• Title/Summary/Keyword: computer design

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Efficient Algorithm for Real-time Generation of Reflection Lines

  • Kim, Tae-wan;Juyup Kang;Lee, Kunwoo;Park, Sangkun
    • Journal of Mechanical Science and Technology
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    • v.15 no.2
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    • pp.160-171
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    • 2001
  • Depending upon the method of the surface generation and the quality of the designed boundary curves, the resulting surfaces may have global or local irregularities in many cases. Thus, it would be necessary for the designer to evaluate the surface quality and to modify the surface. This is very important because the defect of the surface causes the rework of the dies, increasing cost and delivery time significantly. To simulate the reflection line test in the actual production line, a faster algorithm for generating reflection lines is presented. In this paper, among various surface interrogation methods using reflection lines, Blinn-Newell type of reflection mapping is applied to generate the reflection lines on the trimmed NURBS surfaces. The derivation of reflection lines is formulated as a surface-plane intersection problem (Jung 1994) and is solved by surface-contouring techniques. Also, for eliminating the discontinuity of reflection lines due to the configuration of reflection map, a modified reflection map is proposed. An efficient traced contouring technique is utilized for the computational efficiency and proves to be well suited for the real-time quality-assessment task.

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A Design Consideration Element and Serious Game for Disabled person (장애인을 위한 기능성 게임 및 디자인 고려 사항)

  • Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.81-87
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    • 2011
  • This Serious Game is on the issue for its positive role recently. A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This Paper described trend and classification of Serious Game, and proposed design consideration element for disabled person, and proved the result through question investigation.

Preliminary Form Design of Cable Structure using Computer Graphics (컴퓨터 그래픽스를 이용한 케이블 구조의 초기형태 설계)

  • Kim, Nam-Hee;Koh, Hyun-Moo;Hong, Sung-Gul
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.24 no.4
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    • pp.375-382
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    • 2011
  • Nowadays computer graphic softwares have opened a lot of potential by providing parametric modeling and generative algorithms which are useful not only to describe various geometrical shapes but also to implement a designer's intent in terms of modules systematically. This study has proposed a way of developing a module for generating preliminary structural configuration using such potential computer graphics. Especially parametric modeling and generative algorithm are utilized to define various design alternatives, and moreover use of dynamic graphics enables designers to generate a structural form on one side and a force flow diagram correspondingly provided on the other. This ultimately leads to rational preliminary design of a structural form considering its force flow.

The Computer Graphic Utilization on the Fashion Design Planning - Focused on the Categorization of Fashion Feeling - (패션디자인 기획의 컴퓨터 그래픽 활용 - 패션 감각 분류를 중심으로 -)

  • Kim, Na-Eun;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.12 no.5
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    • pp.39-53
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    • 2008
  • Today is a 'high concept' era in which consumers make sensible consumption that shares a sensible bond with a brand. Therefore, it is important to analyze consumers' aesthetic awareness; namely, fashion feeling in the fashion industry. This study conducted research into a fashion design planning process according to a fashion feeling focusing on computer graphics suited to the 21st century digital trend. First, the study classified a fashion feeling with eight senses including elegance, classic, modern, mannish, sporty, avant-garde, ethnic, and romantic feelings. Second, the study made an image map, color map, material map, and style map with Adobe Photoshop CS3 by dividing a fashion planning process with a computer graphics program. Also, the study made a flat illustration with Adobe Illustrator CS3. Third, the study proposed the image map, color map, material map, style map, fashion illustration and flat illustration in the design planning process under the theme of the aforementioned eight fashion feelings.

Sociocultural perspectives on mathematics learning using computer (컴퓨터를 활용한 수학학습에 대한 사회문화적 관점)

  • 박성선
    • Education of Primary School Mathematics
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    • v.5 no.1
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    • pp.13-20
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    • 2001
  • Interaction through communication plays critical role in the mathematics learning in the sociocultural perspectives. The communication make the students construct shared knowledge, and also plays a role of mediation in making meaning. So, we have to consider sociocultural eprspectives in design of the mathematics leaning using computer. While Computer Assisted Instruction was the one-directional teaching program which proceed from computer to students, mathematics leaning using computer in the sociocultural perspectives have to consider two-directional instruction that proceed from computer to students as well as from students to computer. This interactional activity is the critical thing in the mathematics learning using computer.

