• Title/Summary/Keyword: Roles as concepts

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Database for an Integrated Structural Design of Buildings (건축구조설계의 통합시스템을 위한 데이타베이스의 구축)

  • 김이두;최창근
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 1991.04a
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    • pp.50-55
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    • 1991
  • This paper presents database technique for an computer-integrated structural design system of buildings. Network database designed to support all the processes of structural design, such as, planning, modelling, analysis, member design and redesign processes etc. stores all information from user input and system results effectively and so provides centeral communication area between applications. The user interface wi th interactive and batch modes plays roles of building modeler including conventional pre-processor and post-processor. The concepts of 'Planar Surface Modeling' and 'Geometry Zoning' are defined for easy construction of building model. The concept presented in this paper will save the time and memory required for model generation and contribute to data consistency, thus leave a designer more time actually performing the analyses and interpreting the results. The formulation of automating the process of bulilding model ins and structural analysis is the key to study.

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Difficulties and Issues in Applying the 7th Mathematics Curriculum to Elementary School Classrooms (제 7차 수학과 교육과정의 초등학교 현장적용에서 나타나는 문제점 및 개선방향)

  • 방정숙
    • School Mathematics
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    • v.4 no.4
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    • pp.657-675
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    • 2002
  • This paper is to make strides toward an enriched understanding of the difficulties and issues raised by applying the 7th mathematics curriculum to elementary school classrooms. A general overview of the curriculum is presented in line with teaching and learning methods emphasized in the curriculum. Four classroom episodes are presented in brief in order to diagnose the problems in situating the curriculum in elementary mathematics classrooms. These episodes deal with lessons emphasizing activity rather than its associated concepts or principles, overusing multimedia data, pursuing play rather than its associated thinking, and distributing various individual worksheets in the name of differentiated instructional methods. In addition to the episodes, interview data with elementary school teachers also are presented as needed. This paper discusses two aspects of activating the curriculum into elementary mathematics classrooms. One deals with the issues of the curriculum and textbooks themselves, and the other covers those of research trends on mathematics education and teaching practices. This paper finally emphasizes a collaborative working relation among classroom teachers, mathematics educators, and policy makers with their own places and roles.

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A Study on the Characteristics and Types of Pedestrian Space in High-Rise Multi-Family Housing - A Case Study on Prizewinners in the Design Competitions in 1990s - (고층주거단지 내 보행공간의 유형 및 계획특성에 관한 연구 -'90년대 공영아파트 설계경기 당선안을 중심으로 -)

  • 전수현;김형진;박찬규
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2001.11a
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    • pp.57-63
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    • 2001
  • Because of giving the first consideration primarily to planning interior spaces and parking areas in multi-family housing, the pedestrian space, although an important factor, has come to be neglectful. Nevertheless, the design competitions introduced for the first time in 1980s have played significant roles in developing the flesh ideas and concepts in housing design. Because pedestrian spaces have been respectable modification as a result of generalizing, it is important to review the types applied in competitions until now. In this context, the goal of this study Is to classify the types of pedestrian space and analyze their design characteristics in the proposals of housing design competitions in 1990s.

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Life Companion Robots (반려 로봇)

  • Kim, J.H.;Seo, B.S.;Cho, J.I.;Choi, J.D.
    • Electronics and Telecommunications Trends
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    • v.36 no.1
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    • pp.12-21
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    • 2021
  • This article presents the future vision and core technologies of the "Life Companion Robot," which is one of the 12 future concepts introduced in the ETRI Technology Roadmap published in November 2020. Assistant robots, care robots, and life support robots were proposed as the development stages of life companion robots. Further, core technologies for each of the ten major roles that must be directly or indirectly performed by life companion robots are introduced. Finally, this article describes in detail three major artificial intelligence technologies for autonomous robots.

Proposal for an improvement direction of curriculum of online design class in accordance with the stream of digital times (디지털 시대적 흐름에 따른 온라인 디자인 수업의 교육과정 개선방향 제안)

  • Lee, In-Sook
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.13-24
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    • 2015
  • Online design education, started with the establishment of cyber universities in Korea in 2001, has been operated with the development of online classes for various subjects until present and is predicted to be expanded both quantitatively and qualitatively as the concept of remote education is gradually generalized along with the growth of cyber universities and the development of digital technologies. However, regardless of such quantitative growth and possibility of development, the current online design classes are operating curriculum that is not much different from that of design department at the existing offline universities, while the concepts and roles of design and designer are changing according to the stream of digital times. Moreover, although complex elements are required to be considered since online design education is influenced by digital technological trend as being a form in which digital technology, contents, and design are all combined and advantages and features of online are required to be reflected to the maximum, the reality is different from what has been expected due to many circumstances. Online design education needs to be changed in accordance with the stream of digital times and new online design curriculum suitable for the current of future digital times and online environment are required to be developed and prepared at this moment. Accordingly, this research aims to look into the concepts and roles of design and designer changing in accordance with the stream of digital times by researching the existing literatures as well as the advantages and features of online class and to analyze the current state of curriculum of digital design and related departments at cyber universities in Korea to suggest an improvement direction of curriculum of online design class suitable for the future digital times.

