• 제목/요약/키워드: Digital-Design

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디지털 콘텐츠를 위한 인터페이스 설계 원칙 (Interface Design Principles for Digital Content)

  • 박상진
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 추계 종합학술대회 논문집
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    • pp.860-864
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    • 2006
  • 다양한 종류의 디지털 콘텐츠 개발자들은 인터페이스 설계 원칙의 중요성은 인식하고 있지만, 통합되어 정리된 인터페이스 설계 원칙이 없어 적용할 때 많은 어려움을 겪고 있다. 디지털 콘텐츠 한 분야인 웹사이트의 인터페이스에 대해서는 국내외를 막론하고 활발한 연구 활동으로 어느 정도 인터페이스 설계에 필요한 원칙들이 나와 있으나, 연구자마다 다양한 원칙들을 제시하고 있어 어떤 상황에서 어떠한 설계 원칙을 적용해야 하는지 난감한 실정이다. 이에 본 연구는 통합된 평가시스템 개발을 위한 선행연구로써 Donald A. Norman, Jakob Nielson, Jeff Johnson 그리고 Hanna Sjoberg의 설계 원칙을 비교 분석하여 공통된 설계 원칙을 살펴보고, 이를 근간으로 디지털 콘텐츠의 기능성과 심미성을 향상시키기 위한 10가지 인터페이스 설계 원칙을 제시한다.

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가상환경 기반의 컨베이어 시스템 검증을 위한 제어 시뮬레이션 연구 (A Study of PLC Simulation for Transport System in Virtual Environment)

  • 고민석;박상철
    • 한국CDE학회논문집
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    • 제17권4호
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    • pp.274-281
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    • 2012
  • This paper proposed a control simulation method for design and verification of the transport system in an automobile assembly line based on digital manufacturing system. The design of the transport system involves two major activities: mechanical design (device specification) and electrical design (device behavior and system control). Conventionally, the simulation and emulation system of the transport system focuses on the abstract level, which mainly deals with design verification, alternative comparison, and system diagnosis. Although it can provide overall system visibility in monitoring how well it works in the process and view, its simulation models are not sufficiently realistic to be used for a detailed design or for implementation purposes. In this paper, a digital simulation model for a transport system in an automotive assembly line is constructed by adapting a digital manufacturing methodology. We use the concept of the "Virtual Probe", which transport a carrier instead of the belt of the conveyor. In conclusion, the proposed method is valuable in the process of test run in the shop floor. This method would reduce the time and effort for validating the manufacturing system and improve the productivity and integrity of the control program.

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.

선진학교 교육현황 분석을 통한 디지털 교육매체 디자인 국외 사례 연구 (A Case Study On Digital Education Design In Foreign Countries By Analysis Education Condition)

