• 제목/요약/키워드: Fusion Design

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캐포츠 스타일의 유형별 장식 특성에 관한 연구 (A Study on the Decorative Characteristics of Caports Style according to Its Categories)

  • 박낭희;최윤미
    • 복식문화연구
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    • 제15권5호
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    • pp.770-780
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    • 2007
  • Caports is a fusion style which consists of mix and match and various T.P.Os. The expressive features of Caports style have been strengthened by the combination of functional and decorative design. This study aims to divide the images into categories and to study the decorative features of each category. It is classified into five groups according to its images, Healthy & Sexy, Athletic, Romantic, Girlish, Vintage. The following study has assorted the pictures of Caports style into categories and presents decorative design features in each category. Analyzed materials have been collected from fashion magazines, catalogs, and fashion related Internet sites from 2002 to 2006. The dominant feature of caports was sensitive fashionableness as a day wear based on sportswear. This feature was determined by every factor such as materials, structure and details. In other words, the usage of jersey that could give functionalities and elasticity, structure that exhibit one's silhouette and the decorative designs of functional details make it possible to have this kind of peculiar style. Decorative designs shown in sports wear, casual wear and women's wear were all applied in Caports style. They showed a moderate and coherent style rather than one that was richly ornate or magnificent. So, in the mesa trend of "sportism", Caports style could easily fit into the 21st century's consumers' demands for fusion. And this study of decorating methods of each category of Caports style may provide useful data to help develop the products that consumers demand.

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새로운 방식의 나사형 인공디스크 고정체 해석 (Finite Element Analysis of a Newly Designed Screw Type Fixture for an Artificial Intervertebral Disc)

  • 임종완;양현익
    • 대한의용생체공학회:의공학회지
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    • 제31권1호
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    • pp.56-66
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    • 2010
  • The various total replacement artificial discs have developed because spinal fusion has shown a lesser mobility of an operated segment and an accelerated degeneration at adjacent discs. But almost artificial discs have not yet been reached on the substitute surgery of fusion because many problems such as those clinical success rates were not more than them of fusion have not solved. In this paper, vertically inserted assemble-screw fixture in vertebrae was proposed to improve the fixed capability of artificial disc. And also, to evaluate the design suitability of newly designed screw-type, including fixtures of commercial discs such as wedge and plate type, the 1/4 finite element model with a vertebra and various implanted fixtures were generated, and next, 3 bending motions such as flexion, bending and twisting under the moment of 10Nm and compression under the force of 1000N were considered, respectively and finally, FE analyses were performed. Results of three fixture types were compared, such as Range of Motion and maximal stress, and so on. For ROM, the screw type was average 58% less than the wedge type and was average 42% less than the plate type under all loading conditions. For average stress ratio at closer nodes between vertebra and each fixture, the wedge type was the lowest as minimum 0.02 in twisting, screw types were the highest as maximum 0.28 in compression. As the results of using cement material, it was predicted that the instability problem of the wedge type was better solved. The screw type which could be increased by implanting depth according to the number of assembling mid screws, showed that the decreased tendency of ROMs and maximal cancellous bone stresses. In further study, controlling the number of assembling screws that was suitable for a patient's bone quality, development of surgical tools and keeping on design supplementations, which will be able to develop the competitive artificial disc.

게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례 (The Case of Fusion-based Education Game for Game Design)

  • 은광하
    • 디지털융복합연구
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    • 제12권10호
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    • pp.557-562
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    • 2014
  • 최근 게임은 사회, 문화적 관점에서 게임 중독성에 대한 부정적 인식에서 벗어나 점차 몰입성 중심의 긍정적이며 디지털 시대의 새로운 게임문화로서 자리 잡기 위해서 다양한 소재의 게임개발의 필요성이 대두되고 있다. 즉, 짧은 기간 동안 고부가가치 산업으로서 성장하고 있는 게임 산업 환경이 문화적 측면에서 대중과 함께하는 저변문화로 확장되기 위한 중요한 부분은 게임 디자인의 소재가 수익기반의 집중된 개발 이외에 더 다양한 대상층이 접근할 수 있는 게임 소재 개발이라고 할 수 있다. 무엇보다도 게임자체가 가지고 있는 상호작용 요소, 기능, 시스템을 활용하여 다양한 콘텐츠와의 융합을 통한 쉽게 접근할 수 있는 소재라고 할 수 있다. 본 연구는 이와 관련하여 순기능의 교육용 소재를 게임으로 융합하기 위한 디자인 접근 프로세스를 제시하며 그에 따른 단계별 사례를 제시해 보았다.

