• Title/Summary/Keyword: digital designing

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Requirments Analysis and AAS Design for Energy Digital Twin (에너지 디지털 트윈을 위한 요구사항 분석 및 AAS 설계)

  • Park, Kishik;Oh, Seongjin;Kang, Changku;Sung, Inmo;Sakar, Aranya
    • Smart Media Journal
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    • v.9 no.4
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    • pp.109-117
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    • 2020
  • Recently, with the advent of the 4th industrial revolution, digital twins are emerging as an important technology that connects and integrates physical systems and cyber systems. In this article, we analyzed the major requirements of digital twins required for the construction of digital twins of power equipments in the energy field, focusing on the industry 4.0-based Asset Administration Shell(AAS). However, since not so many studies have been conducted yet on a common platform or demonstration model for implementing digital twins both domestically and internationally, digital twin requirements are analyzed with the consideration of digital twinning of power equipment in the energy field. Also, we suggested necessary procedures and specific functions of AAS to establish a smart energy digital twin in the future by analyzing the core requirements necessary for the construction and designing the AAS design for specific power equipment.

A Study on the Application of 3D Digital Animation Model for Fashion Design I (3D 디지털 애니메이션 모델을 활용한 의상 시뮬레이션에 관한 연구 I)

  • 김혜영
    • Journal of the Korean Society of Costume
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    • v.50 no.2
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    • pp.97-109
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    • 2000
  • The purpose of this study is to apply 3D computer graphics in fashion design as a creative medium and it attempts to fine out what advantages 3D technique can offer to fashion design. For this purpose, this study, first, tries to develop a 3D digital model in which designer can select design, color , pattern and fabric palette whatever necessary . This study uses of the software named 'Poser of Fractal Design' and the and the 3D digital model comprises four stages ; body modeling, item design (item coordination), color design (color coordination), pattern and fabric design (pattern and fabric coordination). Secondly, this study seeks to accumulate a data base which was produced in the course of case studies, which have applied 3D digital model to design. The outcome of the case studies shows that 3D digital model can enhance designing in the following four aspects. ⅰ) It can give more freedom to designer to try various ideas, revise and modify them, It can also produce random generation. Through this process, the designer test various input and output without damage on fabric after revision and alteration. ⅱ) It can help designers to enhance their accuracy. Since fault in the design developed by the 3D digital model can be detected in advance, designers can make correlation before actual work begins. In the end, designers can express their ideas and intention accurately as well as freely. ⅲ) Since design developed by the 3D digital model can be shared on screen by various actors in the course of priduction such designers , merchandisers, and supervisors, it can help communication between and cut the time of feedback.ⅳ) By using the 3D digital model, designers can work from the begining with awareness of actual outcome their design, since the 3D digital model provide animation, which helps designers to envisage visual changes as they apply various items, colors, pattern and fabrics.

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A Development of Wedding Dress Design by Digital Clothing (디지털 클로딩에 의한 웨딩드레스 디자인 개발)

  • Lee, Seoyun;Cho, Kyuwha;Kim, Jiyoung
    • Journal of Fashion Business
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    • v.18 no.2
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    • pp.166-182
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    • 2014
  • The purpose of this study is to develop a wedding dress design using digital clothing program to produce an actual dress. The level of actualization of the wedding dress design through digital clothing was evaluated by comparing the shape, ornament details, material, and tone. Also, the direction of improvement was sought by apprehending the limitations for the future of wedding dress design created by digital clothing. In order to evaluate the level of actualization on major design techniques of wedding dress, design planning of 4 dresses was performed based on the major images of wedding dresses. Virtual dress was created using DC Suite program and an actual wedding dress was produced using the pattern created in the process of virtual dress designing. The wedding dress designed by digital clothing was superior in silhouette or expression of pleats, but they rather lacked in expressing corsage, 3-dimensional objects, sheen material or double material. However, by supplementing a few functions, digital clothing can be effectively utilized in wedding dress design with the convenience and speed of digital operation. The digital clothing performs rapid production in the design development stage, modifies simply and confirms in real time and is highly effective, Therefore, if a program designed for wedding dress is developed, its effectiveness will be improved to maximize the customer satisfaction, and it will significantly reduce the time and cost which will make a great contribution to the wedding industry.

