• 제목/요약/키워드: design language

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공간디자인언어의 체계적 구성에 관한 분석적 연구 (A Study on the Systematic Approach of the Design Language in space)

  • 이상화;변창훈
    • 한국실내디자인학회논문집
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    • 제13호
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    • pp.161-166
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    • 1997
  • The composition of space is accomplished to the relational character of spatial units, and the functional and formal meanning is determined to the compositional system of design language in space. Therefore this study is the approach about the composition of order in spatial rule. Here, rule is composed of the spatial set according to the composition of units. Developing the composition, the architectural space is constructed. Therefore methodology about the systematic approach have been developed diversly and persistently. In this study, this approach being investigated and analyzing the architectural type, the composition of rule and system is examined to types. Developing the logic, this approach composing the design language is investigated and this applying method is researched.

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수명주기가 긴 제품의 설계정보관리를 위한 다층 제품정보 모델링 방안 (Multi-level Product Information Modeling for Managing Long-term Life-cycle Product Information)

  • 이재현;서효원
    • 한국CDE학회논문집
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    • 제17권4호
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    • pp.234-245
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    • 2012
  • This paper proposes a multi-level product modeling framework for long-term lifecycle products. The framework can help engineers to define product models and relate them to physical instances. The framework is defined in three levels; data, design model, modeling language. The data level represents real-world products, The model level describes design models of real-world products. The modeling language level defines concepts and relationships to describe product design models. The concepts and relationships in the modeling language level enable engineers to express the semantics of product models in an engineering-friendly way. The interactions between these three levels are explained to show how the framework can manage long-term lifecycle product information. A prototype system is provided for further understanding of the framework.

이동 로보트 시스템을 위한 제어 언어의 설계 (Design of mobile robot control language)

  • 정일호;임준홍;이준수
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1991년도 한국자동제어학술회의논문집(국내학술편); KOEX, Seoul; 22-24 Oct. 1991
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    • pp.779-782
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    • 1991
  • The design of a control language of mobile robot system for autonomous operations is explained in this paper. The on-board controller consists of one-chip microcontrollerbased system and communicates with the host computer. It decodes the received commands and controls the mobile robot. The control language is basically of interpreter type and is consisted of motion primitives and sensing primitives. The combinations of primitives are constructed for mobile robot operations.

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Design and Implementation of SMIL(Synchronized Multimedia Integration Language) Player for Electronic Commerce

  • Shin, Dong-Kyoo;Jang, Choul-Soo;Lee, Kyoung-Ho;Kim, Joong-Bae;Shin, Dong-Il
    • 한국전자거래학회:학술대회논문집
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    • 한국전자거래학회 2001년도 International Conference CALS/EC KOREA
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    • pp.631-635
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    • 2001
  • The Synchronized Multimedia Integration Language (SMIL) is a declarative markup language based on the eXtensible Markup Language (XML) to define a set of markup tags for synchronizing the timing and positioning relationships between multimedia objects. SMIL makes authoring of TV-like multimedia presentations on the Web easier for applications such as electronic commerce. We present the design and implementation of a JAVA-based SMIL player, which processes different types of media objects using multiple threads. Moreover, its cache engine detects the media type and allocates the proper cache memory for the corresponding media object.

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다니엘 리베스킨트 전시공간을 통해 본 조형적 내러티브 연구 (A Study on the Formative Narrative Seen from the Exhibition Space of Architect Daniel Libeskind)

  • 김영을
    • 한국실내디자인학회논문집
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    • 제21권2호
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    • pp.207-214
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    • 2012
  • Today, museum exhibition can be divided into two sub-categories: a. informative exhibition with various useful auxiliary media to convey knowledge and b. appreciative exhibition considering aesthetic conveyance and visual/perceptual environment. In addition to this, the concept of memorial exhibition as a field that tangible and intangible memories are transmitted and reproduced is creating another genre of exhibition. As an example of such a memorial exhibition above, the work of de-constructive architect Daniel Libeskind was selected. Jewish Museum and Imperial War Museum North both of which maximized the exhibition space by grafting architectural language to exhibition narrative were analyzed and compared to see if the same architectural language can be displayed differently in another form of exhibition after being drawn into the exhibition space depending on the changes in time and perspective. Therefore, in the narrative display combining the selection of exhibition contents and storytelling, the formative language of space can confirm that exhibition narrative as an ending structure changed into a retelling story with more extended meanings through interactive factors. Eventually, in this formative narrative, when the display of historical facts and exhibition themes is combined with the architectural language in an exhibition hall according to the approach direction, the memorial exhibition can create a formative language stimulating sensibility in the memories of space and a differentiated formative exhibition space where one is truly moved by oneness of contents.

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공간디자인 문제해결 과정에 있어서 영화구조의 적용에 관한 연구 (A Study on the Application of cinematic Construction in the Problem Solving Process of Space Design)

  • 문선욱
    • 한국실내디자인학회논문집
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    • 제16호
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    • pp.42-48
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    • 1998
  • Contemporary space design has based on the framework of academic standards on a number of scientific propositions in order to find out correlation of human and environment and closely examine approaches of a normative design. However the contents are enormous and introductory and have limitation of application to practical business affairs so that we will have to understand them as a thinking to explain the design with,. Therefore this study is an experimental research making use of concrete design approaches applicable to the area of space design ad cinematic construction as a medium. The purpose and significance of it lies in examining its validity and contributing to the future development of space design. Accordingly this study conducted the research through a literature survey for the understanding of space perception in the cinema deduced the language of design concept according to it examined the basic unit of cinematic construction then analyzed the cases of practical architectural spaces. The findings of this study indicate that human's perception to space and the cinema is deduced as a common conceptual language characterized by the ideas of articulation scenery and timeness. These concepts are very organic and interdependent and can probably become a means for human to appropriately analyze an behavior attribute type of investigating environment with. Also in composing space the basic units of cinematic construction can be as instrument to be easily applied to practical affairs as they are correlated with the function of space and a constituent language to be reasonably designed.