Environment Adaptive Emergency Evacuation Route GUIDE through Digital Signage Systems

  • Lee, Dongwoo;Kim, Daehyun;Lee, Junghoon;Lee, Seungyoun;Hwang, Hyunsuk;Mariappan, Vinayagam;Lee, Minwoo;Cha, Jaesang
    • International Journal of Advanced Culture Technology
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    • 제5권1호
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    • pp.90-97
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    • 2017
  • Nowadays, the most of commercial buildings are build-out with complex architecture and decorated with more complicated interiors of buildings so establishing intelligible escape routes becomes an important case of fire or other emergency in a limited time. The commercial buildings are already equipped with multiple exit signs and these exit signs may create confusion and leads the people into different directions under emergency. This can jeopardize the emergency situation into a chaotic state, especially in a complex layout buildings. There are many research focused on implementing different approached to improve the exit sign system with better visual navigating effects, such as the use of laser beams, the combination of audio and video cues, etc. However the digital signage system based emergency exit sign management is one of the best solution to guide people under emergency situations to escape. This research paper, propose an intelligent evacuation route GUIDE that uses the combination centralized Wireless Sensor Networks (WSN) and digital signage for people safety and avoids dangers from emergency conditions. This proposed system applies WSN to detect the environment condition in the building and uses an evacuation algorithm to estimate the safe route to escape using the sensor information and then activates the signage system to display the safe evacuation route instruction GUIDE according to the location the signage system is installed. This paper presented the prototype of the proposed signage system and execution time to find the route with future research directions. The proposed system provides a natural intelligent evacuation route interface for self or remote operation in facility management to efficiently GUIDE people to the safe exit under emergency conditions.

실감미디어 전송을 위한 차세대 HTTP 기반 적응적 스트리밍 전송 프로토콜 연구 (A Study on Next Generation HTTP-based Adaptive Streaming Transmission Protocol for Realistic Media)

  • 송민정;유성근;박상일
    • 방송공학회논문지
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    • 제24권4호
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    • pp.602-612
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    • 2019
  • 실감 미디어의 발전에 의해 시청자의 QoE를 보장하기 위해 다양한 스트리밍 기술에 대한 연구가 진행되고 있다. HTTP 적응적 스트리밍은 그 대표적인 예이며 HTTP/1.1과 TCP 기반으로 이루어져 있다. 해당 프로토콜들은 웹 페이지 대기 시간을 증가시키고 영상의 지연을 불어일으키는 원인의 하나로 대두되고 있다. 따라서 본 논문에서는 다양한 전송 프로토콜과 HTTP의 발전과정에 대해 분석한 후 UDP 기반의 전송프로토콜인 QUIC과 HTTP/2를 MPEG-DASH 시스템에 적용한 QUIC-DASH 시스템을 제안한다. 실험을 통해 해당 QUIC-DASH 시스템은 LTE 환경의 전송 속도 측면에서 기존의 시스템보다 최적의 성능 제공 가능성을 확인하였다. 또한, 더 나은 성능을 위해 다양한 차후 연구에 대해 제안한다.

목재와 도자 소재의 융합적 접근에 의한 오브제 기능의 가구 연구 (A study on Furniture Design as Object by Fusion Approaching with Wood and Ceramics)

