• 제목/요약/키워드: application of design patterns

검색결과 411건 처리시간 0.027초

Classification of Li(黎族) traditional brocade patterns of Chinese textile and its application for modern fashion product design

  • Zhang, Shunai;Wu, Simin
    • 복식문화연구
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    • 제20권5호
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    • pp.775-781
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    • 2012
  • There are various kinds of patterns on Li brocade textile of Hainan province in China. Those patterns are rich and colorful. Li (黎族) traditional brocade is an ancient exquisite craftsmanship and a world cultural heritage. This study analyzed and categorized Li brocade pattern of traditional Chinese textiles. Li (黎族) traditional brocade is an ancient exquisite craftsmanship. Based on the research of classifications of Li brocade patterns, expound the application of women's costume. The patterns of Li brocade textile of Hainan province analyzed through three levels: design transforming, meaning prolongation, and refining spirit. The patterns were explored the feasibility way to inherit the patterns of Li brocade for the modern fashion product design. The results showed that Li brocade textile pattern of Hainan province were images sourced from local environment and geographical terrain. They contained the nation's history memory, religion, hope for life of the Li nationality. Those patterns can be categorized as human figure pattern, animal pattern, geometric pattern, appliance or architecture pattern, and Chinese character pattern.

디자인 패턴에 대한 소스코드 자동 생성 기법 (Automatic Source Code Generating Technique from Design Patterns)

  • 김운용;최영근
    • 정보처리학회논문지D
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    • 제9D권5호
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    • pp.847-858
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    • 2002
  • 객체지향 프로그래밍의 주요 목적은 효율적인 재사용성과 개발시간의 단축 그리고 소프트웨어 품질의 향상에 있다. 이러한 목적을 달성하기 위한 하나의 방법으로 소프트웨어 개발 시 기존에 잘 정의되고 테스트된 설계정보를 이용하는 것이다. 이 잘 정의되고 테스트된 설계정보는 디자인 패턴이라 불러진다. 이 디자인 패턴은 소프트웨어 개발 시 특정상황에서 발생할 수 있는 문제에 대한 해결책을 표현하고 있다. 그러나 이 패턴은 추상적인 해결책을 제시하고 있기 때문에 어플리케이션 개발 시 적용되는 디자인 패턴에 대한 명세와 활용은 주로 개발자의 수작업에 의존하고 다양한 형태로 적용되고 있다. 그 결과 일관된 형태의 분석과 활용이 어렵고 오류발생 빈도를 높일 뿐 아니라 프로그램 개발에 많은 시간이 필요하다. 또한 적용된 패턴은 어플리케이션 내부에서 시각적으로 표현되지 않기 때문에 이 패턴에 대한 분석과 테스팅이 어렵다. 이에 본 논문에서는 어플리케이션 개발 시 디자인 패턴의 요소를 효율적으로 적용할 수 있기 위해 디자인 패턴에 대한 소스코드 자동 생성기법을 제시하고 어플리케이션 내부에 적용된 패턴들간의 분석 및 활용법을 보인다. 이를 통해 어플리케이션 내부의 디자인 패턴들은 일관된 형태의 구조와 효율성을 제공하고 이들간의 분석 및 활용 효과를 증대시킨다.

The Application of Chinese Traditional Tiger Pattern in Men's Fashion Design

  • Ji Fan
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.253-262
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    • 2023
  • Chinese traditional patterns, which are part of our national precious heritage, have a long history. Tiger culture plays a very important role in folk art. In modern society, it is a symbol of human spirit and morality. The tiger pattern is also a unique traditional pattern in Chinese folklore. From the Spring and Autumn period to modern society, the tiger pattern has evolved in form through thousands of years of development. It is also a representative intangible cultural heritage in contemporary times. It plays a special role in the cultural exchange of different regions, resulting in the generation of the creation of folk art with great local characteristics. Therefore, traditional tiger patterns are an important part of traditional Chinese folk culture and art. In this study, by analyzing the development and evolution history of Chinese traditional tiger patterns, the application methods of Chinese traditional tiger patterns were summarized, the rich cultural connotation, artistic characteristics and application of traditional tiger pattern in modern fashion design were discussed. In contemporary design, the new and improved tiger pattern styles were explored, intangible cultural heritage was interpreted and inherited, and the cultural and artistic values contained therein were extracted. The author combined with modern fashion design, according to people's aesthetic taste and design principles, it is recreated,so that the traditional pattern has certain characteristics of The Times.But at the same time it retains its original character,and the traditional tiger pattern was inherited and the cultural connotation of clothing design was enriched.

On Design Patterns for Sensor Networks

  • Amin, Syed Obaid;Hong, Choong-Seon
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2007년도 춘계학술발표대회
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    • pp.1535-1537
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    • 2007
  • A design pattern is a general solution to a commonly occurring problem. Design patterns have proven highly effective in representing, transferring, and applying the design knowledge in many engineering disciplines. However, these patterns have not addressed sensor network specifically. With a growth of sensors and sensor networks, and considering their profound applicability, there is a crucial need to articulate ones experience of application development or deployment of sensor nodes in the form of design patterns to avoid the future mistakes. This paper discusses the same issue and show applicability of design patterns in sensor networks.