  • 김정희
    • 만화애니메이션 연구
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    • 통권30호
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    • pp.201-219
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    • 2013
  • 미국, 영국, 일본 등 선진국을 중심으로 디지털 매체의 발달을 교육에 접목하려는 움직임이 꾸준히 증가하였고 이는 디지털 교육 디바이스의 발전을 가져왔다. 국가적 차원에서 발전을 하고 있는 일본과 교육 분야에 막대한 국가 예산을 사용해 디지털 교육의 선진국으로 자리 잡고 있는 영국 그리고 복지국가의 기반 위에 적극적인 디지털 교육을 이끌고 있는 스웨덴이 디지털 교육 매체분야의 선진국이다. 특히 영국과 스웨덴은 디지털 교과서 등 디지털 교육 매체시장이 포화상태이며 시장의 경쟁으로 양보다는 질을 추구하는 시점에 이르렀다. 즉 빠르게 발전을 추구하는 과정을 지나 디자인적인 질을 중요시하면서 디지털 교육 매체를 선별 적용하고 있다. 국내에서는 2007년 초등학교 5학년 수학 디지털 교과서를 시작으로 국내 디지털 교과서의 시장이 열렸고 IT 선진국답게 짧은 시간 안에 과학, 영어 등 다양한 분야에 적용하는 등 커다란 발전을 보여줬다. 이에 디지털 교육 매체 분야의 디자인 적용의 빠르고 효율적인 가이드 설립을 위하여 디지털 교육 선진국의 디지털 교육매체 및 설문을 기반으로 한 적용 사례 분석을 통해 한국디지털 교육 매체 디자인의 나아갈 방향 잡는 기초 자료가 필요하다. 이에 본 연구는 LG 유럽 디자인 센터를 중심으로 디지털 교육 매체의 선진국인 영국과 복지사회 기반의 탄탄한 교육 정책을 보여주는 스웨덴을 사례 연구 대상국가로 선정하며 4개 학교의 전교생을 대상으로 설문, 휴리스틱 분석, KJ법을 통해 분석한다. 분석결과 양적인 증가뿐만아니라 디지털 소셜라이징 안에서 보다 현실적이고 다양한 시뮬레이션 경험을 추구하는 등 콘텐츠의 질 향상을 원하고 있으며, 아날로그의 단점을 보완하면서 상호 보완적으로 언제 어디서든 편하게 접할 수 있는 환경 및 편한 GUI 디자인이 요구되고 있었다. 이에 향후 교육 플랫폼과 교육 관리 시스템, 커뮤니케이션 시스템간의 유기적이고 상호 보완적인 통합 솔루션디자인을 중심으로 질 높은 교육 시뮬레이션 및 GUI 디자인을 기획해야하며 이는 교육 주체뿐만 아니라 교육 환경을 포함한 분야를 통합한 사전 조사 및 설문 분석을 통해 모든 교육 특성을 고려하여 디지털 교육 매체 의 디자인의 질을 높인 기획을 해야 한다. 본 연구 결과는 디지털 교육 해외 선진국의 발전 된 현황을 파악하여 국내 디지털 교육산업의 디자인 기획시 기초 자료로 활용하는데 의의가 있다.

디지털 게임의 공간 표현 특성에 관한 연구 (A Study on Spacial Characteristic features in Digital Game)

  • 황용섭;김주연
    • 한국실내디자인학회논문집
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    • 제33호
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    • pp.3-10
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    • 2002
  • Virtual reality is not a new concept but just a new word and also it isnt limited to the reality created by computer-assisted image composition. Furthermore, we have lived within the virtual reality since long time ago, and the newly emerging digital technology has made the limits of the virtual expression vague and the definition of space concept new, The magical experiences we have had within the digital space consisted of Virtual space are the philosophical subject which we can hardly explain as a simple dichotomous definition such as Virtuality or Reality. But its true that our experiences made within virtual space are felt as much newer space considering those of space design, which have been traditionally made in our physical territory. Digital game is the representative space that provides a new space. Therefore, the new concept in space will be not just the territory expansion of space but also the opportunity we can find a new possibility through the relation between human and space. At this point in time that the life territory is expanding as a new space, this research goal is to show the new possibility of the connection of human and digital space through studying the relationship of Human and Space, Space and Digital space and Human and Digital space as well as The peculiarity of the space which is expressed at Digital game, the most representative space providing new experiences.

들뢰즈의 '사건'개념에 의한 디지털 공간 표현에 관한 연구 (A Study about Expression of the Digital Space according to Deleuze's 'Event' Concept)

  • 박준홍;윤재은
    • 한국실내디자인학회논문집
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    • 제18권3호
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    • pp.66-73
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    • 2009
  • In the digital age, as it is ambiguous to distinguish between the original and a replica, the order of reproduction which is more realistic than the reality is becoming a new cultural order. Before the period when digital paradigm dominates, always the reality has been an object to be copied. But, today is an age of Simulacre where code of digital technology dominates. Such a phenomenon is shown in the construction space without exception Gilles Deleuze who was a representative philosopher of the post-structuralism depicted the concept of Simulacre as an instant 'event' passing by without change in an object or substance. As the result of analyzing what kinds of feature for the concept of event is expressed in the digital space, a diagram itself could be a design process, the digital space with correlation was able to be created through the change in the meaning according to the changing image and my body which was the leading part to form primary space. In such a meaning, this study pays attention to Deleuze's 'Event(Simulacre)' concept. At this transitional period when a new concept of digital space is about to take root, the modern philosophers' theories and the discussions about spatial relativity should be continually studied, along with the development of spacial theories for the modem construction.

