• 제목/요약/키워드: computer design program

검색결과 1,699건 처리시간 0.027초

반응표면분석법을 이용한 세탁기의 최적설계 (Optimal Design of a Washer using a Response Surface Method)

  • 한형석;김태영;박태원
    • 대한기계학회논문집A
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    • 제23권11호
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    • pp.1871-1877
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    • 1999
  • An optimal design method using a response surface method for dynamic characteristics of a washer is presented. The proposed method uses the design of experiment and a computer model is used for the experiment. The value of the cost function is estimated using a computer model for each case of the design variable variation. An orthogonal array is used to obtain best cases to be considered with minimum number of experimentation. Using these experimental values, optimal design is performed using a response surface method. The method used in this paper can be applied to any complicated mechanical systems that can be modelled and analyzed by a computer program. The method is applied to the design of dynamic characteristics of a washer.

LUMENA Program을 이용한 의상 시뮬레이션에 관한 연구 I (A Study on Costume Design Simulation using LUMENA Program I)

  • 장수경
    • 한국의류학회지
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    • 제16권2호
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    • pp.255-262
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    • 1992
  • A computer simulation methiod for costume design has been developed using LUMENA, a generic-purpose 2-dimensional graphic software. In this study the palette, tone chart, fabric chart, styling chart, and costume drawing were constructed on the computer. In costume design simulation, fabric swatches with various colors and patterns were applied to the base garment image taken by using a scanner or a video camera. In this procedure the original 3-dimensional effect was fully retained. Using this simulation method, a number of costume designs could be carried out in short time without actually making the garment. A portfolio including the tone chart, fabric chart, styling chart, costume drawing, and simulation results were made for the purpose of demonstration, using the animation tools of LUMENA.

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이중관 열교환기를 사용한 물 대 공기 열펌프 시스템의 설계와 성능해석 (Design and performance analysis of water-to-air heat pump system using double-tube heat exchanger)

  • 한도영;박관준
    • 설비공학논문집
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    • 제9권4호
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    • pp.462-471
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    • 1997
  • The water-to-air heat pump system requires relatively lower energy consumption and less installation space. The heat exchangers used for this system are the finned-tube type for the indoor unit and the double-tube type for the outdoor unit. Mathematical models for this system are developed and programmed in computer. Experimental data from various conditions are obtained and compared with calculated values from the computer simulation program. Differences of cooling capacity and COP are 1.25% and 0.47%, and those of heating capacity and COP are 0.51% and 0.13%, respectively. Simulation results are in good agreement with test results. Therefore, the developed program is effectively used for the design and the performance prediction of water-to-air heat pump system.

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초등 예비교사의 컴퓨터과학에 대한 인식 변화를 위한 계산적 사고 기반 알고리즘 학습의 설계 및 적용 (Design and Application of Learning Algorithms based on Computational Thinking for Changes in Prospective Elementary School Teachers' Perceptions about Computer Science)

  • 김병수;김종훈
    • 수산해양교육연구
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    • 제24권4호
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    • pp.528-542
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    • 2012
  • In this study, we designed and applied the learning program of various algorithms about computer science, which were based on computational thinking, to prospective elementary school teachers who were non-majors of this field. While they were learning, they could understand two fundamental functions of computational thinking: abstraction and automation. This learning program made them change their perceptions about computer science positively. They had been interested in learning algorithms and computer science itself, and they felt confident about teaching it.

Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • 한국멀티미디어학회논문지
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    • 제11권12호
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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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.

A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • 디자인학연구
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    • 제20권2호
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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금속 벨로우즈 Diaphragm용 CAD 프로그램 개발 (A Development of CAD Program for Metal Bellows Diaphragm)

  • 조해용;남기정;오병기;김영훈;이제훈;서정
    • 대한기계학회논문집A
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    • 제27권3호
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    • pp.401-408
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    • 2003
  • A CAD program for metal bellows diaphragm was developed in this study. This program was written in AutoLISP on the AutoCAD system with a personal computer. Basic design concept used in this program is composition of a convolution that is tangent to two lines and 5 circles from given design parameters(initial radius, inner and outer diameter, thickness, pitch, etc.). The effects of altering some design parameters on stress distribution and fatigue life of bellows were estimated using commercial FEM code, NISAII. As a result, the metal bellows diaphragm was successfully designed by the CAD program. It is used to model a bellows geometry in pre-processor of FEM code. The FEM result shows that stress is dependent on straight line length, bellows diameter with same span, and fatigue life is also affected by design parameters.