• Title/Summary/Keyword: graphic theory

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A Study on the Process Planning and Die Design of Cold-Forging Using Personal Computer(I) (퍼스널 컴퓨터에 의한 냉간단조 공정 및 금형설계의 자동화에 관한 연구( I ))

  • 최재찬;김병민;진인태;김형섭
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.12 no.4
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    • pp.712-720
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    • 1988
  • This paper describes some development of computer-aided system called "COLD-FORMING" and "DESIGN-DIE". "COLD-FORMING" is designed for the forming sequence and "DESIGN-DIE" for the die design of press forming rotationally symmetric parts. The computer program developed is used in interactive and written in BASIC. Design rules for process planning and die design are formulated from process limitations, plasticity theory and know-how of experience of the field. "COLD-FORMING" capabilities include (1) analysis of forming sequence and recognition of individual operation involved each step, (2) determination of intermediate shape and dimensions, (3) calculation of forming loads to perform each forming operation and (4) graphic out put for the operation sheet. "DESIGN-DIE" capabilities include (1) optimum die design corresponding to the output of "COLD-FORMING" and (2) graphic output for the die design.of "COLD-FORMING" and (2) graphic output for the die design.ie design.

Development of a Process Sequence Determination Technique by Fuzzy Set Theory for Electric Product with Piercing and Bending Operations (퍼지셋을 이용한 퍼어싱 및 굽힘공정을 갖는 전기제품의 공정순서 결정기법 개발)

  • Kim J.H.;Kim Chul
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.9 s.174
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    • pp.137-146
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    • 2005
  • This paper describes a research work to develop a computer-aided design for the product made by progressive working of bending and piercing. An approach to the system for progressive working is based on the knowledge-based rules. Knowledge for the system is formulated from plasticity theories, experimental results and the empirical knowledge of field experts. The system has been written in AutoLISP on the AutoCAD with a personal computer and is composed of three main modules, which are input and shape treatment, flat pattern layout, strip layout modules. The system is designed by considering several factors, such as piercing and bending sequences by fuzzy set theory, complexities of blank geometry, punch profiles, and the availability of a press equipment. Strip layout drawing generated in the strip layout module is presented in 3-D graphic forms, including piercing and bending sequences with punch profiles divided into for external area. Results obtained using the modules enable the manufacturer for progressive working of electric products to be more efficient in this field.

A Study for Process Planning of Progressive Working by the using of Fuzzy Set Theory (Fuzzy set 이론을 이용한 프로그레시브 가공의 공정설계에 관한 연구)

  • Kim, Y. M.;Kim, J. H.;Kim, C.;Choi, J. C.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.04a
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    • pp.735-739
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    • 2001
  • This paper describes a research work of developing computer-aided design of a product with bending and piercing for progressive working. An approach to the system for progressive working os based on the knowledge-based rules. Knowledge for the system is formulated from plasticity theorise, experimental results and the empirical knowledge of field experts. the system has been written in AutoLISP on the AutoCAD with a personal computer and is composed of three main modules, which are input and shape treatment, flat pattern layout and strip layout modules. Strip layout of the system is designed by using fuzzy set theory. Process planning is determinated by fuzzy value according to several rules. Strip layout drawing generated in strip layout module is presented in 3-D graphic forms, including bending sequences and piercing processes with punch profiles divided into for external area. Results obtained using the modules enable the manufacturer for progressive working of electric products to be more efficient in this field.

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Analysis of free vibration in bi-directional power law-based FG beams employing RSD theory

  • Nafissa Zouatnia;Lazreg Hadji;Hassen Ait Atmane;Mokhtar Nebab;Royal Madan;Riadh Bennai;Mouloud Dahmane
    • Coupled systems mechanics
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    • v.13 no.4
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    • pp.359-373
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    • 2024
  • The present study aims to investigate the free vibration of bi-directional functionally graded (BDFG) beams using a refined shear deformation (RSD) theory. Power law variation of material composition was considered along thickness and longitudinal directions. The beams are considered simply supported. The methodology adopted is the Hamilton principle and the governing equation was solved using Navier's method for simply supported boundary conditions. A metal-ceramic combination of materials was used to provide gradation as per power law variation. The equivalent elasticity modulus and density of BDFG were computed using the rule of mixture. The results of the study were related to published works and found to be a good match. The effect of grading parameters in the thickness and longitudinal direction was studied to investigate its impact on the natural frequency.

A Study on the Deduction of 3-Dimmensional Visual Structure and measurement of Quantitative Openness in Accordance with Spatial Probe Routes (공간탐색경로에 따른 3차원 시각구조 도출과 정량적 개방도 측정에 관한 연구)

  • Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.112-120
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    • 2010
  • Human can recognize the environment by detecting spatial perception, and most of environmental perception depends on visual perception. In view that the acquisition of spatial information is accomplished through visual recognition, analysis of visual structure contained in the space is thought to be very important sector in studying the characteristic of the space. The history of studies on visual structure of space, however, wasn't too long, and furthermore most of the theories up to now focused on static and planar principles. Under this circumstance, this study is intended to suggest new theory by combining Isovist theory and VGA theory that have been actively discussed as the theory on visual perception-based spatial structure and supplementing them between each other to expand into 3-dimensional model. The suggested theory is a complex principle in dimensional and dynamic form in consideration of visual direction, which forms 3-dimentional virtual model that enables visualization of the property of spatial structure as the routine discriminating whether visual connection is made between viewing point and target point, and the target point is included in the visual field quadrangular pyramid or not. Such model was built up by an analysis application where four probe paths were applied to simulate the visual structure that occurs in virtual space, and then the characteristics were analyzed through quantification. In result, in spite of the path with equal space and equal length, significant difference in the acquired quantity of spatial information could be found depending on the probe sequence. On the contrary, it was found that probe direction may not affect the acquired quantity of information and visual property of the space.

