• Title/Summary/Keyword: DigitalDesignTool

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A Study on Description of IEC 61850 based Substation Topology for Implementing the Engineering Tool of Digital Substation (디지털변전소 엔지니어링 툴 구현을 위한 IEC 61850 국제규격 기반의 변전소 토폴로지 표현에 관한 연구)

  • Lee, Nam-Ho;An, Yong Ho;Jang, Byung-Tae
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.29 no.9
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    • pp.23-32
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    • 2015
  • In order to complete engineering works of the digital substation, Both Data transmission among a variety of IEDs and HMIs, and single line diagram of the substation might be done based on XML documents published in IEC 61850 international standards. This kind of XML based engineering process for the digital substation must be implemented not by manual written work but by the engineering tool using a computer. But most of the engineering tools do not support system based engineering works such as single line diagram of the substation but have only function to set IEDs as single device unit. Accordingly, this paper presents a new design method of the system based engineering description applicable to real IEC 61850 based substation through analyzing the current international standard and its sampled engineering file, and shows implementation of the engineering tool of the digital substation with the result of this study.

A Study on the Characteristics of Modern Fashion Design for Digital Nomadic Culture (디지털 유목민 문화를 위한 현대 패션디자인의 특성 연구)

  • Kim, Jee-Hee
    • Fashion & Textile Research Journal
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    • v.9 no.1
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    • pp.6-14
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    • 2007
  • The purpose of this study was to delve into what type of expression mode of fashion design could suit the life style of digital nomads, as the appearance of nomadic life style was concurrent with people's modified way of thinking and sociocultural changes in today's digital society. It's basically meant to define the roles of fashion design, which was discussed as a way of improving the quality of life as a sort of 'culture,' and to suggest some of the right directions for fashion design in the future. The culture of today's digital era is marked by a pursuit of high mobility and high speed, and by nomadic disposition that is built on flexible thinking. The kind of design that lets people carry nomadic things with them and thereby improve their mobility can satisfy their needs for mobility, and body-friendly design that functions as a device of information in itself can meet their needs for mobility as well. The leading example of the latter is a wearable computer, and wearable scientific technology will be taken to another level, thanks to the advance in digital technology. In the future, that will be more accessible to people in general, and subminiature digital equipment will gain popularity in fashion industry as part of textiles and clothing or as an accessory. And specific kinds of design will be widespread, including variable design, multi-functional design and modular design. The first serves as a tool to protect the human body and to facilitate the adaptability of it to the given circumstances, and the second is characterized by a superb physical and psychological protectability. The third lets wearers bring design to completion at their own option, owing to an increase in the number of open-minded people and the development of interactive media. All these types of design could be called a wearer-friendly, human-oriented design that is specifically appropriate for the digital age. Wearers can actively be involved in design process as productive consumers, which is expected to help increase opener practices in fashion design sector.

Study of Furniture Design Utilizing 3D Printers Joris Laarman (요리스 라만(Joris Laarman)의 3D프린터를 활용한 가구디자인에 관한 연구)

  • Lee, Hyun Jung
    • Journal of the Korea Furniture Society
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    • v.27 no.2
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    • pp.128-136
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    • 2016
  • Digital designs that appear in the three-dimensional virtual space by the digital type are designed as there is not an image created with an organic artificially generated (Creation) and representation (Modifying), developed by the specific environment given. The advanced digital design will produce a result with an algorithm according to a mathematical operation and the environment and has the nature of generating the real world, changes, development and affinity (Genetic Process). The digital design process is largely defined by a set of processes that are consistently designed to integrate form of creation, reproduction, proceeds in three steps, while the manufacture and assembly as a form of maintenance as possible the intended form of control data from the concept of building. By Joris Laarman 3D printer design is a simulation created by the digital process by the various algorithms and design achieved through the development of 3D printers, such as new materials and MX3D. From the mold production of a complex whole by using a robot and other digital production tool extracts a variety of forms.

A Study on the Exhibit Environmental Design through the Transparency of the Cubism (큐비즘에서의 투명성 개념에 의한 전시환경디자인 연구)

  • 김호연
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.154-161
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    • 2004
  • When people visit other countries, the first place to go would be either a museum or an art gallery because it might be the most effective way that people could understand culture and history of the place in a short time. It can be alleged that a museum must be an important cultural space because people can experience their life, history and art there. According to these cultural importance, the purpose of this study is to suggest the environmental design of $\boxDr$Design Museum$\boxUl$ through the Transparency of the Cubism. The Transparency means a capability of transmitting light so that objects on the other side can be seen clearly. The Concept of the Transparency could be taken effects in architecture by overlapping facets or space. By understanding formative properties of the Cubism, which especially focused on Transparency, 1 would like to propose the environment as an art and the exhibition-environment as a way of communication. As it were, the study can be valued as a new approach on condition that formative feature is interpreted with modern terms and the ‘Digital technology’ is not used a tool of representation but a tool of thought in terms of design. Moreover, it has a great significance that formative language of the Cubism will be able to be applied to the environmental design through the experimental and creative design process.

