• Title/Summary/Keyword: Designer's Intention

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(Adaptive Structure of Modular Wavelet Neural Network Using Growing and Pruning Algorithm) (성장과 소거 알고리즘을 이용한 모듈화된 웨이블렛 신경망의 적응구조 설계)

  • Seo, Jae-Yong;Kim, Yong-Taek;Jo, Hyeon-Chan;Jeon, Hong-Tae
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.39 no.1
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    • pp.16-23
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    • 2002
  • In this paper, we propose the growing and pruning algorithm to design the optimal structure of modular wavelet neural network(MWNN) with F-projection and geometric growing criterion. Geometric growing criterion consists of estimated error criterion considering local error and angle criterion which attempts to assign wavelet function that is nearly orthogonal to all other existing wavelet functions. These criteria provide a methodology which a network designer can construct MWNN according to one's intention. The proposed growing algorithm increases in number of module or the size of modules of MWNN. Also, the pruning algorithm eliminates unnecessary node of module or module from constructed MWNN to overcome the problem due to localized characteristic of wavelet neural network which is used to modules of MWNN. We apply the proposed constructing algorithm of the optimal structure of MWNN to approximation problems of 1-D function and 2-D function, and evaluate the effectiveness of the proposed algorithm.

The Post-occupancy Evaluation of Roofgarden at Hospital - A Case Study of Asan Medical Center - (병원 옥상정원의 이용후 평가 - 서울아산병원을 대상으로 -)

  • 김인혜;허근영;최아현;김유일
    • Journal of the Korean Institute of Landscape Architecture
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    • v.31 no.5
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    • pp.58-72
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    • 2003
  • Rooftop greenery has been used as a way to solve urban environmental problems by creating green space in densely populated cities. This study was carried out to suggest more effective designs for roof-garden at hospitals through a post-occupancy evaluation. The roofgarden of Asan Medical Center was evaluated with regards to setting, proximate environmental context, users, and design activity by a multi-method including plan investigations, observations, in-depth interviews and questionnaires. The results are summarized as follows; the users' main activities included resting, walking, and talking. A number of users were observed at shaded spaces sitting on such things as benches, pergolas, and shelters. The satisfaction of the users showed high satisfaction level except in the amount of shade, facilities, and shelter. The variables affecting a overall satisfaction were ‘accessibility’, ‘safety’, ‘quality of surroundings’, and ‘suitability for speculation’. By comparing the design concept with using pattern, designer's intention was not reflected sufficiently in several aspects such as ‘event deck for therapy programs’, ‘grove and path’, and ‘low planters’. This study suggests some design implications; it is necessary to furnish shaded sitting places for passive behaviors and pathways for walking or a light exercise. A wind-break wall with glass windows could widen the users' views in a limited space. Natural shade like tree shade or pergola are more desirable than artificial shades. As for the vertical location of the roofgarden, the middle floor could be better than top area for accessibility. Characteristics of building and users should be considered in detail to provide distinct spaces. Proper technical standards for the greening of artificial ground should be established.

Player Adaptive GMM-based Dynamic Game Level Design (플레이어 적응형 GMM 기반 동적 게임 레벨 디자인)

  • Lee, Sang-Kyung;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.6 no.1
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    • pp.3-10
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    • 2006
  • In computer games, the level design and balance of characters are the key features for developing interesting games. Level designers make decision to change the parameters and opponent behaviors in order to avoid the player getting extremely frustrated with the improper level. Generally, opponent behavior is defined by static script, this causes the games to have static difficulty level and static environment. Therefore, it is difficult to keep track of the user playing interest, because a player can easily adapt to changeless repetition. In this paper, we propose a dynamic scripting method that able to maintain the level designers' intention where user enjoys the game by adjusting the opponent behavior while playing the game. The player's countermeasure pattern for dynamic level design is modeled using a Gaussian Mixture Model (GMM). The proposed method is applied to a shooting game, and the experimental results maintain the degree of interest intended by the level designer.

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Adaptive Structure of Modular Wavelet Neural Network (모듈환된 웨이블렛 신경망의 적응 구조 설계)

  • 서재용;김성주;조현찬;전홍태
    • Journal of the Korean Institute of Intelligent Systems
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    • v.11 no.9
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    • pp.782-787
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    • 2001
  • In this paper, we propose an growing and pruning algorithm to design the adaptive structure of modular wavelet neural network(MWNN) with F-projection and geometric growing criterion. Geometric growing criterion consists of estimated error criterion considering local error and angel criterion which attempts to assign wavelet function that is nearly orthogonal to all other existing wavelet functions. There criteria provide a methodology that a network designer can constructs wavelet neural network according to one s intention. The proposed growing algorithm grows the module and the size of modules. Also, the pruning algorithm eliminates unnecessary node of module or module from constructed MWNN to overcome the problem due to localized characteristics of wavelet neural network which is used to modules of MWNN. We apply the proposed constructing algorithm of the adaptive structure of MWNN to approximation problems of 1-D function and 2-D function, and evaluate the effectiveness of the proposed algorithm.

