• Title/Summary/Keyword: 행위 디자인

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A Study on the Application of Design Components of 3D Greenery System for Eco-Friendly Indoor and Outdoor Space of Buildings (건축물 내외부의 친환경 구성을 위한 입체녹화의 부문별 디자인 적용요소에 관한 연구)

  • Shin, Kyung-Sun;Kim, Won-Pil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.275-284
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    • 2017
  • As the 3D Greenery system is known to improve the urban environment, it works as new alternative for eco-friendly building and warrants further study for application to the domestic field. This study aimed to apply the design components for eco-friendly composition by investigating the spatial characteristics of the 3D Greenery System reflected in interior and exterior of buildings and to analyze the organization and design elements of domestic and foreign cases. The results showed that instances of the Greenery System tended to be a large scale and high-density development in order to expand various exterior spaces. Although its early forms were often found in such public facilities as exhibition and education purpose, cases of multi-unit dwelling have been growing. Allowing apartment residents to prefer intimate space by providing various such spaces for residential units and offering independent green spaces would induce diverse residents' lifestyles rather than monotonous design. The analysis also indicated that community space composed of various outdoor spaces and atmosphere would change life patterns of multi-housing and establish a real neighborhood through social interaction. Moreover, further investigation of the design patterns of outdoor space arrangement is needed since the Greenery system actively reflects the environmental characteristics of building sites and clearly shows a tendency to utilize natural terrain and slope in building shapes.

A Qualitative Case Study on the Application of Spatial Design in the One-Person Housing Space by Combining BIM Design Technology (BIM 설계 기술을 융합한 1인 주거공간디자인 사례연구)

  • Kim, Ji Eun;Park, Eun Soo
    • Korea Science and Art Forum
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    • v.37 no.2
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    • pp.101-112
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    • 2019
  • Regardless of the size, the role and meaning of the space required for human daily life are the same. Especially, as the spatial design is small and the size is small, the careful design and problem solving are needed to enable comfortable and convenient life even in a narrow space. The purpose of this study is to design a convergence model that utilizes the advantages of BIM, which can simulate actual design based on a new one-person housing space design plan optimized for one person. This study applied the BIM design technology to one-person housing 2D design, and the suitability examination and the space optimization design of the interior design were carried out. As a result of the study, utility of space improvement, consideration of housing environment, interference check, application of eco-friendly housing system, and MEP design item were derived. Therefore, BIM space design in interior space has been confirmed as a way to overcome limit and inefficiency of 2D design which is applied to actual space by various space design elements. Based on the results of this study, the One-person housing space model, which is applied to the study, is a pure creation designed based on various one-person housing of social and cultural peculiarities derived from previous research. This design example was applied to BIM technology to confirm the detailed and practical design possibility.

Suggestion of a Social Significance Research Model for User Emotion -Focused on Conversational Agent and Communication- (사용자 감정의 사회적 의미 조사 모델 제안 -대화형 에이전트와 커뮤니케이션을 중심으로-)

  • Han, Sang-Wook;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.167-176
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    • 2019
  • The conversational agent, which is at the forefront of the 4th industry, aims to personalize the user-centered focus in the future and holds an important position to have a hub that can be connected to various IoT devices. It is a challenge for interactive agents to recognize the user's emotions and provide the correct interaction to personalization. The study first I looked at emotional definitions and scientific and engineering approaches. Then I recognized through social perspectives what social function and what factors emotions have and how they can be used to understand emotions. Based on this, I explored how users can be discovered emotional social factors in communication. This research has shown that social factors can be found in the user's speech, which can be linked to the social meaning of emotions. Finally, I propose a model to discover social factors in user communication. I hope that this will help designer and researcher to study user-centered design and interaction in designing interactive agents.