Physical and Digital Environments: Engaging Fashion Design Students in Archival Research

  • Evans, Claire;Allen, Claire;Shah, Karen
    • International Journal of Costume and Fashion
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    • v.14 no.1
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    • pp.63-73
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    • 2014
  • With the rapid development of digital technologies potential exists to expand upon the accessibility of fashion archives and increase their use as a pedagogical tool for research. At present this is compromised due the three-dimensional, tactile nature of the objects being viewed and the fact that they are not necessarily replicable in a digital format. The aim of this paper is to examine art and design students physical object research skills and discuss how they are positioned in relation to creative tools and strategies they use to produce outcomes such as they own collections and design responses. Findings and conclusions are drawn from projects concerned with the development and use of physical and virtual archives and inform the methodology used. Traditional methods and tools within higher education are discussed together with students increased use of digital resources and innovative ways to engage students. The academic challenge of supporting student engagement in archival research across digital and physical dimensions is explored. The papers findings indicate a need for further research considering the impact of digital technology on students' physical integration with archives and the need for more structured support surrounding student physical and digital research investigations.

The Design and Implement of Transport Module for Digital Broadcasting Service (디지털 방송 서비스를 위한 AXMEDIS 암호화 툴 전송 모듈 설계 및 구현)

  • Hwang, Kyung-Min;Ahn, Sang-Woo;Lee, Joo-Young;Nam, Je-Ho;Hong, Jin-Woo;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.913-916
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    • 2008
  • The growth of digital content market inducted to develope consuming device of various content, and through this, digital content consuming is more Promoted. AXMEDIS(Automating Production of Cross Media Content for Multichannel Distribution) offer various digital broadcasting solution via AXMEDIS Framework for supporting consumption of digital content on various platform. AXMEDIS Framework use cryption tool for protecting and consuming of digital content on device. But, cryption tool management is impossible on device, because of flexible transfer of cryption tool can't be supported between device. In this paper, we designed and implemented transfer module of AXMEDIS cryption tool for flexible operating protection and consumption of digital program on AXMEDIS Framework.

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Study on Social Media Business Model Design through Visual Thinking (시각적 사고를 통한 소셜미디어 비즈니스모델 설계에 대한 연구)

  • Park, Sang Hyeok;Sung, Haeng Nam;Cho, Hyun Dal
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.289-297
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    • 2012
  • It is a recent trend to utilize a variety of visual tools(process map, mindmap, ERD) to create, when we create the design of information system or business models. Theses visual tool is standardized tools as process map or BPMN, on the other hand, there is also a non-standardized tools as mindmap. The utilization of the non-standardized tools as mindmap in startups is a increasing trend, because of the order the release of creative thinking to design new business model. Mindmaps can be divided into pen-based mindmap(of hand-written) and computer-based mindmap. This study was conducted under the premise of a different thinking pattern, when you take advantage of pen-based mindmap and computer-based mindmap. In other words, the pen-based mindmap is a tool for deductive reasoning and the computer-based mindmap is a tool would be more appropriate for inductive thinking. The purpose of this study is to investigate these relationships through experiments. In this study propose guidelines how visual tools, when designing a social media business models.

An Internet-based Hybrid Design Methodology for Collaborative Virtual Design Studio (인터넷 기반 가상 디자인 스튜디오에서 하이브리드 건축 협업 설계 방법론에 관한 연구)

  • 박재완;최진원
    • Korean Institute of Interior Design Journal
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    • no.40
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    • pp.158-164
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    • 2003
  • The rapid development of information technology has much influence on architectural design. Collaboration beyond time and space has been possible by networking the work environment and digital products. Thus, the virtual design studio on architectural design is getting more important than ever before. This research investigates a virtual design studio methodology for effective collaboration. The building design process and the communication model are studied and possible modes of design collaboration are defined. This paper proposes an internet-based Virtual Reality(VR) communication tool as well as new design methodology that we call the 'Hybrid Design Methodology'. We expect that this design methodology will dramatically increase design feedbacks, and thus results in better design alternatives. There are two issues involved in developing the collaborative virtual design studio: 1) an intuitive interface that presents collaborative relations, and 2) three-dimensional computer-mediated communication tool using sketch as a modeling method. Further research issues identified at the end of the research include developing algorithms that translate mapping images to polygons for the drafting phase in the design process.

Design and Development of Hybrid Documents Authoring Tool (하이브리드 문서 저작도구의 설계 및 개발)

  • Hong Kwang-Jin;Jung Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.377-387
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    • 2006
  • Digital documents takes place of paper (off-line) documents, because of the advantages of digital (on-line) documents: supply of information using dynamic contents and good to communize. However, users prefer paper documents to digital documents with the advantages of paper documents: inexpensive, handy to carry, and good to read. Therefore, for providing advantages of digital documents to users who prefer paper documents, many laboratories study about methods which augment digital documents to paper documents. In this paper, we propose the Hybrid Documents Authoring Tool (HDAT), which can insert, delete, and modify on-line information to the off-line. The proposed system is a unified authoring tool for reading and writing of on-line information. And we provide the most natural environment to users using computer vision technology without additional devices such as markers or patterns to retrieve documents. As shown by experimental results, we make sure that our proposed system has high usability and good efficiency on various environments through we measure the low-level of system requirement.

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Esthetic restoration using Digital Smile Design: a case report ('Digital Smile Design'을 이용한 심미수복증례)

  • Kim, Kwanghyun;Lee, Kyuho;Pae, Ahran;Noh, Kwantae;Kim, Hyeong-Seob
    • The Journal of Korean Academy of Prosthodontics
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    • v.53 no.2
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    • pp.144-149
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    • 2015
  • To achieve an esthetic restoration, visualized information considering the facial aspect of patient is required. As for the reasons of esthetic failure, it could be explained by lack of communication and information such as horizontal, vertical and esthetic line. Therefore, it is important to deliver that the visualized information to dental technicians or other dentists for the success of esthetic treatment. This case report presents the process of visualizing esthetic information and designing the restoration using a digital diagnostic tool; Digital Smile Design.