• 제목/요약/키워드: Digital Form-Generation

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건축에서 3차원 기반 형태생성을 위한 IDEF${\emptyset}$ 프로세스 모델에 관한 연구 (Development of IDEF${\emptyset}$ Process Model for 3d-based Architectural Form Generation)

  • 우승학;추승연;최아리나
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2008년 추계학술발표대회 논문집
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    • pp.181-187
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    • 2008
  • It's difficult for other designer to understand easily, due to existing abstract form-generation method of digital authors like Greg Lynn and Peter D. Eisenman. This study uses IDEF${\emptyset}$ process diagram in order to remodel procedures and elements of this abstract 3d based form-generation method. IDEF${\emptyset}$ process diagram is the method operated prior to a design of digital program. For object-oriented modeling of each form-generation element technology, IDEF${\emptyset}$ process has been modeled. For this sort of IDEF${\emptyset}$ process modeling, digital architectural theory and analysis method has been generalized With them above, this study suggests the 3d-based form-generation IDEF${\emptyset}{\emptyset}$process model for developing digital tool eventually through the object-oriented components and setting up the mutual roles, relation as well. In conclusion, 3d-based form-generation IDEF${\emptyset}$process model, this study suggests, models form generation methods of existing digital authors using IDEF${\emptyset}$ process for developing digital tool in the future.

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비정형 초고층건물의 계획요소 검토가 가능한 형태생성 파라메트릭 디자인 프로세스에 관한 연구 (A Study on the Parametric Design Process for Form Generation to Review Planning Factors of Irregular-Shaped High-rise Buildings)

  • 임자은;박상민
    • 대한건축학회연합논문집
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    • 제21권5호
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    • pp.161-168
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    • 2019
  • The use of various digital tools makes freeform modeling possible. At the same time, with the development of structural and construction technologies, Free-Form Architecture are beginning to be implemented realized, as the desired data extraction such as the size and coordinate points of the members is possible. Currently, in many cities around the world, Irregular-Shaped High-rise Buildings, which express the dynamic symbolism, are recognized for their landmark values. In order to realize the Irregular-Shaped High-rise Buildings, it is necessary to understand various fields such as the characteristics of digital tools, digital technique logic, design process, and construction method. In particular, it is important to plan Irregular-Shaped High-rise Buildings so that the various types of efficiency can be reviewed together, while generating understanding and formations from the initial design stage. Therefore, this study uses conceptual and parametric design tools related to form generation in digital architecture to analyze the details, methods, and characteristics of the Irregular-Shaped High-rise Buildings form generation process. In this paper, the parametric design tool is applied to study the various types of design and the process characteristics that can be considered in the initial design stage of the unstructured skyscraper.

디지털 디자인프로세스에 나타난 형태생성방식의 특성에 관한 연구 (A Study on the Formal Generation Characteristics in the Digital Design Process)

  • 이수용;이상준
    • 한국디지털건축인테리어학회논문집
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    • 제6권2호
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    • pp.9-16
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    • 2006
  • The research want to know about form creation method's special quality that found in digital construction design process that using digital media, and they comparison analysis that who positive using digital media, Frank O. Gehry, Peter Eisenman, Greg Lynn, UN studio's work. First, In digital design process using digital media is make full use to design unfolding step and application way can change by architect's recognition difference of using digital media and each architect's design general idea unfolding process, and it means form creation process can change. Second, In digital design process a building form doesn't design adaptation to construction system, they directly design the third dimension form. So, they deduction a new form that unification and integration. Third, the architect that appear's in digital design process's part is existing, data from position of the master which it selects the coding selects the outcome goods which appears in computer operation with coordinator role of the originality and construction sense which it is visible.

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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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Intuitive Game Design as digital therapeutic tool for silver-generation

  • Hyein Kwon;Chan Lim
    • International Journal of Advanced Culture Technology
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    • 제12권1호
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    • pp.305-310
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    • 2024
  • The purpose of this study is to implement game content within the generative artificial intelligence module Chat-GPTs, grounded in the humanistic discourse of self-reflection. This content aims to empower the dignity of the silver generation, which has been marginalized by digital technology. Simultaneously, we intend to prototype a digital psychotherapeutic tool. The development of a flexible device that adapts to the silver generation's living environment and temporal constraints is also part of our plan. However, there are still few commercially available products, and digital therapeutics developed in the form of content are virtually nonexistent. The goal is to implement game content that allows the elderly, who have been marginalized by digital technology, to find their true dignity. Simultaneously, we plan to commercialize a prototype of digital psychotherapy that can flexibly adapt to the range of living environments and time constraints of the elderly. This study has been extended based on the game content 'Daily Run' created by Hyein Kwon, an undergraduate student at Kyungil University.

디지털유산의 장기적 보존: 국가정책 수립을 위한 제안 (Long-term Preservation of Digital Heritage: Building a National Strategy)

  • 이소연
    • 기록학연구
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    • 제10호
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    • pp.27-62
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    • 2004
  • As the penetration of information technology into everyday life is accelerated day by day, virtually all kinds of human representation of knowledge and arts are produced and distributed in the digital form. It is problematic, however, because digital objects are so volatile that it is not easy to keep them in fixed form. The fatal fragility makes it extremely tricky to preserve the digital heritage of our time for the next generation. The present paper aims to introduce current endeavors made at the international and the national levels and to provide with suggestions for Korean national strategy of digital preservation. It starts with reviewing the global trends of digital archiving and long-term preservation, focusing on standardization, preservation strategies and current experiments and projects being conducted for preserving various digital objects. It then sketches national strategies of several leading countries. Based on the sketch, twofold suggestions for Korean national strategy are proposed: establishing a central coordinating agency and accommodating the digital preservation issue in the legislative and regulatory framework for the information society. The paper concludes with the necessity of cooperation among heritage organizations, including libraries, archives, museums. They should cooperate with each other because they have traditionally been trusted with the custodianship of collective memory of humankind and the digital heritage cannot be passed onto the next generation without their endeavor. They should also work together because any single institution, or any single nation could cover what it takes to complete the task of long-term preservation of our digital heritage.