A Design of All-Digital QPSK Demodulator for High-Speed Wireless Transmission Systems (고속 무선 전송시스템을 위한 All-Digital QPSK 복조기의 설계)

  • 고성찬;정지원
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.1
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    • pp.83-91
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    • 2003
  • High-speed QPSK demodulator has been in important design objective of any wireless communication systems, especially those offering broadband multimedia service. This paper describes all-digital QPSK demodulator for high-speed wireless communications, and its hardware structures are discussed. All-digital QPSK demodulator is mainly composed of symbol time circuit and carrier recovery circuit to estimate timing and phase-offsets. There are various schemes. Among them, we use Gardner algorithm and Decision-Directed carrier recovery algorithm which is most efficient scheme to warrant the fast acquisition and tacking to fabricate FPGA chip. The testing results of the implemented onto CPLD-EPF10K100GC 503-4 chip show demodulation speed is reached up to 2.6[Mbps]. If it is implemented a CPLD chip with speed grade 1, the demodulation speed can be faster by about 5 times. Actually in case of designing by ASIC, its speed my be faster than CPLD by 5 times. Therefore, it is possible to fabricate the all-digital QPSK demodulator chipset with speed of 50[Mbps].

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Design of Multi-carrier Digital Transmitter Using a Direct Conversion Scheme (직접변환방식을 이용한 멀티캐리어 디지털 송신기 설계)

  • 신관호;조성언;오창헌
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.6A
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    • pp.425-432
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    • 2003
  • In this paper, we designed a multi-carrier digital transmitter for CDMA base-station using a direct conversion scheme and verified the performance through circuit simulations. We examined a new technology required to design a multi-carrier transmitter, then designed and simulated a multi-carrier digital transmitter. ADS (Advanced Design System), RF simulation S/W of Agilent Technologies, was used for designing and simulating the multi-carrier digital transmitter. First, we simulated a digital block and an analog block separately, then performed a co-simulation for entire system. From the results, the final analog outputs of the designed multi-carrier digital transmitter met the spectrum mask characteristics of IS-97 & 3G TS 25.104 standard requirements. It means that proposed scheme could be applied to implement a multi-carrier digital transmitter for CDMA base-station. Therefore, proposed multi-carrier digital transmitter using a direct conversion scheme can accomplish cost-reduction and improvements of technology in the next CDMA base-station.

A Study on Affordance Dimensions of Digital Services for the Elderly through the Analysis of Senior Adults' Daily Activities

  • Park, Soobeen
    • Architectural research
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    • v.10 no.2
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    • pp.11-20
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    • 2008
  • Designing environments for the elderly includes studying changes in the elderly themselves, changes in their environment, and changes in the intercommunication between the elderly and their environment. The purpose of this study is to provide guidelines for a ubiquitous environment in which seniors can "age in place," using an environment-behavioral approach. 305 subjects aged 45 to 78 take part in the survey research. Temporal sequence (age groups) and behavior (daily activities) are considered as the significant variables to design digital services for the elderly in the perspective of an environment-behavioral approach. Several conclusions can be made. (1) The characteristics of subjects in the over-65 age group shows that they manage an independent lifestyle even if they realize some body functions deteriorate as they age. (2) Over-65 age group is more engaged in healthcare and pastime activities. The male subjects of it are most inactive. (3) The IDA (importance of daily activities) and FDA (frequency of daily activities) are classified by five to six factors in each group. The IDA and FDA of the group aged over 65 differ from other age groups. (4) Five affordance dimensions of digital services for the elderly are proposed: Healthcare, Domesticity, Mobility & Security, Network, and Recreation & Pastime. These affordance dimensions will help research groups or companies design ubiquitous environments to enhance the quality of life of seniors.

