• Title/Summary/Keyword: 로봇 디자인

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A Study on the Analysis of the Trend of installations Using 3D Printing Technique (3D프린팅 조형설치물 경향분석에 관한 연구)

  • Kim, Ji Min;Lee, Tae Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.52-60
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    • 2021
  • The aim of this study was to derive a new trend by analyzing installations using 3D printing that are out of the limits of size and design according to the trends of developing 3D printing technology. This paper classified the types of installations using 3D printing and analyzed them with two trends: the trend of design and the trend of output. The trends of installations using 3D printing derived from this study are as follows. First, as the implementation of design through an algorithm is accomplished, the transformation appears with the atypical design that is prominent in complex expression. Second, Robotics and FDM 3D Printing is fused, which is changing the existing paradigm. Therefore, the production and utilization of installations using 3D printing proceeded at a faster pace through the interaction between the algorithm design method and freeform 3D printing technology. This study was conducted on installations using 3D printing around the world and played a basic role in the research on the production of installations using 3D printing along with domestic 3D printing technology to be developed in the future. Follow-up studies in various aspects, such as materials and combination methods, will be needed.

A Study on Multi-Object Control Method Using Smartphone Bluetooth Communication and the Methodologies of Convergence Research (스마트폰의 블루투스 통신을 이용한 다중 오브젝트 제어방법 및 장치에 관한 융합연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.341-347
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    • 2015
  • Since the advent of Apple's iPhone, the smartphone industry has been producing new technologies and concepts at an accelerated pace. The speed of progress in this sector is exponentially increasing in accordance with Moore's Law, and smartphones are rapidly changing various aspects of human life. Especially, object control technologies using smartphones are being utilized in various sectors, including robots, home automation, and smart objects. However, the current smartphone object control technology is limited in terms of multicontrol. This study proposes the combined usage of the Bluetooth and Zigbee Modules for multiple object control using smartphones, and presents the necessary application design properties and the methodology for Zigbee communication. The study is an attempt at a territorial expansion of design, as a proposal of new methods for utilizing smartphones in the age of smart objects.

Characterizing Strategy of Emotional sympathetic Robots in Animation and Movie - Focused on Appearance and Behavior tendency Analysis - (애니메이션 및 영화에 등장하는 정서교감형 로봇의 캐릭터라이징 전략 - 외형과 행동 경향성 분석을 중심으로 -)

  • Ryu, Beom-Yeol;Yang, Se-Hyeok
    • Cartoon and Animation Studies
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    • s.48
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    • pp.85-116
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    • 2017
  • The purpose of this study is to analyze conditions that robots depicted in cinematographic works like animations or movies sympathize with and form an attachment with the nuclear person and organize characterizing strategies for emotional sympathetic robots. Along with the development of technology, the areas of artificial intelligence and robots are no longer considered to belong to science fiction but as realistic issues. Therefore, this author assumes that the expressive characteristics of emotional sympathetic robots created by cinematographic works should be used as meaningful factors in expressively embodying human-friendly service robots to be distributed widely afterwards, that is, in establishing the features of characters. To lay the grounds for it, this research has begun. As the subjects of analysis, this researcher has chosen robot characters whose emotional intimacy with the main person is clearly observed among those found in movies and animations produced after the 1920 when robot's contemporary concept was declared. Also, to understand robots' appearance and behavioral tendency, this study (1) has classified robots' external impressions into five types (human-like, cartoon, tool-like, artificial bring, pet or creature) and (2) has classified behavioral tendencies considered to be the outer embodiment of personality by using DiSC, the tool to diagnose behavioral patterns. Meanwhile, it has been observed that robots equipped with high emotional intimacy are all strongly independent about their duties and indicate great emotional acceptance. Therefore, 'influence' and 'Steadiness' types show great emotional acceptance, the influencing type tends to be highly independent, and the 'Conscientiousness' type tends to indicate less emotional acceptance and independency in general. Yet, according to the analysis on external impressions, appearance factors hardly have any significant relationship with emotional sympathy. It implies that regarding the conditions of robots equipped with great emotional sympathy, emotional sympathy grounded on communication exerts more crucial effects than first impression similarly to the process of forming interpersonal relationship in reality. Lastly, to study the characters of robots, it is absolutely needed to have consilient competence embracing different areas widely. This author also has felt that only with design factors or personality factors, it is hard to estimate robot characters and also analyze a vast amount of information demanded in sympathy with humans entirely. However, this researcher will end this thesis as the foundation for it expecting that the general artistic value of animations can be used preciously afterwards in developing robots that have to be studied interdisciplinarily.

