• Title/Summary/Keyword: graphic design

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Development of Control Software for KOREA Standard EMU (도시철도차량용 국내 표준모델의 주제어 S/W개발(2))

  • 안태기;한성호;백종현;이수길;박현준
    • Proceedings of the KSR Conference
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    • 1999.11a
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    • pp.302-309
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    • 1999
  • This paper is intended to provide a method to design control software fur the TCMS, train control and monitoring system. The TCMS with this control software will be applied KOREA Standard EMU. The control software is designed by SCADE Case tool to concern safety and reliability. The function for the EMU is implemented in software easily programmed, using a functional block, graphic programming language. the control software has modular design and each module is tested with SCADE simulator. This time we focus a HVAC(heater, ventilation and air conditioner controller) control module, present a design method and a simulation method for that module.

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Design and Graphic Simulation of a Cleaning Robot for a Radioactive Environment Application

  • Kim, K.;Park, J.;M. Yang;C. Oh
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.161.3-161
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    • 2001
  • This paper describes design features of a cleaning robot for use in a radioactive zone of the Isolation room of the Irradiated Material Examination Facility (IMEF) at Korea Atomic Energy Research Institute (KAERI). This cleaning robot is intended to completely eliminate human interaction with hazardous radioactive contaminants. The clean ing robot that is operated either by manual mode or by autonomous mode is designed to be capable of cleaning the isolation room´s floor surface and collecting dry nuclear fuel debris and other radioactive waste placed on the floor. The functional, mechanical and electrical design considerations of the cleaning robot in terms of remote cleanup operation and remote maintenance at a radioactive environment are presented. A graphical representation of the cleaning ...

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Design Challenges and Solutions for Ultra-High-Density Monolithic 3D ICs

  • Panth, Shreepad;Samal, Sandeep;Yu, Yun Seop;Lim, Sung Kyu
    • Journal of information and communication convergence engineering
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    • v.12 no.3
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    • pp.186-192
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    • 2014
  • Monolithic three-dimensional integrated chips (3D ICs) are an emerging technology that offers an integration density that is some orders of magnitude higher than the conventional through-silicon-via (TSV)-based 3D ICs. This is due to a sequential integration process that enables extremely small monolithic inter-tier vias (MIVs). For a monolithic 3D memory, we first explore the static random-access memory (SRAM) design. Next, for digital logic, we explore several design styles. The first is transistor-level, which is a design style unique to monolithic 3D ICs that are enabled by the ultra-high-density of MIVs. We also explore gate-level and block-level design styles, which are available for TSV-based 3D ICs. For each of these design styles, we present techniques to obtain the graphic database system (GDS) layouts, and perform a signoff-quality performance and power analysis. We also discuss various challenges facing monolithic 3D ICs, such as achieving 50% footprint reduction over two-dimensional (2D) ICs, routing congestion, power delivery network design, and thermal issues. Finally, we present design techniques to overcome these challenges.

A Review on the paradiam of Eyewear Design Concept (안경 design concept의 paradigm에 관한 고찰)

  • Kang, Hyunshik;Jang, Woo-Yeong
    • Journal of Korean Ophthalmic Optics Society
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    • v.9 no.1
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    • pp.189-195
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    • 2004
  • Eyewear must not be judged only by the skill of the designer who created it. For production of successful eyewear, we must always take into account the point of view of the wearer. Because eyewear is above all a means to correct of the visual acuity, it is a medical instrument. Therefore in any case, it should not submit to the dictatorship of fashion designer. The eyewear designer's role may therefore be summarized in following way: to have a subtle sensitivity and inspiration, and originality, know-how to develop a symbiosis between functionality and technical know-how, harmonious production of the design and concept of the human engineering. At present, the way of designing has undergone a big change to enabling us to supply the customer with technical design and rapid prototyping of eyewear with assistance to computer processing such as computer graphic and cad/cam.

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A Study on Fluid Identity in Digital Contents (디지털콘텐츠를 위한 플루이드 아이덴티티 연구)

  • Kim, Hak Min
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.201-212
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    • 2013
  • The purpose of this study are to show a new possibility of identity design to be used as tools of users identity expression, designing digital contents by studying on the methods to express users identities successfully in the digital contents design, and to present the possibility to expand the area of identity design. Digital contents are a communication media in it self, but this study tried to consider the digital contents as a tool of users communication or expression. The identity expression, which are not only makes communications efficient but also lets products and companies acknowledged by users, is one of the most indispensable factors in products competitive power in both the present and the future. However, no define methods of identity expression are settled as well as recognized by users properly and accurately yet, so that this study focuses on that point. Therefore, This study is advanced in the direction of establishing the concept of digital identity for an expansion of the media toward the identity expression in design as well as making researchers in successful identity expression ways by means of actual design, more than a graphic image making that simply decorates a digital contents. The point of this study is to show a new concept of identity design that expresses users identities so as to suggest another possibility of identity design.

