• 제목/요약/키워드: Generative Design

검색결과 135건 처리시간 0.023초

생성형 인공지능 초기 단계의 사용자경험(UX): Q-방법론을 통해 살펴본 30-40대 직장인의 편의와 우려 (User Experience (UX) in the Early Days of Generative AI : The benefits and concerns of employees in their 30s and 40s through the Q-methodology)

  • 이은주;윤지찬;이준식;박도형
    • 한국정보시스템학회지:정보시스템연구
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    • 제33권1호
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    • pp.1-30
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    • 2024
  • Purpose The purpose of this study is to examine the customer experience of generative AI among office workers aged 30 to 40, investigating usability, usefulness, and affect, and understanding concerns and expectations. Design/Methodology/Approach This research used Q methodology to assess the customer experience of generative AI. Users are engaged in a problem-solving journey, and data is collected by having participants rank 36 statements based on usability, usefulness, and affect, referred to as the three goals of User Experience. Participants use a forced distribution table with a scale from -5 to +5 to indicate the subjective importance of each statement. The results identified four groups, reflecting different perspectives and attitudes toward generative AI. Findings Participants express overall comfort with generative AI, perceive AI as more knowledgeable in unfamiliar domains, but harbor doubts about AI's understanding. Disagreements emerge on AI replacing humans, the value of unique human roles, data confidentiality, fears of AI advancement, and emotional impacts. Identified four groups: Users who treat AI as a soulless assistant and are active in business use, Uncle users who want to use new technologies properly and are not afraid of technology, users who recognize the limits of AI despite its efficiency, and users who require strong verification in the future. It has the potential to guide future guidelines, ethical codes, and regulations for the appropriate use of AI. In addition, this approach lays the groundwork for future empirical analyses of generative AI.

A Research on AI Generated 2D Image to 3D Modeling Technology

  • Ke Ma;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.81-86
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    • 2024
  • Advancements in generative AI are reshaping graphic and 3D content design landscapes, where AI not only enriches graphic design but extends its reach to 3D content creation. Though 3D texture mapping through AI is advancing, AI-generated 3D modeling technology in this realm remains nascent. This paper presents AI 2D image-driven 3D modeling techniques, assessing their viability in 3D content design by scrutinizing various algorithms. Initially, four OBJ model-exporting AI algorithms are screened, and two are further evaluated. Results indicate that while AI-generated 3D models may not be directly usable, they effectively capture reference object structures, offering substantial time savings and enhanced design efficiency through manual refinements. This endeavor pioneers new avenues for 3D content creators, anticipating a dynamic fusion of AI and 3D design.

일본의 기계적 무의식과 전통공간디자인의 분열분석에 관한 연구 (A Study on the Mechanical Unconscious of Japan and Schizo-Analysis of Japanese Traditional Space Design)

  • 박경애
    • 한국실내디자인학회논문집
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    • 제21권2호
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    • pp.74-83
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    • 2012
  • This study is an historical consideration about the modern discourse of Japanese spacial tradition driven from cultural background. The purpose of this study is to establish a cartographic map of historical progress, and to shed light on the forming of identity in Japanese traditional space design on the schizo-analytical aspect. It adopts F. Guattari's psychoanalytic theory to the structural analysis of Japanese traditional space design. The process of this study is illustrated as follows: At first, it mentions Guattari's theory of Mechanical Unconscious, Schizo-analysis, Cartography, and Abstract machine as theoretical background. And, it considers the identity of Japanese traditional space constructed by various cultural sign over a long period of time as the statement of apriority. Secondly, it clarifies semiologic generation of Japanese traditional space design based on the analysis of spacial morphemes about each design stemmed from modernization process of Japan. Thirdly, it ascertains semiologic topography the representamens draw, i.e. schizo-analytic cartography from synchronic and diachronic point of view. Fourthly, it analyses traditional discourse structure in terms of generative schizo-analysis and transformational schizo-analysis with four categories- object, style, concept, strategy. Through this process, it studies the reproduction of Japanese tradition in terms of the 'social organization', and explores the way vitalized on the space-time coordinate system by the schizo-analysis of the mechanical unconscious. In conclusion, it clarifies Generative-schizo is accomplished in the level of formulating representamen, and Transformational-Schizo involves experimental mind that induce implantation of the heteromorphic elements and avant-garde experiments of abstract mechanical operation in the schizo-analysis of Japanese traditional space design. The significance of this study is to arrange an opportunity of introspection on Korean-ness seriously from inspecting logic of Japan-ness closely in traditional space design.

