• 제목/요약/키워드: Technical Application Design

검색결과 524건 처리시간 0.029초

한국 패션 명품 브랜드 론칭을 위만 '비비안 탐' 컬렉션의 디자인 특성 분석 (An Analysis of the Design Characteristics of 'Vivienne Tam' Collections, for the Launch of Renowned Korean Luxury Fashion Brands)

  • 배수정
    • 복식
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    • 제59권8호
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    • pp.82-96
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    • 2009
  • The purpose of this study is to present the basic approach of producing the luxury fashion brands containing of the Korean traditional traits on the basis of traditional transformation with the modern concept, taking the 'Vivienne Tam' 2000's collections. This study has focused on its transformation of the traditional one of China, and made this as the subject of investigation. It's design characteristic could be defined as "modern interpretations of China chic", and it would be divided into two groups. The ingenious mixture of Chinese tradition into the modern chic could be concluded like these. The external characteristics is categorized in the three ways (1) the aesthetic application of the Chinese traditional patterns(dragon, water waves, peony, Japanese apricot flower, bamboo, bats, Chinese characters etc.), (2)the modern application of Chinese traditional costume details(front opening of Chipao, mandarin collar and knot buttons) and (3)the modernization of Chinese traditional technique(knotting, embroidery, beading and paper cutting). To deal with the internal characteristics, (1)the aesthetic mixture of East and West, (2)the formative expressions of the traditional view on the universe and religion are remarkable. The Chinese embodiment and the view of the universe and religion was integrated into the patterns of dragon, water waves, clouds, fire, woods, and metals. In order to afford the creative designer capable of encompassing the East and West, the teaching about the Korean tradition along with the technical and practical aspect of fashion is most important, while encouraging the professional designer to make a sophisticated ones which are attributed to the Korean tradition, and thereby come to be attractive to the world customer. The study about the Korean costumes, traditional colors, the symbolic meaning of the traditional patterns, cuttings, compositions, extending to the various kinds of myths, songs, paintings and crafts are essential for the Korean designer brand to be the global luxury brands.

Design and analysis of isolation effectiveness for three-dimensional base-seismic isolation of nuclear island building

  • Zhu, Xiuyun;Lin, Gao;Pan, Rong;Li, Jianbo
    • Nuclear Engineering and Technology
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    • 제54권1호
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    • pp.374-385
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    • 2022
  • In order to investigate the application of 3D base-seismic isolation system in nuclear power plants (NPPs), comprehensive analysis of constitution and design theory for 3-dimensional combined isolation bearing (3D-CIB) was presented and derived. Four different vertical stiffness of 3D-CIB was designed to isolate the nuclear island (NI) building. This paper aimed at investigating the isolation effectiveness of 3D-CIB through modal analysis and dynamic time-history analysis. Numerical results in terms of dynamic response of 3D-CIB, relative displacement response, acceleration and floor response spectra (FRS) of the superstructure were compared to validate the reliability of 3D-CIB in mitigating seismic response. The results showed that 3D-CIB can significantly attenuate the horizontal acceleration response, and a fair amount of the vertical acceleration response reduction of the upper structure was still observed. 3D-CIB plays a significant role in reducing the horizontal and vertical FRS, the vertical FRS basically do not vary with the floor height. The smaller the vertical stiffness of 3D-CIB is, the better the vertical isolation effectiveness is, whereas, it will increase the displacement and the rocking effect of superstructure. Although the advantage of 3D-CIB is that the vertical stiffness can be flexibly adjusted, it should be designed by properly accounting for the balance between the isolation effectiveness and displacement control including rocking effect. The results of this study can provide the technical basis and guidance for the application of 3D-CIB to engineering structure.