  • 정용현;최경란
    • 한국과학예술포럼
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    • 제19권
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    • pp.601-612
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    • 2015
  • 본 연구에서는 심미적 기능의 오브제로서의 공예와 공간에서 실용적 기능으로서의 소재를 융합한 가구디자인으로 공간에서의 새로운 역할을 부여하기 위한 시도에 그 목적이 있다. 따라서 가구디자인은 목재와 도자 소재의 융합적 시도로서 그것이 가진 가치와 가능성을 보여준다. 연구의 범위와 방법은 도자인 예술 분야와 목공이라는 디자인 분야의 다른 재료 및 소재의 혼합과 연결되어 있다. 도자로 제작된 다리와 월넛 나무로 제작된 상판의 전혀 다른 소재가 어우러지도록 융합되어 제작한다. 직접 가구를 제작함에 있어 도자기가 쌓아진 형식을 차용한 도자 다리를 제작하여 시각적으로 제한된 기존 가구디자인과 차별된 디자인을 창출하고, 흙과 유약에서 보이는 색감과 질감으로 나무에서 얻을 수 없었던 색다른 느낌을 보여주어 가구와 그것이 놓인 공간의 신선한 어울림을 기대한다. 포스트모던 이후 디자인과 예술의 경계가 모호해지고 있다. 본 연구를 통해 가구 상판에 기능과 형상을 자유롭게 조화시킬 수 있는 개념의 현대의 다양성 그리고 가구와 오브제와의 역할에 대한 경향을 고려한 디자인을 제안하고자 한다.

현대 직물디자인에 나타난 절충주의적 경향과 특징 (Eclectic Trends and Characteristics in Modern Textile Design)

  • 박남성
    • 디자인학연구
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    • 제19권1호
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    • pp.303-316
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    • 2006
  • 새로운 미의식의 창조를 위해 이질적이고 대립적인 요소를 융합 혼합하는 절충주의는 다양성, 다원화에 기초하므로서 개성화, 다양화를 추구하는 현대인의 요구에 부합되어 각광 받고 있다. 본 연구는 현대직물디자인에 표현된 절충주의 양식을 파악하기 위하여 현대예술분야를 통해 그 특성을 규명하고 이를 직물디자인에 적용시켜 새로운 경향이 제시한 미적 효과와 조형적 특성을 고찰하므로서 현대직물디자인의 변화양상을 이해하고자 하였다. 연구결과 현대 직물디자인에 나타난 경향은 다음의 3개로 구별되는데, 1) 문화적 절충에 의한 고급문화와 저급문화의 복합, 2) 시대적 절충에 의한 다양한 시대적 감각의 융합, 3) 지역적 절충에 의한 지역적 특성의 혼합으로 나타나며, 이러한 경향으로 본 직물디자인의 특징은 1) 직물디자인에 대한 시각의 전환을 가져왔고, 2) 유희적 표현을 중시하였으며 3) 다문화적 표현이 강조되고 있다. 이와 같이 직물디자인의 절충주의적 경향은 다변화되고 있는 현대 사회를 대변해주고 미래 직물디자인을 위한 하나의 가능성을 제시하여 주므로서 이에 대한 연구는 지속적으로 필요하다.

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친환경 단열설계를 위한 STEAM 창의교육 프로그램 개발연구 - 고등학생 대상의 업사이클링 벽체모듈디자인 중심으로 - (A Study on the Development of STEAM Creative Education Program for Eco Insulation Design - Focusing on Up-Cycling Wall Module Design for High School Students -)

  • 반자연;이윤희;한혜련;백혜영
    • 한국실내디자인학회논문집
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    • 제26권6호
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    • pp.97-105
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    • 2017
  • Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.

롤투롤 인쇄공정 적용을 위한 차세대 나노입자 소결 기술 (Alternative Sintering Technology of Printed Nanoparticles for Roll-to-Roll Process)

  • 이은경;은경태;안영석;김용택;천민우;좌성훈
    • 마이크로전자및패키징학회지
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    • 제21권4호
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    • pp.15-24
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    • 2014
  • Recently, a variety of printing technologies, including ink jet, gravure, and roll-to-roll (R2R) printing, has generated intensive interest in the application of flexible and wearable electronic devices. However, the actual use of printing technique is much limited because the sintering process of the printed nanoparticle inks remains as a huge practical drawback. In the fabrication of the conductive metal film, a post-sintering process is required to achieve high conductivity of the printed film. The conventional thermal sintering takes considerable sintering times, and requires high temperatures. For application to flexible devices, the sintering temperature should be as low as possible to minimize the damage of polymer substrate. Several alternative sintering methods were suggested, such as laser, halogen lamp, infrared, plasma, ohmic, microwave, and etc. Eventually, the new sintering technique should be applicable to large area, R2R, and polymer substrate as well as low cost. This article reviews progress in recent technologies for several sintering methods. The advantages and disadvantages of each technology will be reviewed. Several issues for the application in R2R process are discussed.