• Title/Summary/Keyword: 디자인 맵

Search Result 76, Processing Time 0.021 seconds

Design of In-Wheel Motor for Automobiles Using Parameter Map (파라미터 맵을 이용한 차량용 인휠 전동기의 설계)

  • Kim, Hae-Joong;Lee, Choong-Sung;Hong, Jung-Pyo
    • Journal of the Korean Magnetics Society
    • /
    • v.25 no.3
    • /
    • pp.92-100
    • /
    • 2015
  • Electric Vehicle (EV) can be categorized by the driving method into in-wheel and in-line types. In-wheel type EV does not have transmission shaft, differential gear and other parts that are used in conventional cars, which simplifies and lightens the structure resulting in higher efficiency. In this paper, design method for in-wheel motor for automobiles using Parameter Map is proposed, and motor with continuous power of 5 kW is designed, built and its performance is verified. To decide the capacity of the in-wheel motor that meets the automobile's requirement, Vehicle Dynamic Simulation considering the total mass of vehicle, gear efficiency, effective radius of tire, slope ratio and others is performed. Through this step, the motor's capacity is decided and initial design to determine the motor shape and size is performed. Next, the motor parameters that meet the requirement is determined using parametric design that uses parametric map. After the motor parameters are decided using parametric map, optimal design to improve THD of back EMF, cogging torque, torque ripple and other factors is performed. The final design was built, and performance analysis and verification of the proposed method is conducted by performing load test.

Development of a smart cane concept for guiding the visually impaired - focused on design thinking learning practices for students - (시각장애인을 위한 길 안내용 스마트 지팡이 콘셉트 개발)

  • Park, Hae Rim;Lee, Min Sun;Yang, Ho Jung
    • Journal of Service Research and Studies
    • /
    • v.13 no.1
    • /
    • pp.186-200
    • /
    • 2023
  • This study aims to improve the usability of the white cane, which is walking equipment that most local visually impaired people use and carry when going out, and to contribute to the prevention of safety accidents and the walking rights of visually impaired people by providing improvement and resolution measures for the problems identified. Also, this study is a study on the visually impaired, primarily targeting the 1st to 2nd degree visually impaired people, who cannot go out on their own without walking equipment such as a white cane, corresponding to 20% among approximately 250,000 blind and low vision people in the Korean population. In the study process, the concept has been developed from the user's point of view in order that the white cane becomes a real help in the walking step of the visually impaired and the improvement of usability of the white cane, the main walking equipment for the visually impaired, are done by problem identification through the Double Diamond Model of Design Thinking (Empathize → Define → Ideate → Prototype → Test (verify)). As a result of the investigation in the process of Empathy, a total of five issues was synthesized, including an increase in the proportion of the visually impaired people, an insufficient workforce situation to help all the visually impaired, an improvement and advancement of assistive devices essential for the visually impaired, problems of damage, illegal occupation, demolition, maintenance about braille blocks, making braille block paradigms for the visually impaired and for everyone. In Ideate and Prototype steps, situations derived from brainstorming were grouped and the relationship were made through the KJ method, and specific situations and major causes were organized to establish the direction of the concept. The derived solutions and major functions are defined in four categories, and representative situations requiring solutions and major functions are organized into two user scenarios. Ideas were visualized by arranging the virtual Persona and Customer Journey Map according to the situation and producing a prototype through 3D modeling. Finally, in the evaluation, the final concept derived is a device such a smart cane for guidance for the visually impaired as ① a smart cane emphasizing portability + ② compatibility with other electronic devices + ③ a product with safety and convenience.

Autonomous Navigation Power Wheelchair Using Distance Measurement Sensors and Fuzzy Control (거리측정 센서 스캐닝과 퍼지 제어를 이용한 전동 휠체어 자율주행 시스템)

  • Kim, Kuk-Se;Yang, Sang-Gi;Rasheed, M. Tahir;Ahn, Seong-Soo;Lee, Joon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2008.05a
    • /
    • pp.329-336
    • /
    • 2008
  • Nowadays with advancement in technology and aging society, the number of disabled citizens is increasing. The disabled citizens always need a caretaker for daily life routines especially for mobility. In future, the need is considered to increase more. To reduce the burden from the disabled, various devices for healthcare are introduced using computer technology. The power wheelchair is an important and convenient mobility device. The demand of power wheelchair is increasing for assistance in mobility. In this paper we proposed a robotic wheelchair for mobility aid to reduce the burden from the disabled. The main issue in an autonomous wheelchair is the automatic detection and avoidance of obstacles and going to the pre-designated place. The proposed algorithm detects the obstacles and avoids them to drive the wheelchair to the desired place safely. By this way, the disabled will not always have to worry about paying deep attention to the surroundings and his path.

  • PDF

Realistic 3-dimensional using computer graphics Expression of Human illustrations (컴퓨터그래픽스를 이용한 사실적인 3D 인물 일러스트레이션의 표현)

  • Kim, Hoon
    • Archives of design research
    • /
    • v.19 no.1 s.63
    • /
    • pp.79-88
    • /
    • 2006
  • A human face figure is a visual symbol of identity. Each different face per person is a critical information differentiating each person from others and it directly relates to individual identity. When we look back human history, historical change of recognition for a face led to the change of expression and communication media and it in turn caused many changes in expressing a face. However, there has not been no time period when people pay attention to a face more than this time. Technically, the advent of computer graphics opened new turning point in expressing human face figure. Especially, a visual image which can be produced, saved, and transferred in digital has no limitation in time and space, and its importance in communication is getting higher and higher. Among those visual image information, a face image in digital is getting more applications. Therefore, 3d (3-dimensional) expression of a face using computer graphics can be easily produced without any professional techniques, just like assembling puzzle parts composed of the shape of each part ands texture map, etc. This study presents a method with which a general visual designer can effectively express 3d type face by studying each producing step of 3d face expression and by visualizing case study based on the above-mentioned study result.

