• Title/Summary/Keyword: 수학적 디자인

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Phenomena of Nonlinear Dynamics in Space Design (공간조형에 표현된 비선형 동력학 현상)

  • 임은영
    • Archives of design research
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    • v.15 no.4
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    • pp.379-390
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    • 2002
  • Science Revolution, which stands for new paradigm in an era as a transfer, usually is accompanied with a change in intellectual sphere. Futhermore, as there is an indissoluble connection between science and an, so the correlation of two realm lead to mutual prosperity in coexistence. Recently, concerns for the phenomena of non-linear dynamics in science and its quick adaptation in art made .it possible. What is important agenda for science and art is to suggest the process of creative evolution and its method, I believe. In order to attain these, different and contra way of thinking, spirit of research and venture for unpredictable things out of daily routine should be indispensible. In this study, I am offering and reviewing the space design based upon phenomena of nonlinear dynamics, drawn from concept of chaos in physics and mathematics. This study places a great emphasis on nonlinearity which should be understood as a whole, not partially, that enable a designer to find new cosmos and principles of creation. In addition to these, I wish that a designer would stop trying partial apply in nonlinear space. In fine, I hope this study enables a designer to adapt and generate nonlinearity as creative attribute in space by understanding of phenomena of nonlinear dynamics and its process as a whole.

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Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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Balance for Fighting System between Characters (캐릭터간의 대전 시스템을 위한 밸런스 구현)

  • Park, Chan-Il;Yang, Hae-Sool
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.23-30
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    • 2007
  • Game balance is an very important factor for game design, it is necessary factor to make game more fun. Most of game companies have been using their own balance method for successful game development. An efficient balance method always can't guarantee successful game development but it is true for game developer to need standard balance method for efficient game development. Fighting system between characters is mainly implemented in genre including action. Direct balance factors for fighting between characters are their characteristics and attack patterns. In this paper, We identify direct balance factors for game including fighting system between characters and propose mathematical method for it.

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Case Study Analysis of Digital Education Design to Basic Concept Design Trend by Target of Education Needs in UK and Sweden (디지털 교육매체의 기초 컨셉디자인 동향 파악을 위한 선진국 사례 분석 - 영국과 스웨덴의 사용자 니즈를 중심으로 -)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.345-366
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    • 2014
  • From the beginning of Digital text book in 2007, there are many kinds of digital text book such as English, Science etc at Public education. Above many problems at the beginning like just using paper text book's scan data as digital text book, now use special contents and design for only digital text book. But only for digital text book not for other. There is gap between advanced country of education and us. This is research based on LG europe design center in London, UK target is UK, Sweden by heuristic analysis, question investigation to get Target's UX with digital education media. Advancement of digital and interest of education bring the world development of digital education device. UK, where is education advanced nation, is using lot's of digital education device which is interactive board, digital desk etc. Result of Analysis of Digital Education Design trend by Target of Education Needs apply rough Design by LG europe design center. We can get more sophisticated needs and UX result by target then Korea that can use for our future Digital education design plan. Also help to reduce gap between advanced country and Korea.

A Case Study On Digital Education Design In Foreign Countries By Analysis Education Condition (선진학교 교육현황 분석을 통한 디지털 교육매체 디자인 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.201-219
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    • 2013
  • Development of digital media in education field at America, UK, Japan etc bring big progress on digital device if education. Japan bring huge progress on digital education by nationally. UK use huge a national budget at digital education development and Sweden which is advanced country of education and a welfare state. Especially UK and Sweden's digital education markets are full now aspect more high quality design. Korea which is advanced country of IT adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital text book is in a transition period. that needs case study of advanced country of education for setting design guide and educational effect to digital education media and device plan. All researches are based on LG europe design center at London. Analysis by using KJ method, survey of questionnaire, heuristic method at 4 schools in UK and Sweden. Through analytical researches want to more reality simulation at digital education, and high quality contents with digital socialization. co-work with analog, can get any where, anytime user want without any difficulty. Also interactive GUI design of digital education device to easy to access for user. When plan Digital text book content and design needs methodical design guide for target who students and environment an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital educational media in Korea industrial aspect.

A New Algorithm and High-Performance Hardware Design for 2-Dimensional Parallel Generation of Digital Hologram (디지털 홀로그램의 2차원적인 병렬 생성을 위한 알고리즘 및 고성능 하드웨어 설계)

  • Yang, Wol-Sung;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.1
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    • pp.133-142
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    • 2012
  • In this paper, we propose and implement a high-speed algorithm for CGH that is to calculate digital hologram by modeling the interference phenomenon for tow lights. This algorithm changes the computation equations into a parallel-computable ones and implements it with a structure consisting of two kinds of cells (initial calculation cell, and update calculation cell). The parallel computation algorithm is to get the rest hologram pixels concurrently after calculation the first hologram column. Here, the initial calculation cells compute the first column of the hologram and the update calculation cells compute the rest of the hologram. The two kinds of cells performs a pipeline operation to complete the operations of the two cells at the same time. A CGH calculator to compute the hole hologram for a light source is structured by arranging the two kinds of cells. Results from simulation showed that the maximum operation frequency is about 215MHz. So, experiments are performed by setting this frequency and the same environments as the method showing the best performance. As the results, the proposed one could complete the computation of 81.75 CGH frames per second, while the previous method computes 62.9 CGH frames per second.

