• 제목/요약/키워드: Visual Design

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Visual Lisp & DCL을 이용한 인발 금형 자동 설계 (Automatic drawing die design using visual Lisp & DCL)

  • 권혁홍;이원복;이용훈;유동진
    • 한국소성가공학회:학술대회논문집
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    • 한국소성가공학회 2003년도 추계학술대회논문집
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    • pp.296-300
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    • 2003
  • Design of drawing dies used in real industrial environments. It was designed by CAD software in many small & medium companies, but many products require various types, and sizes. Therefore, many companies are required to reduce process time and design mistakes. In this paper, for the automatic design of drawing dies, Design process considered that easy to team and use. which are used with Visual LISP/DCL language in a commercial CAD package, AutoCAD. It has adopted GUI in design system, and has applied DCL language. The system is based on the knowledge base system which is involved a lot of expert's know-how We have built database of design type and detail sizes. The automatic design system requires basic product type and sizes. Then the system accesses to the database and find out sizes by comparing with input parameters and generate drawing dies file.

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알렉산더 맥퀸 디자인에 나타난 시각적 촉각 (Visual Tactility in Alexander McQueen's design)

  • 김지예;서승희
    • 복식
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    • 제65권8호
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    • pp.77-94
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    • 2015
  • Much western philosophical thinking is constrained by ocularcentrism. Hence, multi-sensory experiences hold the most prominent position in contemporary art, and visual tactility, where feelings of touch through sight, become a powerful medium of expression in fashion. This study analyzes visual tactility in Alexander McQueen's design, where design elements are in focus. This investigation aims to bring the concept of visual tactility in fashion, and by doing so, enhance valuable aesthetic possibility. The result of the study is as follows: First, Creative silhouette is something that is constructed by his impeccable cutting and tailoring skills. In fabrics, he often suggests unconventional materials by uncompromising approach to fashion. Color contrasts refer to color sensibility, which reminds of grotesque image. McQueen's aggressive aesthetic awareness results in visual tactility in fashion.

창의성 증진을 위한 유추의 활용방법 (2) - 주거공간 디자인 과제를 중심으로 한 실험연구 - (A Study on Using Method of Analogy for Creativity Enhancement(2) - Experimental Study Focused on the Design Task of Residential Space -)

  • 최은희
    • 한국실내디자인학회논문집
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    • 제19권6호
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    • pp.38-46
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    • 2010
  • The objective of this study is to find an educational method that is able to increase creativity using both left and right directed thinking with complementary cooperation. The premise of experimental study is that analogical inference is a great help to produce a creative design, and the design tasks of residential space are given to 20 students, voluntary participants in four experimental tests. The first test is conducted with fundamental conditions such as site or location, users and their design requirements. Other three tests make a clear distinction with three cases using verbal analogy from many keywords, using visual analogy from many images and using verbal visual analogy from keywords and visual images. Consequently, when students use both verbal and visual analogy in solving design tasks their creative ability qualitatively as well as quantitatively is higher than in using only verbal analogy or visual analogy. Further study will be progressed with the design tasks of residential space in order to have an effective verification by comparing students' design results classified into two groups. One is a control group that consists of sophomore students in a college and another is a comparison group that consists of sophomore students in an university.

Visual identity에 있어서 기본요소 디자인 개발에 관한 연구 (The Development of Basic Elements for Visual Identity)

  • 김진용
    • 디자인학연구
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    • 제14권
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    • pp.63-74
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    • 1996
  • 본 연구는 Visual Identity에 있어서의 디자인 기본요소에 대하여 고찰하고 그의 개발과정을 정립 하므로써, 국내의 디자인 연구팀에게 보다 효율성이 높은 VI 디자인 시스템을 개발할 수 있도록 하는 Basic Element 들의 개별적 기능과 특성을 고찰하고, 이들 상호간의 유기적인 관계에 대하여 연구함으로써, 각 기본요소들이 차지하는 시각적 전달과정에서의 전략적 위치를 분명히 하고자 하였다. 또한 디자인 개발과정에 대하여 체계적이고 합리적인 접근 방법을 제시함으로써 효율성이 높은 디자인을 개발할 수 있도록 하였다.

