• 제목/요약/키워드: DigitalDesignTool

검색결과 471건 처리시간 0.025초

디지털변전소 엔지니어링 툴 구현을 위한 IEC 61850 국제규격 기반의 변전소 토폴로지 표현에 관한 연구 (A Study on Description of IEC 61850 based Substation Topology for Implementing the Engineering Tool of Digital Substation)

  • 이남호;안용호;장병태
    • 조명전기설비학회논문지
    • /
    • 제29권9호
    • /
    • pp.23-32
    • /
    • 2015
  • In order to complete engineering works of the digital substation, Both Data transmission among a variety of IEDs and HMIs, and single line diagram of the substation might be done based on XML documents published in IEC 61850 international standards. This kind of XML based engineering process for the digital substation must be implemented not by manual written work but by the engineering tool using a computer. But most of the engineering tools do not support system based engineering works such as single line diagram of the substation but have only function to set IEDs as single device unit. Accordingly, this paper presents a new design method of the system based engineering description applicable to real IEC 61850 based substation through analyzing the current international standard and its sampled engineering file, and shows implementation of the engineering tool of the digital substation with the result of this study.

디지털 유목민 문화를 위한 현대 패션디자인의 특성 연구 (A Study on the Characteristics of Modern Fashion Design for Digital Nomadic Culture)

  • 김지희
    • 한국의류산업학회지
    • /
    • 제9권1호
    • /
    • pp.6-14
    • /
    • 2007
  • The purpose of this study was to delve into what type of expression mode of fashion design could suit the life style of digital nomads, as the appearance of nomadic life style was concurrent with people's modified way of thinking and sociocultural changes in today's digital society. It's basically meant to define the roles of fashion design, which was discussed as a way of improving the quality of life as a sort of 'culture,' and to suggest some of the right directions for fashion design in the future. The culture of today's digital era is marked by a pursuit of high mobility and high speed, and by nomadic disposition that is built on flexible thinking. The kind of design that lets people carry nomadic things with them and thereby improve their mobility can satisfy their needs for mobility, and body-friendly design that functions as a device of information in itself can meet their needs for mobility as well. The leading example of the latter is a wearable computer, and wearable scientific technology will be taken to another level, thanks to the advance in digital technology. In the future, that will be more accessible to people in general, and subminiature digital equipment will gain popularity in fashion industry as part of textiles and clothing or as an accessory. And specific kinds of design will be widespread, including variable design, multi-functional design and modular design. The first serves as a tool to protect the human body and to facilitate the adaptability of it to the given circumstances, and the second is characterized by a superb physical and psychological protectability. The third lets wearers bring design to completion at their own option, owing to an increase in the number of open-minded people and the development of interactive media. All these types of design could be called a wearer-friendly, human-oriented design that is specifically appropriate for the digital age. Wearers can actively be involved in design process as productive consumers, which is expected to help increase opener practices in fashion design sector.

요리스 라만(Joris Laarman)의 3D프린터를 활용한 가구디자인에 관한 연구 (Study of Furniture Design Utilizing 3D Printers Joris Laarman)

  • 이현정
    • 한국가구학회지
    • /
    • 제27권2호
    • /
    • pp.128-136
    • /
    • 2016
  • Digital designs that appear in the three-dimensional virtual space by the digital type are designed as there is not an image created with an organic artificially generated (Creation) and representation (Modifying), developed by the specific environment given. The advanced digital design will produce a result with an algorithm according to a mathematical operation and the environment and has the nature of generating the real world, changes, development and affinity (Genetic Process). The digital design process is largely defined by a set of processes that are consistently designed to integrate form of creation, reproduction, proceeds in three steps, while the manufacture and assembly as a form of maintenance as possible the intended form of control data from the concept of building. By Joris Laarman 3D printer design is a simulation created by the digital process by the various algorithms and design achieved through the development of 3D printers, such as new materials and MX3D. From the mold production of a complex whole by using a robot and other digital production tool extracts a variety of forms.