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ABS(Attribute Based Surface) Modeling based on the Chordlength Domain (코드랭스 도메인 기법을 이용한 ABS 모델링)

  • Kim Jeong-Hwa;Park Hwa-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.189-196
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    • 2006
  • The ABS method which is modeling the shape-design helps designers concentrate upon the design intuitively, using the modeling method based on the geometrical characteristics, the property information (a point. a curve. slopes. etc.). For the multi-sided patches, the ABS Modeling attempts the modeling with the uniform domain like a right triangle and a regular square. The mentioned method can reduce the speed of modeling but it can cause the difference from a designer's intention in the process of interpolation between the attributes for object modeling. Therefore, in this paper. we propose ABS modeling based on the Chordlength domain method to minimize such differences. The Chordlength, one of the methods generating irregular domain. is the technique transforming the domain in accordance with the length and form of attributes which a shape consists of. The Chordlength domain method is performed using MEL.

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To Compare and Analyze Costumes in the Film "The Great Gatsby" and Y&Kei Collection (영화 "The Great Gatsby" 의상과 Y&Kei 컬렉션 비교 분석)

  • O, Ji-Hye;Lee, In-Seong
    • The Research Journal of the Costume Culture
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    • v.16 no.6
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    • pp.1050-1063
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    • 2008
  • A movie is a fiction made on a basis of an author's and a writer's imagination, but all sorts of properties mixed with each other and most realistically expresses the era which becomes the background of a movie and acts as a carrier that connects designers with consumers. Thus, this study was carried out to review how the fashion products that designer's intention and commercial value added are expressed in collections by comparing and analysing the costumes in the movie "The Great Gatsby" that described the life of America's upper-class in 1920s and the 04 S/S Y&Kei collection which were proceeding after getting inspiration from this movie. For this, literature materials were inspected in order to make a theoretical review on social and cultural background and costumes history background in 1920s and the photo materials on movie costume were collected and analysed using DVD video captures, as well as the photo materials on 04 S/S Y&Kei were collected and analyzed through the institute providing domestic fashion information. The following conclusion was deduced through this study. First, in 1920s which becomes the background of this study, the slim shape of Flapper which looks like a young and boy became an ideal figure condition and the straight silhouette with low waist line and the short skirt that rose to knee was popular. Second, as a result of analysing movie costume by classifying it in silhouette, colors, and materials, straight silhouette of low waistline with a near colored - tone seen in the pastel series, including white, beige, pink, and gray was mainly constituted and the metal colors like silver and gold were used. As a material, chiffon, satin, velvet, flower patterned prints, and beads were used, which represented luxurious life of women in the upper classes. Third, as a result of comparing and analysing, it turned out that there was a similarity. However, in dress collection for a heroine, some dissimilarity differentiated from a movie costumes was found out in that the dresses in collection expressed moderate beauty and modernism and elegant beauty at the same time by matching a variety of materials and using black color.

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A Study on Parody Expressed in Modern Fashion (현대 패션에 나타난 패러디(Parody)에 관한 연구)

  • 고현진;김민자
    • Journal of the Korean Society of Costume
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    • v.25
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    • pp.249-268
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    • 1995
  • Parody has recently prevailed as one of the important techniques of creation in art. The purposes of this study are to reaffirm the pos-ition of fashion as an art by clarifying parody depicted in fashion and to make an opportunity to reconsider the meaning of creation in fashion design through the significance of par-ody. For these purposes, documentary studies about parody in literature and art which had been discussed more often were preceded as a framework of this research. framework of this research. Basedd upon that, parody phenomena in fashion as well as art were analyzed. The synthetic results are as follows ; 1. Parody is a kind or critical technique and can be conceived as a process of creation. The established primary style (material) which is well-known and familiar is imitated and then is recreated in new manner through the three types of parodization, that is, the change of its external form, the change of its internal mean-ing and the shift from its place (i.e. displace-ment). 2. Parody in fashion is also analyzed based upon the three types of parodization which designer's will and expression is necessarily required. First, the parody through the change of external form is to have its effect of novelty, unexpectedness, playfulness, wit, mackery, satire, irony, paradox by changing the form of the original through imitation with similarity, transformation, exaggeration, em-phasis. Second, the parody through the change of internal meaning is to bring about paradox, irony, contempt, satire, unex-pectedness by applying the original to inappro-priate subject through its substitution, inver-sion. Third, the parody through displacement is to pursue a jarring incongruity that results from shifting the original to other context. Its effect consists of paradox, unexpectedness, playfulness, ridicule, mockery, satire, irony. In general, the parody technique in fashion can be used to have an intention of expressing seriousness, playfulness, satire, grotesque. The representative designers using the parody technique are Lagerfeld, Ricci, YSL, Yama-moto, Castelbajac, Gaultier, Mugler, West-sood, Steiner and so on. 3. Parody is the technique which imitates and then recreates the preceding style ; is at the same time the method which challenges the existing concept of originality-singleness and uniqueness. It reflects the more flexible concept of modern creation in art as well as fashion. The imitation as the creation, the characteristic of parody is recognized as an creative expressiveness, publicity, intention. Thus it differenciates from copy which is uncritical mimicry.

