• Title/Summary/Keyword: Design complexity

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Image Filter Optimization Method based on common sub-expression elimination for Low Power Image Feature Extraction Hardware Design (저전력 영상 특징 추출 하드웨어 설계를 위한 공통 부분식 제거 기법 기반 이미지 필터 하드웨어 최적화)

  • Kim, WooSuk;Lee, Juseong;An, Ho-Myoung;Kim, Byungcheul
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.2
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    • pp.192-197
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    • 2017
  • In this paper, image filter optimization method based on common sub-expression elimination is proposed for low-power image feature extraction hardware design. Low power and high performance object recognition hardware is essential for industrial robot which is used for factory automation. However, low area Gaussian gradient filter hardware design is required for object recognition hardware. For the hardware complexity reduction, we adopt the symmetric characteristic of the filter coefficients using the transposed form FIR filter hardware architecture. The proposed hardware architecture can be implemented without degradation of the edge detection data quality since the proposed hardware is implemented with original Gaussian gradient filtering algorithm. The expremental result shows the 50% of multiplier savings compared with previous work.

A Study on the User Evaluation of Street Furniture - Focused on the Universal Design Principles - (가로 휴게시설물의 이용자 평가에 관한 연구 - 유니버설 디자인 원리를 중심으로 -)

  • Park, Sung-Jun
    • Korean Institute of Interior Design Journal
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    • v.23 no.6
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    • pp.142-149
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    • 2014
  • The modern public facility has been changed by complexity and diversity. It pursues public facility applying safety and amenity based on universal design. Among public facilities, the importance of street furniture is emphasized currently due to offer for pedestrians rest ares in a city street. However, it is very difficult for pedestrians to use street furniture conveniently and safely, because on the planning street furniture has not been considered thoroughly in aspects of universal design. The Purpose of this study is to evaluate street furniture in aspects of universal design. Also, this study suggests the Improvement plan for considering users of street furnitures. The method of this study is literature review and questionnaire survey. Firstly, we collected the data related to public facility and universal design, analyzed the data. Secondly, the items of questionnaire survey deduced based on analyzed data of literature review. Thirdly, we analyzed the result of questionnaire survey and evaluate the street furniture. Lastly, We discussed the solution to improve the present street furniture for a rest through the results and overseas cases. It has contributed in the improvement plan of street furniture thanks to deal with the evaluation of street furniture for pedestrians in aspects of universal design.

Performance-based design of tall buildings for wind load and application of response modification factor

  • Alinejad, Hamidreza;Jeong, Seung Yong;Kang, Thomas H.K.
    • Wind and Structures
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    • v.31 no.2
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    • pp.153-164
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    • 2020
  • In the design of buildings, lateral loading is one of the most important factors considered by structural designers. The concept of performance-based design (PBD) is well developed for seismic load. Whereas, wind design is mainly based on elastic analysis for both serviceability and strength. For tall buildings subject to extreme wind load, inelastic behavior and application of the concept of PBD bear consideration. For seismic design, current practice primarily presumes inelastic behavior of the structure and that energy is dissipated by plastic deformation. However, due to analysis complexity and computational cost, calculations used to predict inelastic behavior are often performed using elastic analysis and a response modification factor (R). Inelastic analysis is optionally performed to check the accuracy of the design. In this paper, a framework for application of an R factor for wind design is proposed. Theoretical background on the application and implementation is provided. Moreover, seismic and wind fatigue issues are explained for the purpose of quantifying the modification factor R for wind design.

A study on the Cognitive Scientific explanation for Design Ideation (디자인 사고과정의 인지 과학적 해석)

  • 박영목;이동연
    • Archives of design research
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    • v.21
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    • pp.1-12
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    • 1997
  • This research is that it could use a theory from a .cognitive science, making a hypothesis to explain the thingking steps of designing, adapting the problem solving of the design from knowledge of a cognitive science, to meet the possiblity which it can be developed the new way of the thinking. Design is a field where it needs a complexity with hi-brain activities. And cognitive science is a science which it study human brain activities. However, it is also quite possible to bo adaped over all design by linking with design and cognitive science. I explaned the ideation of the thinking steps on this study by the knowledge of cognitive science, to observe to be possible. I found out the new ways of possibilities from design thinking process. It is a result that I've been interpretated the design process and the thinking process out of the theory of knowledge structure.

