• Title/Summary/Keyword: Digital Process

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A Study on 'Diagram' as a Digital Design process - Through G. Deleuze's 'machine abstraite' and Peter Eisenman, Ben Van Berkel's 'Diagram'- (디지털 디자인 프로세스로 본 다이어그램(Diagram)에 관한 연구 - 질 들뢰즈의 '추상기계'와 피터 아이젠만, 벤 반 버클의 '다이어그램'을 중심으로 -)

  • Kang Hoon
    • Korean Institute of Interior Design Journal
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    • v.15 no.3 s.56
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    • pp.201-210
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    • 2006
  • Among the architects who use diagrams as a digital design process, especially through Peter Eisenman and Ben van Berkel's works, we have specifically got the meaning of their diagrams. Their diagrams act as 'the block of becoming' and we can regard the diagrams not only as a tool of devenir including architect's root thoughts beyond a tool of schematic presentation, but also as architect's intention including devenir thought. And in the case of diagrams which the architects use, we can recognize that architects' intentions are to think that Deleuze's 'machine abstraite' evolve the diagram into various and transformed form. That is to say, Peter Eisenman interprets the machine abstraite as a root thought of devenir by using diagram as medium to reveal the virtual. And Ben van Berkel transforms the diagram by including all external conditions into selected diagram which shows the abstract relations to the elements. We can get the meaning of the machine abstraite from these cases well. This study will play an important role in giving good usage of the diagram in making a form of contemporary digital architecture and showing the direction of form creation field.

Towards a digital twin realization of the blade system design study wind turbine blade

  • Baldassarre, Alessandro;Ceruti, Alessandro;Valyou, Daniel N.;Marzocca, Pier
    • Wind and Structures
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    • v.28 no.5
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    • pp.271-284
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    • 2019
  • This paper describes the application of a novel virtual prototyping methodology to wind turbine blade design. Numeric modelling data and experimental data about turbine blade geometry and structural/dynamical behaviour are combined to obtain an affordable digital twin model useful in reducing the undesirable uncertainties during the entire turbine lifecycle. Moreover, this model can be used to track and predict blade structural changes, due for example to structural damage, and to assess its remaining life. A new interactive and recursive process is proposed. It includes CAD geometry generation and finite element analyses, combined with experimental data gathered from the structural testing of a new generation wind turbine blade. The goal of the research is to show how the unique features of a complex wind turbine blade are considered in the virtual model updating process, fully exploiting the computational capabilities available to the designer in modern engineering. A composite Sandia National Laboratories Blade System Design Study (BSDS) turbine blade is used to exemplify the proposed process. Static, modal and fatigue experimental testing are conducted at Clarkson University Blade Test Facility. A digital model was created and updated to conform to all the information available from experimental testing. When an updated virtual digital model is available the performance of the blade during operation can be assessed with higher confidence.

A Study on Men's Wear Production Using Digital Clothing Program

  • Kang, Yeonkyung;Wu, Sehee;Ko, Young-A;Kim, Anna;Kim, Naeun;Kim, Jong Chan;Kim, Cheeyong;Ko, Hyeong-Seok
    • Journal of Korea Multimedia Society
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    • v.17 no.2
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    • pp.266-275
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    • 2014
  • As contemporary men's clothing is becoming slimmer, people consider it important not only the existing simple design, but also intricate design and its fitness that can complement one's body. Therefore, in this study, we reproduced Men's wear fabrication process with 3D process. As a result, it was well received, as it can check the fitness, and allows modifying the design and mixing different texture easily.

디지털기술과 산업 전환 : 전자산업의 사례

  • Bae, Yeong-Ja
    • Journal of Technology Innovation
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    • v.11 no.2
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    • pp.219-238
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    • 2003
  • This study aims to investigate the impact of wide use of digital technology, in particular, the Internet, on innovation process and corporate strategy in electronics industry. The introduction of digital technology has changed innovation process, business model and organizational structure of the electronics companies. With the wide use of digital technology, the entire value chain of electronics industry from procurement, sales, and marketing to R&D and manufacturing has been restructured. This paper examine how digital technology has changed firms' behaviors in various areas through e-commerce, virtual reality and simulation, the rise of a new type of firm called EMS (Electronics Manufacturing Services), and etc. Amidst these changes building up innovation-friendly organization has emerged as a critical concern for firms. Due to the striking decrease of transaction cost, a network type of organization has proliferated, and a business function turns into a modular organization. As a whole, digital technology has pushed electronics firms into developing their own business model, which takes consideration of standardization of business platform and their core competency.

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Development of digital textile design using marbling dyeing technique and Photoshop for DTP (포토샵을 이용하여 공예적 기법인 마블링 패턴을 DTP 출력용 텍스타일 디자인으로 개발)

  • Kim, Sin-Hee
    • Journal of Fashion Business
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    • v.13 no.2
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    • pp.115-122
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    • 2009
  • Marbling dyeing technique shows beautiful flowing pattern because the pattern is transferred to the medium by the pigments floating onto the viscous solution base. However, this marbling pattern does not have any reproducibility and the result of accidental pattern formation. Marbling process contains many complicated procedures such as making marbling base, mordanting the medium, and bubble removal with size limitation. Computer changed the many aspects in textile design and digital technique is used in many design production. However, it is impossible to produce marbling pattern with digital drawing. In this research, the digital textile design starting from marbling pattern was developed for digital textile printing. Marbling was done to produce the initial motifs and scanned. Several marbling media such as silk, polyester, and paper were used. Photoshop was used to process and develop textile design based on these marbling motifs. One repeat was developed and various colorways were tried. The developed textile design were printed using DTP.

