• Title/Summary/Keyword: Digital Environmental Design

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A study of space-performance with applied digital technology (디지털 메체를 적용한 퍼포먼스 행위적 공간연출에 관한 연구)

  • 황현숙;류호창
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.100-105
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    • 2001
  • The space in today's digital era is developing in a new direction with the changing paradigm, which is different from that in the analog era. The space that appeals to the advanced technology mobilizes all the five senses of the space user with the technical elements of the more variable fields and aesthetic productions, and creates an interactive environment by motivating the user's active participation through the digital media. The environmental device called digital media connects the function pace with living performance. Unlike in the analog space, the different sides of the digital media space create a human consciousness that corresponds to the realistic ambience, further contributing to the lively condition. For the main production technique in the digital medias performance-active space, there are electronic image production, changeable production, impromptu-active production, light and sound production, and total artistic production that lead to the progressive interaction between man and space.

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Forecast of Man-Made Physical Environment in Digital Culture (디지털 문화로 인한 물리적 환경의 변화가능성 예측 연구)

  • 이기정;이연숙
    • Korean Institute of Interior Design Journal
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    • no.27
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    • pp.168-175
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    • 2001
  • This study focuses to enhance the general understanding on the new approach and to provide a clue for a new paradigm in man-made physical and residential environment of the 21st Century. Through case analysis, this study aims to examine the characteristics of digital culture itself and of its physical and residential environment and to ultimately forecast the changeability of physical and residential environment prompted by the new digital wave. Without having precedent study about digital culture related to environmental issues, this study aimed to analyze the effect of digital culture in the field of physical environment and residential environment, and to forecast the changability in those fields. On the other hand, this study also atoned to be applicable in construction of a new paradigm in designing physical & residential environment in the near future, so as to contribute to the development of a new environment which will eventually improve the quality of human life.

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A Decision Support Model for Intelligent Facility Management through the Digital Transformation

  • Lee, Junsoo;Kim, Kang Hyun;Cha, Seung Hyun;Koo, Choongwan
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.485-492
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    • 2020
  • Information on the energy consumption of buildings that can be obtained through conventional methods is limited. Therefore, this study aims to develop a model that can support decision making about building facility management through digital transformation technologies. Through the IoT sensor, the building's energy data and indoor air quality data are collected, and the monitored data is visualized through the ELK Stack and produced as a dashboard. In addition, the target building is photographed with a 360-degree camera and maps using a tool to create a 360-degree tour. Using such digital transformation technologies, users of buildings can obtain various information in real time without visiting buildings directly. This can lead to changes in actions or actions for building management, supporting facility management decisions, and consequently reducing building energy consumption.

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A Study on Process of Architectural Design Education Using BIM (BIM을 적용한 건축설계 수업과정에 관한 연구)

  • Min, Young-Gi;Chung, Kwang-Ho
    • Journal of The Korean Digital Architecture Interior Association
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    • v.13 no.3
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    • pp.33-40
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    • 2013
  • The purpose of this study is to propose an curriculum for architectural studio in university to implement BIM process, through the analysis of the advantages of the BIM tool. The limitation of this study was to analyze the case study of only half year a single university. University education in the design process, the design that can be used in applying BIM content should be universal, university education considering the special working conditions, excessive BIM-based application can be difficult. Therefore, a systematic and reliable design that can be applied to education applies BIM design process is necessary to establish. University education applying BIM design review and design proposal the various 3D visualization can be used effectively to determine. In addition, the planned representation for thinking about and drawing 3D model building, architectural space can be used for visualization, and other subjects in conjunction with structural analysis, environmental analysis, facility layout, etc. can be used.

A Case Study on the Protection of Endangered Species Campaign in Domestic and Foreign Companies (국내외 기업의 멸종 위기 동물 보호 캠페인 사례 연구)

  • Lee, Suzy;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.385-390
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    • 2020
  • The purpose of this study is to analyze the cases of endangered species protection campaigns of domestic and foreign enterprises and to present improvement points and direction. Therefore, this study analyzed the cases and characteristics of the campaign by setting above small and medium sized domestic and foreign companies as subjects for research. The study found that there were mainly campaigns conducted in cooperation with large environmental organizations in Korea, and as an IT powerhouse, there were examples of such campaigns. Foreign companies independently participated in environmental protection, and cases of fashion and cosmetic brand campaigns were easily found. Based on these characteristics, this study aims to present improvements and directions for animal protection campaigns in the future.

A "Dynamic Form-Finding" Approach to Environmental-Performance Building Design

  • Yao, Jia-Wei;Lin, Yu-Qiong;Zheng, Jing-Yun;Yuan, Philip F.
    • International Journal of High-Rise Buildings
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    • v.7 no.2
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    • pp.145-151
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    • 2018
  • Newly-designed high-rise buildings, both in China and abroad, have demonstrated new innovations from the creative concept to the creative method. from the creative concept to the creative method. At the same time, digital technology has enabled more design freedom in the vertical dimension. "Twisting" has gradually become the morphological choice of many city landmark buildings in recent years. The form seems more likely to be driven by the interaction of aesthetics and structural engineering. Environmental performance is often a secondary consideration; it is typically not simulated until the evaluation phase. Based on the research results of "DigitalFUTURE Shanghai 2017 Workshop - Wind Tunnel Visualization", an approach that can be employed by architects to design environmental-performance buildings during the early stages has been explored. The integration of a dynamic form-finding approach (DFFA) and programming transforms the complex relationship between architecture and environment into a dialogue of computer language and dynamic models. It allows the design to focus on the relationship between morphology and the surrounding environment, and is not limited to the envelope form itself. This new concept of DFFA in this research consists of three elements: 1) architectural form; 2) integration of wind tunnel and dynamic models; and 3) environmental response. The concept of wind tunnel testing integrated with a dynamic model fundamentally abandons the functional definition of the traditional static environment simulation analysis. Instead it is driven by integral environmental performance as the basic starting point of morphological generation.