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The development of a practical pipe auto-routing system in a shipbuilding CAD environment using network optimization

  • Kim, Shin-Hyung;Ruy, Won-Sun;Jang, Beom Seon
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.5 no.3
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    • pp.468-477
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    • 2013
  • An automatic pipe routing system is proposed and implemented. Generally, the pipe routing design as a part of the shipbuilding process requires a considerable number of man hours due to the complexity which comes from physical and operational constraints and the crucial influence on outfitting construction productivity. Therefore, the automation of pipe routing design operations and processes has always been one of the most important goals for improvements in shipbuilding design. The proposed system is applied to a pipe routing design in the engine room space of a commercial ship. The effectiveness of this system is verified as a reasonable form of support for pipe routing design jobs. The automatic routing result of this system can serve as a good basis model in the initial stages of pipe routing design, allowing the designer to reduce their design lead time significantly. As a result, the design productivity overall can be improved with this automatic pipe routing system.

Service ORiented Computing EnviRonment (SORCER) for deterministic global and stochastic aircraft design optimization: part 1

  • Raghunath, Chaitra;Watson, Layne T.;Jrad, Mohamed;Kapania, Rakesh K.;Kolonay, Raymond M.
    • Advances in aircraft and spacecraft science
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    • v.4 no.3
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    • pp.297-316
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    • 2017
  • With rapid growth in the complexity of large scale engineering systems, the application of multidisciplinary analysis and design optimization (MDO) in the engineering design process has garnered much attention. MDO addresses the challenge of integrating several different disciplines into the design process. Primary challenges of MDO include computational expense and poor scalability. The introduction of a distributed, collaborative computational environment results in better utilization of available computational resources, reducing the time to solution, and enhancing scalability. SORCER, a Java-based network-centric computing platform, enables analyses and design studies in a distributed collaborative computing environment. Two different optimization algorithms widely used in multidisciplinary engineering design-VTDIRECT95 and QNSTOP-are implemented on a SORCER grid. VTDIRECT95, a Fortran 95 implementation of D. R. Jones' algorithm DIRECT, is a highly parallelizable derivative-free deterministic global optimization algorithm. QNSTOP is a parallel quasi-Newton algorithm for stochastic optimization problems. The purpose of integrating VTDIRECT95 and QNSTOP into the SORCER framework is to provide load balancing among computational resources, resulting in a dynamically scalable process. Further, the federated computing paradigm implemented by SORCER manages distributed services in real time, thereby significantly speeding up the design process. Part 1 covers SORCER and the algorithms, Part 2 presents results for aircraft panel design with curvilinear stiffeners.

Service ORiented Computing EnviRonment (SORCER) for deterministic global and stochastic aircraft design optimization: part 2

  • Raghunath, Chaitra;Watson, Layne T.;Jrad, Mohamed;Kapania, Rakesh K.;Kolonay, Raymond M.
    • Advances in aircraft and spacecraft science
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    • v.4 no.3
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    • pp.317-334
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    • 2017
  • With rapid growth in the complexity of large scale engineering systems, the application of multidisciplinary analysis and design optimization (MDO) in the engineering design process has garnered much attention. MDO addresses the challenge of integrating several different disciplines into the design process. Primary challenges of MDO include computational expense and poor scalability. The introduction of a distributed, collaborative computational environment results in better utilization of available computational resources, reducing the time to solution, and enhancing scalability. SORCER, a Java-based network-centric computing platform, enables analyses and design studies in a distributed collaborative computing environment. Two different optimization algorithms widely used in multidisciplinary engineering design-VTDIRECT95 and QNSTOP-are implemented on a SORCER grid. VTDIRECT95, a Fortran 95 implementation of D. R. Jones' algorithm DIRECT, is a highly parallelizable derivative-free deterministic global optimization algorithm. QNSTOP is a parallel quasi-Newton algorithm for stochastic optimization problems. The purpose of integrating VTDIRECT95 and QNSTOP into the SORCER framework is to provide load balancing among computational resources, resulting in a dynamically scalable process. Further, the federated computing paradigm implemented by SORCER manages distributed services in real time, thereby significantly speeding up the design process. Part 1 covers SORCER and the algorithms, Part 2 presents results for aircraft panel design with curvilinear stiffeners.

