• Title/Summary/Keyword: 모듈 디자인

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A Study on the Application Design for Wireless Communication Control and Development of Stepping-motor Microcontroller Unit capable of Wireless Communication Control (무선통신 제어 가능한 스테핑모터 마이크로컨트롤러유닛 개발과 무선통신 제어를 위한 어플리케이션 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.503-508
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    • 2019
  • In recent years, among the IoT products that are used in various ways in everyday life, motorized products are increasing. This study aims to develop a microcontroller unit that can easily control multiple motors and develop an application that makes use of this microcontroller unit. The basis of the hardware developed by the research was the Arduino board, and to it, the Bluetooth module, Zigbee module, and a motor driver were connected. To control the device, an application was designed. The final microcontroller unit and its application may be applied to electric curtains, electric blinds, robots, and other various IoT products. Further research will lead to hardware development that can control various types of motors other than stepping motors.

A Study on the Methods of the Decorations Using Module Plants in Interior Spaces (모듈형 식물장식을 활용한 실내공간 장식방법에 대한 연구)

  • Lee, Jong-Ran
    • Korean Institute of Interior Design Journal
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    • v.24 no.5
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    • pp.62-69
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    • 2015
  • The purpose of this research is to analyze the methods of the decorations using module plants in interior spaces. This research produced 18 types of the module plant decoration: considering the classifications of module plants(soil, hydroculture, moss), directions of module plants (up, side, down), assembling ways of module plants (horizontal, vertical). Applying these 18 types to the interior space decoration (floor stand, wall attach, ceiling hanging), 54 types were classified. After that, 150 cases of the decoration using module plants in interior spaces were collected and analyzed. In result, the cases were belong to 25 types of 54 types. The important types were the types to be able to decorate wide area of walls or ceilings without occupying floor area: SOIL-UP-VERTICAL, HYDROCULTURE-UP-VERTICAL, MOSS-SIDE-VERTICAL. These types were the decorations with function of bio-filter for air cleaning. Special types were SOIL-SIDE-HORIZONTAL, SOIL-SIDE-VERTICAL with soil developed not to pour and SOIL-DOWN-HORIZONTAL, SOIL-DOWN-VERTICAL with lucks not to pour soil. Plants will be used widely in interior design because of the awareness of eco-friendly design. The strength that module plants are portable, changable, able to exchange parts helps users to maintain plants in interior spaces. For designers, module plants are flexible materials in order to make variety of forms to adjust to interior spaces. The results of this research about methods of the decorations using module plants in interior spaces are useful to designers who want to design interior spaces eco-friendly and user-friendly.

A Study on the Jewelry decorative pattern based on Wa-Dang in Unified Silla period (통일신라시대 와당을 모티브로 한 주얼리장식용 문양 연구)

  • kyeng-Tae Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.113-122
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    • 2023
  • This study was conducted on the premise of the development of cultural products using relic assets of traditional culture in a knowledge and information society led by culture and soft power. It was conducted in the context of exploring the possibility of cultural content products of Wa-Dang relics excavated from traditional architecture in the Unified Silla Period and expanding the scalability of commercialization motifs that are highly useful in jewelry design. First, the original form, material, use, size, meaning, and formative aesthetics of Wa-Dang were identified through literature and media research. Among the considered Wa-Dang, 10 types of Wa-Dang which represent the category and have values in modules and patterns were selected, and, then, circular images were extracted and modularized with a "formal simplification technique." Based on the "mathematical symmetry analysis technique," which is a method of systematizing pattern composition arrangement format. we derived a planar formative element that can be used in the development of the cultural content industry and jewelry design. In order to expand its usability in the jewelry industry in the future, it was presented as a 2D digital image. In the future, we hope more studies on the various cultural content industry utilizing the traditional culture will be carried out.

Strategic Experience Design of Shortform Video-based Brand - Focused on LIZIQI's Food Videos - (숏폼(Shortform) 동영상 기반 브랜드의 전략적 경험 디자인 - 李子柒(이자칠)의 미식(美食) 동영상을 중심으로 -)

  • Cui, Ru Ru;Kim, Young Jae
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.185-194
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    • 2020
  • This study aims to figure out how the brand experience design elements works in the Shortform video-based branding through case analysis. The sense, feel, think, act, relate experience of Shortform video brand are provided through the implementation of specific experience design elements in the process of the creators expressing personality through social media channels and communicating and interacting with consumers. As a result, LIZIQI's food videos provided a brand identity as an 'Eastern gourmet' to consumers through the audiovisual stimulation of food in video, the cognitive reinforcement which is combined of identities and products, and the behavioral participation by web sites·electronic media. In addition, a strong brand relationship was established by sharing emotional ties using human factors and responsibility through co-branding. This can be extended to various Shortform video contents-based branding cases, and it will suggest a useful approach to the brand building strategy through strategic brand experience design elements.