  • PDF

Development of Busan Marine Tourism Contents using Storytelling -Focusing on the Development of Marine Leisure Theme Course in Galmaetgil- (스토리텔링을 활용한 부산 해양관광 콘텐츠 개발 -갈맷길에서의 해양레저 테마 코스 개발을 중심으로-)

  • Lee, Bo-Bae;Kang, Bum-Kyu
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.8
    • /
    • pp.196-208
    • /
    • 2017
  • Busan is one of the most popular tourist cities of the Republic of Korea. To develop differentiated urban brand as the nation's flagship maritime city, Busan needs to explore diverse marine tourism stories and develop related contents. For the purpose of developing storytelling as a way to facilitate the maritime tourism of Busan, this study attempted to i) create 'marine leisure Galmaetgil of Busan' contents using 5-step storytelling modules and ii) develop themed tour routes based on the marine tourist contents and related graphic elements such as tour route map and image editing. Galmaetgil is a beautiful trail developed along the coastal line. It is one of the most famous tourist contents of Busan. Based on this asset, Busan would be able to develop its own tourist contents as the nation's proud marine-leisure city. The emotional stories which can draw a great attention from the citizens and tourists and informative storytelling would make people understand and experience marine leisure in a fun and easy.

Analysis of Infoshade of Displacement Map for Making Digital Contents (디지털콘텐츠 제작을 위한 Displacement map의 음영정보 분석)

  • Park, Keong-Cheol
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.8
    • /
    • pp.59-67
    • /
    • 2011
  • Digital Contents have been considered as major parts in the areas, such as design, cartoon, video and etc. A number of Digital Contents are made with the works of popular computer program, Photoshop, and used in some courses of making works. Channel is obviously regarded as a high-level function among others in using Photoshop, even though it hinder a lot of users in understanding the way and the principle to use. Channel and Displacement Map have something in common, because they share the infoshade of channel. The infoshade is the information of 256 levels which consists of black and achromatic colors between white and black color. The infoshade of Channel is used as a concept of movement in Displacement Map. Displacement Map analyzes infoshade in 'Displacement map images' and transfer the pixels of original images under the application of displacement map. This means that the infoshade of Channel can be made for the application with characteristic of movement. This study was carried out to analyze the principle of application of infoshade in 'Displacement Map' with Photoshop. Thus, the central aim of this study is not so much studying engineering algorithm as studying and analyzing the principle of Channel's infoshade through studying how the infoshade of channel is applied in the work.

UX evaluation of MyData-based financial asset management app - Focusing on Data Visualization (마이데이터 기반 금융 자산관리 앱 사용성 평가 - 데이터 시각화를 중심으로 -)

  • Kim, Eun Young;Han, Soo Jin
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.12
    • /
    • pp.223-233
    • /
    • 2021
  • MyData industry became possible with the revision of the three data-related bills on August 2020, and from February 2021, each individual can make MyData financial service through the app provided by MyData providers. In this study, in order to understand the user experience trend of MyData-based financial asset management apps in the user-centered financial service era, the usability evaluation of 11 apps from 8 MyData providers was conducted for 300 adults, then average value comparison, radial graph analysis, and heatmap analysis were conducted. In app design preference, asset list type was the most preferred type, followed by asset comparison·list type. As for the expected perception of the future benefits that can be enjoyed through My Data, 'diversification of convenient services' was the highest at 45.3%, and as a negative factor felt by users, personal information-related factors were the highest at 71.4%. The results of this study can be used as basic data for the development and improvement of user interfaces for MyData platforms.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.3
    • /
    • pp.1-11
    • /
    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

A development of the Process Capturing and Sharing System for an Effective Collaborative Design (협동설계 효율화를 위한 설계순서작성 및 공유시스템 개발)

  • Han, Jin-Teck;Lee, Soo-Hong;Park, Sam-Jin
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.16 no.10
    • /
    • pp.68-79
    • /
    • 1999
  • This paper describes an approach to collaborative design which focuses on the effects of individual activities on the overall design process. We utilize a new process modeling tool to define the process and then analyze and refine the process based on critical paths. This information is then shared over the Internet with all participants. The goal of this system is to detect critical errors at initial design stage and guide the designers to make better decisions based on the knowledge of the overall process. This system enables participating designers to publish his local process through an Internet bulletin board. Other members of the team can then provide feedback based on how the proposed process impacts their activities. The system provides a context-rich, persistent forum for collecting, preserving, and refining corporate expertise of the team. For example, designers can select any process from the bulletin board and use it as a template for his current project and then use it to maintain his own design history. This paper is based on the process modeling concepts of Design Roadamap and describe several key extensions in the area of CPM calculations and collaborative interfaces.

  • PDF

VR Content Development for Racing Drone Control Training (레이싱 드론 조종 훈련을 위한 VR 콘텐츠 제작)

  • Kim, Jeong-Eun;Woo, Tack
    • Journal of Korea Game Society
    • /
    • v.18 no.3
    • /
    • pp.113-122
    • /
    • 2018
  • In this paper, we will discuss planning and production of VR contents for effective racing drone steering training. In the real world, direct racing drone training training is obviously a space and economic limit. We propose through the production of VR-based drone infiltration action game as a solution to these limitations and try to improve effective drone handling ability. Especially, we designed the virtual reality contents in a similar environment by using the similarity of FPV goggles and HMD based VR, and designed virtual drones, maps and obstacles considering the characteristics of the structures used in racing drone and drone racing. Also, we tried to increase the user's immersion and presence by increasing difficulty level of obstacles.