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현대 건축 디자인에서의 생물학적 형태의 적용에 관한 연구 (A Study on the Application of Biomorphism on Contemporary Architectural Design)

  • 김원갑
    • 한국실내디자인학회논문집
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    • 제15권1호
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    • pp.30-38
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    • 2006
  • The new aspect of contemporary architectural design is the computer simulation of morphogenesis and evolution of the organic body. Morphogenesis and evolution is the kind of emergence that is the process of complex pattern formation from simpler rules in complex system. The development comprises the sequence of pattern formation, differentiation, morphogenesis, growth. This study analyzes the application methodology of various biomorphism in contemporary architecture. The methods of generative application by computation in architecture are self-organization, differentiation, growth algorithm via MoSS. And the methods of evolution by computation are genetic algorithm, multi-parameter in environments, phylogenetic cross-over, competing as natural selection, mutation+external constraints, generative algorithm+genetic algorithm via Genr8.

Design of a Question-Answering System based on RAG Model for Domestic Companies

  • Gwang-Wu Yi;Soo Kyun Kim
    • 한국컴퓨터정보학회논문지
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    • 제29권7호
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    • pp.81-88
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    • 2024
  • 생성형 AI 시장의 급속한 성장과 국내 기업과 기관의 큰 관심에도 불구하고, 부정확한 정보제공과 정보유출의 우려가 생성형 AI 도입을 저해하는 주된 요인으로 나타났다. 이를 개선하기 위해 본 논문에서는 검색-증강 생성(Retrieval-Augmented Generation, RAG) 구조 기반의 질의응답시스템을 설계·구현하였다. 제안 방법은 한국어 문장 임베딩을 사용해 지식 데이터베이스를 구축하고, 최적화된 검색으로 질문 관련 정보를 찾아 생성형 언어 모델에게 제공된다. 또한, 이용자가 지식 데이터 베이스를 직접 관리하여 변경되는 업무 정보를 효율적으로 업데이트하도록 하고, 시스템이 폐쇄망에서 동작할 수 있도록 설계하여 기업의 기밀 정보의 유출 가능성을 낮추었다. 국내 기업 등 조직에서 생성형 AI를 도입하고 활용하고자 할 때 본 연구가 유용한 참고자료가 되길 기대한다.

Design Structure Matrix: A Model Proposal and Implementation on Harbor and Building Design Project

  • Akram, Salman;Kim, Jeonghwan;Pi, Seungwoo;Seo, Jongwon
    • 한국건설관리학회논문집
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    • 제14권1호
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    • pp.144-152
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    • 2013
  • Design is an iterative, generative, and multidisciplinary process by its nature. Iteration occurs often in most of the engineering design and development projects including construction. Design iterations cause rework, and extra efforts are required to get the optimal sequence and to manage the projects. Contrary to simple design, isolation of the generative iterations in complex design systems is very difficult, but reduction in overall iterations is possible. Design depends upon the information flow within domain and also among various design disciplines and organizations. Therefore, it is suggested that managers should be aware about the crucial iterations causing rework and optimal sequence as well. In this way, managers can handle design parameters related to such iterations pro-actively. There are a number of techniques to reduce iterations for various kinds of engineering designs. In this paper, parameter based Design Structure Matrix (DSM) is chosen. To create this DSM, a survey was performed and then partitioned using a model. This paper provides an easy approach to those companies involved in or intend to be involved in "design and build projects".

Design Structure Matrix: An Approach to Reduce Iteration and Acquire Optimal Sequence in Construction Design and Development Projects

  • 살만 아크람;김정환;서종원
    • 한국건설관리학회:학술대회논문집
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    • 한국건설관리학회 2008년도 정기학술발표대회 논문집
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    • pp.638-641
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    • 2008
  • Design is an iterative, generative, and multidisciplinary process by its nature. Iteration is frequent in most of the engineering design and development projects including construction. Design iterations cause rework, and extra efforts are required to get the optimal sequence and to manage the projects. Contrary to simple design, isolation of the generative iterations in complex design systems is very difficult, but reduction in overall iterations is possible. Design depends upon the information flow within domain and also among various design disciplines and organizations. Therefore, it is suggested that managers should be aware about the crucial iterations causing rework and optimal sequence as well. In this way, managers can handle design parameters related to such iterations proactively. Numbers of techniques are available to reduce iterations for various kinds of engineering designs. In this paper, parameter based Design Structure Matrix (DSM) is chosen. To create this DSM, a survey was performed and then partitioned using a model. This paper provides an easy approach to those companies involved in or intend to be involved in "design and build projects."

