• Title/Summary/Keyword: Design complexity

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An Automated Process Planning System for Blanking or Piercing of Irregular-Shaped Sheet Metal Products (ll) (불규칙한 형상의 박판제품에 관한 블랭킹 및 피어싱용 공정설계 시스템(II))

  • Choi, J.C.;Kim, B.M.;Kim, C.;Kim, J.H.;Kim, H.K.
    • Journal of the Korean Society for Precision Engineering
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    • v.14 no.7
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    • pp.39-48
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    • 1997
  • This paper describes the process planning system of a computer-aided design of blanking and piercing for irregularly shaped sheet metal products. An approach to the system is based on knowledge-based rules. The process planning system is designed by considering several factors, such as the complexity of blank geometry, production feasibility of products, and punch profile complexity. Therefore this system which was implemented production feasibility check and strip layout module can carry out a process planning considering a production feasibility area of both internal and external features, a dimension of blanked hole, a coner and a fillet radius for irregualrly shaped sheet metal products and generate the strip layout in graphic froms. Knowledges for process planning are extracted from plasticity theories, handbooks, relevant references and empirical know- hows of experts in blanking companies. This provides powerful capabilities for process planning system of irregularly shaped sheet metal products.

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A Destructive Method in the Connection of the Algorithm and Design in the Digital media - Centered on the Rapid Prototyping Systems of Product Design - (디지털미디어 환경(環境)에서 디자인 특성(特性)에 관한 연구(硏究) - 실내제품(室內製品) 디자인을 중심으로 -)

  • Kim Seok-Hwa
    • Journal of Science of Art and Design
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    • v.5
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    • pp.87-129
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    • 2003
  • The purpose of this thesis is to propose a new concept of design of the 21st century, on the basis of the study on the general signification of the structures and the signs of industrial product design, by examining the difference between modern and post-modern design, which is expected to lead the users to different design practice and interpretation of it. The starting point of this study is the different styles and patterns of 'Gestalt' in the post-modern design of the late 20th century from modern design - the factor of determination in industrial product design. That is to say, unlike functional and rational styles of modern product design, the late 20th century is based upon the pluralism characterized by complexity, synthetic and decorativeness. So far, most of the previous studies on design seem to have excluded visual aspects and usability, focused only on effective communication of design phenomena. These partial studies on design, blinded by phenomenal aspects, have resulted in failure to discover a principle of fundamental system. However, design varies according to the times; and the transformation of design is reflected in Design Pragnanz to constitute a new text of design. Therefore, it can be argued that Design Pragnanz serves as an essential factor under influence of the significance of text. In this thesis, therefore, I delve into analysis of the 20th century product design, in the light of Gestalt theory and Design Pragnanz, which have been functioning as the principle of the past design. For this study, I attempted to discover the fundamental elements in modern and post-modern designs, and to examine the formal structure of product design, the users' aesthetic preference and its semantics, from the integrative viewpoint. Also, with reference to history and theory of design my emphasis is more on fundamental visual phenomena than on structural analysis or process of visualization in product design, in order to examine the formal properties of modern and post-modern designs. Firstly, In Chapter 1, 'Issues and Background of the Study', I investigated the Gestalt theory and Design Pragnanz, on the premise of formal distinction between modern and post-modern designs. These theories are founded upon the discussion on visual perception of Gestalt in Germany in 1910's, in pursuit of the principle of perception centered around visual perception of human beings. In Chapter 2, I dealt with functionalism of modern design, as an advance preparation for the further study on the product design of the late 20th century. First of all, in Chapter 2-1, I examined the tendency of modern design focused on functionalism, which can be exemplified by the famous statement 'Form follows function'. Excluding all unessential elements in design - for example, decoration, this tendency has attained the position of the international style based on the spirit of Bauhause - universality and regularity - in search of geometric order, standardization and rationalization. In Chapter 2-2, I investigated the anthropological viewpoint that modern design started representing culture in a symbolic way including overall aspects of the society - politics, economics and ethics, and its criticism on functionalist design that aesthetic value is missing in exchange of excessive simplicity in style. Moreover, I examined the pluralist phenomena in post-modern design such as kitsch, eclecticism, reactionism, hi-tech and digital design, breaking away from functionalist purism of modern design. In Chapter 3, I analyzed Gestalt Pragnanz in design in a practical way, against the background of design trends. To begin with, I selected mass product design among those for the 20th century products as a target of analysis, highlighting representative styles in each category of the products. For this analysis, I adopted the theory of J. M Lehnhardt, who gradated in percentage the aesthetic and semantic levels of Pragnantz in design expression, and that of J. K. Grutter, who expressed it in a formula of M = O : C. I also employed eight units of dichotomies, according to the G. D. Birkhoff's aesthetic criteria, for the purpose of scientific classification of the degree of order and complexity in design; and I analyzed phenomenal aspects of design form represented in each unit. For Chapter 4, I executed a questionnaire about semiological phenomena of Design Pragnanz with 28 units of antonymous adjectives, based upon the research in the previous chapter. Then, I analyzed the process of signification of Design Pragnanz, founded on this research. Furthermore, the interpretation of the analysis served as an explanation to preference, through systematic analysis of Gestalt and Design Pragnanz in product design of the late 20th century. In Chapter 5, I determined the position of Design Pragnanz by integrating the analyses of Gestalt and Pragnanz in modern and post-modern designs In this process, 1 revealed the difference of each Design Pragnanz in formal respect, in order to suggest a vision of the future as a result, which will provide systemic and structural stimulation to current design.

