• Title/Summary/Keyword: Digital architecture design

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Characteristics of 'Skin Phenomenon' as Intermediate Medium of Interior and Exterior Space shown in Fashion and Interior Design (패션과 실내디자인에 나타난 내외부 연결 매체로서의 스킨개념 특성에 관한 연구)

  • Shim Eun-Ju;Cho Jong-Soo;Chu Beom
    • Korean Institute of Interior Design Journal
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    • v.15 no.4 s.57
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    • pp.29-36
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    • 2006
  • Fashion and interior architecture are two areas of design that may share common issues, trends and philosophies, making fashion design human's second skin and interior architecture the third. The concept of 'skin' has become one of the most interesting phenomena in design during the past decade and not surprisingly similar issues can be seen also in fashion and architectural design. The current trend in fashion design is that the skin (clothing) has become detached from the human body and extended into the environment, resulting fashion as art objects. Skin in architecture and interior design has also become detached from the structure so designers have more freedom to experiment by using advanced technologies. The present study attempts to analyze common features of 'skin phenomenon' in fashion and interior architecture that are; detachment, emphasis on space, extension, territorial blending, and digital applications. The researcher has used constant comparative method to categorize the five features among many examples. The limitation of this study is that it is focused on the formative phenomena of projects excluding the philosophies and personal background of each designer. However, it is hoped that the study may assist designers and other researchers to understand relationships between fashion and interior design, hold broader spectrum in art and design.

Design and Implementation of Movie Reservation System Based EJB 3.0 Enterprise for Standardization (표준 엔터프라이즈 EJB 3.0 기반에서 영화 예매 시스템의 설계 및 구현)

  • Lee, Myeong-Ho;Han, Jung-Su
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.219-224
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    • 2012
  • This paper aims to design and realize movie reservation system based EJB 3.0 enterprise for standardization. Non EJB and the EJB architecture to resolve the problem with benefits to support the new architecture is a lightweight container architecture. This architecture, such as the EJB, but not heavy, to provide all of the architecture is possible. The lightweight container architecture is most often used in business EJB 3.0 is well-known architecture. Therefore, this research has the Non EJB and the EJB to solve the advantages and disadvantages developed to support the latest EJB 3.0 architecture based on the design and implementation of a movie reservation system.

A Study on the PBL Based Teaching-Learning Model Using BIM Tools for Interior Architecture Design Studio (BIM활용 문제중심학습기반 실내건축 설계수업 교수-학습모형에 관한 연구)

  • Han, Young-Cheol
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.3
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    • pp.67-79
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    • 2012
  • The purpose of this study is to suggest the interior architecture design studio through the pedagogical method of educational technology for college students who lack self-directed learning. The pedagogical method has been organized to make a student-centered class based on the operation of existing architectural design studios. This teaching and learning method emphasizes the role of teachers as facilitators to help students lacking in self-directed learning in the design process, the BIM visualization to give students an expression of design project and the critics to give students an experience of working circumstances. The results of this study can be summarized as follows. First, This pedagogical model can improve the self-directed learning of students, accomplish the design process well through teamwork, and provide problem based learning (PBL) to settle obstacles that come up during the project. Second, through this model, students can improve their field design capacity by instructor, design feedback and criticism. Finally, This model can suggest new pedagogical methods for interior architectural design studios and management of student-centered studios.

Visual Interface Trend of Digital Media Expressed on Contemporary Interior Design (현대 실내디자인에 표현된 디지털미디어의 비주얼 인터페이스 경향에 관한 연구)

  • Eun, Ee-Sun;Chung, Mi-Ryum
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.104-111
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    • 2006
  • Digital media changed not only our lifestyle and sense of value but also art and space design, and development of technology will accelerate the alteration. It provided limitless possibility and inspiration to art, architecture and design. In this 'image' era, media communicate with us mostly in visual method, which gets to he realized by visual interface. The purpose of this study is to analyze the tendency of visual interface of contemporary interior design cases in the standpoint of digital media characteristics and suggest directions for future space design. The characteristics of digital media and interface are defined, and how the concept unfolded in art, design is also discussed. In interior design, the concepts come out as various types of visual interface, showing the characteristics of composition of material and immaterial, interaction between visual information and space users and among users, realization of cyberspace and simultaneous coexistence of multiple space-time multi-layer.

3D Digital Mockup Application of Cryogenic Butterfly Valve, LNG Carrier (DMU(Digital Mockup) 기법을 적용한 LNG 선박용 극저온 버터플라이 밸브 설계의 우수성 검증)

  • Lee, Dong-Hun;Kim, Duck-Eun;Kim, Soo-Young;Park, Gy-Young
    • Journal of the Society of Naval Architects of Korea
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    • v.43 no.5 s.149
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    • pp.611-618
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    • 2006
  • Recently, cryogenic butterfly valves for LNG carriers are actively developed by ship equipment companies. The dual core structure unlike usual butterfly valve has both translation and gyration motions of the disk of the valve assembly. Especially, the ship equipment companies can not have overcome 2D design method; in addition, even though 2 years of development has passed, the drawing cannot be secured. In this research, for the cryogenic butterfly valves and the product design, 3D design method was introduced and DMU(Digital Mockup) was applied to complement the problems in 2D design and investigate application possibility of 3D design method.

A hardware implementation of neural network with modified HANNIBAL architecture (수정된 하니발 구조를 이용한 신경회로망의 하드웨어 구현)

  • 이범엽;정덕진
    • The Transactions of the Korean Institute of Electrical Engineers
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    • v.45 no.3
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    • pp.444-450
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    • 1996
  • A digital hardware architecture for artificial neural network with learning capability is described in this paper. It is a modified hardware architecture known as HANNIBAL(Hardware Architecture for Neural Networks Implementing Back propagation Algorithm Learning). For implementing an efficient neural network hardware, we analyzed various type of multiplier which is major function block of neuro-processor cell. With this result, we design a efficient digital neural network hardware using serial/parallel multiplier, and test the operation. We also analyze the hardware efficiency with logic level simulation. (author). refs., figs., tabs.

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A Study on Collaborative Environment for Development of Submarine: Focusing on Modeling System for Digital Submarine

  • Oh, Dae-Kyun;Shin, Jong-Gye;Jeong, Yeon-Hwan
    • International Journal of Ocean System Engineering
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    • v.2 no.4
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    • pp.214-222
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    • 2012
  • The shipbuilding process is changing due to changes in the development environment and technological requirements for military ships. This would also hold true for a submarine, because its shipbuilding process includes complicated design and construction conditions. System improvement efforts for the design and construction of military ships have continued with the goal of overcoming these conditions. At present, the Korea Navy is developing a 3,000 ton-class Korean type submarine, and its design is progressing by the introduction of a full 3D-ship CAD system. Although the 3D modeling system was introduced for effective design realization through the introduction of collaborative design and active utilization of M&S (modeling and simulation), the introduction effects are not yet generally obvious, according to the characteristics of ship design. The present paper discusses the collaborative environment for developing a submarine to enhance this. This paper proposes the architecture and data structure of a system for realizing collaborative design and discusses a case system developed on the basis of this.

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

  • Im, Ja-Eun;Park, Sang-Min
    • Journal of the Regional Association of Architectural Institute of Korea
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    • v.21 no.5
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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.

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.