• 제목/요약/키워드: Digital Architecture

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Virtual to Physical: Integration of Design Computing and Digital Fabrication in Architectural Pedagogy

  • Lee, Youngjin
    • Architectural research
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    • 제17권1호
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    • pp.21-30
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    • 2015
  • This study examines the significance of digital fabrication of scaled physical models in the digital design process and highlights the integration of design computing and digital fabrication in architectural education. Advances in CAD/CAM technologies have increasingly influenced building design and construction practices by allowing the production of complex forms that were once difficult to design and construct using traditional technologies. At the advent of digital architecture, schools of architecture introduced digital technologies to their curriculum, focusing more on design computing than digital fabrication, preventing students from completely mastering digital technologies. The significance of digital fabrication for scaled physical models as a design media within the digital design loop is discussed. Two case studies of leading schools of architecture that are successful in building the bridge between both areas are given. These focus on the curricular structure to integrate both areas within design studios. Finally, a curricular structure offering students a balanced approach to these areas of knowledge is proposed based on what was learned from these case studies.

건축문화원형의 디지털콘텐츠화 연구 (A Study on Use of Advanced Digital Contents of Cultural Archetype in Architecture)

  • 장영희
    • 한국디지털건축인테리어학회논문집
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    • 제6권2호
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    • pp.31-38
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    • 2006
  • An architect for Cultural Technology have the most obligation to improve the cultural inheritance into an industrial resources. From an esthetical point of view, it is possible to put digital contents to a multiplicity of practical usage in the moment of its' digital conversion. These are practical resources out of an only duplication from the original. Developing cultural archetype into the most suitable model for one-source multi-use that is the core of the project. If you want to change an archetype, a Korean traditional architecture, into a creative source, you should develope a reappearance and a practical model harmonized with the image set. In addition, development process of cultural archetype digital contents based on ultimate idea and imagnation in our architectural culture, referred from cultural archetype and digital contents technology was offered by the study.

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비정형 건축 구현을 위한 디지털 디자인 프로세스에 관한 연구 (A Study on Digital design process of the materialization of Free form Design Architecture)

  • 이재국;이강복
    • 한국디지털건축인테리어학회논문집
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    • 제11권2호
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    • pp.13-19
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    • 2011
  • Starting in modern times by Le Corbusier, architectures made by concretes are still developing in these times. For several decades, the shape of box architecture has been the most familiar type of buildings. Of course "The concrete is the type of box building" isn't always right, but what we have most seen was the buildings which has been stylized and made by concretes. Through modern times to these days based on international style and functionalism, the type of box building was the most effective and good profit type of architecture which has not disregarded the capitalism. Free-form building are becoming a common place, and many of these are designed and constructed using sophisticated techniques. The main technique being used is Generative Technology of Form for free-form construction. People's interest is growing in this, and it is becoming widely used both abroad and domestically. The purpose of this paper is to investigate the use of Generative Technology of Form which is a digitally adapted design methodology in architecture. The digital design process used for contemporary buildings share many typical features that exist within a standard digital template, but also an increasing amount of mass customization that has to be produced at an additional cost. This paper will summarize these features in terms of free-form architecture, and in terms of the digital design process. In fact, 3D models have to be conceded as main design products considering features of Free Form Design Architecture. However it is practical to design twice over, because all forms of architectural drawings are 2D. From now on, design of Free Form Design Building is not to separate between design process and practical process, but to compound them as unified design system applied the process to communicate information interactively. For this, it should be required to impose unified digital design process and perform researches about effective way to apply in the field of Free-form Design Architecture.

건축 형태생성을 위한 디지털 다이어그램에 관한 연구 (A Study on 'Digital Diagram' for Creating Architectural Forms)

  • 강훈
    • 한국실내디자인학회논문집
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    • 제15권4호
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    • pp.147-155
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    • 2006
  • Recently, because of the rapid remarkable development of the digital media, contemporary society is continuously extending and changing over the limitation of the human recognition. But in the field of architectural form creation, a diagram used in the design process of the past is not enough to reflect a complication, contingent and multiple quality of these contemporary society. So, to reveal the rhizomorphous and non-hierarchial qualify of the contemporary digital network society, architecture became necessary to use the diagram with digital media which have various possibilities to present architect's abstract images that the diagram of the past couldn't do. Therefore, this study proposes that the process for creating architectural form with the digital diagram be a alternative to conquest the limits of contemporary architecture, so it present the complicate and contingent quality of contemporary society. Furthermore, it examines the quality and possibility of the diagram by understanding the creation and transformation of the digital diagram, and how to apply to the actual architecture process of the creating form.

힘과 움직임 그리고 시간을 표현하는 디지털건축형태에 관한 연구 - 들뢰즈.가타리의 시뮬라크르 사유를 표출하는 사례를 중심으로 - (A Study on the Digital Architectural Form expressed on the Movement, Force and Time - focused on the works based on the Deleuze.Guattari's idea of 'Simulacre' -)

  • 강훈
    • 한국디지털건축인테리어학회논문집
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    • 제8권2호
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    • pp.5-12
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    • 2008
  • Since the past, an attempt of figuration which is for movement, time and force has existed constantly. A process of representative from expressed on the movement, time and force creates events, and the process through the events expresses the idea of a simulacre. Furthermore, Architectural works for potentiality to give a demonstration are in common with hybrid characteristics, and have lasting creation of flux architecture. Ignoring the gravity of the floating figuration, so it appears unrealistic hyperphysical virtual space that easily could make the life of creation. For this reason, the form generation based on the digital design method is expressed the important method. In conclusion, actualizing the virtual is the suitable way for 'devenir architecture' based upon the Deleuze Guattari's idea of 'simulacre' and creating the from generation on the contemporary digital architecture design in a similar way.