디지털 패션필름 제작 교과에 관한 커리큘럼 개발 (Curriculum Design for Digital Fashion Film Making)

  • 김미경;임은혁
    • 한국의류산업학회지
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    • 제25권4호
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    • pp.429-438
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    • 2023
  • In the 21st century fashion industry, the rise of digital environments has transformed it into a dynamic medium, expanding the horizons of media utilization. Consequently, digital fashion film has emerged as a pivotal tool for fashion communication. Functioning as a visual expression medium, fashion film animates fashion concepts into immersive moving images. Proficiency in digital fashion communication has become imperative, considering the attributes of fashion media. Notably, the role of creative directors in ensuring coherent communication across diverse fashion media platforms has gained prominence, underscoring the need for systematic fashion education to nurture specialized talent. This study, therefore, devised a comprehensive curriculum amalgamating fashion communication and practical digital media skills, implemented within fashion major courses. Through this approach, students gained experimental media proficiency and explored innovative approaches to crafting fashion films that eloquently convey fashion narratives. The participants were exposed to the entire spectrum of fashion media production, encompassing digital storytelling, fashion film conceptualization, filming techniques, meticulous editing, and adept utilization of special effects technology. The study's pedagogical strategy, characterized by a focused learning trajectory, garnered significant acclaim. In essence, this study holds significance by formulating a curriculum that nurtures the imaginative and pragmatic aptitudes of fashion majors, immersing them in the dynamic realm of rapidly evolving digital fashion films and their integration with fashion content.

비정형 초고층 빌딩의 Parametric Design을 위한 BIM 활용에 관한 연구 (A Parametric design study for free-formed super tall building using BIM)

  • 김형일
    • 한국디지털건축인테리어학회논문집
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    • 제12권1호
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    • pp.109-118
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    • 2012
  • The Purpose of this study is to develop a design process of free-formed super tall buildings with parametric design approach using BIM. Before BIM tools like Revit was developed, it is considered as very time consuming process and requires extensive efforts and costs for making free-formed super tall building modeling. Current trends of free-formed super tall building are for proofing city's economic strength and symbol. New digital tools have been developed and used for pursuing many design methods for building design. In this study, BIM based Parametric design approach is studied to seek for possibility of generating free-formed super tall building fast, easily, and accurately.

Device fitting이 고려된 PLD 설계용 Tool 개발 (The development of a tool for PLD Design with device fitting)

  • 원충상;김희석
    • 전자공학회논문지A
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    • 제32A권10호
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    • pp.102-110
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    • 1995
  • This paper describes a development of the PLD design tool in considering with a device fitting. To design digital circuit with PLDs, several steps in the developed PLD design tool are needed such as Boolean description step, pin map step, FUSE map and JEDEC steps ... etc. Especially, we have considered the device fitting to design large digital circuits with PLDs developed the device fitting algorithms based on the PLD device fitting and compared with the results of a another PLD design tool(PALASM). Also, we have proved that the developed PLD design tool is successfully implemented by the connection with a PLD writer(ALL-07), in the case of design digital circuits.

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BIM의 개념을 기초로 한 통합설계 교육과정 제안 연구 (The Proposal Study of Integrated Design Curriculum Based on BIM Concept)

  • 고인룡;정혁진;정태승;홍승대
    • 한국디지털건축인테리어학회논문집
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    • 제8권1호
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    • pp.5-14
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    • 2008
  • This study is the one of the step to propose the Design studio course that apply concept of 'BIM" that is new digital environment of Architecture. This Study propose as followed, First. The proposal of the experimental course of the Design studio, Second, Application of course of study, Third, The design course of study is proceeded by purpose of completion of BIM. This study is proceeded by the purpose of the concept of the BIM first and proposals of fundamental ideas that apply the idea. Proposed training courses are marked by that divide three areas of information - architecture information, environment information, drawing information - with process consisted in professional practice of design and adjust each process and sequence. Also, this study suggest process that applying BIM tools in this work as the basis frame.

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