• Title/Summary/Keyword: Digital Process

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AHP와 Kano 모델 통합에 의한 디지털 카메라의 핵심품질특성 결정 (Determination of the CTQ of Digital Camera Integrating Kano model & AHP)

  • 조태연
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2010년도 춘계학술대회
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    • pp.359-369
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    • 2010
  • In order to find out the customer requirements and to develop new products more effectively, the Kano model and QFD(Quality Function Deployment), AHP(Analytic Hierarchy Process) developed and applied. But, Many companies difficult to select the CTQ(Critical to Quality) of new product. Especially the life cycle of Digital Camera is very short. In this thesis, the Kano model and AHP(Analytic Hierarchy Process) for finding the CTQ(Critical to Quality) for customer satisfaction are suggested. It is explained and discussed with the example of Digital Camera.

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영화의 합성과 디지털 애니메이션의 가상성에 관한연구 (The Illusion-Image of Digital Animation Used in a Live action Film and 3D Animation)

  • 이종한
    • 만화애니메이션 연구
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    • 통권9호
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    • pp.235-249
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    • 2005
  • 디지털 애니메이션의 환영(幻影-illusion) 이미지를 만드는 과정은 테크놀로지의 수공예적인 수작업(手作業) 즉, 애니메이션 과정, 이미지의 덧붙임, 보정(補整) 등을 통해 만들어진다. 본 논문은 디지털 애니메이션이 전통 예술의 수공예적인 측면을 디지털 제작 과정으로 부활시켜 새로운 예술 개념을 획득하고 있음을 주장하고 있다. 이를 구체화하기 위해서 본 논문은 다음의 단계로 이루어진다. 첫 째는 영화의 복제와 혼성이다. 예술의 '아우라'를 강조 해왔던 예술사에서 기계에 의한 복제는 피할 수 없는 것이 되었고, 디지털로 저장된 다양한 그림 정보와 짜깁기된 영상작업들은 복제와 혼성으로 새로운 영상 작업을 쉽게 할 수 있는 계기가 되었다. 둘째, 디지털 애니메이션의 예술 영역의 확장이다. 이제 디지털 애니메이션은 극사실의 환영성을 통해 새로운 창조적 예술로 인정받고 있다. 결과적으로, 디지털 애니메이션의 제작과정으로 과거의 미디어가 이루지 못한 상상력을 복원하는 새로운 미디어 예술의 특성을 보여주면서 디지털 애니메이션의 새로운 예술로써의 가능성을 획득하고 있다

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건축설계에서 융합설계를 위한 디지털 모델과 물리 모델의 역할과 상호보완성 - 건축설계 회사와 교육환경의 사례를 중심으로 - (Synergies between Digital Models and Physical Models in Convergence Design - Case Studies using Projects of Architectural Firms and Educational Environments -)

  • 김도영
    • 한국BIM학회 논문집
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    • 제9권2호
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    • pp.29-44
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    • 2019
  • This paper is to explore examples of complementary use of digital and physical models. The reason for this is to suggest a method for commercializing architectural design considering high technology. These cases are the practical and educational environment in which design processes based on digital computation technology are performed. Also, in this environment, analog design media (eg, physical models) still being used in the design process using digital computing. Indeed, in this environment, designers are exploiting digital and physical models to address the types of risks that can be discovered when designs are implemented and these risks. By analyzing these cases, we define the roles of digital and physical models to visualize and resolve risks. This paper focuses on one of method as "prototyping", which is used in the field of machinery and is a difficult method to carry out in the conventional design process. In particular, designers look for benefits that encourage designers in utilizing current digital computation technologies (eg, parametric design, simulation, building information models, and digital fabrication). Among the roles of the physical model, roles that can not be replaced by the digital model are explored. It is clear that this case-based study has difficulty in generalizing the design method. However, it helps the designers of today's practical and educational environment to verify and design the actual details of construction and operation when applying and developing unfamiliar materials and methods in the field of architecture.

The Prism Effect-based Creativity-Thinking Process: With 'Multi-Sensory,' 'Multi-Dimensional,' and 'Storytelling' Devices

  • Won Kyung-Ah
    • 디자인학연구
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    • 제19권3호
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    • pp.5-18
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    • 2006
  • Digital information society shows a variety of contents of cross-categorial digital media in their inner or outer forms and concepts of the artistic aspects. In order to cope with such a complicated, unexpected trend in digital media and its industry, a new approach in the design process needs to be developed and adjusted with the new equipment of the creativity-thinking process of 'the Multi-Sensory Device (MSD),' 'the Multi-Dimensional Device (MDD),' and 'the Storytelling Device (SD)' in the Prism Effect-based Creativity-Thinking Process (PECTP). The PECTP is in principle designed to practically work with the four distinct techniques: 1) Physical Activity, 2) Linguistic Activity, 3) Visual Activity, and 4) Complex Activity. Consequently, this thesis notes that the nature of the cross-categorial design contents is necessarily non-directional since the creativity power inside the Prism Effect results in openness and diversity.