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A Study on the Application of Computers to the Development of Humor Image Fashion Design (컴퓨터를 활용한 유머 이미지 패션디자인 개발에 관한 연구)

  • 우세희;최현숙
    • Journal of the Korean Society of Costume
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    • v.53 no.5
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    • pp.65-77
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    • 2003
  • Due to the rapid changes occurring in many aspects of contemporary society, the need for a means to actively combat widespread feelings of emptiness and alienation among the public, while satisfying its visual pleasure, is increasing. Thus the need for humorous elements which bring freedom to the human psyche is urgently requested. Of course, the field of fashion cannot be left out in this trend, and humor image design is a good example of this. Humor image in fashion endeavors to release the tension accumulated in the modern world, while trying to find a way to recover the original pureness of mankind. Another aspect currently important is computers. The creation of images in modern visual art relies a lot upon computers. Traditional visual processes such as painting, photography and video are now merged within digital technology. and are now quite symbiotic to each other. With the development of computers came computer art. which uses all applicable functions of a computer to create art. Any artistic action which uses a computer in any stage of its creation can be called computer art. The common factor in humor and computer art in modern fashion can be classified as follows : repetition, deformation and distortion. exaggeration and abridgement. juxtaposition. and Tromp l'oeil. This study has placed its objective on the fusion of humor image fashion and computer art, by manufacturing a work with humor and computers, two important aspects of modern culture. Expanding the field of fashion design while promoting creativity In fashion by finding a verging point between art and science is also necessary. I have designed and made five costumes using the above cited techniques in computer humor images, on a theoretical basis.

The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
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    • v.15 no.1
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    • pp.49-58
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    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

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Sampling Strategies for Computer Experiments: Design and Analysis

  • Lin, Dennis K.J.;Simpson, Timothy W.;Chen, Wei
    • International Journal of Reliability and Applications
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    • v.2 no.3
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    • pp.209-240
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    • 2001
  • Computer-based simulation and analysis is used extensively in engineering for a variety of tasks. Despite the steady and continuing growth of computing power and speed, the computational cost of complex high-fidelity engineering analyses and simulations limit their use in important areas like design optimization and reliability analysis. Statistical approximation techniques such as design of experiments and response surface methodology are becoming widely used in engineering to minimize the computational expense of running such computer analyses and circumvent many of these limitations. In this paper, we compare and contrast five experimental design types and four approximation model types in terms of their capability to generate accurate approximations for two engineering applications with typical engineering behaviors and a wide range of nonlinearity. The first example involves the analysis of a two-member frame that has three input variables and three responses of interest. The second example simulates the roll-over potential of a semi-tractor-trailer for different combinations of input variables and braking and steering levels. Detailed error analysis reveals that uniform designs provide good sampling for generating accurate approximations using different sample sizes while kriging models provide accurate approximations that are robust for use with a variety of experimental designs and sample sizes.

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A Development of Automation Program for Forging Die Design of Non-Axisymmetric Parts (비축대칭 부품의 단조금형 설계용 자동화 프로그램 개발)

  • Kwon, Soon-Hong;Choi, Jong-Ung
    • Journal of the Korean Society of Industry Convergence
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    • v.5 no.1
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    • pp.11-19
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    • 2002
  • This study described computer aided die design system for cold forging of non-axisymmetric parts such as gears and splines. To design the cold forging die, an integrated approach based on a rule-base system and commercial F. E. code were adopted. This system is implemented on the personal computer and its environment is a commercial CAD package named as Auto CAD. The system includes four modules. In the initial data input module, variables which are necessary to design of die are inputted by user and die material are selected from the database according to the variables. In the analysis and redesign module, stress distribution acting on the designed die is analyzed by commercial FEM code NISA II with elastic mode. If die failure predicted, the designed die would modified in four ways to prevent die failure in both states of stress free and pressurizing. The developed system provides useful date and powerful capabilities for die design of non-axisymmetric parts.

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