과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로- (Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade)

  • 차현정;가석현;윤혜경
    • 한국과학교육학회지
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    • 제43권2호
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    • pp.59-72
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    • 2023
  • 이 연구에서는 중학교 과학 교사 6명과 중학생 8명을 대상으로 집단 면담을 하여 중학교 과학 디지털 교과서의 실감형 콘텐츠에 대한 교사와 학생의 평가 기준 및 내용을 분석하였다. 평가 대상은 중학교 2학년 '지구와 우주' 영역에 수록된 2개의 증강현실 콘텐츠와 2개의 가상현실 콘텐츠였다. 연구 결과 교사와 학생들은 'VR/AR 매체 특성', '기술적 구동', '사용자 인터페이스', '교수-학습 설계 측면' 네 개의 평가 기준으로 실감형 콘텐츠를 평가하였다. 각 측면에서의 평가 내용은 다음과 같았다. 첫째, VR/AR 매체 특성 측면에서 실감형 콘텐츠의 신기함과 흥미로움 그리고 동영상과 같은 매체와 달리 직접 조작이 가능하다는 점은 긍정적으로 인식되었으나 시각적 실재감이 부족하고 마커 활용 부분이 부정적으로 평가되었다. 둘째, 기술적 구동 측면에서 특정 OS에서 제대로 작동되지 않는 점, 실감형 콘텐츠 앱 내 개별 콘텐츠의 용량이 크다는 점, 빈번한 앱 프리징 현상이 빈번하게 발생한다는 점이 부정적으로 평가되었다. 셋째, 낮은 직관성과 낮은 유연성으로 사용자 인터페이스 측면에서 부정적인 평가를 받았다. 넷째, 교수-학습 설계 측면에서 교사들은 콘텐츠에 과학적으로 정확한 정보가 포함되어 있는지, 학생들이 콘텐츠의 내용을 쉽게 이해할 수 있는지, 교사가 계획하는 수업 목표나 내용을 담고 있는지, 학생들의 탐구 활동에 도움이 되는지를 기준으로 실감형 콘텐츠를 평가하였으며 대체로 부정적인 평가가 많았다. 학생들은 주로 자신들의 과학 학습에 도움 여부를 기준으로 학교 과학 학습에서의 실감형 콘텐츠가 크게 필요하지 않다고 하였다. 이러한 연구 결과에 기초하여 과학 교수·학습을 위한 실감형 콘텐츠 개발 방향을 논의하고 후속 연구에 대해 제언하였다.

FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구 (A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor)

  • 김종현;전한종;김석태
    • 한국실내디자인학회논문집
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    • 제15권5호
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

조경에서의 물성 발현에 관한 연구 - 물성의 개념과 조경설계매체로서 물성의 의의를 중심으로 - (A Study on the Revelation of Materiality in Landscape Architecture - Focusing on the Concept of Materiality and the Significance of Materiality as Landscape Design Media -)

  • 문지원;조정송
    • 한국조경학회지
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    • 제33권5호통권112호
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    • pp.1-14
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    • 2005
  • This study describes the recognition and the application of materials corresponding to the formative language of landscape design as the formative process of creating connote forms and meanings in a space. The purpose of this study is to propose the significance of materiality not only for conveying the meaning of landscape but also for providing expanded experience through synesthetic perception. The study consists of two parts: (1) The concept of materiality in landscape architecture is studied in three categories, which are divided in chronological order when the recognition of materials was changed. (2) Based on this exploration of the concept of materiality and the ways of expressing it that have developed from landscape arts to landscape architecture, the significance of materiality as the medium of contemporary landscape design is proposed. Breaking from previous technical and engineering approaches to materials and from a vision-centered recognition of materials, this study focuses on aesthetic and semantic aspects of materiality and is based on multidimensional recognition though synesthesia. Materiality has significance not only as the dynamic medium that carries the meaning of landscape by providing connections with the surrounding environmental context, but also as the engagement medium that expands observers' experiences with the environment through synesthesia. The study of materiality as the medium of landscape design would contribute to expanding the scope of the language of landscape design and to expressing the meaning of landscape through materiality being revealed on the basis of converted recognition of materials.

