• Title/Summary/Keyword: Generative Design

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A Study on the Architectural Application of Biological Patterns (생물학적 패턴의 건축적 적용에 관한 연구)

  • Kim, Won Gaff
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.35-45
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    • 2012
  • The development of digital media made the change of architectural paradigm from tectonic to the surface and pattern. This means the transition to the new kind of materiality and the resurrection of ornament. This study started as an aim to apply biological pattern to architectural design from the new perception of pattern. Architectural patterns in the early era appeared as ladders, steps, chains, trees, vortices. But since 21st century, we can find patterns in nature like atoms and molecular structures, fluid forms of dynamics and new geometrical pattern like fractal and first of all biological patterns like viruses and micro-organisms, Voronoi cells, DNA structure, rhizomes and various hybrids and permutations of these. Pattern became one of the most important elements and themes of contemporary architecture through the change of materiality and resurrection of ornament with the new perception of surface in architecture. One of the patterns that give new creative availability to the architectural design is biological pattern which is self-organized as an optimum form through interaction with environment. Biological patterns emerge mostly as self-replicating patterns through morphogenesis, certain geometrical patterns(in particular triangles, pentagons, hexagons and spirals). The architectural application methods of biological patterns are direct figural pattern of organism, circle pattern, polygon pattern, energy-material control pattern, differentiation pattern, parametric pattern, growth principle pattern, evolutionary ecologic pattern. These patterns can be utilized as practical architectural patterns through the use of computer programs as morphogenetic programs like L-system, MoSS program and genetic algorithm programs like Grasshoper, Generative Components with the help of computing technology like mapping and scripting.

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사출 금형 자동공정계획시스템

  • 조규갑;임주택;오정수;노형민
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1991.10a
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    • pp.261-267
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    • 1991
  • 다품종소량생산의 특징을 갖고 있는 금형공업에서 컴퓨터통합생산시스템(Computer Integrated Manufacturing System;CIMS)의 실현을 위한 중요한 분야의 하나는 부품설계도면으로부터 최종제품을 생산하는데 필요한 공정계획의 자동화, 즉 컴퓨터를 이용하여 공정계획을 자동적으로 생성하는 자동공정계획시스템(Computer Aided Process Planning;CAPP) 기술의 개발이다. 국내외적으로 CAPP분야의 연구는 컴퓨터 지원에 의한 자동화 기술의 급속한 발전과 더불어 지난 20여년 동안에 기계가공품에 관한 CAPP은 약 150여가지가 개발되었으나, 이는 컴퓨터 지원에 의한 설계의 자동화(Computer Aided Design;CAD)나 컴퓨터 지원에 의한 제조의 자동화(Computer Aided Manufacturing;CAM)분야에 비해 상대적으로 저조한 형편이다. 특히 금형을 대상으로 한 CAPP시스템의 개발은 아직 초기단계에 있기 때문에, 본 연구에서는 사출금형을 대상으로 하여 실용성이 있는 공정설계시스템을 개발함을 목적으로 한다. 일반적으로 공정계획은 "소재로부터 제품을 경제적, 효율적으로 생산하는데 필요한 제조공정의 체계적인 결정"이라고 정의할 수 있다. 공정계획은 제품의 종류와 수량, 재료와 부품의 종류, 보유 생산설비와 제조기술의 수준에 따라 다르나, 공정설계(Process Design)와 작업설계(Operation Design)로 구분할 수 있다. 본 연구에서는 공정계획을 광의의 공정설계로 정의하고, 공정설계와 공정계획을 동의어로 통용토록 한다. 기존의 CAPP시스템의 개발에 관한 기본적인 접근방법은 변성형방법(Variant method), 창성형방법(Generative method) 및 자동화방법(Automatic method)이 있다. 이들 CAPP시스템을 개발할 때 사용하는 기법은 크게 5가지- (1) GT(group Technology) 접근기법, (2) Bottom-up 접근기법, (3) Top-down 접근기법, (4) AI와 전문가시스템(Expert System) 접근기법, (5) 컴퓨터 프로그래밍 언어 - 로 분류할 수 있다. 본 연구에서는 전문가시스템 기법을 도입해서 사출금형 공정계획전문가의 지식과 경험을 획득하여 지식베이스를 구축하고, 전문가시스템 셀(shell)중 CLIPS를 이용하여 자동공정계획시스템인 Mold CAPP을 개발하였다.PP을 개발하였다.