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A Study on the Design Development and Construction Process in British Airways London Eye (런던아이의 디자인 전개와 건립과정에 관한 연구)

  • Woo, Dae-Seung
    • Journal of architectural history
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    • v.15 no.1 s.45
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    • pp.7-27
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    • 2006
  • This study aims to identify and analyze the factors that influenced the construction of London Eye which was led by private groups, including characteristics in progress, differentiated value in design, the combination of technology and design, and construction costs. The results of this study were the followings. 1) London Eye provides a new construction method for a landmark in the downtown in that the architects became the clients of the project which might have been hoarded, procuring the construction costs and completing it by themselves. 2) London Eye presents a space utilization method where undeveloped spaces in the downtown are used in three-dimensions by erecting a structure on the river with a minimum land. 3) The process of design, production and erection is propelled the realization of technical intention design with one system and from at the initial stage, the participation of the engineer where the designer is equal with you must accompany. 4) London Eye is endowed with strong shape by a circle in design concept, which is the simplest geometrical figure, and it provides organic relationship between the past and the present by utilizing historical elements in various ways. 5) The construction was completed through four phases including idea phase, promotion phase, turn-key contract phase, and design-build phase. The most critical factor to the success is derived from the direct contact with Involved companies from the production phase. 6) In a project facing many challenges in terms of technology, the design-build method proves to be a more effective method than turn-key contract in that it may more allocate risks and enable coherent implementation of the core concept in design. The organization for the design-build method was composed of three phases including general affairs, responsible contracting by sector, and cooperative system by sector. Since that was a new concept structure, high-level contractors who hadn't had existing cooperative relationships with one another formed new cooperative relationship, while collaborating companies who had long cooperated led the responsible contracting and sub-cooperative system, which resulted in reduction of risks and time. 7) The major factors to change design were the design characteristics, derived from a technically great combination, and the opening time. 8) A new erection method was applied to London Eye, a structure that overcame the limitation in land and period, and the process of installation demonstrated that it is an important value for the construction of a landmark in the city. 9) In spite of many visitors and tremendous operational income, the factors that London Eye fails to free itself from debts include the construction costs expended double than expected, and interest burden to the investments, which occurred in the course of procuring the costs. Absolute limit in time increased the construction costs, resulting in being a great obstacle in the course of operation.

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Cable Adjustment of Composite Cable Stayed Bridge with Fuzzy Linear Regression Analysis (선형퍼지회귀분석기법을 이용한 합성형 사장교 케이블의 장력보정)

  • Kwon, Jang Sub;Chang, Seung Pil;Cho, Suh Kyoung
    • Journal of Korean Society of Steel Construction
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    • v.9 no.4 s.33
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    • pp.579-588
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    • 1997
  • During the construction of cable stayed bridge, errors are always caused by various reasons, accumulated and amplified through the complex construction steps. It is likely that the undesirable stress distribution of members and the large deflection of the bridge different from design values come out The adjustment of cables during construction is absolutely indispensable to correct the stress distribution of the members and the geometrical configuration of the bridge. In the conventional method, weight coefficients are used to consider the difference of units between cable forces and girder deflections during the optimization process of cable adjustment. However, it is not easy to determine weight coefficients and the adjustment must be repeated several times with the time consuming process of the determination of new weight coefficients in case that errors are out of design allowable limits. In this paper, fuzzy linear regression analysis is applied to the cable adjustment to overcome those problems. In the application of fuzzy linear regression analysis method the designer's intention and the design allowable limits can be formulated in the form of the constraints of the linear optimization problem. Therefore, the cable adjustment in construction site can be carried out with the fuzzy linear regression analysis more rapidly than with the convetional method.

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Automatic Detection of Usability Issues on Mobile Applications (모바일 앱에서의 사용자 행동 모델 기반 GUI 사용성 저해요소 검출 기법)

  • Ma, Kyeong Wook;Park, Sooyong;Park, Soojin
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.7
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    • pp.319-326
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    • 2016
  • Given the attributes of mobile apps that shorten the time to make purchase decisions while enabling easy purchase cancellations, usability can be regarded to be a highly prioritized quality attribute among the diverse quality attributes that must be provided by mobile apps. With that backdrop, mobile app developers have been making great effort to minimize usability hampering elements that degrade the merchantability of apps in many ways. Most elements that hamper the convenience in use of mobile apps stem from those potential errors that occur when GUIs are designed. In our previous study, we have proposed a technique to analyze the usability of mobile apps using user behavior logs. We proposes a technique to detect usability hampering elements lying dormant in mobile apps' GUI models by expressing user behavior logs with finite state models, combining user behavior models extracted from multiple users, and comparing the combined user behavior model with the expected behavior model on which the designer's intention is reflected. In addition, to reduce the burden of the repeated test operations that have been conducted by existing developers to detect usability errors, the present paper also proposes a mobile usability error detection automation tool that enables automatic application of the proposed technique. The utility of the proposed technique and tool is being discussed through comparison between the GUI issue reports presented by actual open source app developers and the symptoms detected by the proposed technique.