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Study of an Applicability of an Urban Design Method Using Artificial Life Theory (인공생명이론을 이용한 도시설계방법의 적용 가능성에 대한 연구)

  • Lim, Myunggu;Kim, Kyoontai
    • Korean Journal of Construction Engineering and Management
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    • v.19 no.4
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    • pp.93-101
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    • 2018
  • A city is like a living organism that is born, grows and become extinct within an ecosystem. In recent years, more and more cities have been planned by designers rather than spontaneously growing over time. This planning means that if a city is not appropriately designed at the beginning, it is very hard to fix or adjust it later. A poor urban design inconveniences many people, and forces them to adjust to it. For this reason, it is important to design a city as optimally as possible at the design phase. One of the reasons why a city is not designed optimally is complexity. Previous urban design methods have attempted to resolve the complexity by using a top-down problem-solving method based on the experience and knowledge of the urban planner. However, such an approach does not have the organic characteristics of a bottom-up problem-solving method of an artificial life, based on the creation principle of the ecosystem. Therefore, in this study the general principle of artificial life, which can provide a solution to the bigger problems that accumulate as a result of the solutions to small units of problems, is adopted. This enables us to draw various urban design alternatives, and it proves that the alternatives, despite being drawn through a limited modeling method, have almost no differences from those designed by an expert, and its possibilities of future development has also been verified.

Relational Logic Definition of Articles and Sentences in Korean Building Code for the Automated Building Permit System (인허가관련 설계품질검토 자동화를 위한 건축법규 문장 관계논리에 관한 연구)

  • Kim, Hyunjung;Lee, Jin-Kook
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.4
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    • pp.433-442
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    • 2016
  • This paper aims to define the relational logic of in-between code articles as well as within atomic sentences in Korean Building Code, as an intermediate research and development process for the automated building permit system of Korea. The approach depicted in this paper enables the software developers to figure out the logical relations in order to compose KBimCode and its databases. KBimCode is a computer-readable form of Korean Building Code sentences based on a logic rule-based mechanism. Two types of relational logic definition are described in this paper. First type is a logic definition of relation between code sentences. Due to the complexity of Korean Building code structure that consists of decree, regulation or ordinance, an intensive analysis of sentence relations has been performed. Code sentences have a relation based on delegation or reference each other. Another type is a relational logic definition in a code sentence based on translated atomic sentence(TAS) which is an explicit form of atomic sentence(AS). The analysis has been performed because the natural language has intrinsic ambiguity which hinders interpreting embedded meaning of Building Code. Thus, both analyses have been conducted for capturing accurate meaning of building permit-related requirements as a part of the logic rule-based mechanism.

A MMORPG Quest Reward Design Technique By Considering Optimal Quest Play Paths (최적 동선을 고려한 MMORPG 퀘스트 보상 설계 기법)

  • Kang, Shin-Jin;Shin, Seung-Ho;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.57-66
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    • 2009
  • A quest system is one of the important parts in the MMORPG (Massive Multiplayer Online Role Playing Game) contents. Because of its complexity in combining various content components, quest reward design belongs to a complicated work in estimating quest reward levels correctly in the initial development stage. In this paper, we suggest a new quest reward design technique by considering optimal quest play paths. We model a quest reward problem as the TSP (Traveling Salesman Problem) and solve that by adopting genetic algorithms. With our system, game designers easily estimate the optimal quest play path and it can be useful in reducing the trial-errors in the initial quest design process.

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Developing Microcellular Foamed Vibration Isolator for DVD by Axiomatic Approach (공리적 접근을 이용한 DVD용 초미세 발포 방진재 개발)

  • Jeong, Pil-Jung;Cha, Seong-Un
    • Journal of the Korean Society for Precision Engineering
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    • v.17 no.12
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    • pp.101-106
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    • 2000
  • As the rotational speed of optical disk drive is increasing nowadays, the reliability to vibration and shock becomes more important. For this, various of rubber vibration isolators are being developed by varying the shape and hardness. But it is difficult for the hardness of common used rubber to be lowered below Duro 30 degrees, and because of the shape complexity of rubber vibration isolator there are difficulties of analysis. Microcellular foamed vibration isolator has various cell densities and cell sizes, so it can vary the stiffness and damping coefficient. In addition, its hardness can be lowered below Duro 30 degrees. Axiomatic Approach is very useful design method for designing new product or new process. Axiomatic Approach's character is scientific and analytical method. In this paper, developing process of microcellular foamed vibration isolator for DVD is presented with Axiomatic Approach.