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A study on The Design Education Program of BAUHAUS (BAUHAUS의 조형교육방법에 관한 연구)

  • 하상오
    • Archives of design research
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    • v.14
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    • pp.209-219
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    • 1996
  • The BAUHAUS started as the purpose of training the people who are designers in the industnal society or who have artistic talent as architect, handicraftman, sculptor, and in the construction, it was based for entire organizational training for every handicrafts in the aspect of the art and form. The preliminary course that became the generative power of the human training that have possessed creativity was studied and put in to practice through the formative activity of dIverse form and method according to the educational idea and the educational method of the teachers who are in charge of such edudation, and common access method that forms the fundamental basis was centered not only human being as a formative principle, and analyzed thoroughly with biological function and further until mental and philosophical part but served and thought synthetically and took principal objects at the formative practice. Together with this, the characteristic structure of the BA UHA US's formative education was taking the grouptherapy educational method where there was not distinguish teacher and student and through the liberal criticism and they realize by experience themselves that how to solve the certain subject and pursue the form by compare each other's solutions.

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GOMME: A Generic Ontology Modelling Methodology for Epics

  • Udaya Varadarajan;Mayukh Bagchi;Amit Tiwari;M.P. Satija
    • Journal of Information Science Theory and Practice
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    • v.11 no.1
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    • pp.61-78
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    • 2023
  • Ontological knowledge modelling of epic texts, though being an established research arena backed by concrete multilingual and multicultural works, still suffers from two key shortcomings. Firstly, all epic ontological models developed till date have been designed following ad-hoc methodologies, most often combining existing general purpose ontology development methodologies. Secondly, none of the ad-hoc methodologies consider the potential reuse of existing epic ontological models for enrichment, if available. This paper presents, as a unified solution to the above shortcomings, the design and development of GOMME - the first dedicated methodology for iterative ontological modelling of epics, potentially extensible to works in different research arenas of digital humanities in general. GOMME is grounded in transdisciplinary foundations of canonical norms for epics, knowledge modelling best practices, application satisfiability norms, and cognitive generative questions. It is also the first methodology (in epic modelling but also in general) to be flexible enough to integrate, in practice, the options of knowledge modelling via reuse or from scratch. The feasibility of GOMME is validated via a first brief implementation of ontological modelling of the Indian epic Mahabharata by reusing an existing ontology. The preliminary results are promising, with the GOMME-produced model being both ontologically thorough and competent performance-wise.

Denoising solar SDO/HMI magnetograms using Deep Learning

  • Park, Eunsu;Moon, Yong-Jae;Lim, Daye;Lee, Harim
    • The Bulletin of The Korean Astronomical Society
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    • v.44 no.2
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    • pp.43.1-43.1
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    • 2019
  • In this study, we apply a deep learning model to denoising solar magnetograms. For this, we design a model based on conditional generative adversarial network, which is one of the deep learning algorithms, for the image-to-image translation from a single magnetogram to a denoised magnetogram. For the single magnetogram, we use SDO/HMI line-of-sight magnetograms at the center of solar disk. For the denoised magnetogram, we make 21-frame-stacked magnetograms at the center of solar disk considering solar rotation. We train a model using 7004 paris of the single and denoised magnetograms from 2013 January to 2013 October and test the model using 1432 pairs from 2013 November to 2013 December. Our results from this study are as follows. First, our model successfully denoise SDO/HMI magnetograms and the denoised magnetograms from our model are similar to the stacked magnetograms. Second, the average pixel-to-pixel correlation coefficient value between denoised magnetograms from our model and stacked magnetogrmas is larger than 0.93. Third, the average noise level of denoised magnetograms from our model is greatly reduced from 10.29 G to 3.89 G, and it is consistent with or smaller than that of stacked magnetograms 4.11 G. Our results can be applied to many scientific field in which the integration of many frames are used to improve the signal-to-noise ratio.

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The Effect of ChatGPT Factors & Innovativeness on Switching Intention : Using Theory of Reasoned Action (TRA)

  • Hee-Young CHO;Hoe-Chang YANG;Byoung-Jo HWANG
    • Journal of Distribution Science
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    • v.21 no.8
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    • pp.83-96
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    • 2023
  • Purpose: This study examined the relationship between the factors (Credibility, Usability) and user Innovativeness of the ChatGPT on TRA (Theory of Reasoned Action; Subjective Norm, Attitude) and Switching Intention. TRA and Innovation Diffusion Theory (IDT) were used. Research design, data and methodology: From April 26 to 27, 2023, an online panel survey agency was commissioned to conduct a survey of GhatGPT users in their 20s and 40s in Korea, and a total of 210 people were used for the final analysis. Verification of the research model was performed using SPSS and AMOS. Results: First, ChatGPT factors (Credibility, Usability) were found to have positive effects on TRA (Subjective Norm, Attitude). Second, ChatGPT user Innovativeness was found to have a positive effect on TRA (Subjective Norm, Attitude). Third, ChatGPT users' TRA (Subjective Norm, Attitude) were found to have positive effects on Switching Intention. Conclusions: These results mean that the superior Usability and Credibility of ChatGPT and the Innovativeness of users have a significant effect on the Switching Intention from existing Portal Service (Naver, Google, Daum, etc.) to ChatGPT. Generative AI such as ChatGPT should strive to develop various services such as improving the convenience of functions so that innovative users can use them easily and conveniently in order to provide services that meet expectations.