Multi-functional Furniture Composition System for Single-person Household Behavior (1인 가구의 행위를 지원하는 다기능 가구 구성 체계 분석)

  • Choi, Hwa-Kyung;Park, Sung-Jun
    • Korean Institute of Interior Design Journal
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    • v.27 no.2
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    • pp.37-44
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    • 2018
  • This research aims to suggest the composition of multi-functional furniture for single households, responding to the changes of consumption pattern caused by the recent trends of the single-person household living in a small residential space. It is expected that a multi-functional furniture for single households in the current context should be increased the efficiency of spaces. Using a customized questionnaire, we examined the preferences of multi-functional furniture composition for single households. A questionnaire was developed by collecting images using key words related to multi-functional furniture and analyzing the final images by multi-functionality, furniture classification system and behavior. The most preferred multi-functional furniture composition are counter-tops and chest of drawers, followed by chest of drawers and beds, counter-tops and tableware, lighting and beds, closets and drawers. This research contributes significantly in that it suggests the basic data of optimized flexible multi-functional furniture design for single-person household by linking various behaviors and furniture in the house.

A study on the program in Kazuyo Sejima's Architecture (카즈요 세지마의 건축에서 나타나는 프로그램에 관한 연구)

  • Jung, Dong-Ho;Kim, Dong-Jin
    • Korean Institute of Interior Design Journal
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    • v.16 no.2 s.61
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    • pp.32-39
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    • 2007
  • The Program from modern architecture is an indispensable condition which must put in all buildings today and it is a relationship setting of a various functions. According to changing society consequently, a complicated form and program in modem appear again. Through this background from, we intend to observe the meaning which the program is having in the construction in this manuscript. Sejima is the architecture who try to use variously special formation of the program. Specially, we are planning to research the quality which his program is haying form Sejima's architecture and how it is reflected ill this construction. Resultantly, each program which appears from Sejima's architecture makes a gap space and irregular arrangement. The characters of the space which is put each through the gap don't have a deceptive plan each other and they are compounded. Also, each character to have their territories is intersected and putting out of the various features in the program coat. First, form of the maze plane, Intersecting each territory. Second, forming the territory as fitting their act oneself in the space where can be existing. Third, having more interest in the event that happens inside than existence problem of thing.

UML-based Object-Oriented Framework Modeling Techniques (UML 기반의 객체지향 프레임워크 모델링 기법)

  • Jo, Eun-Suk;Kim, Su-Dong;Ryu, Seong-Yeol
    • Journal of KIISE:Software and Applications
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    • v.26 no.4
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    • pp.533-545
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    • 1999
  • 절차적 재사용, 객체지향 사용, 디자인 패턴, 분석 패턴, 그리고 프레임 워크와 같은 효율적인 소프트웨어 재상요에 대한 많은 연구가 진행되어 오고 있다. 최근 들어 객체지향 프레임워크가 효율적이고 실용적인 재사용 기법으로 크게 부각되고 있다. 객체지향 프레임워크는 특정 도메인에 대한 여러 어플리케이션들 간의 공통된 행위들을 지닌 클래스들의 집합으로서, 재사용성을 증가시키고, 어플리케이션 개발시간을 단축시키는 효과를 지니고 있다. 그러나, 객체지향 프레임워크를 구축하기 위한 체계적인 개발 프로세스와 세부적인 개발 지침에 대한 연구가 충분히 이루어지지 않은 상태이며 OMG의 Unified Modeling Kanguage (UML)을 이용한 객체지향 프레임워크 개발에 관한 연구도 매우 미흡한 상태이다. 본 논문에서는 UML 문법과 의미를 기반으로 한 실용적인 객체지향 프레임워크 모델링 기법을 제시한다. 제시된 모델링 기법의 프로세스는 분석, 설계 구현, 그리고 시험 4단계(Phase)로 구성되어 있으며 , 각 단계는 논리적인 개발 업무(Task)들로 정의된다. 제시된 프로세스는 UML 다이어그램들을 적용 및 확장하였고, Objectory 프로세스를 바탕으로 한 것이므로 , 제시된 프로세스의 적용성 검증을 위해 전자 상거래 도메인에 대한 적용사례연구를 제시한다.

