• Title/Summary/Keyword: Early Design

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고려 초중기 기녀의 고증복식 캐릭터 연구 (A Study on the Design of Gisaeng Costume in Early-Middle Goryeo Dynasty)

  • 최해율
    • 복식
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    • 제58권7호
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    • pp.151-163
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    • 2008
  • This study was undertaken to design Ginyeo's character and costume in the early-middle Goryeo Dynasty which had a few relics, and to make practical cultural contents. The famous Goryeo Ginyeos who had real names are costume characters. Goryeo women dressed in delicate white ramie jarket in "Goryeo-dokyung", and the shape of Jacket can be two kinds: long-wide jacket enough to tie a belt, and long caftan cover the knee. Goryeo women enjoyed wide yellow skirt, but Ginyeo in "Dongguk-isanggutjip" put on pink, flower, pomegranate, red skirt for high class ladies. In the case of Mong-su(a head cloth with black gauze train), it is thought that Ginyeo fold up train like lower class or just hang down like ordinary women, because of their status. As underwear, a ramie jacket and wide underpants were set up. It is needed that many Golden bells and jade trinkets must be attached to Goryeo Ginyeo's waist to stress their characteristics. Ginyeo's hair style can be designed so that a bunch of right hair was dropped down and the rest hair was rolled on reft shoulder. To design a Ginyeo's costume chatacter of the early-middle Goryeo, the richness of wide skirt, delicacy of white ramie, a great deal of trinkets must be emphasized correctly as a characteristic of Goryeo women's costume in that period.

An Analysis of Working Hours by Type of Sprinkler Head Used at Indoor Gymnasiums

  • Ahn, Jae-Cheon;Kong, Ha-Sung
    • International journal of advanced smart convergence
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    • 제10권4호
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    • pp.117-123
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    • 2021
  • This study aims to analyze working hours of sprinkler heads when a fire occurs at an indoor gymnasium while sprinkler heads are installed in division of standard response type, special response type, and earlier response type. The fire scenario was designed under the assumption that the fire started from overheating of a heater in the indoor gymnasium has transferred on to a couch to spread. The analysis on the operation time of the standard response type sprinkler head, the special response type sprinkler head and the early response sprinkler head was conducted. The result showed that, in case of fire in a gymnasium, the time for opening of the heat sensor due to the heat from the fire varies by the type of the sprinkler head. When a special response type sprinkler is installed, it worked below the assessment standards. When an early response sprinkler head is installed, it worked appropriately according to assessment standards. Based on the results, we found that sprinkler heads will work properly when installed according to design relevant to laws and regulations. This means that there is a limit in installation of sprinkler heads based on the existing law-based design as for indoor gymnasiums. Again, we conclude that if sprinkler heads are installed based on design made through laws and regulations, more time will be needed for operation, making it highly likely to fail to stop a fire at an earlier point of time.

생성형 AI 기반 초기설계단계 외관디자인 시각화 접근방안 - 건축가 스타일 추가학습 모델 활용을 바탕으로 - (Generative AI-based Exterior Building Design Visualization Approach in the Early Design Stage - Leveraging Architects' Style-trained Models -)

  • 유영진;이진국
    • 한국BIM학회 논문집
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    • 제14권2호
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    • pp.13-24
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    • 2024
  • This research suggests a novel visualization approach utilizing Generative AI to render photorealistic architectural alternatives images in the early design phase. Photorealistic rendering intuitively describes alternatives and facilitates clear communication between stakeholders. Nevertheless, the conventional rendering process, utilizing 3D modelling and rendering engines, demands sophisticate model and processing time. In this context, the paper suggests a rendering approach employing the text-to-image method aimed at generating a broader range of intuitive and relevant reference images. Additionally, it employs an Text-to-Image method focused on producing a diverse array of alternatives reflecting architects' styles when visualizing the exteriors of residential buildings from the mass model images. To achieve this, fine-tuning for architects' styles was conducted using the Low-Rank Adaptation (LoRA) method. This approach, supported by fine-tuned models, allows not only single style-applied alternatives, but also the fusion of two or more styles to generate new alternatives. Using the proposed approach, we generated more than 15,000 meaningful images, with each image taking only about 5 seconds to produce. This demonstrates that the Generative AI-based visualization approach significantly reduces the labour and time required in conventional visualization processes, holding significant potential for transforming abstract ideas into tangible images, even in the early stages of design.