Optimum design of steel space truss towers under seismic effect using Jaya algorithm

  • Artar, Musa;Daloglu, Ayse T.
    • Structural Engineering and Mechanics
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    • 제71권1호
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    • pp.1-12
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    • 2019
  • This study investigates optimum designs of steel space truss towers under seismic loading by using Jaya optimization algorithm. Turkish Earthquake Code (2007) specifications are applied on optimum designs of steel space truss towers under the seismic loading for different local site classes depending on different soil groups. The proposed novel algorithm does not have any algorithm-specific control parameters and depends only a simple revision equation. Therefore, it provides a practical solution for structural optimization problems. Optimum solutions of the different steel truss examples are carried out by selecting suitable W sections taken from American Institute of Steel Construction (AISC). In order to obtain optimum solutions, a computer program is coded in MATLAB in corporated with SAP2000-OAPI (Open Application Programming Interface). The stress and displacement constraints are applied on the design problems according to AISC-ASD (Allowable Stress Design) specifications. Firstly, a benchmark truss problem is examined to see the efficiency of Jaya optimization algorithm. Then, two different multi-element truss towers previously solved with other methods without seismic loading in literature are designed by the proposed algorithm. The first space tower is a 582-member space truss with the height of 80 m and the second space tower is a 942-member space truss of about 95 m height. The minimum optimum designs obtained with this novel algorithm for the case without seismic loading are lighter than the ones previously attained in the literature studies. The results obtained in the study show that Jaya algorithm is a practical and robust optimization method for structural optimization problems. Moreover, incorporation of the seismic loading causes significant increase in the minimum design weight.

A Design and Implementation of Health Schedule Application

  • Ji Woo Kim;Young Min Lee;Won Joo Lee
    • 한국컴퓨터정보학회논문지
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    • 제29권3호
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    • pp.99-106
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    • 2024
  • 본 논문에서는 스마트폰에 내장된 GPS 센서를 기반으로 한 운동 데이터를 기록하는 HealthSchedule 앱을 설계하고 구현한다. 이 앱은 스마트폰의 GPS 센서를 활용해 사용자의 실시간 위치 정보를 수집하고 설정한 도착 지점까지의 이동 경로를 보여준다. 위도와 경도 좌표를 사용해 사용자의 실제 경로를 기록한다. 사용자는 스케줄 등록 시 운동 종목 및 도착 지점 등을 등록하고 운동을 시작한다. 현재 위치를 측정하면 연두색 출발지 마커가 생성되고, 이동 경로는 파란색으로 표시되며 도착지 마커와 주위 반경 25M 원은 하늘색으로 표시한다. 출발 지점 또는 직전 위치 좌표와 현재 GPS 센서가 전송한 위치 좌표를 바탕으로 두 좌표 간의 이동 거리, 소요 시간 등을 측정해 속도를 계산한다. 또한, 측정 데이터를 누적하여 전체 이동 거리, 이동 경로 및 전체 평균속도를 확인할 수 있도록 한다. 운동 중 도착 지점에 도달해도 이동 경로는 완주 버튼을 클릭하기 전까지 계속 누적되며 완주 버튼은 초기에 설정한 도착 지점을 기준으로 반지름 25M의 하늘색 원형 안으로 이동하여 하늘색 마커가 생성될 때 활성화된다. 즉 사용자가 설정한 도착 지점에는 반드시 도착해야 하고 추가적인 운동 측정을 원하면 완주 버튼을 클릭하지 않고 운동을 계속할 수 있도록 구현한다. 선택한 운동 유형에 따라 칼로리 소모량이 표시되고, 사용자의 운동 참여를 높여 성취감을 느낄 수 있도록 구현한다.

