• Title/Summary/Keyword: Design Patterns

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지오매트릭(Geometric) 패턴을 응용한 골프웨어 텍스타일 디자인개발 (Design Development of Golf Wear Textiles utilizing Geometric Patterns)

  • 정형호;배수정
    • 복식
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    • 제60권6호
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    • pp.11-22
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    • 2010
  • Purpose: The purpose of this study is to develop golf wear textile design, produce simulation and samples, and create original designs using geometric patterns. Significance: If modern people's trend to pursue well-being is be associated with healthy and active lifestyle and the design which combines a sport sense into artistic image appears in golf wear, it is a very significant effort to settle the role of sport as a mega trend. Contents: This study examined the general concept of geometric patterns and the situation and characteristics of women's golf wear. Finally, the design and simulation of gold wear textile were proposed. Study Instruments: For theoretical research, articles, books, literatures, and Internet materials published at home and abroad were reviewed and collected. For empirical research, a dot, a stripe(a line), a square, and an oval were selected and simulation was tested visually after the development of textile designs. Finally it was directly produced and golf wear design was developed. Photoshop CS 3 and Wacom intuos 3 were used as a general-purpose program and hardware respectively. DTP printing was used for sample work. Based on research results, geometric patterns range broadly and diversely from prehistoric remains and relics to contemporary art, design, architecture, and fashion. It is a unique formative element with value and attraction as the infinite object of inquiry beyond an area and the times. The combination of geometric patterns with art touch could complement the rigidity of design. It contributed to the perception of important role of art in the design area, namely, the importance of design containing artistry.

Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • 한국멀티미디어학회논문지
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    • 제9권6호
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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조선 화포(花布) 문양을 활용한 현대 패션디자인 개발 연구 (Study on the Development of Modern Fashion Design Using Joseon Hwapo (Flower Cloth) Patterns)

  • 오하타 에미이;서승희
    • 패션비즈니스
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    • 제26권1호
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    • pp.68-91
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    • 2022
  • The purpose of this study is to create modern patterns based on considering the types and design elements of Joseon hwapo patterns containing Korean identity, and to develop costume designs by applying design elements of traditional Korean dress, Hanbok. These designs combine traditional costumes with modern sensibility using the attribute listing method, and present them using a 3D virtual clothing program. Through this, it is meaningful as it organizes data on Joseon hwapo patterns, which were rarely dealt with in the traditional Korean costume research, and it is also of research value as it is a work that utilizes Joseon hwapo patterns as a new source of fashion design development. As a research method, literature research was conducted based on the documents, 'Nabeshima-sarasa hidensho', 'Nabeshima-sarasa mihoncho', and 'Zoho kafu benran', which are related to Joseon hwapo remaining in Japan. Based on the literature research, research was performed by creating pattern design and costume design using the attribute listing method, and 3D virtual clothing. Traditional Korean costumes used in design development in this study were saekdong-jeogori, dolddi-jeogori, magoja, hongjangsam, durumagi, jungdan, gollyongpo, jeogui, breast band, mujigi-chima, chima, and baji. Further, accessories used in each costume, such as pyeseul, daedae, hapi, and jeonhaeng-utchima, and features of configurations, such as yongbo, chest ribbons, band hem, gusset, collar and dongjung, heorimalgi, neckline, and sapok line, were used for design development.

남성 드로즈(drawers) 팬티의 패턴 분석 (A Study on the Patterns of Men's Drawers Panties)

  • 이정진;이정순
    • 한국의상디자인학회지
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    • 제18권1호
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    • pp.169-181
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    • 2016
  • This study analyzed the characteristics and patterns of men's drawers panties to get basic data for their design. For this, drawers panties in 7 different brands (4: domestic brands, 3: imported brands) in terms of a front-center shape were collected, and the shape of men's drawers panties, characteristics of the materials, dimensions & type of patterns by the part and front-center patterns were analyzed. The study results found the followings: First, in terms of the shape of men's drawers panties, the front-center part were designed to rest the penis and scrotum in a natural and comfortable manner without a pee slit. They were seamless on the sides except for one product with side seams. Second, the drawer panties were made of elastic polyurethane materials. Specifically, domestic brand items used warm, elastic and durable nylon, polyester and rayon and polyurethanes while imported brands were mostly made of absorbent and sanitary polyurethanes. Third, regarding a size of drawer panties by part, imported brands were large in waist circumference. In terms of waist breadth at the front center, there was difference depending on an oval type. In addition, the front length at the front center differed by product, revealing difference in three-dimensional effect at the front center. The side length also differed greatly by product, which means that there might be a great difference in wear comfort. Fourth, in terms of the patterns of men's drawers panties, there was difference in side seams, center back seam and front-center patterns. Among a total of 7 products, only one product had side seams, and center back seams were found in two products only. Fifth, in terms of front-center patterns, the drawer panties can be divided into three types, creating three-dimensional effect not to give any pressure on the crotch: i) the cutting line only at the bottom of the front center part where the penis is rested, ii) puff created at the front center by adding a transverse line to the center line, iii) cutting transverse line to separate the penis from the testicles.