Op-Art in Fashion of Post-Modern Society (포스트모던 사회의 패션에 표현된 옵아트)

  • 이민선
    • Journal of the Korean Society of Costume
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    • v.54 no.5
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    • pp.155-166
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    • 2004
  • OP-Art was not appreciated by painters and art critics. and according1y has been forgotten in art history. But recently Op-Art is revitalized in fashion and is in its palmy days. This study intends to re-assess the value of Op-Art, by reviewing its influence on fashion design in the post-modern society To this purpose, conceptual characteristics of Op-Art was analyzed. And then, on the bases of these characteristics, the figural characteristics and the meaning of Op-Art in fashion design of post-modern society was re-explained. Op-Art is characterized as an art of flatness of picture plane which uses repetition of simple forms and colors. It is also based on trick of visual perception. Finally. it creates an impression which is flickering or vibrating by means of optical illusion. These characteristics give birth to some features such as simplicity. anonymity and mobility in the Op-Art fashion. The meanings of Op-Art in fashion design in post-modern society are as follows. First, repetition of simple units employed in Op-Art produces feeling of simplicity. which makes the Op-Art fashion works perceived as polysemy. In other words, the feeling of simplicity can be interpreted In diverse perspectives within the social context of our society. The material civilization and technology civilization, which causes the alienation and standardization of man. can be the backgrounds of the Op-Art fashion. Second, Op-Art is an art based on perspectives of spectators. Anonymity in the Op-Art fashion enhances participation of spectators. which gives Op-Art a sense of affinity. Third, through the feeling of mobility created by optical illusion techniques. the Op-Art fashion expresses the opposition to the ideal body image made by power group. In post-modern society, Op-Art in fashion gives new meaning to art. Op-Art in fashion proposes new roles of artist and spectators, and new concepts of art related with roles of human beings. Through general sensibility of men, Op-art in fashion can express new recognition of the post-modern society.

Role of Environment-friendly Design & Green Amenity in Space Design - a focus on ecology designs using green materials - (공간디자인에 있어서의 환경친화와 Green Amenity의 역할에 관한 연구 - 그린(Green Materials)을 이용한 에콜로지디자인을 중심으로 -)

  • 이정민
    • Archives of design research
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    • v.16 no.1
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    • pp.137-148
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    • 2003
  • Environment-friendly design becomes one of the main issues of the contemporary design. It has been developed with the advent of the organic view of the wend. It started as the environment-protective orientation and then enlarged its boundary including the designs which aims to revive the organic relationship between human and nature. Recent design approach in environment design emphasizes to be 'synchronized with the nature' and its basic attitude is the revival of the right relationship between man and nature. It also can be described as the design for Green Amenity. This paper researches on the concepts, types and the roles of the environmentally-friendly design. There are two basic concepts : one is environment-protective attitude and the other is the attitude which emphasizes the function of Green Amenity. This paper focuses on the latter approach. Through the analysis of the necessity and the function of the environmentally-friendly design, it aims to prove the fact that valuable human life need the design which connects human life aye with natural environment.

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"The Architecture of Movement" Considered in the Viewpoint of Communicative Space - A Case Study of Zaha Hadid's Design Theory and Practice - (소통공간의 관점에서 고찰한 "움직임의 건축" - 자하 하디드의 설계이론과 작품 사례연구 -)

  • Seo, Jeongil
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.11
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    • pp.125-134
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    • 2018
  • This study examines Dalibor Vesely's theoretical proposition of communicative space and tries to develop it through a review of the contemporary architectural case. Vesely poses a critical question about communication: how do the situational conditions of our everyday life and the spatial characteristics of the natural world in which we live communicate through representation. He emphasizes the spatial and situational conditions and the role of representation in communication, arguing that architecture should create the formation of communicative space to restore its primary role as the corporeal foundation of culture. This study thus focuses on one of the critical concepts of his theory: "the communicative movement," which is, according to him, ontological and situational because it animates and transforms human circumstances as a whole. Further, it pursues some practical knowledge of creating the communicative space, by examining the design theory and practice of Zaha Hadid, who thematizes communication and movement in her architectural approach. This study analyses the different levels of representation and modes of movement in her architectural space to reveal the possibilities and limits of its communicative roles. We will find that the representation of Hadid's architectural space is not the formal representation of reality, but a mathematical and projective representation of abstract concepts. Despite its apparent aesthetic consistency, the inward and self-referential relation between the individual elements of the architectural space reveals its limit for the communicative space.

A Study on Creating and Managing "Makerspaces" in Libraries (도서관 무한창조공간 구축 및 운영모형 제안에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.1
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    • pp.53-76
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    • 2014
  • Combining makerspaces and library services is an innovative idea that could positively and radically change the library user experience. The Library Makerspace is able to offer users a different view of the world, and give them the opportunity to explore and imagine new possibilities which they can then create. Therefore, this study focused on analyzing real-world makerspace examples to create suggests for utilizing this trend. The roles and concepts of library makerspaces derived through this research are as follows: space for infinite creativity as social communication space, study areas, job searches, self-publishing, idea incubation, collaboration, equipment and utilization, storytelling, expert mentoring and consulting, and so on. The possibilities are endless, and allow for the development and expansion of the library.

A Study on Rolls for the Association of Sound as Subtext for Animation (애니메이션의 하위 텍스트로서의 음향의 연상 작용과 역할에 관한 연구)

  • 김지홍
    • Archives of design research
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    • v.16 no.2
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    • pp.15-22
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    • 2003
  • This is a study on the roles in the association of sound as subtext for animation. On this study, it will be helpful to develop sound concepts and to create animations with creativity. For animation without sound can be produced as an artistic purpose, however, most animations are created with sound. It is not means that sound is less important than visual in animations. Sound is also one of significant element to create animations. Sound have many important rolls for subtext such as parts of action, leitmotif, characteristic, time, ethnic, localization in the animations. It will be analyzed two animations such as Shrek (DreamWorks Pictures production/ Director: Andrew Adams) and Monsters Inc. (Walt Disney Pictures/ Director: Peter Doctor).

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