Improved Cycle GAN Performance By Considering Semantic Loss (의미적 손실 함수를 통한 Cycle GAN 성능 개선)

  • Tae-Young Jeong;Hyun-Sik Lee;Ye-Rim Eom;Kyung-Su Park;Yu-Rim Shin;Jae-Hyun Moon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.908-909
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    • 2023
  • Recently, several generative models have emerged and are being used in various industries. Among them, Cycle GAN is still used in various fields such as style transfer, medical care and autonomous driving. In this paper, we propose two methods to improve the performance of these Cycle GAN model. The ReLU activation function previously used in the generator was changed to Leaky ReLU. And a new loss function is proposed that considers the semantic level rather than focusing only on the pixel level through the VGG feature extractor. The proposed model showed quality improvement on the test set in the art domain, and it can be expected to be applied to other domains in the future to improve performance.

Design of a Food Menu Recommendation App using Weather Information (날씨 정보를 활용한 음식 메뉴 추천 App 설계)

  • Ok-Kyoon Ha;Yong-hun Ok;Jin-chan Kim;Yong-Jin Kim;Dong-hun Na;Uk-ryeol Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.277-278
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    • 2024
  • 일반적으로 한국인은 식사를 위해 음식 메뉴를 고를 때 쉽게 결정하지 못하는 비율이 50% 이상으로 높다고 알려져 있다. 이러한 단순 고민 해결을 위해 다양한 음식이나 맛집을 추천해 주는 모바일 앱이나 서비스가 존재한다. 그러나 이들은 사용자가 평소 많이 검색했던 음식이나 맛집들을 위주로 찾아주거나, 랜덤으로 지정된 카테고리 내의 음식들 중 하나를 추천해주는 방식, 혹은 사용자 리뷰 점수가 높은 음식점을 우선적으로 추천해 주는 방식 등을 사용하고 있다. 따라서 기존의 추천 방식은 음식을 추천에 있어 사용자의 의도나 실질적인 연관성이 매우 낮고 평소 먹던 음식의 종류를 크게 벗어나지 않는 경우가 많아 음식 추천이라는 본래의 취지와는 멀어진다. 본 논문에서는 음식 메뉴를 선정하는데 있어 실질적인 영향을 주는 환경 요소인 계절, 기후 등의 날씨 정보를 기반으로 생성형 AI를 통해 적절한 음식을 추천하고 해당 음식을 판매하는 음식점과 그 위치를 알려주는 앱을 개발한다. 개발하는 앱은 바쁜 직장인들이나 매 끼니를 고민하는 학생 등의 메뉴 고민을 해결하는데 도움을 줄 수 있으며, 각종 배달 서비스 앱의 음식 추천 기능의 고도화에 활용될 수 있다.

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The Impact of User Trust and Anthropomorphism on the Continuance Intention to Use ChatGPT (사용자 신뢰와 의인화가 ChatGPT의 지속적인 사용 의도에 미치는 영향)

  • Jang, Ji Yeong;Suh, Chang Kyo
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.91-114
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    • 2024
  • Purpose The purpose of this study is to empirically investigate the factors that influence users' continuous intention to use ChatGPT based on the Expectation Confirmation Model(ECM). Drawing from the literature, this study identifies anthropomorphism and trust as key characteristics of generative AI and ChatGPT. Design/methodology/approach The research model was developed based on ECM and literature research to investigate the impacts of anthropomorphism and trust on continuous intention of using ChatGPT. In order to test the hypothese, a total of 193 questionnaires were collected and analyzed for the structural equation modeling with SmartPLS 4.0. Findings The study's findings show that all proposed hypotheses were supported, suggesting that the ECM is a valid framework for examining continuous intention of using ChatGPT. Moreover, the study stressed the crucial role of anthropomorphism in the model, showing the positive impact on expectation confirmation, perceived usefulness, and trust in ChatGPT. Also, trust positively affects perceived usefulness. These findings provide valuable insights for enhancing user satisfaction and continuous usage intention, serving as a foundation for development strategies for ChatGPT and similar AI-based systems.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.