• Title/Summary/Keyword: 웨어러블 디자인

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Electroless Cu plating solution for laser direct structuring(LDS ) (레이저 직접 성형 입체회로부품용 무전해 동 도금액)

  • Kim, Dong-Hyeon;Lee, Seong-Jun;Lee, Seong-Mo;Yu, Myeong-Jae;Hwang, Sun-Mi;Jeong, Ho-Cheol;Lee, Jin-Seong
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 2018.06a
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    • pp.34-34
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    • 2018
  • 레이저를 통한 플라스틱 일체형 회로형성 기술은 레이저 직접 성형 (Laser Direct Structuring, LDS) 기술과 도금기술을 이용하여 기판 표면에 전도성 회로 패턴을 형성하고 소자를 집적하여 부품을 제작하는 기술이다. 종래에는 PCB 기반의 평면기판을 기반으로 하여 제작된 소자와 부품이 전자제품의 주를 이루었으나, 최근 소자의 집적화와 제품 디자인의 유연화(flexible)로 굽힘(bendable) 형태의 스마트 시계와 같은 웨어러블(wearable) 전자 제품이 출시되었으며, 레이저를 통한 플라스틱 일체형 회로형성 기술은 미래 사회의 주를 이룰 웨어러블 형태의 제품의 상용화를 가능하게 할 뿐만 아니라 회로 집적이 가능하여 제품 혁신을 주도할 기술로 주목 받고 있다. 본 연구에서는 LDS 부품의 미세 회로 구현을 위한 공정 기술 개발에 있어서 고생산성 무전해 동도금액 및 부품 실장을 위한 표면처리 기술 개발에 대한 결과를 보고한다. 미세 회로 패터닝 기술의 상용화를 위해서는 도금액의 안정성뿐만 아니라 고속 공정기술이 필요하다, 현재 국내 무전해 동 도금의 석출 속도는 시간 당 $4{\sim}5{\mu}m$ 내외이기 때문에, 생산성을 향상시키기 위해서는 시간 당 $10{\mu}m$ 정도의 고속 무전해 동 도금 공정 개발 필요하다.

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A Study on the Development of LED Stage Costume Design Using Arduino LilyPad and Sound Sensor (아두이노 릴리패드와 사운드 센서를 이용한 LED 무대의상 디자인 개발 연구)

  • Na, Yoonhee;Tang, Chunxiao;Han, Rui;Kim, Sookjin
    • Journal of Fashion Business
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    • v.25 no.1
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    • pp.133-149
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    • 2021
  • This study presents a new fashion wearable product, a classical music stage costume design, using an Arduino LilyPad that can control light-emitting diodes(LEDs) and a sound sensor that can set an environmental range of LED light. As a theoretical background, LED fashion design research and stage costume design research status were reviewed, and Arduino LilyPads, sensors, LEDs, and batteries required for LED stage costume production were investigated. Based on prior research, the LED stage costume design for the soprano stage was presented in a three-step process of design planning, development, and production, and an actual prototype was produced. This process produced meaningful information and materials for making clothes with the added function of a wearable computer. In particular, fashion designers or fashion majors can easily access the Arduino LillyPad and use not only LEDs, but other light emitting materials. It is expected that it will be used as a basic material for the use of the Arduino LillyPad that can develop new creations that have been utilized.

A Study on Trends of Wearable Device Development for Infants (영유아용 웨어러블 디바이스의 개발 동향 조사)

  • Keum, Bora;Kim, Yumi;Kim, Sook-Jin
    • Journal of the Korea Fashion and Costume Design Association
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    • v.19 no.4
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    • pp.29-41
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    • 2017
  • Because infants lack full communication skills and are not active main agents, nurturing and protection are essential. The value of smart devices that can help prevent potential threats and manage infant care is evaluated highly. This study offers basic research data that contributes to the development of devices for infant and parents as well as to future planning. This study compared and analyzed literature materials and visual materials based on news articles, advanced research, and official websites of brands. The research ranges and subjects are wearable devices for infants that were released or will be released between 2014 and 2017. Wearable devices that help protect and manage infant care are roughly separated into clothing, accessory, and the like. In this study, four kinds of clothing products, six kinds of accessories products, and fifteen kinds of other products were researched and a total of 25 kinds of products were analyzed. Categories was made in accordance with morphological characteristics, main features, materials and the design of wearable devices for infants depending on the device features. Wearable devices for infants that will be developed in the future must be based on a variety of suggestions in order to know best how to attach a sensor to an infant. From this study, the deduced trend analysis of wearable devices for infants can suggest new ways for follow-up studies as well as product development.

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A Technical Planning for Emotion Evaluation of Art Performance using the Human Emotional Data (공연에 대한 고객감동 평가를 위한 감성데이터 활용 방안)

  • Moon, Hyo-Jung;Ko, Hee-Kyung;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.87-91
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    • 2017
  • Recently, several kinds of researches using IoT wearable devices are active in the field of sports, design, emotional sciences and so on. The human bio data such as blood pulse, ECG, SKT signal, and GSR Signal producing from IoT wearable devices such as Watch, Smart-band, Grass can adapt to the meaningful future applications. Using the human's emotional data and a physical status with variation and so on, we can individually get the personal status. Due to knowing the personal emotion or physical status is related and connected to the valuable wallet of customers, the approach is more important in nowadays. Therefore, the personal information can effectively adapt to the marketing of the culture industry, which deals with emotions of customers. The research shows implementation steps for explaining overall architecture of the convergence research between Art and Technologies.