Development of a Design Ontology and Design Process Visualization Environment for the Analysis and Leaning of Conceptual Design (개념 설계과정의 설계정보가시화를 위한 온톨로지 개발과 환경구현)

  • Kim, Sung-Ah
    • Korean Institute of Interior Design Journal
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    • v.16 no.4
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    • pp.119-126
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    • 2007
  • A prototype design process visualization and guidance system, is being developed. Its purpose is to visualize the design process in more intuitive manner so that one can get an insight to the complicated aspects of the design process. By providing a tangible utility to the design process performed by the expert designers or guided by the system, novice designers will be greatly helped to learn how to approach a certain class of design. Not only as an analysis tool to represent the characteristics of the design process, the system will be useful also for learning design process. A design ontology is being developed to provide the system with a knowledge-base, representing designer's activities associated with various design information during the conceptual design process, and then to be utilized for a computer environment for design analysis and guidance. To develop the design ontology, a conceptual framework of design activity model is proposed, and then the model has been tested and elaborated through investigating the nature of the early conceptual design. A design process representation model is conceptualized based on the ontology, and reflected into the development of the system. This paper presents the development process of the visualization system, modeling of design process ontology, and how the system could be utilized for the analysis and learning of conceptual design methods using computer mediated design support environment.

Bridge Design for a pedestrian of Eunpa amusement park in Kunsan (군산 은파유원지 보행자 전용 미관교량 설계)

  • Kim, Byung-Ok;Lee, Sang-Rok
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.161-170
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    • 2005
  • This research is an analysis of the working plan, to build a pedestrian bridge for Eunpa amusement park in Kunsan, South Korea. This research takes into consideration the need of harmony with the surrounding area as well as the assessment of the activity of people on the pedestrian bridge. This research finds that it is possible for an efficient method to understand the interaction between humans and movement in this space. Another research objective is to understand human interaction and the relationship with the local scenery through a study of the scale and form of the bridge, the form of the main tower, and various subsidiary facilities in the space studied too. This research is to be an attempt to access a new way to approach bridge design and with the hope for the revitalization of the site.

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Development and Application of a Process Visualizer to Represent and Analyze Design Process (설계프로세스의 표현과 분석을 위한 프로세스 뷰어 개발과 적용)

  • Kim Sung-Ah
    • Korean Institute of Interior Design Journal
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    • v.15 no.3 s.56
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    • pp.193-200
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    • 2006
  • Any design process is interwoven with numerous intermediate design representations and information. On the other hand, designers proceed the design through various activities. It has always been a difficult task to model the design process, yet there are many significant research outputs that explain the design process through the cognitive approaches. This research started from the necessity of an interactive system which externalize the elements of design process in a visual or tangible manner. In order to do so, a design model, specifically a design process representation model was necessary to capture and represent design process. Several concepts such as design issue, design concept, and design form were defined through the empirical studies of design practices. The assumption is that the design process can be effectively captured by the presented system and it can help both designers and tutors review and analyze the design process. It should also help novice designers learn from expert designer's design process patterns. The system represents design process pattern in a interactive graphic environment. It also provides various useful features to enhance the analysis of design process. This paper presents theoretical groundwork and development process of the design process visualizer. The representation model is presented, and the application of the system is reviewed. Discussions on the further development directions include critical evaluation of the system.

Automated Classification of Unknown Smart Contracts of Ethereum Using Machine Learning (기계학습을 활용한 이더리움 미확인 스마트 컨트랙트 자동 분류 방안)

  • Lee, Donggun;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1319-1328
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    • 2018
  • A blockchain system developed for crypto-currency has attractive characteristics, such as de-centralization, distributed ledger, and partial anonymity, making itself adopted in various fields. Among those characteristics, partial anonymity strongly assures privacy of users, but side effects such as abuse of crime are also appearing, and so countermeasures for circumventing such abuse have been studied continuously. In this paper, we propose a machine-learning based method for classifying smart contracts in Ethereum regarding their functions and design patterns and for identifying user behaviors according to them.