• Title/Summary/Keyword: Design idea

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CGS System based on Three-Dimensional Character Modeling I (Part1:About Non-Digital Process) (3차원 캐릭터 모델기반 CGS System 구축 I (Part1:Non-Digital Process에 관하여))

  • Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.11 no.11
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    • pp.1592-1600
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    • 2008
  • This study is to help creative idea generation based on the theory of the 'reconstruction of character shape image elements', and aims to extrusion of creative and diverse shapes with combination of image elements upon computing creative image generation. In order to suggest the design generation methodology for the maximization of idea generation ability and to overcome restriction of thinking out of existing idea generation methodology, it has suggested the CGS(Character Generation System) that is a creative idea generation methodology identified and complemented the problem of the existing computerized idea generation(PDS with Proportion) method out of the preceded studies on the creative idea generation methodologies. this study is expected to have effectives as one method for idea generation or creative image generation assistance during the 3D character development process, and to serve as an assistance to overcome the restriction of the character shape image generation through diverse idea generations.

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Design ana Implementation of IDEA Using for FPGA (FPGA를 이용한 IDEA의 설계 및 구현)

  • 이상덕;이계호;한승조
    • Proceedings of the Korea Institutes of Information Security and Cryptology Conference
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    • 1998.12a
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    • pp.483-493
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    • 1998
  • 본 논문에서 DES를 대체하기 위해 몇 년에 걸쳐 제안된 관용 암호알고리즘의 하나인 IDEA(International Data Encryption Algorithm)의 구현을 제안하고자 한다. IDEA의 암호화 수행시간의 개선을 위하여 VHDL(VHSIC Hardware Description Language)을 이용하여 하드웨어로 설계하였고 설계된 알고리즘은 EDA tool인 Synopsys를 사용하여 Synthesis하였으며, Xilinx의 FPGA XC4052XL을 이용하여 One Chip화 시켰다. 입력 클럭으로 30MHz를 사용하였을 때, data arrival time은 780.09ns였으며, 80.01 Mbps의 속도로 동작하였다. 본 논문은 설계 언어로서 VHDL을 사용하였고, FPGA Chip에 구현하여 동작 확인을 하였다.

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A Study on the Application of Scenario Based Design Method for the Idea Generation (디자인 아이디어 발상을 위한 시나리오 기반 디자인 기법의 응용에 관한 연구)

  • 유승헌;김동건;이건표
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.4-5
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    • 1999
  • 본 연구는 디자이너의 아이디어 발상기법과 시나리오기법, 그리고 코믹 챗을 비롯한 각종 관련 기법들의 분석과 적용을 통하여 ,제품의 다양한 사용 시나리오를 보다 빠르게 작성해보고, 다각도로재구성 하면서 완성도 있는 제품 아이디어를 전개해 나갈 수 있도록 보조해 줄 수 있는 시나리오 디자인 프래임웍과 이를 응용한 컴퓨터 옹용 프로그램을 제안코자 한다. (중략)

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DEVELOPMENT OF IDEA HIERARCHY MODEL FOR IDEA GENERATION OF CONSTRUCTION VE

  • Jinkook Yang;Sungwoo Moon
    • International conference on construction engineering and project management
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    • 2011.02a
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    • pp.504-509
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    • 2011
  • Recently, construction projects are very complicated and diverse such as high-rise buildings and big bridges, etc. These complicated projects call for a system which can effectively generate productive ideas and activities. Value Engineering (V.E.) activity within construction projects is a necessity for systematic design management and to improve construction ability. This need in the construction industry has required a regular implementation of VE into construction projects. For this reason; America, South Korea, and some other nations have adopted VE applications which control the baseline investments of the construction projects. The process of VE activity is a preferred system and a reasonable alternative. In particular, idea generation within these projects is an important stage in the VE job plan. In this study, VE idea patterns are extracted through best practice analysis from VE cases of road construction projects. Next, we suggest an idea hierarchy model to be used in conjunction with VE idea patterns. This model is supported by reasonable idea generation in VE activity of construction projects. Finally, this model could possibly be the outcome of successful VE results.

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The Design of Integrated Science Curriculum Framework Based on Big Ideas (Big idea를 중심으로 한 통합형 과학 교육과정 틀 설계)

  • Bang, Dami;Park, Eunmi;Yoon, Heojeong;Kim, Ji;Lee, Yoonha;Park, Jieun;Song, Joo-Yeon;Dong, Hyokwan;Shim, Byeong Ju;Lim, Hee-Jun;Lee, Hyun-Suk
    • Journal of The Korean Association For Science Education
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    • v.33 no.5
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    • pp.1041-1054
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    • 2013
  • Big ideas are overarching principles that help students to build a holistic understanding of domain-specific knowledge and assimilate individual facts and theories. This study aims to design a standard-based integrated science curriculum framework based on Big Ideas. The core contents were extracted by analysing the 2009 National Science Standards curriculum of primary and middle schools. Four Big Ideas, 'diversity,' 'structure,' 'interaction,' and 'change,' were generated after the process of examination and categorization of core contents. The scientific facts, disciplinary concepts, and interdisciplinary concepts of every scientific domains included in each Big Idea are represented as a knowledge pyramid. Essential questions guiding the direction of curriculum design were proposed on each Big idea. Based on the framework, teaching modules for 'structure' were developed for grades 5~6.

