• 제목/요약/키워드: Generation Process

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A Study on Concept Generation and Development for Street Furniture Design through Extracting Design Factors from the Space Design

  • In, Chi-Ho
    • 한국가구학회지
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    • 제22권3호
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    • pp.183-189
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    • 2011
  • This is a study on methods for designers of furniture and products to generate and develop design concept in consideration of design and existing conditions of the space when they design street furniture. In particular, in case when they participate in a process of designing new space, this study aims to reveal methods generating strategic elements and basic ideas for designing street furniture through cases study of projects by understanding and analyzing concept of overall space design and by extracting artistic elements for deployment of specific designs. First, Design DNA, which decides overall flow of design concept of street furniture, is extracted through analyses of basic concepts of space design. Next, by applying 3V Design Process, alternatives of the concept generation are suggested through methods of storytelling and design language under the two approach methods of verbalization stage and visualization stage. Also its methods were explored through suggestion of designs by developing each idea of the respective concepts into specific design vocabulary.

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A Route-Splitting Approach to the Vehicle Routing Problem

  • 강성민
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2004년도 추계학술대회 및 정기총회
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    • pp.389-392
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    • 2004
  • The column generation process for the set-partitioning model of the vehicle routing problem requires repeated solutions of column generation subproblems which has a combinatorial structure similar to that of the traveling salesman problem. This limits the size of the problem that can be addressed. We introduce a new modeling approach, termed route-splitting, which splits each vehicle route into segments, and results in more tractable subproblems. A lower bounding scheme that yields an updated bound at each iteration of the column generation process is developed. Implementation issues, including a technique of controlling columns in the master problem, are explored. Lower bounds are computed on standard benchmark problems with up to 199 customers.

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Yarn Hairiness Affecting Fluff Generation

  • Koo, Young-Seok
    • Fibers and Polymers
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    • 제4권3호
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    • pp.119-123
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    • 2003
  • Fluff (lint, fiber fly) generation, especially related to yarn structure, was investigated. Research centered on the fiber length related to fluff generation during the knitting process. Short fiber length composing yarn structure was a main source of the fluff shedding. High quality spun yarn with longer length of fiber was recommended to the high speed knitting industry in order to reduce process troubles such as yarn breakage, etc. but the cost is doubtable to the manufacturers. A trial to reduce the fluff trouble by using chemicals to hold the short fiber on the surface of the yam was suggested and the research showed a positive effect to the problem. However, another factors including a by-product of chemical residue and searching more feasible material need to be concerned for the future research.

AHP & 모수추정법을 이용한 차기 다련장로켓의 비용대 효과분석 (A Study on the Analysis of the Cost-Effectiveness for the New Generation Multiple Launcher Rocket System Using AHP & Parametric Estimating)

  • 조기홍
    • 한국군사과학기술학회지
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    • 제13권1호
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    • pp.84-90
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    • 2010
  • Korean army currently considers the development of the new generation MLRS(Multiple Launcher Rocket System) as a new alternative, which responses on the renovation of the artillery and future battlefield environment. This study suggests that it presents cost-effectiveness of MLRS based on the Analytic Hierarchy Process and Parametric Estimating(PRICE H). According to this study, the cost-effectiveness of new generation MLRS presented that alternative A is 2.30 times and alternative B is 1.70 times, which are better than currently operating M270A1. Therefore, The best acquisition is alternative A that launcher is carried on currently operating 10ton standard truck but final acquisition alternative should be politically decided to consider viability of operator, performance and the latest of equipment.

4각 보행 로봇의 정적 걸음새 생성 (Static Gait Generation of Quadruped Walking Robot)

  • 김남웅;신효철;김국원
    • 한국공작기계학회논문집
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    • 제16권6호
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    • pp.217-222
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    • 2007
  • This paper describes a static gait generation process and a mechanical design process of leg mechanisms for quadruped robots. Actually robot walking is realized with the joint motion of leg mechanisms. In order to calculate the time-angle trajectories for each joint of leg mechanisms, we generate end-tip trajectories with time for each leg in the global inertial coordinate system intuitively, followed by coordinate transformations of the trajectories into the local coordinates system fixed in each leg, finally the angle-time trajectories of each joint of leg mechanisms are obtained with inverse kinematics. The stability of the gait generated in this paper was verified by a multi-body dynamic analysis using the commercial software $ADAMS^{(R)}$. Additionally the mechanical specifications such as gear reduction ratio, electrical specifications of motor and electrical power consumption during walking have been confirmed by the multi-body dynamic analysis. Finally we constructed a small quadruped robot and confirmed the gait.