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루돌프 마이클 쉰들러의 건축언어를 기초로 한 가구 디자인의 특징에 관한 연구 (A Study on the Characteristics of Rudolph M. Schindler's Furniture Design based on his Architectural Language)

  • 이홍규;박진호
    • 한국실내디자인학회논문집
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    • 제17권2호
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    • pp.122-129
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    • 2008
  • Rudolph Michael Schindler(1887-1953) has been known as one of the pioneering modem architects who pursued not merely stylistic expression but a true embodiment for the human life. His furniture design is particularly noteworthy in Schindler's building. He designed numerous furniture designs where it serves as a core principal of his interior design of each building. Nevertheless, despite his architectural accomplishments, his furniture design has less been discussed. This research focuses on investigating the notion and the characteristics of Schindler's furniture designs based on his architectural language. For an in depth study of Schindler's furniture, this study reconstructs the archival material by analyzing drawings and by fabricating scaled models to reveal the characteristics of Schindler's furniture. To do so, it concentrates on two things: On the one hand, the stylistic characteristics that have to do with simple geometry, human proportion, the use of material and visual technique; on the other hand, different furniture types. This article concludes by describing Schindler's furniture design that has grown from his unique design approach and its underlying formal and spatial design principles.

Cycle 수준의 Control Flow Description에서 합성 가능한 VHDL 기술로의 변환 방법에 관한 연구 (A Translation Method from Control Flow Descriptions in cycle-accurate level to Synthesizable RTL VHDL Descriptions)

  • 윤창열;장경선
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 II
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    • pp.819-822
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    • 2003
  • This paper defines an algorithmic description language in cycle-accurate level which can be used to design hardware components. The proposed language is less complex and more flexible than VHDL language. In that the language includes C-like control flow descriptions and brief timing information(i.e. clock cycle boundaries) indicated by 'wait_edge' statements. We generate RTL VHDL codes from the descriptions. The proposed language requires only 10~30% of the # of lines to describe the same functionality compared with RTL VHDL.

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고급 하드웨어 기술 언어 설계에 관한 연구 (A Study on Design of a High Level Hardware Description Language)

  • 김태헌;이강환;정주홍;안치득
    • 한국통신학회논문지
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    • 제18권5호
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    • pp.619-633
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    • 1993
  • 본(本) 논문(論文)에서는 고(高) 수준(水準) 논리(論理) 합성(合成)을 위한 새로운 고급(高級) 하드웨어 기술언어(記述言語)인 ASPHODEL(Algorithm Synthesis Pascal Hardware for Optimal Design and Efficient Language)과 알고리듬 컴파일러를 제안(提案)한다. ASPHODEL은 VLSI의 최상위(最上位) 설계(設計) 레벨인 알고리듬 레벨에서 하드웨어 특성(特性)을 효율적으로 표현(表現)할 수 있다. VLSI 복잡도(複雜度)를 효율적(效率的)으로 처리(處理)하기 위해 입출력(入出力) 포트와 계층적(階層的) 처리기들로 하드웨어를 모델화하고, 기술(記述)의 효율성을 위해 프로그래밍 언어인 Pascal의 구문(構文)을 기본(基本)으로 채택(採擇)하여 고급(高級)하드웨어 기술언어(技術言語)로서 고(高) 수준(水準) 논리(論理) 합성(合成) 시스템에 이용(利用)될 수 있도록 하였다. 알고리듬 컴파일러는 ASPHODEL 기술(記述)을 입력(入力)으로 하여 어휘(語彙) 분석(分析)과 구문(構文) 분석(分析)을 거쳐 중간(中間) 레벨의 설계(設計) 표현(表現)으로 변환(變換)한다. 제안(提案)된 ASPHODEL과 알고리듬 컴파일러에 실제(實際) 설계(設計) 예를 적용(適用), 설명(說明)함으로써 그 효용성(效用性)을 보인다.

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비전공자를 위한 교육용 프로그래밍 언어의 비교 연구: 프로그래밍 언어 설계 원칙의 관점으로 (A Comparative Study of Educational Programming Languages for Non-majors Students: from the Viewpoint of Programming Language Design Principles)

  • 김영민;이민정
    • 컴퓨터교육학회논문지
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    • 제22권1호
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    • pp.47-61
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    • 2019
  • SW 중심사회가 도래하면서 사회 모든 분야에서 SW 기반의 문제해결 역량이 강조되고 있다. 대학에서도 비전공자를 위한 SW 기초교육을 의무화하고 프로그래밍 교육을 진행하는 추세이다. 본 연구는 프로그래밍 언어의 설계 원칙 중 간결성과 일반성을 수용하는 문법요소를 도출하고 이를 기반으로 비주얼 프로그래밍 언어(스크래치, 앱인벤터)와 다이어그래밍 언어(랩터, 플로우고리즘)를 비교 분석하였다. 그 결과 간 결성과 일반성에 있어 랩터의 표현력과 효율성이 스크래치보다 우세한 것으로 분석되었으며 학습자의 결과물을 통해 이를 확인하였다. 본 연구를 통해 프로그래밍 언어의 특징에 기반한 프로그래밍 기초교육의 설계와 구현에 기여할 것으로 기대한다.