• 제목/요약/키워드: Idea Sketch

검색결과 41건 처리시간 0.028초

라인 드로잉에 의한 디자인 조형능력의 측정실험

  • 우흥룡
    • 디자인학연구
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    • 제14권
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    • pp.53-60
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    • 1996
  • The most remarkable and characteristic problem of design is that of creativity of design. Originality is a part of creativity. In the process of designing, we used to handle design thoughts that shows some patte군 of divergent and productive thoughts. During design thinking, for example 'Idea sketch', We also are under Pattern Recognition and Gestalt principles organization. In this study, it is reorganized that the 'Originality Test of Line Drawing(OTLD)'is a measurement system for personal originality. There is a regression on two tests of OTLD, which has 1 Semester Interval. From the regression data, Test2 = 7.763 + 0.643Test1, F value : 55.219, Prob : 0.0001. We would suggest a measurement system for an ability of originality in design fields, but we couldn't find any reliability and validity for Fine Art fields. In this point, OTLD could be a development tool for design creativity.

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CAD/CAM 응용 소프트웨어 개발은 위한 형상 커널 개발 (Geometric Kernel for CAD/CAM Application Software Development)

  • 정연찬;박준철
    • 한국CDE학회논문집
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    • 제6권4호
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    • pp.271-276
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    • 2001
  • A geometric kernel is the library of core mathematical functions that defines and stores 3D shapes in response to users'commands. We developed a light geometric kernel suitable to develop CAD/CAM application systems. The kernel contains geometric objects, such as points, curves and surfaces and a minimal set of functions for each type but does not contain lots of modeling and handling functions that are useful to create and maintain complex shapes from an idea sketch. The kernel was developed on MS-Windows NT using C++ with STL(Standard Template Library) but it is compatible with UNIX environments. This paper describes the structure of the kernel including several components: base, math, point sequence curve, geometry, translators. The base kernel gives portability to applications and the math kernel contains basic arithmetic and their classes, such as vector and matrix. The geometry kernel contains points, parametric curves, and parametric surfaces. A neutral fie format and programming and document styles are also presented in this paper.

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루이스 칸의 엑서터 도서관 스케치 분석을 통한 기본형식에 관한 연구 (A Study on Louis I. Kahn's 'form' of Exeter Library through the Analysis of the Sketch)

  • 오광석
    • 한국실내디자인학회논문집
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    • 제14권3호
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    • pp.36-45
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    • 2005
  • The aim of this study is to understand the meaning of Form drawing in which Louis 1. Kahn's principal thought is immanent through the detail analysis on design process of the Phillips Exeter Academy Library, based on his sketches and writings. The basic form is composed of three different space: one where students come together in the presence of books, another for the storage of books, and a third for reading in the light. Through the design process in the Exeter library, the basic form is maintained and it is derived from the consideration of the human activities in the library Particularly, the basic form is shaped around the idea that learning necessarily Involved two complementary activities: on the one hand, the quiet introspective act of reading, and the other, the interpersonal exchange of ideas. And the basic form plays an important role in controlling the relationship between program requirements and formal transformations in the design.

그래픽 태블릿(Graphic Tablet)에 의한 개념적 디자인 사고의 시각화 프로세스에 관한 연구 (The Visualization of Conceptual Thinking with its Verbal / Visual Information for Design Development)