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코드 자동 생성을 위한 XML 기반의 효율적인 디자인패턴 구조 (An Efficient Design Pattern Framework for Automatic Code Generation based on XML)

  • 김운용;김영철;주복규;최영근
    • 정보처리학회논문지D
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    • 제8D권6호
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    • pp.753-760
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    • 2001
  • 디자인패턴은 어플리케이션 개발 시에 고려된 문제들로부터 독립적이며 확장성과 유지보수성에 대한 문제를 해결하기 위한 디자인 지식이며 현재 광범위하게 이용되고있는 분야이다. 그러나 이러한 광범위한 디자인패턴의 활용에도 불구하고 디자인 패턴에 명세와 활용은 주로 개발자의 수작업에 의존하고 있다. 그 결과 일관된 형태의 분석과 활용이 어렵고 오류 발생 빈도를 높일 뿐 아니라 프로그램 개발에 많은 시간을 필요로 한다. 따라서 이러한 문제를 해결하기 위해 본 논문에서는 디자인 패턴을 구조화하기 위해 XML을 사용한 표현방법, 이를 이용한 디자인 패턴 활용시스템 구조를 제시한다. 또한 이러한 표기법과 활용구조를 통해 소스코드 자동생성 지원 시스템을 제시하고 적용 예를 보이고자한다. XML을 이용한 구조화된 문서활용은 소스코드 생성시 사용자들에게 더 작은 코드를 작성하게 만들고, 더 안정된 시스템을 구축할 수 있게 한다.

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설계패턴이 적용된 인트라넷 어플리케이션의 객체모델링 (Object Modeling of Intranet Application applying Design Patterns)

  • 배제민;이창훈;이경환
    • 한국정보처리학회논문지
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    • 제4권8호
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    • pp.1961-1974
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    • 1997
  • 하이퍼미디어 기반 인터넷서비스의 확산으로 월드와이드웹(WWW)은 대중적으로 널리 알려지게 되었고 이런 하이퍼미디어 어플리케이션의 응용분야로서 인터넷 프로토콜인 TCP/IP와 HTTP를 이용하여 기업내부업무를 처리하고자 하는 인트라넷 어플리케이션도 점차 대두되고 있다. 인트라넷 어플리케이션은 단순한 정보획득 뿐만 아니라, 정보의 생산, 수정 및 삭제 등을 하이퍼미디어 형식으로 수행해야 되기 때문에 정보의 획득에만 비중을 둔 기존의 하이퍼미디어 어플리케이션 개발방법론을 그대로 적용하기엔 부적당하다고 볼 수 있다. 본 논문은 객체지향 방법론을 이용하여 인트라넷 환경에 맞게 적용하기엔 부적당하다고 볼 수 있다. 본 논문은 객체지향 방법론을 이용하여 인트라넷 환경에 맞게 적용한 객체지향 인트라넷 어플리케이션 개발방법론(OOIDM)을 제안한다. 그리고 설계정보의 재사용을 위해 인트라넷 영역에서 사용될 숙 있는 설계패턴을 제안하고, 이를 OOIDM에 적용한 사례연구도 제시하였다. 인트라넷 영역에서 설계패턴의 적용은 많은 잇점을 가져다 주었다. 설계패턴은 성공적인 설계정보와 그 구조의 재사용을 용이하게 해주었고, 이에 따른 설계결정(design decision)을 감소시켜 주었다.

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전통 운문(雲紋)을 모티브로 한 셔츠디자인 연구 (A Study of the Shirt Design Applied with Traditional Cloud Pattern)

  • 김선영
    • 한국의류학회지
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    • 제36권5호
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    • pp.573-582
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    • 2012
  • This work is to develop a T-shirt by adopting a unique cloud pattern (a good auspicious sign as design material) from traditional native Korean patterns for application to various cultural products and textile design cloth patterns; subsequently, a T-shirt design was processed based on this. As a research method, computer design programs Adobe Illustrator CS3 and Adobe Photoshop CS3 were used along with a literature examination as part of motive for design development and pattern realization. Three basic motives were selected as a new formative image in this work, utilizing graphical elements such as abridgement and simplicity of pattern, where flower-shaped cloud pattern, uprising cloud pattern, and 卍-shaped or swastika-shaped pattern of traditional cloud patterns were selected. Each motive diverged into two motives via the shape transformation and the application of different colors. The newly developed basic motive was further processed into a combination of one-time repeat pattern, stripe pattern, and application pattern with mixed cloud motives (that were previously developed), which altogether turned out to be 36 pieces of textile design. In addition, with newly developed motive designs and textile designs, a total of 12 shirt designs for 4 pieces were developed for these three each. The shirt design was developed into a shirt blouse, sleeveless T-shirt, half-sleeve T-shirt, and sports T-shirt among others in order to fit various uses and purposes.