A Study of the Curved Line as a Survival -Especially Centered on the Physical Structure- (생존으로서의 곡선(曲線)에 관한 연구 -물리적 구조법칙을 중심으로-)

  • 박규현;신기봉;박영민
    • Archives of design research
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    • v.15 no.1
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    • pp.181-190
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    • 2002
  • Every object's patterns is the balancing-relationship between the object's inner-energy and outer-stress. To see this as a balancing-relationship between an organism, inner-energy would be the occurrence of thermodynamic entropy which is for its existing maintenance. Outer-stress would be the friction that comes from the surrounding environment. Namely, we can see that object's figure exists in the balance between an extort to survive and fiction that disturb it. However, it is fourth that these figures are consisted of a curve and curved-surface which is not a straight line. So, it is impossible to find a figure made up of straight lines and surfaces in the existing object's world. It's true that we have regarded only a curve as the beautiful. Here, we have presented that in a curve, there exists an important function which protect our survival from the ancient humanity. And by closely observing the function in a physical dynamic-pattern sight, we've searched what is important in the design's origin that handle curve-patterns. Of course it would be more reasonable to analyze it in the standpoint of Mathematics, Chemistry, or Biology, and synthesize the points. However, due to the limitation of the researchability, we will concern about the physical structure in the design. Deficient details will be replenished through the study between educational systems. As a result, we have confirmed that, devoting the curve's physical structure-phenomenon (occurred in nature) to the design, is more beautiful in our eyes, too.

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A Comparative Study on the Different Usage of the Grids between Leonardo da Vinci and J.N.L. Durand (레오나르도 다 빈치와 J.N.L. 뒤랑의 그리드 사용법에 관한 비교 연구)

  • Hwang, Minhye
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.8
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    • pp.189-199
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    • 2017
  • The purpose of this study is to compare the grid usage that is common to Leonardo da Vinci and J.N.L. Durand in the process of designing the architectural plan. In the days when there was no proper measurement tool, auxiliary lines relied entirely on the architect's personal mindset and design convenience. Therefore, it is considered that studying the auxiliary lines drawn by the architects will be useful for studying the human perception system. Among auxiliary lines, the grid has been used by many architects. Leonardo da Vinci and J.N.L. Durand are famous. However, these two show a significant different grid usage. As auxiliary grid and space ares added the center of the Leonardo da Vinci grid continues to move, and the grid in his sketch is becoming a building space itself. So I call it 'conceptual grid'. In the case of J.N.L. Durand, the one center of the grid is always at the center of the drawing. That is, all the positions of the grid can be determined in phase around a common point, and all of the same specifications are assumed. The grid is a kind of filter. That's why his grid is a visual abstraction of the process of thinking. In this paper, I will call the grid of J.N.L. Durand as 'abstract grid'.

Co-Channel Interference Mitigation and System Throughput Maximization Using Hybrid Joint Reuse Partitioning in Multimedia Mobile Communications (멀티미디어 이동 통신에서 Hybrid Joint 주파수 재사용 구간을 이용한 동일 채널 간섭 억제 및 시스템 전송량 최대화 방법)

  • Kim, Jeong-Su
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.18 no.5 s.120
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    • pp.465-470
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    • 2007
  • The co-channel interference is a primary factor of loss in multimedia mobile communications. In this paper, we present a performance of the frequency reuse partitioning to refrain the co-channel interference and maximize system performance. First, we analyze the co-channel interference using the frequency reuse partitioning through the statistical modeling. From this results, we decide on the frequency reuse partitioning for the system throughput which is maximized. Finally, analysis and simulation results show that the frequency reuse partitioning based cellular system can mitigate the co-channel interference and maximize the system throughput. The experimental results show that system throughput is maximized from 0.7 to 0.8 according to traffic road. We can maximize the system throughput using the results with cellular system design parameter.

The Development and Application of Elementary Mathematics Congruence Learning Courseware based on Web-based Interaction (웹기반 상호작용을 기반으로 한 초등수학과 합동학습 코스웨어 개발 및 적용)

  • Choi, Jeong-Yong;Han, Kyu-Jung
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.294-299
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    • 2007
  • 도형의 합동은 도형의 대칭이나 도형그리기를 배우는 데에 기본이 되며, 도형의 성질을 이해하고 모양을 그리는 능력을 기르게 할 수 있다. 도형의 합동을 공부해야 일상 생활에서 필요로 하는 디자인이나 아름다운 예술 작품에 대한 소양을 가질 수 있다. 하지만 합동 학습을 할 때에 개념을 형성하는데 드는 시간보다 종이를 자르고 도형의 본을 뜨는 행동과 같은 구체적 조작 시간이 많이 소요되기 때문에 학생들 간의 상호작용은 물론 교사와 학생들과의 상호작용 시간도 기대하기 어렵다. 따라서 본 연구에서는 초등학교 학생들에게 학습효과를 높일 수 있도록 상호작용 이론을 합동학습에 적용하여 학습자들이 합동의 개념을 쉽게 이해할 수 있도록 하였고 동시에 동시적 비동시적 의사소통이 가능한 웹상에서 실시하는 합동학습 코스웨어를 개발하고 적용하였다.

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