3차원 보로노이 다이어그램을 활용한 건축 디자인 생성 프로세스에 관한 연구 (A Study on the Process of the Architectural Design Generation based on the 3D Voronoi Diagram)

  • 박종진;전한종
    • 한국CDE학회논문집
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    • 제14권5호
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    • pp.306-313
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    • 2009
  • This paper presents the unique formation process of a volumetric space with the digital algorithm developed for Voronoi diagram in order to generate an effective parametric architectural form. By applying systematic parameters of architectural conditions within digital parametric tools, the interactions among sub-spaces developed by Voronoi diagram are enhanced by manipulating the spatial structures. In this paper, we discuss how the parametric distributing and zoning geometrical system can support designers in developing a free-formed space, and research on how this system creates a 3D volumetric space. With the in-depth research on the system and structure of Voronoi diagram, the approaches to the application of Voronoi diagram into architectural form generation are clarified to be an effective, creative and successful digital tool. The result of the application of the Voronoi diagram improves the design quality with systematic language in the sense that the sub-regions are created and controlled under the systematic and balanced hierarchy having dynamic relationships among each others with the restoration of the equilibrium of forces and tensions. This 3-dimensional Voronoi diagram provides another means for designers to solve architectural issues and to reinforce their design concepts.

IKONOS 입체영상을 이용한 3차원 위치 결정과 DEM 생성 (3-D Positioning and DEM Generation from the IKONOS Stereo Images)

  • 지학송;안기원;박병욱;이건기;서두천
    • 한국측량학회:학술대회논문집
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    • 한국측량학회 2003년도 추계학술발표회 논문집
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    • pp.423-431
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    • 2003
  • This study presents on generation coefficients of the RFM using GEO-level stereo images of the IKONOS satellite. 3-D positioning and DEM generation of this model on the test field. In result, the maximum error of image coordinates acquired by the upward transform of the RFM did nat exceed 8 pixels. DEM was generated with kriging interpolation extracted three dimensional ground coordinate to rational quadratic function form, me compared it to reference digital elevation model made from 1:5,000 digital map and 1:1,000 digital map, and so, could generate digital elevation model in the accuracy as average RMSE of elevation was ${\pm}$ 3∼5 m in RFM.

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SNS를 이용한 소셜 시나리오 생성에 관한 연구 (Research on Social Scenario Generation using SNS)

  • 김은영;김원일
    • 전자공학회논문지CI
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    • 제48권3호
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    • pp.11-17
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    • 2011
  • 본 논문에서는 기존의 아날로그 공간에서 이루어지는 시나리오 생성의 한계를 극복하기 위해 Social Network Service 기술을 이용하여 대중의 참여를 극대화시킨 소셜 시나리오 생성 방법을 제안한다. 소셜 시나리오 생성 방법은 시나리오의 표현 기술에만 쓰이던 디지털 기술을 시나리오 생성에 도입하여 정보의 질까지 향상시킬 수 있다는 점에서 큰 의미가 있다. 기존의 시나리오 생성은 작가 개인의 창작이었기 때문에 전문분야의 이야기를 다룰 때 어려움이 있었고, 개인의 주관적인 생각에 치우치기 쉬웠다. 디지털 시나리오 작성 프로그램들의 등장은 시나리오의 형식을 정형화시켰으나 여전히 이 한계점은 해결하지 못했다. 때문에 디지털 공간에서 시나리오를 작성한다 하더라도 여전히 시나리오 생성은 작가 개인의 생각에만 의지하고 있다. 이러한 한계를 극복하는 방법으로 작가가 많은 사람들의 의견과 관련 정보 중에서 가장 최신의 정보들을 수용할 수 있는 SNS를 이용한 소셜 시나리오 생성 방법을 제안한다.

디지털 오너먼트의 패턴생성기법 및 표현특성 연구 (A Study of Pattern Generation Technique & Expressive Characteristics of Digital Ornament)

  • 한혜신;김문덕
    • 한국실내디자인학회논문집
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    • 제19권5호
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    • pp.83-94
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    • 2010
  • Conventionally, ornament has developed around linear thinking based on Euclidean geometry, and been explained as simple and lucid natural Euclidean geometrical phenomena. The modular arrangement with vertical, horizontal and diagonal grids has been an organizing principle of classical ornament, but in digital era ornament is found not to be explained only with the principle of traditional arrangement due to the seemingly irregular complex forms. In that sense, this study presents the concept of digital ornament and examined the backgrounds of ornament in digital age, that are complex system and non-Euclidean geometry. Accordingly, the present study takes an approach by dividing new formal types of ornament into algorithmic form, hybrid form and dynamic form to find out a principle of pattern organization. Lately, architects who actively use computer for their architectural designs take the algorithmic strategies in nature and create various and complex patterns by simple rules. The patterns are not the repetition of the same, but the production of singularities. In addition, hybrid form by morphing shows a topologically flexible evolutionary transformation, and is used to create in-between transitional shapes from the source to target. Finally, the patterns by the interaction between the system components which are corresponded to the embedded forces emerge from dynamic simulation of the natural environment. Rather than objects itself, focus is given to the process of generating forms, and the ornamental patterns as the revelation of such implicit order provide not just the formal beauty but also spatial pathways for lights and air, maximizing the effects of lights.