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한국 문양을 활용한 직물 구조 디자인 개발 - 떡살무늬를 중심으로 - (Development study of New Weaving Structures by Korean Traditional Patterns - Focus on Tteoksal Patterns -)

  • 유현아
    • 한국콘텐츠학회논문지
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    • 제8권12호
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    • pp.190-197
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    • 2008
  • 기계적 명령어인 정경 (Threading)과, 트레들링(Treadlings)을 토대로 디자인해야 하는 직조 디자인은 표현의 한계성이 강한 것이 특징이다. 때문에 연구되어진 많은 한국 전통문양 자료들 중에서도 특히 떡살에 의해 한계 지어지는 떡살문양의 표현이 서로의 접목을 용이하게 하여 떡살문양을 선택하여 디자인의 컨셉을 잡았다. 특히, 문자문양과 기하학문양은 문양의 일반적 특징인 아름다움의 추구보다는 자연에 대한 인간의 두려움과 경이로움을 토대로 하여 생겨난 종교적 갈망과 기원을 담고 있어 이러한 이미지들을 토대로 트윌(Twill)기법, 특히 그 안에서도 형태적 표현이 용이한 샐리낼슨(Sally Nielsen)의 로즈펫(Rosepath)의 정경을 중심으로 활용하여 한국적 문양을 직조구조로 디자인하였다. 이 연구를 통해 세계의 위버(weaver)들에게 우리의 문양을 소개하는 계기가 되고 우리나라 산업에서는 이러한 직물디자인이 산업체에서 활발하게 활용되어 고부가가치의 자산을 획득하고 우리의 우수한 문화를 상품화 하고 문화산업을 발전시키는데 도움이 되기를 희망한다.

천연염색 작품의 조형요소를 이용한 컴퓨터 직물 패턴디자인 연구 (A Study on the Computer Textile Pattern Design using Modeling Element of Natural Dyeing Works)

  • 설정화
    • 한국의류산업학회지
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    • 제6권1호
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    • pp.17-22
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    • 2004
  • The purpose of this study was to obtain the basic element of patterns, which is the motif, from the existing art works and use it to create and simulate a variety of patterns to show the practical use of the computer. Natural dyed works of geometric shapes like squares and 1/4 of circles, each dyed with a different natural dyes, were produced and motifs were extracted. Then using the 4D box in Adobe Photoshop v.6.0, the developing pattern change and simulation effects when using different patterns and different repetition settings were examined. Observations were made as the motifs were replicated. Different patterns like a diagonal line, a square and a circle appeared. In order to find out the effects according to the changes, the motifs from work's square portions, circle centre, and the composition of eight motifs were extracted and used. The repeated patterns according to the extracted motifs simply showed that in the case of just repeating and arranging, square patterns appeared. By replicating and arranging, the motif and the allophone were matched and patterns with regular lines were formed, like a twill, pointed twill line. By setting the direction to Y and X in the repetition methodes, a typical half-drop arrangement or a brick pattern arrangement were formed according to 1/4, 2/4, 3/4, 1/3, or 2/3 in changes. Also the steepness of the slope changes quickly or in turn slowly as the rhombus shape appears. However in the case of a composed motif, an ogee pattern appeared. Lastly, by 3-D mapping patterns like a slant line, pointed twill patterns, diamond patterns, and the repeat patterns of a motif with a circle and a line combined, and a circle motif, an optical illusion could be observed.

고구려 고분벽화에 나타난 기하학문양을 이용한 텍스타일 디자인 개발 시뮬레이션 (Development Simulation of Textile Using Geometric Patterns Found in the Design Mural Paintings of Goguryeo Dynasty Tombs)

  • 정형호;김은정;배수정
    • 복식
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    • 제59권6호
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    • pp.72-81
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    • 2009
  • The purpose of this study is to develop geometric patterns which can be reinterpreted in a modern sense and textile designs which can be commercialized in the mural painting of Goguryeo Dynasty's tomb. Of 42 tombs where genres and portraits could be observed, the costume style of Goguryeo dynasty could be mainly observed in the tombs built in the 4th and 5th centuries. Since geometric patterns found in the portrait could be represented in a modern sense, this study was intended to develop the patterns of a necktie which is one of cultural products by applying geometric patterns in the mural painting of Goguryeo Dynasty's tomb in the 5th century with many patterns distributed. The scope of patterns was limited to a square, a triangle, a circle, and a diagonal line which were the basic of geometric patterns found in the mural painting. The methods of study were literature review and empirical study. Adobe Photoshop CS3 was used to edit geometric patterns found in the mural painting of Goguryeo Dynasty's tomb in the 5th century. By extracting a square(${\square}$), a triangle(${\vartriangle}$), a circle(${\bigcirc}$), and a diagonal line(${\diagdown}$) from edited images, predicted images were proposed before products were made. Finally textile designs were made through the simulation of edited design patterns in the necktie and handkerchief. This study will contribute to the positive effects on the development of cultural product designs applying the characteristic of geometric patterns and the construction of Korean image.