Relationship between Vocabulary and Design in Design Ideation Process -Focusing on Avant-garde Fashion Design- (디자인 발상 과정에 나타난 어휘와 디자인의 연관성 연구 -아방가르드 패션디자인을 중심으로-)

  • Kim, Yoon Kyoung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.4
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    • pp.727-739
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    • 2021
  • The purpose of this study is to present the objective evaluation semantic scale of avant-garde design. Apparel majors were asked to express associative vocabulary, design development, and final design intentions for the avant-garde, and the final 70 copies were used for analysis. The results found the item style was shown often in the order of dress, coat, and combination of shirt and pants. In order, the silhouettes appeared as atypical, complex, square, and triangular; the decorations appeared as feathers, frills, and round sculptures; and the idea method appeared as extreme, association, and removal method. In examining the relations of associative words and idea designs, the dress had relations with associative words such as 'peculiar,' 'futuristic,' 'fancy,' 'Comme des Garcons,' and 'deconstruction.' As for the relationship between the idea design and the expression image vocabulary, it was found that 'one piece' recalled 'huge,' 'volume,' 'abundant,' 'peculiar,' and 'unknown,' while 'coat' recalled 'huge,' 'big silhouette,' and 'padding.' In conducting the word cloud technique, the overall design showed the central keywords were 'huge,' 'big silhouette,' 'unbalance,' 'feather,' 'structural,' 'unknown,' and 'frill,' in order.

A Reforming Consideration about Social and Educational Conditions in Conformity with the Meaning of Design (디자인에 의한 교육과 사회의 개혁개념 연구)

  • 명승수
    • Archives of design research
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    • v.14 no.2
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    • pp.253-266
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    • 2001
  • In this study was groped a plan for an idea and method of design as the alternative of cure of cocial defect. Ailo, it was referred how an idea and method of design could be used for a cure of social defect and it was considered that an educational form that to actualize the idea and method of design is the basic structure of a cure or improvement of social defect. This educational form actualities exactly the 'media'which the idea and method of design pursue. In the end, an effect of media could probably make social change be practical.

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A Study on the creativity of the editorial design through the DTP-Focus on the stagnation of idea according to the standardization of the tool environment- (전자출판(DTP) 편집의 Creativity에 관한 고찰-Tool 환경의 정성화 따른 아이디어의 정체성을 중심으로-)

  • 김경만
    • Archives of design research
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    • v.21
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    • pp.29-38
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    • 1997
  • DTP is an innovation of publishing arts act up to the social environmental change followed by the development of the computer and using a word processer. which makes us more convenient and economical. beside. consumer's various desires for design. DTP is getting more practical owing to convenience and economization. but. There is a limit on creativity by the typical working environment. Especially. A convenient tool environment has reduced the field of creativity on account of its consistency with only solving design problems. Result of study. The tool environment has rapidly improved in working environment and process compared with the handwork editing in the past. Particularly. Accidental creations caused by the computer program probably could narrow down the idea world with consistency which is expressed as a pleasure creation. Therefore. A design idea and process should be examined sufficiently by idea sketch before using a computer for original editing. And. As editorial design is based on the aesthetic formative principles. there should be not only how to operate by the tool but also a basic editing design instruction sufficiently for the electronic page design.

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A Study on the Types of Design Problem Solving by Analogical Thinking - Focused on the Analysis of Associated Words and Sketch - (유추적 사고에 의한 디자인 문제해결의 유형 - 연상된 단어와 스케치 분석을 중심으로 -)

  • Choi, Eun-Hee;Choi, Yoon-Ah
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.63-70
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    • 2007
  • Analogy in problem solving is similarity-based reasoning facilitated by verbal and visual operation. This similarity-based reasoning generally supports initial phase of idea search. Therefore, this study intends to infer the types of problem solving by tracing the analogy use of verbal and visual representation through a experimental research. According to the result of this research, the types of problem solving by analogy are classified into 'evolving', 'divergent', and 'poor conversion' type. Firstly, 'evolving type' is distinguished between 'combination type' associated different contents to develope a new design and 'transformation type' associated similar words and sketches to be continuously revised and developed. In these types usually structural analogy rather than surface analogy is used. Secondly, in 'divergent type' associated words or sketches are individually represented, and among them one design solution is selected. In this type usually surface analogy is used. Thirdly, in 'poor conversion type' interaction between verbal representation and visual representation does not go on smoothly, and the generation of idea is poor. In here surface analogy is mostly used. These findings could form the basis of skill development of idea generation and conversion in design education.

Study on the Streamline Nose Approach Method Using the Image Implementation Technique (형상구현기법을 응용한 전두부 이미지 도출 방법에 관한 연구)

  • Seok, Jae-Heuck;Han, Jung-Wan
    • Proceedings of the KSR Conference
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    • 2008.06a
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    • pp.883-891
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    • 2008
  • The design shows the high-technology of the High Speed Train and its renovated services which is still to be solved. This research presents the process held in approaching the design of the streamline nose using the ‘Image Implementation Technique’. The image that has been brought out through the ‘Image Implementation Technique’ and applied to 'Idea-Creation' and 'Idea-Embodiment' is in order to embody the identity of the nose. We have drawn design and form elements through scientific and analytic approach, bringing up the image of the nose.

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