큐비즘에서의 투명성 개념에 의한 전시환경디자인 연구 (A Study on the Exhibit Environmental Design through the Transparency of the Cubism)

  • 김호연
    • 한국실내디자인학회논문집
    • /
    • 제13권5호
    • /
    • pp.154-161
    • /
    • 2004
  • When people visit other countries, the first place to go would be either a museum or an art gallery because it might be the most effective way that people could understand culture and history of the place in a short time. It can be alleged that a museum must be an important cultural space because people can experience their life, history and art there. According to these cultural importance, the purpose of this study is to suggest the environmental design of $\boxDr$Design Museum$\boxUl$ through the Transparency of the Cubism. The Transparency means a capability of transmitting light so that objects on the other side can be seen clearly. The Concept of the Transparency could be taken effects in architecture by overlapping facets or space. By understanding formative properties of the Cubism, which especially focused on Transparency, 1 would like to propose the environment as an art and the exhibition-environment as a way of communication. As it were, the study can be valued as a new approach on condition that formative feature is interpreted with modern terms and the ‘Digital technology’ is not used a tool of representation but a tool of thought in terms of design. Moreover, it has a great significance that formative language of the Cubism will be able to be applied to the environmental design through the experimental and creative design process.

Physical and Digital Environments: Engaging Fashion Design Students in Archival Research

  • Evans, Claire;Allen, Claire;Shah, Karen
    • International Journal of Costume and Fashion
    • /
    • 제14권1호
    • /
    • pp.63-73
    • /
    • 2014
  • With the rapid development of digital technologies potential exists to expand upon the accessibility of fashion archives and increase their use as a pedagogical tool for research. At present this is compromised due the three-dimensional, tactile nature of the objects being viewed and the fact that they are not necessarily replicable in a digital format. The aim of this paper is to examine art and design students physical object research skills and discuss how they are positioned in relation to creative tools and strategies they use to produce outcomes such as they own collections and design responses. Findings and conclusions are drawn from projects concerned with the development and use of physical and virtual archives and inform the methodology used. Traditional methods and tools within higher education are discussed together with students increased use of digital resources and innovative ways to engage students. The academic challenge of supporting student engagement in archival research across digital and physical dimensions is explored. The papers findings indicate a need for further research considering the impact of digital technology on students' physical integration with archives and the need for more structured support surrounding student physical and digital research investigations.

디지털 방송 서비스를 위한 AXMEDIS 암호화 툴 전송 모듈 설계 및 구현 (The Design and Implement of Transport Module for Digital Broadcasting Service)

  • 황경민;안상우;이주영;남제호;홍진우;정회경
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국해양정보통신학회 2008년도 춘계종합학술대회 A
    • /
    • pp.913-916
    • /
    • 2008
  • 디지털 콘텐츠 시장의 성장은 다양한 콘텐츠 소비 장치의 개발을 유도하였고, 이는 디지털 콘텐츠의 소비를 더욱 촉진시켰다. AXMEDIS(Automating Production of Cross Media Content for Multichannel Distribution)는 다양한 플랫폼에서의 디지털 콘텐츠 소비를 지원하기 위해 AXMEDIS 프레임워크를 통한 다양한 디지털 방송 솔루션을 제공하고 있다. AXMEDIS 프레임워크는 단말에서의 디지털 콘텐츠 보호 및 소비를 위해 암호화 툴을 사용한다. 그러나 단말간의 유동적인 암호화 툴의 전송이 불가능하여 단말에서의 암호화 툴 관리가 불가능하다. 이에 본 논문에서는 AMEDIS 프레임워크에서 디지털 방송 콘텐츠의 보호와 소비를 유동적으로 운용 가능하도록 AXMEDIS 암호화 툴 전송 모듈을 설계 및 구현하였다.

  • PDF

시각적 사고를 통한 소셜미디어 비즈니스모델 설계에 대한 연구 (Study on Social Media Business Model Design through Visual Thinking)

  • 박상혁;성행남;조현달
    • 디지털산업정보학회논문지
    • /
    • 제8권4호
    • /
    • pp.289-297
    • /
    • 2012
  • It is a recent trend to utilize a variety of visual tools(process map, mindmap, ERD) to create, when we create the design of information system or business models. Theses visual tool is standardized tools as process map or BPMN, on the other hand, there is also a non-standardized tools as mindmap. The utilization of the non-standardized tools as mindmap in startups is a increasing trend, because of the order the release of creative thinking to design new business model. Mindmaps can be divided into pen-based mindmap(of hand-written) and computer-based mindmap. This study was conducted under the premise of a different thinking pattern, when you take advantage of pen-based mindmap and computer-based mindmap. In other words, the pen-based mindmap is a tool for deductive reasoning and the computer-based mindmap is a tool would be more appropriate for inductive thinking. The purpose of this study is to investigate these relationships through experiments. In this study propose guidelines how visual tools, when designing a social media business models.