Analysis on the Contents of Digital-related Studies in the Field of Costume (복식분야 디지털 관련 연구 논문의 내용 분석)

  • Eum, Jungsun;Kim, Yunhee;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.66 no.6
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    • pp.135-148
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    • 2016
  • This study aimed to understand whether or not academic outcomes in digital studies shown in detailed field of costume were generated appropriately according to the development of digital technology by analyzing contents of studies in the digital-related studies, which were conducted with a background of the digital age. First, as a result of frequency of digital-related theses by the age of 'Internet Age(1994-2000)', 'Digital Age(2000-2009)', and 'Smart Life Age(After 2010)', which were classified according to the digital environmental changes, the number of theses increased drastically based on the transition point of each age. Second, representative keywords that appeared in each age included 'digital' and 'Internet' in the Internet Age, and 'digital', 'smart', 'Internet', '3D', and 'wearable' were shown in the 'Digital Age' and 'Smart Life Age'. Third, results of analysis according to the field of costume show that relevant studies were conducted in three fields of marketing/information, clothing construction and fashion design in the Internet Age, whereas the Digital Age produced relevant studies in all fields, and Smart Life Age was characterized by increase in studies in the field of fashion design and clothing construction. Fourth, results of analysis according to the contents of study show that relevant studies in the Internet Age were shown only in two subjects of 'preliminary study and trend of study' and 'studies using technical programs', and 'preliminary study and trend of study' decreased, but relevant studies in other fields of subject increased in the Smart Life Age. As shown above, relevant studies appeared as various subjects in many different detailed fields of costume in costume studies according to the stream of the Smart Life Age, which is growing fast recently, and is considered an inspiring result for development of studies in the field of costume according to the environment of the age.

Development of integrated design methodology for various types of product - service systems

  • Tran, Tuan A.;Park, Joon Y.
    • Journal of Computational Design and Engineering
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    • v.1 no.1
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    • pp.37-47
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    • 2014
  • We propose a new generic design methodology for different types of PSS. Product - Service System (PSS) has received much attention recently from academia and industry because of its benefits. PSS can provide customers values and functionalities, as well as physical products, to fulfill economic, social and environmental goals. Many methodologies have been proposed for designing PSSs. Most of the existing methodologies are domain specific and were proposed to solve specific problems in certain projects. Some methodologies are generic but they provide neither guideline to practitioners and designers nor reflect the differences in various PSS types. As a generic approach to guide practitioners and designers in designing PSS effectively, the proposed methodology also takes into account user involvement, business model and organizational structure. The proposed methodology is demonstrated through design examples of different types of PSSs.

A analysis on the characteristics of digital life reflected in web sites (웹사이트에 나타난 디지털 라이프의 특성 분석)

  • 김현경;김미정;조명은;이현수
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2000.11b
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    • pp.179-188
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    • 2000
  • The purpose of this study is to analysis web sites which relate to housing environment on Internet and to suggest guidelines which are needed in digital life. Data are from key words in 53 web sites searched by housing environmental word such as people, living, town and so on. The results of this study were as follow: The web sites are divided into e-housing community, e-housing management, e-housing workplace and e-housing design. These are the digital life of new type. E-housing community sites make new wired community cross time and space. E -housing management sites provide the useful information of housing environment. E-housing workplace. sites enable us to work in cyberspace and e-housing design sites relate to consulting interior design. The web life style on Internet is common and makes many changes happen in house life and environment.

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The Creative Education for Digital Contents Production (창의적인 디지털 컨텐츠 개발을 위한 교육)

  • 김혜경
    • Archives of design research
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    • v.16 no.4
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    • pp.335-344
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    • 2003
  • Creativity has become a buzzword in the 21s1 century to the extent that it is considered as one of the criteria for a nation's competitiveness. In the cultural industry, one of the industries with the highest growth potential, creativity is the decisive factor Nevertheless, we have to admit that there is a serious lack of this quality in the planning area. Everyone is born with creativity and creative way of looking at things can be developed through training and education. Most of universities now classify digital contents within the realm of design, therefore, emphasizing only the formal or the artistic side of it. However, the study of digital contents requires creative thinking processes that are oriented to problem-solving, for which one needs to put together his/her planning (socio-cultural), expressive (artistic) and technological (scientific) capabilities at the same time. Also, the education of digital contents should be focused not only on acquiring the knowledge and skills, but also on developing individual creativity and learning to increase one's creativity working in a team of an organization. For the environmental aspect, education for creativity should take into account social and cultural specificities of Korea. Therefore, continuous studies must be done to explore more concrete ways of developing creativity on the individual, organizational and environmental levels.

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