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A Study on Screen Layout Design for The Younger Game Users (저연령층 게임유저를 위한 Screen Layout Design 연구)

  • Lee, Ji-Won;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.25-31
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    • 2005
  • Game interface can be described as a method for communicating the information of the game, and with increase in complexity of the game and the role of interface also becomes complex. MMORPG of the present has a greater capacity than the RPG of the past, and because there are many information game users need to know such as uniqueness of the character, maturation system, beginning users who encounter MMORPG for the first time have difficulties in grasping the concept and the information of the game. Therefore, an interface design that assists theusers in understanding and adjusting to the game is needed. For the purpose of this dissertation, a study was conducted for an MMORPG screen layout design that enables quick understanding of game information for the inexperienced younger game users.

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Flexural strength of circular concrete-filled tubes

  • Lee, Minsun;Kang, Thomas H.-K.
    • Advances in Computational Design
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    • v.1 no.4
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    • pp.297-313
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    • 2016
  • The flexural strength of circular concrete-filled tubes (CCFT) can be estimated by several codes such as ACI, AISC, and Eurocode 4. In AISC and Eurocode, two methods are recommended, which are the strain compatibility method (SCM) and the plastic stress distribution method (PSDM). The SCM of AISC is almost the same as the SCM of the ACI method, while the SCM of Eurocode is similar to the ACI method. Only the assumption of the compressive stress of concrete is different. The PSDM of Eurocode approach is also similar to the PSDM of AISC, but they have different definitions of material strength. The PSDM of AISC is relatively easier to use, because AISC provides closed-form equations for calculating the flexural strength. However, due to the complexity of calculation of circular shapes, it is quite difficult to determine the flexural strength of CCFT following other methods. Furthermore, all these methods give different estimations. In this study, an effort is made to review and compare the codes to identify their differences. The study also develops a computing program for the flexural strength of circular concrete filled tubes under pure bending that is in accordance with the codes. Finally, the developed computing algorithm, which is programmed in MATLAB, is used to generate design aid graphs for various steel grades and a variety of strengths of steel and concrete. These design aid graphs for CCFT beams can be used as a preliminary design tool.

A Process Management Framework for Design and Manufacturing Activities in a Distributed Environment (분산 환경하의 설계 및 제조활동을 위한 프로세스관리기법 연구)

  • Park, Hwa-Kyu;Kim, Hyun;Oh, Chi-Jae;Jung, Moon-Jung
    • The Journal of Society for e-Business Studies
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    • v.2 no.1
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    • pp.21-37
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    • 1997
  • As the complexity in design and manufacturing activities of distributed virtual enterprises rapidly increases, the issue of process management becomes more critical to shorten the time-to-market, reduce the manufacturing cost and improve the product quality. This paper proposes a unified framework to manage design and manufacturing processes in a distributed environment. We present a methodology which utilizes process flow graphs to depict the hierarchical structure of workflows and process grammars to represent various design processes and design tools. To implement the proposed concept, we develop a process management system which mainly consists of a cockpit and manager programs, and we finally address a preliminary implementation procedure based on the Object Modeling Technique. Since the proposed framework can be a formal approach to the process management by providing formalism, parallelism, reusability, and flexibility, it can be effectively applied to further application domains of distributed virtual enterprises.

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An Approximation Method in Collaborative Optimization for Engine Selection coupled with Propulsion Performance Prediction

  • Jang, Beom-Seon;Yang, Young-Soon;Suh, Jung-Chun
    • Journal of Ship and Ocean Technology
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    • v.8 no.2
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    • pp.41-60
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    • 2004
  • Ship design process requires lots of complicated analyses for determining a large number of design variables. Due to its complexity, the process is divided into several tractable designs or analysis problems. The interdependent relationship requires repetitive works. This paper employs collaborative optimization (CO), one of the multidisciplinary design optimization (MDO) techniques, for treating such complex relationship. CO guarantees disciplinary autonomy while maintaining interdisciplinary compatibility due to its bi-level optimization structure. However, the considerably increased computational time and the slow convergence have been reported as its drawbacks. This paper proposes the use of an approximation model in place of the disciplinary optimization in the system-level optimization. Neural network classification is employed as a classifier to determine whether a design point is feasible or not. Kriging is also combined with the classification to make up for the weakness that the classification cannot estimate the degree of infeasibility. For the purpose of enhancing the accuracy of a predicted optimum and reducing the required number of disciplinary optimizations, an approximation management framework is also employed in the system-level optimization.