  • 우흥룡
    • 디자인학연구
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    • 제14권2호
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    • pp.217-224
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    • 2001
  • 본 연구는 디자인 실무와 교육에서 전개되는 아이디어 스케치 과정을 인지적 그래픽 사고(Graphic Thinking)의 과정으로 보고, 인지적 사고 과정에서 시각적 디자인 사고의 과정의 고찰과 함께 이에 투입되는 언어/시각 정보의 영향을 실험/분석하였다. 실험방법으로 디자인 프로젝트를 설정하여 이의 프로토콜 분석을 시행하였으며, 그 결과를 SAS 통계시스템의 T-Test 분석을 하였다. 연구결과로서, 첫째로, 그래픽 사고는 추상적 /구체적 영역과 개념적/ 지각적 영역 사이에서 언어/ 시각 정보의 인지적 사고과정에 의해 진행되는 것으로 설명될 수 있으며, 둘째로, LCD 태블릿은 펜과 종이를 대체할 수 있는 적절한 장치임을 확인하였다. 셋째로, 컨셉 디자인 단계에서는 언어/ 시각 디자인 정보의 유형에 따른 영향에서 유의적인 차이가 있음을 확인하지 못하였다. 즉, 그래픽 사고과정에서 그래픽 이미지, 지각이미지, 그리고 정신 이미지가 복합적으로 작용되고 있음을 확인해주는 결과로 볼 수 있다. 금후 실험을 다각화하여 연구를 보완할 경우, 디자인 사고의 시각화 과정에 대한 보다 일반화된 이론 체계가 세워질 것이다.

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쾌속조형 듀라폼몰도와 저융점합금을 이용한 주얼리용 마스터패턴 제작에 관한 연구 (Study of Manufacturing Jewelry Master Pattern by Using the DuraForm Rapid Prototyping Mold and the Low Melting Alloy)

  • 주영철;송오성
    • 한국주조공학회지
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    • 제22권5호
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    • pp.265-270
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    • 2002
  • A novel jewelry master pattern manufacturing process which reduce manufacturing steps by employing a Duraform rapid prototyping mold and a low melting alloy has been suggested. The novel process follows the steps of 'jewelry 3D CAD design ${\rightarrow}$ Durafrom RP mold ${\rightarrow}$ low melting alloy master pattern' while the previous process follows more complicated steps of 'jewelry idea sketch ${\rightarrow}$ detailed drawing ${\rightarrow}$ wax carving ${\rightarrow}$ flask ${\rightarrow}$ silver master pattern.' An upper and a lower part of molds have been manufactured of Duraform powder, of which melting point is $190^{\circ}C$. A maser pattern was manufactured by pouring a low melting alloy of Pb-Sn-Bi-Cd, so called Woods Metal, of which melting point is $70^{\circ}C$, into the mold. The master pattern is a shape of a disk of 20mm diameter that contains various design factors. The variations of dimensions, surface roughness, surface pore ratio were measured by an optical microscope, a surface roughness profilometer, and a Rockwell hardness tester. The pattern made of were maeasured by an optical microscope, a surface roughness profilometer, and a Rockwell hardness tester. The pattern made of low melting alloy has sufficient surface hardness, and surface pore ratio to be used as the jewelry master pattern.

공학 기술 기반 개인 디지털 디자인 프로세스를 적용한 컨셉카 개발 (Concept Car Development using Personal Digital Design Process based on Engineering Technology)

  • 맹주원;조종두
    • 한국자동차공학회논문집
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    • 제18권5호
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    • pp.9-19
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    • 2010
  • Every car manufacturer desires to reduce the new car development time spent in improving the safety, NVH, lightweight, reliability and environment friendly features of the car. Other considerations such as planning, exterior and interior styling, packaging, color, and material selection increase the complexity of the car design process. This paper proposes a personal DDP (Digital Design Process) to utilize the engineering analysis and design/styling software for car design. DDP can be efficiently used by a team of car research center or a studio with small number of engineers, helping ordinary engineers becoming ambidextrous in design as well as engineering applications. The concept model starts from idea sketch, rendering, and 3D surface model with CAS (Computer Aided Styling) to the final safety estimation by using proposed DDP based on engineering technology (CAD, CAE). The concept model proposed a hydrogen fuel cell sports coupe which could be available within next 10 years. The proposed DDP can not only reduce the new car development time but also be adapted into designing of varied products such as aircraft, yacht, electrical equipment and sports gear.