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언어/시각정보의 유추에 의한 창조적 디자인 사고 (Creative Design Thinking with Analogy of Verbal/Visual Information)

  • 우흥룡
    • 한국디자인학회:학술대회논문집
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    • 한국디자인학회 1999년도 추계 학술발표대회 논문집
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    • pp.14-15
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    • 1999
  • 디자인은 일반적으로 목적지향의 창의적인 문제해결 과정으로 볼 수 있으며, 그 결과로 구체적인 대상이 세상에 존재하게 되는 것이다. 즉 무형적인 컨셉트를 가시적인 대상으로 전환시키는 산업 디자인분야에서 시각심상의 표현을 통한 조형성과 창의성은 디자이너의 중요한 소양중의 하나가 된다. (중략)

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윈드서핑 수트의 시각적 이미지에 관한 연구 (A Study on the Visual Image of Windsurfing suits)

  • 김정미
    • 한국의류산업학회지
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    • 제14권5호
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    • pp.713-719
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    • 2012
  • The purpose of this study is to analyze the style of the windsurfing suits and to extract main expressional words for the development of semantic differential scales of visual images according to the change in the style of windsurfing suits. The results of this study are as follows: 1) By a period of activity and its functions of windsurfing suits, they were classified into dry suit, wet suit, semi-dry suit and warm water. 2) Windsurfing suits were assorted into 4 kinds of designs: the design #1 on a suit with long sleeves and long pants, the design #2 on a suit with half sleeves and long pants, the design #3 on a suit with half sleeves and half pants, and the design #4 on sleeveless and half pants. 3) Main expressional words of visual images for windsurfing suits differ greatly depending on the design of windsurfing suits. The visual images for the design #1 are ranked in the order of 'sporty', 'looking like arms that are slim', 'looking like thighs that are slim', 'looking slim', 'neatbbb, 'practical', 'difficult to wear'. The visual images for the design #2 are placed in the order of 'sporty', 'dynamic', 'practical', 'cheerful', 'light'. The visual images for the design #3 are ranked in the order of 'sporty', 'dynamic', 'light', 'cheerful', 'masculine', 'practical'. The visual images for the design #4 are placed in the order of 'sporty', 'dynamic', 'simple', 'light', 'uncomfortable', 'easy to wear', 'looking like arms that are fat'.

차폐유형과 차폐도를 달리한 패럴랙스(Parallax) 공간의 시각 선호도 (An Analysis of the Visual Preference on Parallax Space by Blockage Pattern and Ratio)

  • 노재현
    • 한국조경학회지
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    • 제35권2호통권121호
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    • pp.55-63
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    • 2007
  • The purpose of this study is to create a planting design for progressive realization. For this, visual preferences as measured via questionnaire were evaluated by the Scenic Beauty Estimation(SBE) and paired comparison methods. The results can be summarized as follows. Through photo observation, the average visual blockage ratio was 38% and the range of degree of the visual blockage ratio was $30{\sim}50%$. The sketch simulation and filtered pattern received the highest preference score and fumed out to be the most practical pattern out of all the patterns evaluated. Also, in the sketch simulation, the high preference values were observed for a distance of 9 to 12m from the view point to the blockage tree with a D/H ratio of 2. The preference score significantly decreased with the increase of the visual blockage ratio having a turning point at $30{\sim}35%$ of the visual blockage ratio, even though the distance parameters were more important than the visual blockage ratio in the scores. An outstanding view must be handled properly to be preserved or accentuated. Framed, open, enclosed, screened or filtered pattern views should be completely revealed only from their best vantage point, not given away at first glimpse. It this sense, parallax spatial beauty with trees could be improved through the visual aspects of plan arrangements and seems to be an effective design technique for landscape planning and planting design.

웹 기반 시 지각 진단 프로그램의 모형 개발을 위한 기초연구 (A Basic Study on Development of Web-based Visual Perception Test Program Prototype)

  • 안성혜
    • 디자인학연구
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    • 제19권2호
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    • pp.5-14
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    • 2006
  • 시 지각(Visual Perception)은 눈을 통하여 받아들인 사물에 관한 시각적 정보를 중추신경계에서 해석하는 능력이다. 즉, 시각적 자극을 인식하고 변별하며, 그러한 자극들을 선행경험들과 연합함으로써 해석하는 능력을 말한다. 오늘날 시 지각장애의 원인을 밝히는 일과 시 지각 능력의 진단을 통하여 지각장애의 제반 특성을 파악하는 일은 시 지각 장애의 교정이나 시 지각 훈련 프로그램을 통한 치료적인 방법으로 활용된다. 그러나 현재 국내에서 특수교육이나 작업치료, 또는 장애인 복지관의 심리상담에 주로 사용되는 지필(紙筆)방식의 시 지각 능력 진단 도구들은 그 사용에 있어서 문제점 및 한계성이 많이 발견되고 있다. 본 논문은 기존의 문제점을 해결하기 위한 방안으로 데이터베이스로 구축이 가능한 웹 기반 시 지각 발달 진단 프로그램의 모형을 개발하고자 하는 목적을 가진 기초연구라고 할 수 있다. 그 결과 시 지각을 진단할 수 있는 측정유형을 3가지로 분류하였으며, 이를 바탕으로 검사용 그래픽 아이템의 개발방향을 예시하였다. 또한 시 지각 진단 프로그램의 설계 및 구축을 위해 고려해야할 체크리스트 항목과 신뢰도의 타당성 검사를 위한 변인을 추출하여 웹 기반 시 지각 진단 프로그램의 모형개발을 위한 프로세스를 제시하였다.

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