BIM 설계를 위한 커리큘럼 연구 - 초등학교 설계실험 - (A study of Curriculum for BIM Design - On the Design Exeperiment of the Elementary School -)

  • 김용일;양관목
    • 교육시설 논문지
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    • 제23권6호
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    • pp.11-17
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    • 2016
  • The objective of this paper is to introduce a curriculum for BIM design and explores characteristic of BIM Design. In order to get our approach, conducted by means of BIM throughout an actual experiment by elementary school from Architectural programming, preliminary design to design development and construction drawing. The experiment states that curriculum for BIM design requires systemically to be made in the architectural education. And also schools integrate BIM teaching early into in their curriculum. Some schools claim that BIM is often perceived as stumbling block student' creativity on account of its instant building elements. But this is not so; it all depends on how BIM is taught in the architectural education. The results state that students in the architectural school today is required to learn design by means of BIM early in the first year. Also more importantly, in order to advance the BIM design, a curriculum for BIM design is required to diversely open class in the architectural education.

건축공간-형태의 이론과 변천에 관한 연구 (A Study on the Theories and Changes of Architectural Spatial Form)

  • 이기승;윤도근
    • 한국실내디자인학회논문집
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    • 제13호
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    • pp.238-248
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    • 1997
  • The spatial form of architecture in the same era has its own common characteristic spatial form. This study is based on this proposition and is focused on how architectural spatial forms have been changed up to now after modern ages(from the beinging of 1900s to the early days of 1990s ; from early modern age, golden modern age, post modern, late modern architecture to recent experimental trend) and how architectural theories of spatial forms will be changed in the future is predicted.

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가구에서의 오브제 활용에 관한 연구 (Found Objects in Furniture Design)

  • 김성아
    • 한국가구학회지
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    • 제15권2호
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    • pp.41-51
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    • 2004
  • Since Cubists represented a way of expressing image moving away from traditional illusion effect, new realities represented by collage and assemblage. Furthermore, Marcel Duchamp, a French Dadaist, suggested the concept of ready-made that everyday objects exhibited in an odd way in a gallery. These early fine art cases highly influenced to furniture design in the second half of the twentieth century. The use of objects in contemporary furniture is closely related to the emergence of Pop Art in the late 1950s and that of Postmodernism. After the 1970s the use of found objects were frequently utilized in furniture design of all over the countries. As an ecological issue became a new consideration to furniture designers, found objects also gave a chance to use recycled materials. Even in studio furniture area which is considered wood as a major material at the early stage, many studio furniture designers began to adapt found objects in their designs as a new source of Inspiration after the 1970s. This study explored various examples of found objects in furniture design and examined the meaning of the use in different designers and regions.

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A Study on the Development of Customized Video Contents for Early Childhood Education by Pre-Early Childhood Teachers

  • Yan Ha
    • 한국컴퓨터정보학회논문지
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    • 제28권10호
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    • pp.291-300
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    • 2023
  • 본 연구는 예비유아교사들이 기획, 설계, 제작을 하는 방안 및 수업모형 운영 결과를 제안한다. 이를 위해 유아교육 현장에서 요구하는 만3세부터 5세까지 각 연령에 맞는 동영상 컨텐츠와 다양한 주제와 영상 재생시간의 동영상 콘텐츠를 파악하여, 현재 유아교육기관에 재직 중인 종사자들의 의견을 적극적으로 수렴하고 이를 바탕으로 대학 교육과정에서의 현장맞춤형 동영상 콘텐츠 개발 방안을 제시한다. 이는 예비유아교사들에게 디지털역량을 비롯하여 자기이해역량, 공동체역량, 창의융합역량을 향상하도록 한다. 이를 통해 스마트한 유아교사 양성과 최신 동영상 기술을 적용한 유치원 활동 및 환경 조성에 기여하고자 한다.