Investigations of process factors in the sensitivity of embedded digital switching TSP

  • Han, Sang-Youn;Oh, Keun-Chan;Seong, Dong-Gi;Ham, Yeon-Sik;Lyu, Jae-Jin;Cho, Young-Je
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1531-1534
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    • 2009
  • Effect of process factors on the sensitivity of inner-type digital switching TSP was analyzed. From these results, we have successfully fabricated inner-type digital switching TSP embedded in 3.2-inch WQVGA PLS mode LCD panel. During many factors, TFT sensor structure for reducing the PI thickness and a separation distance of $0.3{\mu}m$ between the conductive column spacer (C/S) and TFT sensor were essential. Glass thickness and main C/S density were also important factors. This technology can be applied to wide angle of view hand-held phones, personal digital assistants (PDAs), and tablet PCs.

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The Creation of Ubiquitous Space from an Urban Planning Perspective : The Case of Digital Media Street (유비쿼터스 공간구현의 도시계획적 모색 : 디지털미디어스트리트를 사례로)

  • Byeon, Chang-Heum;Shin, Jung-Ho;Kim, Dong-Wan;Kim, Jun-Hyung
    • Journal of Information Technology Services
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    • v.2 no.1
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    • pp.145-156
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    • 2003
  • This paper presents and analyzes urban planning process to be adopted to create ubiquitous space in city environment, using City of Seoul's Digital Media Street Project as a case study. The Digital Media Street will become the main pedestrian thoroughfare in the Digital Media City (DMC) in Sangam area, planned to become the world's first ubiquitous environment in full urban scale. Ubiquitous space is reinterpreted from an urban planning perspective, and a new approach to planning such a space is introduced, including strategies to couple technology, space, and human activities. Methodology, role of different actors, planning process, and institutional arrangement are examined in turn, and this yields further agenda for improvements that can be made in planning ubiquitous spaces in the future.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

Analysis of the trueness and precision of complete denture bases manufactured using digital and analog technologies

  • Leonardo Ciocca;Mattia Maltauro;Valerio Cimini;Lorenzo Breschi;Angela Montanari;Laura Anderlucci;Roberto Meneghello
    • The Journal of Advanced Prosthodontics
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    • v.15 no.1
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    • pp.22-32
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    • 2023
  • PURPOSE. Digital technology has enabled improvements in the fitting accuracy of denture bases via milling techniques. The aim of this study was to evaluate the trueness and precision of digital and analog techniques for manufacturing complete dentures (CDs). MATERIALS AND METHODS. Sixty identical CDs were manufactured using different production protocols. Digital and analog technologies were compared using the reference geometric approach, and the Δ-error values of eight areas of interest (AOI) were calculated. For each AOI, a precise number of measurement points was selected according to sensitivity analyses to compare the Δ-error of trueness and precision between the original model and manufactured prosthesis. Three types of statistical analysis were performed: to calculate the intergroup cumulative difference among the three protocols, the intergroup among the AOIs, and the intragroup difference among AOIs. RESULTS. There was a statistically significant difference between the dentures made using the oversize process and injection molding process (P < .001), but no significant difference between the other two manufacturing methods (P = .1227). There was also a statistically significant difference between the dentures made using the monolithic process and the other two processes for all AOIs (P = .0061), but there was no significant difference between the other two processes (P = 1). Within each group, significant differences among the AOIs were observed. CONCLUSION. The monolithic process yielded better results, in terms of accuracy (trueness and precision), than the other groups, although all three processes led to dentures with Δ-error values well within the clinical tolerance limit.

An Exploratory study on the Effect of Digital Environment on Customer Participation and Marketing System (디지털 환경에서 고객 참여를 통한 고객 주도형 관계 구조 형성에 관한 탐색적 연구)

  • Lim, Jong-Won;Yang, Suk-Joon
    • Asia Marketing Journal
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    • v.8 no.1
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    • pp.19-47
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    • 2006
  • This study explores the effect of the properties of digital infra on customer participation to explain how customers' initiatives impact the marketing process in the digital environment. Also the effect of the accumulated information through customers' information sharing on their initiatives in the marketing activities can be discovered. These effects can be better understood by developing comprehensive model and employing large sample empirical test. Study1 identifies the properties of digital infra which overcomes the limitations of off-line environment in customers' participation - Information openness, connectedness, community interaction and structure clarity - and how these properties activate customers' participation in the marketing process. Study2 shows the process structure of reverse marketing activities in the digital environment. These findings deliver the fact that customers' initiatives in the marketing activities will be accepted generally under the digital environment. Consequently, this study suggests some managerial implications for completely different marketing strategies in response to customers' initiatives in the marketing activities under the digital environment.

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