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현대건축 표면에 적용된 디지털미디어의 표현 특성 연구 - 설치미술적 특징에 기초한 분석 - (A Study on the characteristics of digital-media application on surface - An analysis based upon the related characteristics of installation art -)

  • 김진영;이현수
    • 한국실내디자인학회논문집
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    • 제19권3호
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    • pp.38-45
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    • 2010
  • Surface has been an important issue in contemporary architecture. That originates in structural freedom of surface since the end of modern architecture and the current stream of surface becoming an identity of building. Development of digital-media has brought a great change to our society in general. Digital-media is characterized by use of digital-information and interactive communication. Digital-media has been applied on surface in contemporary architecture lately. It is a purpose of the study to analyze the characteristics of digital-media application on surface based on the related characteristics of installation art. The categories and the contents for the frame of case analysis were arranged through document research. The foreign and domestic cases of digital-media application were analyzed based on the frame of analysis. Digital-media, which is installed on surface, is interacted with human and surroundings. It enhances emotional communication between human and architecture. Surface is not any more a simple fixture but an interactive creature. It makes surface more dynamically and fluidly that the course of light and human movement affect on digital-media. Surface itself is also turned into an object of art. It reflects the interweaving characteristics between contemporary architecture and installation art. It was analyzed through the study that emotional level of people is the important issue shared in digital-media application on surface and installation art. The complementary relationship between surface of contemporary architecture and installation art can be manipulated by the application of digital-media on surface.

A Parallel Search Algorithm and Its Implementation for Digital k-Winners-Take-All Circuit

  • Yoon, Myungchul
    • JSTS:Journal of Semiconductor Technology and Science
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    • 제15권4호
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    • pp.477-483
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    • 2015
  • The k-Winners-Take-All (kWTA) is an operation to find the largest k (>1) inputs among N inputs. Parallel search algorithm of kWTA for digital inputs is not invented yet, so most of digital kWTA architectures have O(N) time complexity. A parallel search algorithm for digital kWTA operation and the circuits for its VLSI implementation are presented in this paper. The proposed kWTA architecture can compare all inputs simultaneously in parallel. The time complexity of the new architecture is O(logN), so that it is scalable to a large number of digital data. The high-speed kWTA operation and its O(logN) dependency of the new architecture are verified by simulations. It takes 290 ns in searching for 5 winners among 1024 of 32 bit data, which is more than thousands of times faster than existing digital kWTA circuits, as well as existing analog kWTA circuits.

투시도법과 디지털 표현방식의 비교를 통한 비표상적 건축에 관한 연구 (A Study on the Non-representational Architecture in Comparing between Perspectiva artificialis and Digital Modelling Method)

  • 정인하
    • 건축역사연구
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    • 제12권2호
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    • pp.21-39
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    • 2003
  • After a digital modelling method has been introduced into architectural design in 1990s, a radical change was taken place in generating architectural form and space. Many architects have a view that digital modelling method is the most Important invention in the visual presentation since the moment that architect Philippo Brunelleschi experimented initially the linear perspective. Therefore, in this study, comparing between perspectiva artificialis and digital modelling method, we clarify 1) the relationship of architectural design and presentation method, 2) the practical and philosophical background inherent in digital modelling method which played key role in developing non-representational architecture, 3) and the principles of non-representational architecture like diagram, folding, and trace.

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디지털도구를 이용한 건축기초설계 교육사례연구 (The Teaching Method of "Architectural Basic Design" with Digital tool)

  • 고인룡;동재욱
    • 한국디지털건축인테리어학회논문집
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    • 제4권2호
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    • pp.7-14
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    • 2004
  • This paper is base on the Thought that digital Architecture and Digital design tools cannot be seperted as like Architevtural Design and Architectural Drafting tools. So the purpose of this paper is to show that the interactive 'Architectural Basic design' practice with Digital tools and there tranning method. This example of the pratical assignments in class("Architectural digital drafting" and "Architectural Basic Design") are focus on tranning spatial perception in real space and digital -cyber space. And these practical samples are using the primary step in The Digital Architectre.

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디지털 조형의 혼성적 특성연구 (Hybridization in Digital Geometry)

  • 김란희;안성모
    • 한국실내디자인학회논문집
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    • 제23권4호
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    • pp.129-139
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    • 2014
  • The objective of this research is to suggest new geometric possibilities in digital architecture by investigating the characteristics of hybridization in digital geometry. The research begins with theoretical background research such as defining hybridization, investigating hybrid thinking, and studying the theory of digital geometry, along with the four conceptual characteristics of hybridization that could be drawn, such as temporality, liquidity, complexity, and connectivity. Based on these characteristics, the generative method of hybrid digital geometric languages such as Blob, Particle, Morph, Loft, and Boolean was analyzed with case research in contemporary digital architecture. As a result, diverse hybrid geometric keywords were extracted; these keywords suggest potential meanings of hybridization such as accidentality, mobility, diversity, and identity. Different elements represent the "mobility" in time by the force and wave, and they are "accidentally" combined in gradual change. The united species in "diverse" characters are seamlessly connected and emerge as a new "identity." The research maximizes the generative possibilities in digital geometry and provides a theoretical basis to apply the digital hybrid methods to architectural design by suggesting the potential meanings and possibilities in hybridization.