인터넷 기반 가상 디자인 스튜디오에서 하이브리드 건축 협업 설계 방법론에 관한 연구 (An Internet-based Hybrid Design Methodology for Collaborative Virtual Design Studio)

  • 박재완;최진원
    • 한국실내디자인학회논문집
    • /
    • 제40호
    • /
    • pp.158-164
    • /
    • 2003
  • The rapid development of information technology has much influence on architectural design. Collaboration beyond time and space has been possible by networking the work environment and digital products. Thus, the virtual design studio on architectural design is getting more important than ever before. This research investigates a virtual design studio methodology for effective collaboration. The building design process and the communication model are studied and possible modes of design collaboration are defined. This paper proposes an internet-based Virtual Reality(VR) communication tool as well as new design methodology that we call the 'Hybrid Design Methodology'. We expect that this design methodology will dramatically increase design feedbacks, and thus results in better design alternatives. There are two issues involved in developing the collaborative virtual design studio: 1) an intuitive interface that presents collaborative relations, and 2) three-dimensional computer-mediated communication tool using sketch as a modeling method. Further research issues identified at the end of the research include developing algorithms that translate mapping images to polygons for the drafting phase in the design process.

하이브리드 문서 저작도구의 설계 및 개발 (Design and Development of Hybrid Documents Authoring Tool)

  • 홍광진;정기철
    • 한국멀티미디어학회논문지
    • /
    • 제9권4호
    • /
    • pp.377-387
    • /
    • 2006
  • 디지털 문서가 가진 동적인 컨텐츠의 사용을 통한 높은 정보 전달성과 공유 용이성 등의 장점으로 인해 점차적으로 디지털 문서가 종이 문서의 역할을 대신하고 있다. 하지만 종이 문서가 가진 높은 가독성과 휴대성, 저렴한 가격 등의 장점 때문에 사용자들은 여전히 종이 문서를 선호한다. 이와 같이, 종이 문서를 선호하는 사람들에게 디지털 문서의 장점을 제공하기 위해서, 종이 문서에 디지털 정보를 담는 것에 대한 다양한 연구가 이루어지고 있다. 본 논문은 사용자가 직접 펜을 이용하여 종이 문서에 디지털 정보들을 삽입, 삭제, 수정할 수 있는 Hybrid Documents Authoring Tool(HDAT) 을 제안한다. 제안된 시스템은 읽기와 쓰기 기능을 모두 지원하는 통합형 저작 도구 시스템이다. 또한 문서의 인식을 위해 마커나 패턴 등과 같은 부수적인 장치의 도움 없이 컴퓨터 비전 기술만을 이용함으로써 사용자에게 최대한 자연스러운 환경을 제공한다. 실험을 통해 우리는 제안된 시스템의 효용성을 확인하고, 카메라에 의해 발생하는 제약 아래에서 영상 기반 문서 검색을 위한 카메라 해상도, 입력 영상의 크기, 비교할 샘플의 개수 등의 최저 한계를 측정함으로써 시스템이 실생활 에 적용되었을 때 발생할 수 있는 다양한 상황에서 만족할 만한 성능을 낼 수 있음을 확인하였다.

  • PDF

'Digital Smile Design'을 이용한 심미수복증례 (Esthetic restoration using Digital Smile Design: a case report)

  • 김광현;이규호;배아란;노관태;김형섭
    • 대한치과보철학회지
    • /
    • 제53권2호
    • /
    • pp.144-149
    • /
    • 2015
  • 심미적인 수복물을 제작하기 위해서는 환자의 안모를 고려한 시각화된 정보가 필요하다. 기준 수평, 수직선 같은 정보와 환자의 요구사항에 대한 소통 없이 제작된 수복물은 비심미적인 결과를 초래할 수 밖에 없다. 따라서 어떻게 이러한 정보를 전달하느냐가 심미적인 수복물을 제작할 수 있는 성공의 요건이 될 것이다. 디지털 진단도구인 'Digital Smile Design (DSD)' 을 이용하여 심미수복에 필요한 정보를 시각화하고 수복물을 설계하여 심미적인 결과를 도출해내는 일련의 과정을 보고하고자 한다.