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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The Comparison of the Long-Take Technique of Cinemas and the Continuity of Architectural Space Based on Lacan's Visual-Art Theory (라깡의 시지각 예술이론에 의한 영화의 롱 테이크 기법과 건축 공간의 연속성 비교)

  • Choi, Hyo-Sik
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.81-96
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    • 2017
  • This study aims at establishing a basic theory for the combination of architecture and movies by comparing the long-take technique of movies and the continuity of space, one of space composition principles, which is important in digital architecture based on Jacques Lacan's visual-art theory and finding common features and differences of them. The following is a summary of the conclusions. First, analyzing the long-take technique on the basis of Lacan's visual-art theory found that the subject of representation is scenes of movies and that staring shows features of narrative. Second, the long-take technique can be thought as a cinematic technique which tries to realize the real order beyond the symbolic order in real life through the process of continuous replication of replication of replication of a scene in one shot. Third, in contemporary architecture, which is compared to the long-take technique in the past, the inclined space of opened gaze is similar to the method which tries to realize architectural space of the reality which belongs to the symbolic order close to the real order which belong to significant in human unconsciousness. Fourth, the freeform continuous space of closed gaze, which can be compared to contemporary long take combined with computer graphic technology, has more difficulty in realizing the real order than the long-take technique in the past and inclined, continuous space as the feature which belongs to $signifi{\acute{e}}$ in human consciousness has been strengthened through the circulation which repeats and expands along an observer's movement. Fifth, when the contemporary long-take technique and freeform continuous space expand gaze which opens from the inside to the outside, it is considered that the space which is closer to the real order than the classic long-take technique and inclined continuous space can be created.

A Study on Progressive Die Design by the using of Finite Element Method (유한요소법을 이용한 프로그레시브 금형 설계에 관한 연구)

  • Park, Chul-Woo;Kim, Young-Min;Kim, Chul;Kim, Young-Ho;Choi, Jae-Chan
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2002.05a
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    • pp.1012-1016
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    • 2002
  • This paper describes a research work of developing computer-aided design of a product with bending and piercing for progressive working. An approach to the system for progressive working is based on the knowledge-based rules. Knowledge for the system is formulated from plasticity theories, experimental results and the empirical knowledge of field experts. The system has been written in Auto-LISP on the Auto-CAD with a personal computer and is composed of four main modules, which are input and shape treatment, flat pattern layout, strip layout, and die layout modules. The system is designed by considering several factors, such as bending sequences by fuzzy set theory, complexities of blank geometry, punch profiles, and the availability of a press equipment. Strip layout drawing generated in the strip layout module is presented in 3-D graphic forms, including bending sequences and piercing processes with punch profiles divided into for external area. The die layout module carries out die design for each process obtained from the results of the strip layout. Results obtained using the modules enable the manufacturer for progressive working of electric products to be more efficient in this field.

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Semiotic Interpretation of Christian Dior's Fashion Makeup - Focusing on Morris' theories - (Christian Dior 매설메이크업의 기호적 해석 -모리스의 이론을 중심으로-)

  • Kim, Hyun-Mi;Jang, Ae-Ran
    • Journal of the Korean Society of Costume
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    • v.59 no.3
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    • pp.14-26
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    • 2009
  • This study is to investigate makeup shown in fashion collections of Christian Dior based on semiotical theory of Morris. Morris's theory developed from semiotics of Peirce composed of syntactics, semantics and pragmatics. Therefore, in the case of analysis of fashion makeup, syntactics investigates signs of forms, colors, textures and materials of makeup, semantics finds out meanings of the signs of syntactics and pragmatics analyzes aesthetic characteristics which the signs of syntactics and the meanings of semantics symbolize. Fashion makeup in Christian Dior Collections were expressed experimentalism sign, multi-culture sign and popularity sign. Experimentalism signs were expressed with graphic makeup and cyber techno makeup and multi-culture signs were done with ethnic make up and retro makeup. In addition, goth make up and hitch makeup showed popularity signs. This study found that the three types of signs were considered to reflect aesthetics of the contemporary fashion. Also, this study could conclude that fashion makeup was able to be interpreted by Morris' semiotics.

Analysis of MMORPG's Item Crafting Contents Using Game Theory: Leatherworking in 'World of Warcraft' (게임이론을 활용한 MMORPG 아이템 제작 콘텐츠 분석: 'World of Warcraft'의 가죽세공 전문기술을 중심으로)

  • Gu, Ja-Won;Moon, Eun-Jung
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.13-26
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    • 2020
  • This study analyzed the crafting contents that have a great influence on the communication activation in MMORPG. Four situations were set by combining the factors that would affect the game world. The set of behaviors selected by the virtual player according to each situation is defined as a player scenario. As a result, we found problems such as bias of contents using and barriers of skill growth. This study is meaningful in that it presents a basic analysis method appling at the MMORPG developing and reveals the factors to be considered in the designing crafting contents.