The APIs Design for the Database Management of the Network Game Using Design Patterns (디자인 패턴을 적용한 네트워크 게임의 DB 관리 APIs 설계)

  • Kim Jong-Soo;Kwon Oh-Jun;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.1
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    • pp.101-108
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    • 2006
  • Developing a network game that is serviced on the internet requires a lot of work, time and manpower. Therefore, it is important to design a game in such a way so that existing design codes could be used. The database for the multi-player network game is accessed from many clients. To manage the resource effectively, it is required to design the APIs to be minimized the database access and to be dealt with the related data efficiently. For this, it is needed to apply the object-oriented design for the related software modules. In the paper, we propose the design patterns of GoF to implement the APIs thatis needed to deal with the database resource. The database design through the analysis of some game's GUI has the advantage to create the optimized schema set more quickly, because it minimize the review step and the modification step of the database design generally. In addition, we apply to the design patterns of GoF for the APIs design of the server-side database. These reduce the times of the program call between the game server and the database server. These also make easily the maintenance for the already developed APIs, and it makes easily the addition of new APIs.

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A research on the Design and Construction of Smart Environmental Protection Information Platform in Nanjing (난징시의 지능형 환경 보호 정보 플랫폼의 디자인 및 구축에 관한연구)

  • Shi, XiaoHe;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.12 no.1
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    • pp.77-87
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    • 2021
  • Environment is an important factor in city life. Environmental elements are a subject that must be discussed in the smart city plan, but there is still a lack of information and data sharing in the urban environment, so improvements are needed. As part of the intelligent of Nanjing, this research has made in-depth investigation into the construction and service demand of environmental information, and has carried out the research on the design and construction of intelligent information platform that conforms to Nanjing intelligent city planning, improves environmental quality and provides environmental information service. The visualization of information is also studied. The result is an important module in the construction of intelligent city in Nanjing.

A Basic Study on Utilization of Building Information for n Internet of Things (IoT) Simulation System Development (사물인터넷 시뮬레이션 시스템 개발을 위한 건물정보의 활용에 관한 기초연구)

  • Yu, Jeong-Hyun;Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.1
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    • pp.867-874
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    • 2018
  • This study aims to develop a sort of expert system to simulate Internet of Things (IoT) service in architectural design alternatives and enhance the simulation performance using building information. The proposed protype system, named iotBIM, visualizes human behaviors and IoT services in a virtual place that is automatically generated from among design alternatives. We use commercial building information modeling (BIM) authoring tool for the development of iotBIM. The decision to develop iotBIM on the BIM platform was made because BIM tools already generate precise 3D models of design alternatives; iotBIM is plugged into the BIM tool as a simulation module. In the midst of the design process, architectural designers can activate iotBIM to investigate and establish IoT services that accord visually with design alternatives. The purpose of this study is to provide a theoretical and technological basis for the ultimate goal of this study.

A Study on Constructive Characteristic of Media in the Surface of Contemporary Architecture -Focused on Codification and Seriality of de Young Museum and Walker Art Center (현대건축의 외피에 나타난 매체적 구축 특성에 관한 연구 -디 영 뮤지엄과 워커 아트센터에 나타난 코드화와 시리얼화를 중심으로-)

  • Jeon, You-Chang;Kim, Sung-Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.5
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    • pp.2416-2424
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    • 2011
  • This study focused on the transition from modularity of a mechanical construction system to the seriality in a digital production system in architecture and arguing how digital design process affects the design of surface in the contemporary architecture and development of digital technology actively intermediate surface of architecture and expressive characteristics of media on surface. The analysis of two exhibition facilities of Herzog & de Meuron expose process of fabrication in the surface design and makes possible to implementation of the concept of code to seriality which shows images employed to reveal immediate representation of the perceptual communication with humans and architecture through the role and significance of digital design techniques.

Research on dependency of silver generation and web use environment improvement (실버 세대의 의존성과 웹 사용 환경 개선에 관한 연구)

  • Kim, yang-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.630-634
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    • 2008
  • The purpose of this research is to suggest improvement of web environment to supplement dependency of silver generation as we have aged super aged society ahead. In order to improve web environment for silver generation which has more various obstacles than common people, I examined methods to increase accessibility and usability through expansion of web interface by reinforcing contents structure and function. As a result, the try to increase web usability of web sites related to silver generation was positive, but interface designs are not unified which requires users to learn new skills, and developer produce designs that are not standardized. Therefore, I suggest web environment improvement methods to guide silver generation to be adapted to information society by suggesting solutions such as support for module of operation system and establishment of standardized design.

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A Study on the Production of Smart fitness wear with Integrated Sensor module-Electrode-Circuit (센서모듈-전극-회로가 일체화된 스마트 피트니스웨어 제작 연구)

  • Rira Kim;Byeongha Ryu
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.3
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    • pp.65-80
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    • 2024
  • The aim of this study is to develop smart fitness wear by designing and producing a prototype with integrated sensor modules, electrodes, and circuits. The research process was carried out in the following steps: 1) Selecting the positions of the sensors and electrodes based on preliminary research and exercise analysis, 2) Designing and creating patterns of smart fitness wear, 3) Designing the circuit diagram of smart fitness wear, 4) Producing the prototype, and 5) Evaluating wearability. The study reached the following key conclusions. First, the optimal placement of sensor modules and electrodes. Second, the functional design of the smart fitness wear. Third, improvements based on the usability evaluation. These research findings are expected to make a significant contribution to the future development of the fashion industry incorporating IT. The smart fitness wear developed in this study demonstrates the potential for integrating IT with the fashion industry. This product has the potential to be utilized not only in sportswear but also in various healthcare fields, enhancing user experience through personalized health management and tailored feedback.