콘솔 디자인 개발에 관한 연구 (A Study on Design Development of Console)

  • 강신우;김상권
    • 한국가구학회지
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    • 제21권4호
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    • pp.304-313
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    • 2010
  • Since the significance of the living room has been stressed as the space for family gathering, the weight of an ornamental console among the living room furniture is being increased. A console is an excellent small-sized furniture to highlight the spatial characteristics by being placed in front of the plane wall, which is left as an empty space or between doors. Therefore, this study aims to defined a console and to understand the issues raised on it by analyzing the domestic and international data that are addressed until today. Meanwhile, various consoles in the market today were analyzed through catalogues, data derived from internet, and literature sources on furniture to conduct the processes of idea sketch, rendering, design confirmation, design draft, and computer rendering (3D). As for the design concept of a console, modern design equipped with practicability and ornamental is adopted in the form of a combined console table and flower vase. In terms of economic feasibility and versatility, the design is developed to allow the console use by removing the glass pipe depending on needs and in case of using a flower vase, small flower can be decorated using a glass pipe for the ornamental effect.

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가상 공간 개념 스케치를 위한 음향 반향을 포함하는 새로운 곡선 모델링 도구 (A New Curve Modeling Tool with the Acoustic Reflection for the Virtual Spatial Conceptual Sketch)

  • 최상민;김학수;채영호
    • 한국멀티미디어학회논문지
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    • 제12권2호
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    • pp.281-289
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    • 2009
  • 본 논문에서는 공간 스케치에 일반적으로 나타나는 깊이 입력 오차를 줄이는 효과적인 공간 입력을 구현하기 위해 깊이 값 인지를 도와주는 한 면 혹은 두 면의 가상 음향 반향판을 통한 새로운 상호작용 기술을 소개하고, 다양한 실험을 통해 음향 반향판을 가진 가상의 벽이 현실적인 가상 개념 디자인을 위한 효과적인 피드백으로 사용된 것을 보여 준다. 제안된 아이디어를 이용하여 깊이 값이 일정한 평면에서는 한 면 가상 음향 반향판의 피드백을 이용하여 모델과의 일치도를 약 35% 높일 수 있었고, 기울어진 평면에서는 두면 반향을 이용하여 한 면에 비해 악 4%의 일치도를 증가시킬 수 있었으며, 곡면 꽃병에서는 약 15%의 일치도를 증가시킬 수 있었다.

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얀센 메커니즘을 이용한 4 족 보행기구 (4-legged Walking Mechanism Using a Janssen Mechanism)

  • 황윤태;김천호;이형석;신동환
    • EDISON SW 활용 경진대회 논문집
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    • 제5회(2016년)
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    • pp.493-497
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    • 2016
  • Walking mechanism, there are many types. Prior to the modeling and design, we thought about a variety of mechanisms based on the Janssen mechanism to design a walking mechanism optimized for walking. The more the legs increases the stability of the structure, while the weight is heavy and if that advantage had the disadvantage, the legs are easier to walk in the utilization and structural aspects of the torque had fewer advantages. The disadvantage is that the instability mechanism, four-legged, but improve it and look forward to the idea of utilization and cost-effectiveness, its future utilization will be endless. To study this, we utilized a variety of software, such as m-sketch, Edison design program, we have seen the actual production through scientific experiments box.

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A Two Layered Approach for Animation Sketching

  • Sohn, Ei-Sung;Jeon, Jae-Woong;Park, Tae-Jin;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • 한국멀티미디어학회논문지
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    • 제12권12호
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    • pp.1736-1744
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    • 2009
  • In this paper, we present an animation sketching system using a two layered approach. Animation sketching is a popular technique to create informal animations but it is often suffered by the low-quality output due to a trade-off between convenience and complexity. Our aim is to support sketching practical animation scenes easily and fast while not complicating the simple sketching interface. The key idea is to combine two conceptual stop motion layers, a whiteboard and cutout animation layer, in a seamless interface. As a background, the whiteboard animation layer handles stroke-oriented objects, while the cutout animation layer takes charge of transform-oriented objects. We found that this approach enables users to express more complicated animation fast while still maintaining a concise sketching interface. We demonstrate the usability and flexibility through resulting animations from user experiments.

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