대리석 패턴의 적용 유형에 관한 연구 -CMF 디자인 요소를 중심으로- (A Study on the Application Types of Marble Patterns -Focusing on the Components of CMF Design-)

  • 강해영;이필하
    • 패션비즈니스
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    • 제25권1호
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    • pp.1-15
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    • 2021
  • Consumption value has widened, not only in functional but also aesthetic aspects, and consumers have started to find products that are more individual and emotional. The pattern of natural motifs meets the needs of consumers, and the marble is also widely used in patterns as one of the natural motifs. In this study, we analyzed many fashion items and other products with marble patterns based on the elements of CMF design, which are important points in merchandise design. For research, data on marble and its patterns have been found in professional books about marble. Foreign and domestic cases were investigated from well-known design exhibitions. Results of the study demonstrate the potential for pattern representation that stimulates consumers' senses by using color or material to express a variety of visual patterns, and using many finishing methods to express textured patterns. However, most of the domestic cases have only imitated the visual features of marble patterns, and very few have expanded the scope of the use of the patterns. A domestic research study was conducted only on the chemical features of marble, while research on the color and design of the visual aspects has been conducted passively. Therefore, This study will attribute designers to come up with creative pattern design and secure many consumers. Above all, we hope that the expansion of material representations will help designers break away from today's stereotypes of the characteristics of the materials and emotional expression.

아동 교육 공간의 바이오필릭 디자인 패턴 적용 분석 (A Study on the Application of Biophilic Design Pattern in Educational space)

  • 최주영;박성준
    • 교육시설 논문지
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    • 제27권3호
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    • pp.3-14
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    • 2020
  • The purpose of this study is to discuss the planning direction of educational spaces to support children's healthy and creative learning based on bio_philic theory. This study analyzed the characteristics of the application of biophilic patterns in children's education space through case analysis. The conclusion of this study is summarized as follows. As a result of the analysis of children's classroom space, the pattern of 'A(Visual connection with nature), F(Dynamic & Diffuse Light), K(Prospect)' shows high application rate, but the pattern of 'C(Non-Rhythmic Sensory Stimuli), G(Connection with Natural Systems), I(Material Connection with Nature)' shows low application rate. In particular, there is a lack of connection with patterns such as hearing, smell, touch, taste stimulation and water experience, and curiosity through exploration of nature about 'B(Non-visual connection with nature), E(Presence of Water), N(Risk/Peril)' changes in nature and ecosystem. In the corridor and rest space, the pattern of 'A(Visual connection with nature), D(Thermal & Airflow Variability), F(Dynamic & Diffuse Light), G(Connection with Natural Systems), K(Prospect)' shows high application rate, but 'B(Non-visual connection with nature)' shows low application rate. In addition, the application of patterns related to the stimulation of curiosity through direct exploration of nature and the exploration of the patterns of 'E(Presence of Water), N(Risk/Peril)' is insufficient. Therefore, in the case of classroom spaces, the active use of nature as it is should be considered within the scope that does not cause visual confusion, and it should provide an area that can be experienced through the five senses. And corridors and rest spaces should be designed to introduce more active natural elements as spaces to recover stress caused by learning. In other words, the characteristics of children's education facilities need to be connected between classroom space, corridor, rest space and external space. This study is meaningful in that it analyzes and derives the application characteristics of 'biophilic design' which affects the 'Attention Restoration' of children's educational spaces through foreign cases.

디자인 패턴을 이용한 네트워크 턴 게임 API 설계 및 구현 (Design and Implementation of the Network Turn Game for API Using Design Patterns)

  • 김종수;김태석
    • 한국멀티미디어학회논문지
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    • 제7권11호
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    • pp.1588-1596
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    • 2004
  • 현재 인터넷에서 서비스되고 있는 실시간 네트워크 게임을 개발하는 경우, 개발 인원과 시간이 많이 투입되는 프로젝트이기 때문에, 게임 제작시 기존에 작성되어 있는 코드를 재사용이 가능하도록 설계하는 것은 중요한 일이다. 코드의 재사용을 극대화하기 위해서 연구되고 있는 분야가 디자인 패턴과 관련한 분야인데, 보다 효율적인 게임 제작을 위해 잘 정의된 디자인 패턴을 이용한 다양한 설계기법과 그 적용 예가 개발자에게 제공된다면, 보다 나은 게임 API(Application Programming Interface)를 개발할 수 있고, 또한 API를 바탕으로 한 게임 개발 전용 프레임워크의 개발이 가능하다. 본 논문에서는 2종류의 네트워크 턴 게임 설계와 구현에 있어서, GoF(Gang of Four)가 제안한 디자인 패턴들을 적용하였다. 이를 통해서 네트워크 턴 게임 제작에 있어서 기존에 개발된 게임 API를 효과적으로 재사용하는 효율적인 설계 기법을 제안한다.

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