Trends in AI Technology for Smart Manufacturing in the Future (미래 스마트 제조를 위한 인공지능 기술동향)

  • Lee, E.S.;Bae, H.C.;Kim, H.J.;Han, H.N.;Lee, Y.K.;Son, J.Y.
    • Electronics and Telecommunications Trends
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    • v.35 no.1
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    • pp.60-70
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    • 2020
  • Artificial intelligence (AI) is expected to bring about a wide range of changes in the industry, based on the assessment that it is the most innovative technology in the last three decades. The manufacturing field is an area in which various artificial intelligence technologies are being applied, and through accumulated data analysis, an optimal operation method can be presented to improve the productivity of manufacturing processes. In addition, AI technologies are being used throughout all areas of manufacturing, including product design, engineering, improvement of working environments, detection of anomalies in facilities, and quality control. This makes it possible to easily design and engineer products with a fast pace and provides an efficient working and training environment for workers. Also, abnormal situations related to quality deterioration can be identified, and autonomous operation of facilities without human intervention is made possible. In this paper, AI technologies used in smart factories, such as the trends in generative product design, smart workbench and real-sense interaction guide technology for work and training, anomaly detection technology for quality control, and intelligent manufacturing facility technology for autonomous production, are analyzed.

3D Model Builder and Realtime Simulation Environment Development (3차원 모델빌더와 실시간 시뮬레이션 환경 개발)

  • Lee, Ji-Woo;Lee, Chang-Hoon;Lee, Duck-Jae;Lee, Myeong-Soo
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.514-516
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    • 2004
  • 국내 및 국외에서 많은 시뮬레이션 환경이 개발되어 다양한 시뮬레이터 개발에 활용되고 있다. 이러한 시뮬레이션 환경은 다양한 기능을 갖추고 있어 시뮬레이터 개발편의를 도모하고 있다. 이러한 시뮬레이션 환경에서는 시뮬레이션 스케줄링(Scheduling), 데이터베이스(Database), 모델 컴파일 그리고 디버거(모니터링 및 제어기능 툴)등을 제공한다. 이미 국내 및 국외 업체에서 시뮬레이션 환경이 개발되어 왔지만, 3차원적인 시뮬레이션을 필요로 하는 시뮬레이션 환경은 미비한 상태로 로봇공학이나 3차원 시뮬레이션이 필요한 산업에 앞으로 더욱더 개발이 필요한 실점이다. 본 논문에서는 3차원 시뮬레이션을 하기 위한 방안으로 개발된 3D 모델빌더와 시뮬레이션 환경인 3DSIM(3D Simulation Environment)을 소개한다. 3DSIM은 현재 사용되고 있는 시뮬레이션 환경과는 다른 형식의 구조를 갖추고 있어 일반 시뮬레이션 환경과의 차이점에 대해 알아본다. 일반적인 시뮬레이션 환경은 서버와 클라이언트로 나뉘어 서버에서는 특정 모델에 대한 연산을 수행하기 위한 환경을 제공하며, 클라이언트에서는 서버에서 수행된 연산을 효율적으로 분석하기 쉽도록 보여주는 환경으로 나된다. 하지만, 3차원 시뮬레이션 환경인 3DSIM은 3차원 객체를 디자인하는 과정이 필요하며, 3차원 객체를 디자인하였을 경우, 각각의 파라미터를 통하여 시뮬레이션 되어야 한다는 점에서 일반적인 시뮬레이션 환경과의 구조가 다르게 된다. 3DSIM개발을 통하여 3차원 시뮬레이터 개발을 보다 편하게 개발할 수 있도록 하였으며, 시뮬레이션 모니터링 및 제어가 용이하도록 개발하였다.

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Industrial Needs Investigation on Technological Convergence Education: Focused on the Field of Nano-tech, Bio-tech, Robot, and Design (융합기술교육에 대한 산업체 수요조사 : 나노, 바이오, 로봇, 디자인 분야를 중심으로)

  • Jin, Sung-Hee
    • Journal of Engineering Education Research
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    • v.20 no.1
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    • pp.18-27
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    • 2017
  • This study aims to investigate industry needs for convergence education in the field of nano-technology, bio-technology, robot, and design. Firstly, the area of convergence technology in nano-tech, bio-tech, robot, and design fields was examined through the literature review and case study. The areas were validated by the experts review who consisted of four industry experts and four professors in the relevant fields. Second, a questionnaire was developed for investigating industry's needs on convergence education. The questionnaire consisted of three parts: 1) awareness of necessity for convergence education, 2) the needs for convergence new technology education from the perspective of industry, and 3) opinions on convergence education. The questionnaire was validated by three engineering education experts. Third, the survey was conducted in cooperation with the Sector Council of Industrial Resources. A total of 400 respondents responded to the questionnaires: 98 in the nano-technology field, 74 in the design field, 58 in the robotics field, and 170 in the bio-technology field. Fourth the industry needs for convergence education were analyzed and implications were suggested. The results of this study are expected to provide a guideline for developing convergence education programs in higher education.