Use of Traditional Mask Images in Design Development for Fashion-Cultural Products (전통 탈의 이미지를 활용한 패션문화상품 디자인 개발)

  • Kim, Sun-Young
    • The Research Journal of the Costume Culture
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    • v.19 no.3
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    • pp.460-472
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    • 2011
  • This paper developed motifs through the use of images of masks with which the Korean innate consciousness of aesthetics is expressed. The motifs were applied to fashion items. This paper investigated the concept, origin and types of traditional masks through the existing literature. Using the computer graphic programs of Illustrator and Photoshop CS2, three basic motifs were set from the images of the nobleman, Bune of Hahoi Tal and Byeongsan Tal. Each motif was extended into two motifs by changing shape and color. For the basic motif design, this study sought to express contemporary images, suitably for each fashion item, while maintaining the basic shape of the masks and their traditional images. In addition, this study set the concept of the design so that could be accepted by various age groups. For the design of handkerchiefs, a rotating array, involving enlargement, reduction, repetition, and the gradation of motifs, as well as a diagonal symmetric array, and all-over patterns were developed. The T-shirt design created here was divided into a half-sleeve box type, a round neckline sleeveless type, a V-neckline close-fitting sleeveless type, and a V-neckline close-fitting cap sleeve type. For the design of necklaces, OLED or LED, which are considered as a future display type, was used. Additionally, the production of an entertainment styled new atmosphere is proposed.

User-Oriented Interactive Model for Conceptual Design of Ship (사용자 지향 대화형 개념설계 모델)

  • D.K. Lee;K.H. Lee;S.H. Han;S.S. Lee;K.Y. Lee;S.C. Shin;D.W. Shin;J.C. Lee;S.C. Kwon
    • Journal of the Society of Naval Architects of Korea
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    • v.29 no.4
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    • pp.18-26
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    • 1992
  • This paper describes a design model for conceptual design of ship. Existing design models have some problems. For example, operating environment of batch versions can not reflect design procedure of real world truely and reliability of results are not high because means of performance estimation are based only on empirical formula. To improve these problems of existing design models, a new design model has been developed. The new model consists of interactive environment with databases of main engine and existing ship data. To develop user-oriented system, graphic user interface(GUI) is adapted.

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A Study on the Style of Textile Pattern Design Comparing Italian Fashion Brand and Its Extension Brand -Focus on Italian Fashion Brand - (기존 및 확장브랜드의 텍스타일 패턴디자인 개발유형 비교 연구 - 이태리 패션브랜드를 중심으로 -)

  • 이은옥
    • The Research Journal of the Costume Culture
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    • v.10 no.2
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    • pp.146-159
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    • 2002
  • This study examines the textile pattern design of Italian fashion brands and their brand extensions by comparing their images. Five Italian fashion brands are chosen and the textile pattern design of their brand extensions, which were presented during the eight collection. Then their design style is compared with the design style of their main brands. The five main brands and their brand extensions are as fellows: Anna Molinari-Blumarine, Dolce & Gabbana-D&G, Girogio Armani-Emporio Armani, Gian Franco Ferre'-GFF, and Prada-MiuMiu. Their color, motive type, motive layout, motive expression, and pattern drawing technique are examined and compared. Results suggest that most brand extensions generally use color, motive type motive layout. and motive expression similar to their main brands. In particular, their pattern drawing technique is a painting style white their main brands use a graphic style. This result suggests that to create and develop new brand extensions, Italian fashion (main brand) firms in general employ color, motive type, motive layout, and motive expression technique similar to main brands, but different drawing technique to differentiate from their main brands. The results of this study suggest that textile pattern design plays an important role in developing new brand extensions and thus should be considered as a crucial part of the product.

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Development of Traditional Baeja Design Applied Jogakbo and Knot (조각보와 매듭을 활용한 전통 배자 디자인 개발)

  • Yang, Suk-Hyang
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.4
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    • pp.189-203
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    • 2014
  • In this study, Creative motifs using face composition of Jogakbo and Knot Symbol were developed, and applied to traditional Baeja of Joseon Dynasty to develop design contents of traditional clothes. As for study method, 7 motifs of new formative image that integrates traditional beauty and contemporary sense were developed by applying Knot Symbols and face compositions of Jogakbo with the use of Adobe Illustrator CS6 and Adobe Photoshop CS6 vector graphic software. The motifs were designed in contemporary image in face compositions like rectangle pattern, triangle pattern, dual rectangle pattern, vertical and horizontal pattern, pinwheel pattern, gojunmun pattern and free pattern by involving various changes like repetition, rotation, reduction, expansion and decomposition and using the colors used in the Jogakbo. It is desired that through this study, traditional Baeja may develop to bear traditional and contemporary image so that our traditional clothes design may become global. Also it is anticipated that this study will contribute to development of culture products of Hanbok like Jeogori, pants and skirt that require change of design in the global era while maintaining traditional beauty to appeal to the emotions of world citizens.

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The Developing Method of Map Outline Using Caricature Generation Algorism (캐리커처 생성 알고리즘을 이용한 지도 외형선 생성 방법)

  • Kim, Sung-Kon
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.345-354
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    • 2007
  • Sometimes characterized graphic map rather than realistic graphic map can help users to understand information more easily. This paper tried to reveal the relation between the methodology to create outline on the map using caricature automatic algorism and level of human cognition. Caricature algorism such as exaggeration transformation algorism, joint transformation algorism and simplification algorism were used to create outline on the map. In order to apply exaggeration transformation algorism and joint transformation algorism, the method to create average form of the object were developed. We survey how users recognize the similarity of the characterized map with the real map when realistic map is simplified by certain value of simplification rate and transformed into certain value of exaggeration rate or joint transformation rate. We also survey how users recognize the similarity differently according to the scale of the map. As a result of this study, the method to calculate the optimal data is developed for users to recognize caricatured map effectively by shifting scale. This data can be used as basic data, when map developers create outline of map with programming code on computer

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