전통복식 문화원형 콘텐츠의 디지털 활용 현황과 제언 (Digital Application and Suggestions of Cultural Prototypes in Traditional Costumes)

  • 조효숙;임현주
    • 복식
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    • 제60권6호
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    • pp.89-100
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    • 2010
  • This study is intended to analyze current status of costume in the cultural industry and explore feasibility of integrating costume as important cultural contents in the digital era. Among the websites for contents as the cultural archetypes, some have strong foundations while others don't. First, as for various archetypal characters restored based on the Korean history, most of their clothes focus on shapes and colors but lack details. They should be produced in 3D to provide back views or textile patterns to users. To ease understanding of the history of costume, user-friendly services such as launch of a pop-up window when users click on specific contents in question should be available for detailed information. At least there should be a link to other related sites where users can conveniently find more details. Second, some sites have too much data under one subject, increasing complexity and undermining orderliness. As a result, it takes long time to identify the site map. In this case, it is required to rearrange the contents with Quick View by subject and related links for in-depth study. Third, each subject is important to develop the archetypes for a variety of purposes. Creation of design derived from them or their commercialization can be an example but these activities should not restrict imagination of users or degrade the value of the archetypes. Last, it is needed to adopt validation system to detect the needs for a regular update (renewal) and to fix errors. We found many servers whose operation is not stable in general. When these technical issues are addressed for stable operation, users will rely on the sites to utilize them for their purpose of developing the cultural archetypes. In conclusion, advancement of www.culturecontent.com is essential. Based on efficient management and operation of the system, the quality of contents would be increased and multi-faceted advertising campaigns focusing on needs should be launched, to promote application of the contents. This is the recommendation for the future of the cultural archetype industry in Korea.

A Study on Thermally Bonded Geotextile Separator and Properties of Waste Landfill Application of PVA Geotextile/HDPE Geomembrane Composites

  • Min, Kyung-Ho;Seo, Jung-Min;Hwang, Beong-Bok;Lee, In-Chul;Ruchiranga, Jayasekara Vishara;Jeon, Han-Yong;Jang, Dong-Hwan;Lim, Joong-Yeon
    • Advanced Composite Materials
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    • 제17권3호
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    • pp.235-246
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    • 2008
  • This paper is concerned with geotextiles bonded chemically with geogrid to form a geocomposite. Geotextiles, thermally bonded and non-woven, play an important role as a separator. Also, this study investigates the resistance to the application environment of geotextile composites. Here, numerous tests have been performed and it was revealed from experimental results that thermally bonded geotextile in geosynthetic composites showed superior characteristics to that manufactured from needle punched non-woven method in terms of tensile strength, tensile strain and high separation performance. It was noted from experiments that the geotextile prepared for separation purpose and manufactured in a thermal bonding method showed relatively low permittivity so that it could be used as a smooth separator. In addition, PVA geotextile/HDPE geomembrane composites were designed and manufactured to investigate the waste landfill related properties. Numerous experiments have been performed and experimental results were summarized to evaluate practical applicability of PVA geotextile/HDPE geomembrane composites. Among the properties of proposed geomembrane composites, evaluation has been focused on the investigation of mechanical properties, AOS (apparent opening size), permittivity and ultraviolet stability.

시뮬레이션 수업을 적용한 간호대학생의 팀워크역량, 인지된 상호작용의 효과 (The Relationship between Teamwork Competence, Perceived Interaction of Nursing Students with Simulation Classes)

  • 신승옥
    • 한국엔터테인먼트산업학회논문지
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    • 제13권8호
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    • pp.611-617
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    • 2019
  • 본 연구는 간호대학생에게 팀워크역량, 인지된 상요작용의 효과를 알아보고자 시뮬레이션 실습을 적용하였다. 본 연구는 G에 소재한 간호대학생을 대상으로 하고 4학년 시뮬레이션 교과목을 수강하는 학생이며 실습 적용 후 효과를 보기위한 단일군 실험연구이다. 연구의 분석은 SPSS 19.0 프로그램을 이용하여 일반적 특성은 빈도분석, 기술통계분석을 실시하고 팀워크역량과 인지된 상호작용은 paired t-test 분석을 하였다. 시뮬레이션 실습 적용 후에는 팀워크역량에 효과가 있는 것으로 나타났다. 본 연구결과 임상현장에서 필요한 팀워크역량을 시뮬레이션 실습적용을 통해 확인할 수 있었고 추후에는 팀워크역량을 개발할 수 있는 모듈의 세부설계가 필요하다고 본다.