An identity analysis of Mechanic Design through the Japan Animation (일본 애니메이션<신세기 에반게리온>으로 본 메카닉 디자인의 정체성 분석)

  • Lee, Jong-Han;Liu, Si-Jie
    • Cartoon and Animation Studies
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    • s.50
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    • pp.275-297
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    • 2018
  • Japan's mechanic animation is widely known throughout the world. 1952년, Japan's first mechanic animation and the first TV animation, , has been popular since it's creation in 1952. Atom, a big hit at the time, has influenced many people. Japanese mechanic animations convey their unique traits and world view to the public In this paper, we are going to discuss the change of the Japanese mechanical design through comparison of the mechanical design, which has been booming since the 1990s in Japan; and the . I expect the results of this analysis to depict Japanese culture and thought reflected in animation, which is a good indication of worldwide cultural view of animation. unexpectedly influenced the Japanese animation industry after it screened in 1995, and there are still people constantly reinterpreting and analyzing it. This is the reaction of the audience to anticipate the mystery and endless conclusions of the work itself. The design elements of Evangelion are distinguished from other mechanical objects. Mechanic design based on human biotechnology can overcome limitations of machine and make you feel more human. The pilot 's boarding structure, which can contain human nature, is reinforced in the form of an enterprising plug, and the attitude of excavation makes humanity more prominent than a straight robot. Thus, pursues a mechanic design that can reflect human identity. can be selected as the mechanic animation of the 80's, and the "Neon Genesis Evangelion" of the 90's shows it with a completely different design. By comparing the mechanical design of two works, therefore, we examine the correlation between the message and the design of the work. presents the close relationship between the identity of the mechanical design and the contents. I would like to point out that mechanical design can be a good example and theoretical basis for the future.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
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    • s.47
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    • pp.381-412
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    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

Development of an Open-Typed Optimal Trolley Model for Cable-Based Retractable Membrane Roof (케이블 기반 개폐 막 지붕의 오픈형 최적 트롤리 모델 개발)

  • Lee, Donwoo;Shon, Sudeok;Choi, Bongyoung;Lee, Seungjae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.719-727
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    • 2021
  • In the field of architecture, retractable devices capable of responding flexibly to the environment have been applied widely to large structures. Among these devices, the aesthetically pleasing retractable membrane is lightweight so that the membrane can be opened easily using only a traction device. On the other hand, because the towed membrane moves as it is connected to the main cable by a trolley, the number of trolleys needed increases in proportion to the roof's area. This study proposes an optimal model for an open-type trolley (OTT), which is used widely in these devices, using topology optimization. The analysis used the ANSYS program. A new model was proposed based on the results and reviewed through the feedback. Through this process, it was possible to develop a prototype with increased durability and reduced weight. For OTT, optimization was performed based on static analysis and the boundary conditions, so three prototypes were designed. A comparison of the proposed trolley with the conventional one under the same conditions revealed an up to 71.04% decrease in volume while the yield-strength reached 8.67 to 11.43%. In conclusion, the optimal trolley proposed was found to be reliable in terms of economy and stability.

A Study on the Application Design for Wireless Communication Control and Development of Stepping-motor Microcontroller Unit capable of Wireless Communication Control (무선통신 제어 가능한 스테핑모터 마이크로컨트롤러유닛 개발과 무선통신 제어를 위한 어플리케이션 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.503-508
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    • 2019
  • In recent years, among the IoT products that are used in various ways in everyday life, motorized products are increasing. This study aims to develop a microcontroller unit that can easily control multiple motors and develop an application that makes use of this microcontroller unit. The basis of the hardware developed by the research was the Arduino board, and to it, the Bluetooth module, Zigbee module, and a motor driver were connected. To control the device, an application was designed. The final microcontroller unit and its application may be applied to electric curtains, electric blinds, robots, and other various IoT products. Further research will lead to hardware development that can control various types of motors other than stepping motors.