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디지털 후반작업에서 고화질 영상표현을 위한 색보정(color correction) 비교연구 (A comparison study on color correction for high-definition video in digital post-production)

  • 오문석;원종욱;이윤상
    • 디지털산업정보학회논문지
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    • 제9권4호
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    • pp.167-175
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    • 2013
  • This study is the process of making high-definition TV broadcast color correction affects the end result comparison is focus on implement through study. In the production process and the impact on the color Correction in the video as an study for UHD, 4K, 6K video production workflow improvement of an effective program in the present and time and cost in the post production process, color correction for the final video through the production and overcome the failure of further in-efficient color correction study will help you to solve the problem. This study is the color changes over the course of the final video to see how much influence color correction of post-production. Color correction using a program of courses in Visual quality, regularly presented the possibility to retain and make on high definition video production post-production process for color correction method is utilized as the basis of study.

정량적 공간분석 모델에 관한 연구 - 시각 분석과 영상처리에 의한 이미지 분석 모델을 중심으로 - (A Study on Quantitative Space Analysis Model - Focused on a Visual Analysis and Image Analysis by Digital Image Processing -)

  • 이혁준;이종석
    • 한국실내디자인학회논문집
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    • 제37호
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    • pp.136-143
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    • 2003
  • Users' demands on the space are changing in variety. These demands include reasonable space and form, harmonious composition with surroundings and esthetic satisfaction that could be brought by personal tastes and preferences. In addition, models that are introduced from designing process and from various forms tend to lack objective decision making standard. Accordingly it is difficult to find a clear alternative plan and process. In an effort to solve these problems, the objects of this study are; to propose an analysis model of image and space by using image process techniques that are on study in the field of artificial intelligence based on acquisition of digital image and to verify the application possibilities of such analysis model, 'Isovist' on quantitative analysis. The model can be applied with variable analysis model, as digital image process and other analysis model such as 'Isovist' It is possible that further study can complement problems from this study.

플라스틱 블로우몰딩 공정의 해석기반 디지털 트윈 구현 (Implementation of an simulation-based digital twin for the plastic blow molding process)

  • 홍석관
    • Design & Manufacturing
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    • 제17권3호
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    • pp.1-7
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    • 2023
  • Blow molding is a manufacturing process in which thermoplastic preforms are preheated and then pneumatically expanded within a mold to produce hollow products of various shapes. The two-step process, a type of blow molding method, requires the output of multiple infrared lamps to be adjusted individually, so the process of finding initial conditions hinders productivity. In this study, digital twin technology was applied to solve this problem. A blow molding simulation technique was established and simulation-based metadata was generated. A response surface ROM (Reduced Order Model) was built using the generated metadata. Then, a dynamic ROM was constructed using the results of 3D heat transfer analysis. Through this, users can quickly check the product wall thickness uniformity according to changes in the control value of the heating lamp for products of various shapes, and at the same time, check the temperature distribution of the preform in real time.

대중음악 음원제작과정에서의 분쟁발생과 그 개선점에 대한 고찰 (A Study on the Disputes and its Improvement in the Process of Producing Digital Music Source)

  • 강다혜
    • 한국중재학회지:중재연구
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    • 제27권2호
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    • pp.59-81
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    • 2017
  • The purpose of this study is to find a solution to disputes in the process of producing digital music sources. At present, the center of the world music market including the domestic market has been completely transformed from the tangible musical record market to the intangible sound source market. Due to these environmental changes, the music production process becomes industrialized and specialized, causing conflicts of interest among the individuals in the process. First of all, this study examined changes in the music market which is the background of the dispute, identified the problems of the process and suggested solutions while summarizing the meaning and role of each process of producing a sound source that may arise during the sound production process. This study covers plagiarism between producers, copyright infringement of the creator against assistant creator caused by the industrialization and division of the production environment, issues related to the rights of sound engineers whose role and importance become bigger as acoustic technology develops and music genres become more diverse, and vertical hierarchy due to the formation of oligopoly by several distributors with huge capital. As a result of the study, it was concluded that Alternative Dispute Resolution (ADR) system is suitable for solving these problems. Specific methods of using ADR include activation of the dispute settlement system of the Korea Copyright Commission, active use of the arbitration clause specified in the standard contract, and recalculation of labor costs and earnings from copyright through mutual negotiations. This paper can be differentiated from previous studies in that it studied overall problems that might arise in the process of digital music source production and suggested ADR utilization as the solution.