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구아리노 구아리니의 종교 건축에서 나타나는 생성 다이어그램에 관한 연구 (A Study on the Generative Diagram in Guarino Guarini's Religious Buildings)

  • 김홍수;정인하
    • 건축역사연구
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    • 제14권4호
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    • pp.157-175
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    • 2005
  • Guarino Guarini(1624-1683) is one of great Baroque architects who developed new spatial concept in architecture. He refused to static space typically appeared in Renaissance architecture. Instead, to make it possible to generate complicate form and moving space, he made use of generative diagram. It provide him with an abstract machine to generate automatically architectural inferiority. His generative diagram consists of three types: single circle diagram, matrix diagram and longitudinal diagram. The first diagram uses single circle as primary generator and develop this by means of overlap and equiangular division. La Cappella della Santissima Sindone, Sanctuary of Chiesa di Oropa, Chiesa dei Padri Somaschi, San Gaetano are designed according to this diagram. The generator of the second diagram is nine circles in $3{\times}3$ matrix, which provide the base for the interpenetration of space in Guarini's architecture. He inspired this diagram from Kepler's $\ulcorner$Harmonices mundi$\lrcorner$. The Churches of San Lorenzo, Ste-Anne-la-Royale, San Filippo Neri, San Gaetano are generated by this diagram. The third diagram has several circles in Lantin-cross plan. Guarini adopted this diagram because he had chances to design several churches in Northern Europe. The churches of Santa Maria di Ettinga, Immacolata Concezione, San Maria della Divina Providenza, Church without Name, San Filippo Neri are representative examples for this diagram.

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PathGAN: Local path planning with attentive generative adversarial networks

  • Dooseop Choi;Seung-Jun Han;Kyoung-Wook Min;Jeongdan Choi
    • ETRI Journal
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    • 제44권6호
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    • pp.1004-1019
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    • 2022
  • For autonomous driving without high-definition maps, we present a model capable of generating multiple plausible paths from egocentric images for autonomous vehicles. Our generative model comprises two neural networks: feature extraction network (FEN) and path generation network (PGN). The FEN extracts meaningful features from an egocentric image, whereas the PGN generates multiple paths from the features, given a driving intention and speed. To ensure that the paths generated are plausible and consistent with the intention, we introduce an attentive discriminator and train it with the PGN under a generative adversarial network framework. Furthermore, we devise an interaction model between the positions in the paths and the intentions hidden in the positions and design a novel PGN architecture that reflects the interaction model for improving the accuracy and diversity of the generated paths. Finally, we introduce ETRIDriving, a dataset for autonomous driving, in which the recorded sensor data are labeled with discrete high-level driving actions, and demonstrate the state-of-the-art performance of the proposed model on ETRIDriving in terms of accuracy and diversity.

ESRGAN의 성능 향상을 위한 판별자 설계 공간 재검토에 관한 연구 (A Research on Re-examining Discriminator Design Space for Performance Improvement of ESRGAN)

  • 박성욱;김준영;박준;정세훈;심춘보
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2023년도 춘계학술발표대회
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    • pp.513-514
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    • 2023
  • 초해상은 저해상도의 영상을 고해상도 영상으로 합성하는 기술이다. 이 기술에 딥러닝이 적용되어, 2014년에는 SRCNN(Super Resolution Convolutional Neural Network) 모델이 발표됐다. 이후에는 SRCAE(Super Resolution Convolutional Autoencoders)와 GAN(Generative Adversarial Networks)을 기반으로 한 SRGAN(Super Resolution Generative Adversarial Networks) 등, SRCNN의 성능을 능가하는 모델들이 발표됐다. ESRGAN(Enhanced Super Resolution Generative Adversarial Networks)은 SRGAN 모델의 성능을 개선했지만, 완벽한 성능을 내지 못하는 문제점이 있다. 이에 본 논문에서는 판별자(Discriminator) 구조를 변경하여 ESRGAN의 성능을 개선한다. 실험 결과, 제안하는 모델이 ESRGAN보다 더 높은 성능을 보일 것으로 기대된다.