Integration of Ship Outfitting BOM with Lifecycle Stages (선박 의장 BOM을 Lifecycle을 고려한 BOM 통합 방안 연구)

  • Kim, Dae-Seok;Lee, Kyung-Ho;Lee, Jang-Hyun;Lee, Jung-Min;Lee, Kwang;Kim, Jin-Ho
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.3
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    • pp.187-196
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    • 2011
  • Generally, BOM (Bill of Material) means a part list which is needed to manufacture or assemble a product or part. During manufacturing processes, BOM is inevitably required for most of enterprise processes such as design, procurement, production planning/control, resource planning, and financial works. Every manufacturing industry uses many kinds of BOM's that are adjusted to the requirement of functions of their work division. Moreover, BOM evolves in different forms according to the product development phases such as conceptual design; function design, detail design, and production design because it is necessary to use different product structures to keep product data generated throughout the lifecycle of a product. This includes all data and information related to the all the product development phases. Shipbuilding works also are processed and controlled based on BOM. However, effective maintenance of ship outfitting BOM data is getting difficult as the amount and complexity of data have increased due to variety and long lifecycle of ship. For the effective management of outfitting BOM data, two aspects must be considered. One is how to classify numerous BOMs type and the others how to display BOMs. So this study suggests a method to classify BOM types and propose two categories - Structure BOM, Display BOM. Base on this result, we propose the integrated ship outfitting BOMs model and analysis outfitting BOMs.

Using an Evaluative Criteria Software of Optimal Solutions for Enterprise Products' Sale

  • Liao, Shih Chung;Lin, Bing Yi
    • Journal of Distribution Science
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    • v.13 no.4
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    • pp.9-19
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    • 2015
  • Purpose - This study focuses on the use of evaluative criteria software for imprecise market information, and product mapping relationships between design parameters and customer requirements. Research design, data, and methodology - This study involved using the product predicted value method, synthesizing design alternatives through a morphological analysis and plan, realizing the synthesis in multi-criteria decision-making (MCDM), and using its searching software capacity to obtain optimal solutions. Results - The establishment of product designs conforms to the customer demand, and promotes the optimization of several designs. In this study, the construction level analytic method and the simple multi attribute comment, or the quantity analytic method are used. Conclusions - This study provides a solution for enterprise products' multi-goals decision-making, because the product design lacks determinism, complexity, risk, conflict, and so on. In addition, the changeable factor renders the entire decision-making process more difficult. It uses Fuzzy deduction and the correlation technology for appraising the feasible method and multi-goals decision-making, to solve situations of the products' multi-goals and limited resources, and assigns resources for the best product design.

A Game Level Design Technique Using the Genetic Algorithms (유전자 알고리즘을 사용한 게임 레벨 디자인 기법)

  • Kang, Shin-Jin;Shin, Seung-Ho;Cho, Sung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.13-21
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    • 2009
  • Game level design is one of the important parts in the commercial game development. Because of its complexity in combining game components, game design work could be classified into a non-linear problem. In this paper, we propose a new automated game level design system by using genetic algorithms. With our system, a game designer easily generates an optimized game level by designating the key parameters m the initial stage of game design. Our system can be useful in reducing the trial-errors in the initial game level design process.

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