컴퓨터 그래픽에 의한 텍 스타일 디자인 연구(II (A Study on the Textile Design by Computer Graphics)

  • 남후선
    • 디자인학연구
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    • 제4권1호
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    • pp.51-59
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    • 1991
  • Computer Graphic design was developed for printed media and its way of expression has been progressed di\ulcornerversely. Especially, the practices of computer graphic are used in textile design enterprise. The use of computer graphics in courses of textile design was produced by various si$$\mu$ations of colors, size and shape in patterns. Then the completed textile was presented as photograph. This paper describes patterns of two dimensions, cloths of three dimensions in use of softwares-TIPS, LUMENCE, FREE STYLE andTOPAS. As mentioned above, we can design fashion with easy by using computer graphics.

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설계패턴이 적용된 인트라넷 어플리케이션의 객체모델링 (Object Modeling of Intranet Application applying Design Patterns)

  • 배제민;이창훈;이경환
    • 한국정보처리학회논문지
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    • 제4권8호
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    • pp.1961-1974
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    • 1997
  • 하이퍼미디어 기반 인터넷서비스의 확산으로 월드와이드웹(WWW)은 대중적으로 널리 알려지게 되었고 이런 하이퍼미디어 어플리케이션의 응용분야로서 인터넷 프로토콜인 TCP/IP와 HTTP를 이용하여 기업내부업무를 처리하고자 하는 인트라넷 어플리케이션도 점차 대두되고 있다. 인트라넷 어플리케이션은 단순한 정보획득 뿐만 아니라, 정보의 생산, 수정 및 삭제 등을 하이퍼미디어 형식으로 수행해야 되기 때문에 정보의 획득에만 비중을 둔 기존의 하이퍼미디어 어플리케이션 개발방법론을 그대로 적용하기엔 부적당하다고 볼 수 있다. 본 논문은 객체지향 방법론을 이용하여 인트라넷 환경에 맞게 적용하기엔 부적당하다고 볼 수 있다. 본 논문은 객체지향 방법론을 이용하여 인트라넷 환경에 맞게 적용한 객체지향 인트라넷 어플리케이션 개발방법론(OOIDM)을 제안한다. 그리고 설계정보의 재사용을 위해 인트라넷 영역에서 사용될 숙 있는 설계패턴을 제안하고, 이를 OOIDM에 적용한 사례연구도 제시하였다. 인트라넷 영역에서 설계패턴의 적용은 많은 잇점을 가져다 주었다. 설계패턴은 성공적인 설계정보와 그 구조의 재사용을 용이하게 해주었고, 이에 따른 설계결정(design decision)을 감소시켜 주었다.

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한국 전통 문양을 이용한 퀼트 디자인 연구 (A Study on Application of Korean Traditional Patterns to the Quilt Design)

  • 유경숙;이정애
    • 한국생활과학회지
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    • 제15권2호
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    • pp.303-316
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    • 2006
  • The present study deals with developing a new modem design of quilt which is characteristic of Korean traditional patterns. The goal of this study is to make some samples of the pattern as a basic motive of quilt work by using some Korean traditional patterns that could be found in roof tiles, windows, Neung-Hwa (a kind of wood cut for printing book covers), and others. This study examines the concept of quilts, their historical background, and their characteristics. This study also examines traditional patterns that are applicable to the patchy work of quilt, discussing the characteristic of both the Korean patterns and Nubi (Korean traditional quilt). In the process of pattern development, the original patterns were simplified and transformed to apply them to the modem quilt pattern. Fabrics (100% cotton) of similar colors were used to emphasize quilting lines. This study has found followings; 1) The geometric pattern usually consists of dots, lines, and faces. These patterns are suitable for pieced quilts. 2) The curvilinear pattern found in roof tiles or Yi-Dynasty coins, can be easily re-expressed by the applique technique. Combinations of fabrics and motive compositions can express quilts in realistic and creative ways. 3) Addition of Korean traditional quilt techniques, such as parallel lines or swastika stitches, to the traditional object-derived quilt patterns led to the creation of images close to the already existing Korean quilt, Nubi.

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