A Study on Design of Data Literacy Model Based on Digital Humanities (인문학 기반 데이터 리터러시 모형 설계에 관한 연구)

  • Han, Sang Woo
    • Journal of the Korean Society for information Management
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    • v.37 no.1
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    • pp.179-195
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    • 2020
  • As data becomes more important, data literacy has recently emerged as an significant term. The purpose of this study is to design data literacy model based on digital humanities. To attain this end, data literacy model was designed by combining the main contents derived from the digital humanities education program with specific capabilities extracted from research related to data literacy. By applying the data literacy model, which is the result of this study, it will be applicable to the data literacy courses in universities, and I would like to propose a follow-up study to evaluate the effectiveness of data literacy in the future.

A Research on the Uses of Storytelling Approach for Architecture (건축분야에서의 스토리텔링 기법 활용방안 연구)

  • Yoon, Ki-Byung
    • Journal of the Korean housing association
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    • v.18 no.1
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    • pp.53-60
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    • 2007
  • Storytelling approach is the way to formulate and solve problems using stories. Story is a means to understand and react everyday life that can be regarded as multi-dimensional problems. The approach becomes popular in various fields in conjunction with digital technology. In particular, it is used to solve problems in relation to whole context. In design, storytelling approach is used to clarify design constraints. It can be used to clarify and communicate thoughts for design artifacts, and to understand how the artifacts might be used in particular circumstances. In particular, the approach is useful to use under uncertain circumstances. In architecture, storytelling approach can be used in the area of design generation, design critique and capturing design knowledge. In design generation, it can be used to describe and formulate design experiences rather than simple designing artifacts. The approach formalizes design based on stories of user experiences. Digital technology such as virtual reality can be used to experience designed spaces for design modifications. In design critique area, it can be used to fill uncertain facts for historical buildings as welt as different from present status. Such stories can be used to build digital modeling and used to open criticism. Stories can be used to formalize knowledge in architectural domain as a form of implicit knowledge for certain projects. In architecture, it often is required to design types of environment never experienced before as well as to accomodate fast changing technologies. Storytelling methodology can be used as a method to cope with uncertainty and complexity in design requirements along with accumulating design knowledge.

A Study on The Gamification Elements of Eye-tracker for Improving Attention Concentration of Children with Quadratic Palsy with Intellectual Disability (지적장애를 동반한 사지마비형 뇌성마비 아동의 주의집중력 향상을 위한 아이트래커기반 게임화 요소 연구)

  • Jeong, Yoona;Woo, Tack
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.57-66
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    • 2020
  • In this paper, we analyze the interaction features using eye-tracker and the characteristics of attention concentration of children with intellectual disabilities, and present gamification elements that can be used when designing digital contents for them. For children with quadriplegic cerebral palsy, eye-trackers will increase the accessibility of digital contents. Foreground gamification can be used for selective attention concentration, background gamification and intrinsic motivation to sustain attention concentration, and foreground gamification and extrinsic motivation for mobility.

Investigating Factors Affecting Automated Question Triage for Social Reference: A Study of Adopting Decision Factors from Digital Reference

  • Park, Jong Do
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.1
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    • pp.483-511
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    • 2015
  • The efficiency and quality of the social reference sites are being challenged because a large quantity of the questions have not been answered or satisfied for quite a long time. Main goal of this study is to investigate important factors that affect the performance of question triage to relevant answerers in the context of social reference. To achieve the goal, expert finding techniques were used to construct an automated question triage approach to resolve this problem. Furthermore, important factors affecting triage decisions in digital reference were first examined, and extended them to the social reference setting by investigating important factors affecting the performance of automated question triage in the social reference setting. The study was conducted using question-answer pairs collected from Ask Metafilter. For the evaluation, logistic regression analyses were conducted to examine which factors would significantly affect the performance of predicting relevant answerers to questions. The results of the current study have important implications for research and practice in automated question triage for social reference. Furthermore, the results will offer insights into designing user-participatory digital reference systems.