How to Use an Optimization-Based Method Capable of Balancing Safety, Reliability, and Weight in an Aircraft Design Process

  • Johansson, Cristina;Derelov, Micael;Olvander, Johan
    • Nuclear Engineering and Technology
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    • 제49권2호
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    • pp.404-410
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    • 2017
  • In order to help decision-makers in the early design phase to improve and make more cost-efficient system safety and reliability baselines of aircraft design concepts, a method (Multi-objective Optimization for Safety and Reliability Trade-off) that is able to handle trade-offs such as system safety, system reliability, and other characteristics, for instance weight and cost, is used. Multi-objective Optimization for Safety and Reliability Trade-off has been developed and implemented at SAAB Aeronautics. The aim of this paper is to demonstrate how the implemented method might work to aid the selection of optimal design alternatives. The method is a three-step method: step 1 involves the modelling of each considered target, step 2 is optimization, and step 3 is the visualization and selection of results (results processing). The analysis is performed within Architecture Design and Preliminary Design steps, according to the company's Product Development Process. The lessons learned regarding the use of the implemented trade-off method in the three cases are presented. The results are a handful of solutions, a basis to aid in the selection of a design alternative. While the implementation of the trade-off method is performed for companies, there is nothing to prevent adapting this method, with minimal modifications, for use in other industrial applications.

The Effectiveness of a Program in Activities for Early Students to Develop Some of the Basic Skills Needed for the Age of Artificial Intelligence

  • Adelah Abdulhamid Abdulwahab, Rajab
    • International Journal of Computer Science & Network Security
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    • 제22권12호
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    • pp.239-244
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    • 2022
  • The study aimed to build a program in activities for early childhood students to develop some of the basic skills necessary for the age of artificial intelligence, to achieve the objectives of the study , the researcher used the experimental design, and the research sample consisted of 37 early childhood students. The study used the following tools: Experimental treatment subject: the proposed program in the activities, Measurement and evaluation tool: testing the basic skills needed for the age of artificial intelligence. The study concluded several results: There is a statistically significant difference (α≤0.05) between the average grades of the early childhood students in the research group in the tribal and remote measurements to test the basic skills necessary for the age of artificial intelligence in favor of the students grades in the dimensional measurements. Practical application of the study through benefiting from the proposed program of activities prepared in the current study in planning and implementing activities to develop the basic skills necessary for the age of artificial intelligence among early childhood students.

디지털 기법의 창조적, 개념적 활용의 유형에 관한 사례 연구 - 공간디자인 프로세스를 중심으로 - (A Study on the Creative, Conceptual Using of Digital Technique)

  • 박영태
    • 한국실내디자인학회논문집
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    • 제28호
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    • pp.158-166
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    • 2001
  • e-revolution makes a lot of changes in the methodology all over the world. That is, the theory of real time showing helps people to access audio and visual wherever and whenever they are. In the pst computers were considered as only tools which could make us work easily. However, the meaning of computer is changing with e-revolution nowadays. Computers are not just computers as they were; they have done a lot of things which we thought impossible and they will do in the future as well. This new wave encourages people who are teaching the design to use computers whatever they do. For example, instead of using pencil and a drafting board, most people in the design field work with monitors, mouse and plotter. Therefore, most people who are in the design field need to have the ability of computer skills. They have to use computers not only in their class but also in their office. However, if we use computers for visual presenting in the class, it will not be enough to catch the e-revolution. That is, we should work with computers in the creative and conceptual design such as the using of the design information and the applying digital techniques in the early stage of the work. The purpose of this study is to show how to work with computers in the spacial design process especially th using of the DIS(Design Information System) and the applying digital techniques in the early stage of the work.

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