactor 1000 MWe (OPR1000)-like pressurized water reactor (PWR) in single containment so as to double the capacity of the plant. The idea behind DUO may as well be extended to combining any number of NSSSs of PWRs or pressurized heavy water reactors (PHWRs), or even boiling water reactors (BWRs). Once proven in water reactors, the technology may even be expanded to gas cooled, liquid metal cooled, and molten salt cooled reactors. With its in-vessel retention external reactor vessel cooling (IVR-ERVC) as severe accident management strategy, DUO can not only put the single most querulous PWR safety issue to an end, but also pave the way to very promising large power capacity while dispensing with the huge redesigning cost for Generation III+ nuclear systems. Five prototypes are presented for the DUO2000, and their respective advantages and drawbacks are considered. The strengths include, but are not necessarily limited to, reducing the cost of construction by decreasing the number of containment buildings from two to one, minimizing the cost of NSSS and control systems by sharing between the dual units, and lessening the maintenance cost by uniting the NSSS, just to name the few. The latent threats are discussed as well.