단문화와 변환 규칙을 이용한 온톨로지의 자동 생성 (Automatic Generation of Ontology with Simplified Sentences and Transfer Rules)

  • 박인철
    • 한국산학기술학회논문지
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    • 제8권5호
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    • pp.1092-1097
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    • 2007
  • 온톨로지의 구축은 상당한 시간과 비용을 소모하기 때문에 상업적인 시맨틱 웹의 구축은 매우 어려운 작업이다. 이러한 문제의 해결 방법은 온톨로지를 자동적으로 구축하는 것이다. 본 논문에서는 대부분의 중요한 정보를 포함하고 있는 웹 문서를 분석하여 온톨로지를 자동으로 생성하는 시스템을 제안한다. 제안하는 시스템은 한국어 문장을 분석하여 문서 내 모든 문장을 단문으로 재구성하는 단문화 과정과 변환 규칙을 이용한 온톨로지 자동 생성 과정의 두 단계로 구성된다. 이러한 시스템은 온라인 쇼핑몰처럼 비슷한 내용을 포함하는 문서가 대다수 존재하고, 문서의 갱신 및 추가가 빈번한 응용 분야에서 매우 유용하게 사용될 수 있다.

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절점 탐색이 적용된 전진경계법에 의한 사면체 요소망의 자동생성 (Automatic Tetrahedral Mesh Generation Using Advancing Front Technique with Node Searching)

  • 전성재;채수원
    • 한국정밀공학회지
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    • 제21권3호
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    • pp.91-99
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    • 2004
  • An unstructured tetrahedral mesh generation algorithm has been presented. In order to construct better meshes in interior region by using an advancing front technique, a connecting operator and a local finishing operator II have been developed in addition to the existing operators. Before applying digging operators that generate new nodes inside of a meshing region, a connecting operator is employed that uses existing nodes which satisfy certain conditions for producing well-conditioned elements. The local finishing operator II is introduced to terminate the meshing process more flexibly on remaining subregions. With these new operators, tetrahedral meshing process becomes more robust and good quality of meshes are constructed.

3차원 포켓가공을 위한 절삭층 형성 및 공구선정 (Generation of Cutting Layers and Tool Selection for 3D Pocket Machining)

  • 경영민;조규갑
    • 한국정밀공학회지
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    • 제15권9호
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    • pp.101-110
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    • 1998
  • In process planning for 3D pocket machining, the critical issues for the optimal process planning are the generation of cutting layers and the tool selection for each cutting layers as well as the other factors such as the determination of machining types, tool path, etc. This paper describes the optimal tool selection on a single cutting layer for 2D pocket machining, the generation of cutting layers for 3D pocket machining, the determination of the thickness of each cutting layers, the determination of the tool combinations for each cutting layers and also the development of an algorithm for determining the machining sequence which reduces the number of tool exchanges, which are based on the backward approach. The branch and bound method is applied to select the optimal tools for each cutting layer, and an algorithmic procedure is developed to determine the machining sequence consisting of the pairs of the cutting layers and cutting tools to be used in the same operation.

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Game Sprite Generator Using a Multi Discriminator GAN

  • Hong, Seungjin;Kim, Sookyun;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권8호
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    • pp.4255-4269
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    • 2019
  • This paper proposes an image generation method using a Multi Discriminator Generative Adversarial Net (MDGAN) as a next generation 2D game sprite creation technique. The proposed GAN is an Autoencoder-based model that receives three areas of information-color, shape, and animation, and combines them into new images. This model consists of two encoders that extract color and shape from each image, and a decoder that takes all the values of each encoder and generates an animated image. We also suggest an image processing technique during the learning process to remove the noise of the generated images. The resulting images show that 2D sprites in games can be generated by independently learning the three image attributes of shape, color, and animation. The proposed system can increase the productivity of massive 2D image modification work during the game development process. The experimental results demonstrate that our MDGAN can be used for 2D image sprite generation and modification work with little manual cost.

적응적 탐색 영역을 이용한 보조 정보 생성의 고속화 방법 (Fast Side Information Generation Method using Adaptive Search Range)

  • 박대윤;심혁재;전병우
    • 방송공학회논문지
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    • 제17권1호
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    • pp.179-190
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    • 2012
  • 분산 비디오 압축(DVC, Distributed Video Coding) 기술은 부호화기의 움직임 추정과 같은 복잡한 과정을 복호화기로 이동시킴으로써 경량화 비디오 부호화를 가능하게 하는 새로운 방법으로 주목 받고 있다. 한편, DVC 복호화기에서는 움직임 추정과 보상 과정뿐만 아니라 채널 복호 과정도 수행해야 하기 때문에 복호화기의 복잡도는 크게 증가하게 된다. 이에 복호화기 복잡도의 가장 많은 비중을 차지하는 채널 복호 과정을 고속화하기 위한 다양한 방법이 제안되고 있다. 하지만 다양한 고속화 방법에 의해 채널 복호 과정이 고속화될수록 채널 복호화 이외의 과정들에 대한 복잡도가 부각되는데, 일례로 DVC 복호화기에서 낮은 비율을 차지하던 보조 정보생성 과정의 복잡도가 상대적으로 증가된다. 따라서 본 논문에서는 보조 정보 생성 과정에 적응적 탐색 영역 방법을 적용하여 DVC 복호 과정을 고속화할 수 있는 알고리즘을 제안한다. 제안된 적응적 탐색 영역을 이용하는 방법을 적용할 경우 고정된 탐색 영역을 적용한 종래의 방법에 비해 평균적으로 보조 정보 생성 시간의 63% 정도가 절감 가능하며, 저하되는 율 왜곡 성능은 약 0.17%(BDBR) 정도로 상당히 낮다.