Analysis on the development trend of flexible materials and platforms for wearable devices based on fiber - Based on domestic & international patent data - (섬유기반의 웨어러블 디바이스용 유연소재 및 플랫폼 개발동향 분석 -국내외 특허분석을 중심으로-)

  • Han, Hyunjung;Jang, Myoungjin;Lee, Yongsung
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.1
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    • pp.33-44
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    • 2020
  • The purpose of this study is to guide the research direction for securing the competitiveness of the textile industry by analyzing the trends of patent technology development for flexible materials and platform technologies of domestic and overseas textiles used for wearable devices. The study is based on patents from Korea (KIPO), USA (USPTO), Japan (JPO), Europe (EPO), PCT (WO), and China (SIPO), which were registered as of December 31, 2017. The analysis utilized 3,643 patents acquired from the WINTELIPS search DB. The technology classification system for patent analysis was divided into evangelist-based textile technology developments: human body (AA), fiber attachment patch development (AB), and service platform development (AC). The analysis findings are as follows: 1. The development of flexible materials and platform technologies for textile-based wearable devices has increased since 2000. In particular, China (SIPO) had the most patents. 2. In China, Japan, and Korea, most patent applicants are applied for by natives, but the US has a high proportion of foreigners applying for patents. 3. As for the amount of development of the evangelist-based textile technology (AA) was the most common with 1,203 (33%) cases. As a result of the above IP historical analysis, it can be seen that as a result of the global competition, domestic companies need to acquire IRP and standard technology, and promote commercialization by applying their products to smart wearables devices and other products.

Status and promoting of fitness IT (피트니스 IT 현황 및 활성화 방안)

  • Kang, Sunyoung;Kang, Seungae;Jung, Hyungsu
    • Convergence Security Journal
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    • v.16 no.4
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    • pp.63-68
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    • 2016
  • This study examined the current state of fitness IT which are commercially available, and proposed the prospect and promoting plans for fitness IT. Latest wearable smart market has been reorganized into smart watch market and fitness tracker market. Fitness trackers which are typical devices of fitness IT technology has developed various types of such as watch, band, clothes, glasses, and lens. Until now, the most popular type of fitness tracker are watch and band including clip, necklace, hair band etc.. Also Apple and Google referred to as the two major axes of mobile platform has provided a health-related platform such as "Healthkit" and "Google Fit" for preoccupying the fitness business. The view of the fitness IT has seen a continuous growth trend considering smaller and lighter of fitness-related wearable device. To continuous growth and promote of fitness IT, it is expected to require mash-up a variety of fitness applications and services, ensuring the convenience of user experience, design and resonable price.

Smartphone vs Wearable, Finding the Correction Factor for the Actual Step Count - Based on the In-situ User Behavior of the Two Devices - (스마트폰 vs 웨어러블, 실제 걸음 수 산출을 위한 보정계수의 발견 - 두 기기의 In-situ 활용 행태 비교를 바탕으로 -)

  • Han, Sang Kyu;Kim, Yoo Jung;An, A Ju;Heo, Eun Young;Kim, Jeong Whun;Lee, Joong Seek
    • Design Convergence Study
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    • v.16 no.6
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    • pp.123-135
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    • 2017
  • In recent mobile health care service, health management using number of steps is becoming popular. In addition, a variety of activity trackers have made it possible to measure the number of steps more accurately and easily. Nevertheless, the activity tracker is not popularized, and it is a trend to use the pedometer sensor of the smartphone as an alternative. In this study, we tried to find out how much the number of steps collected by the smartphone versus the actual number of steps in actual situations, and what factors make the difference. We conducted an experiment to collect number of steps data of 21 people using the smartphone and wearable device simultaneously for 7 days. As a result, we found that the average number of steps of the smartphone is 62% compared to the actual number of steps, and that there is a large variation among users. We derived a regression model in which the accuracy of smartphone increases with the degree of awareness of smartphone. We expect that this can be used as a factor to correct the difference from the actual number of steps in the smartphone alone healthcare service.

Analysis of the Necessary Mechanical Properties of Embroiderable Conductive Yarns for Measuring Pressure and Stretch Textile Sensor Electrodes (생체 신호 측정 압력 및 인장 직물 센서 전극용 자수가 가능한 전도사의 필요 물성 분석)

  • Kim, Sang-Un;Choi, Seung-O;Kim, Joo-Yong
    • Science of Emotion and Sensibility
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    • v.24 no.2
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    • pp.49-56
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    • 2021
  • In this study, we investigated the necessary mechanical properties of conductive multifilament yarns for fabricating the electrodes of biosignal measurement pressure and stretch textile sensors using embroidery. When electrodes and circuits for smart wearable products are produced through the embroidery process using conductive multifilament yarns, unnecessary material loss is minimized, and complex electrode shapes or circuit designs can be produced without additional processes using a computer embroidering machine. However, because ordinary missionary threads cannot overcome the stress in the embroidery process and yarn cutting occurs, herein, we analyzed the S-S curve, thickness, and twist structure, which are three types of silver-coated multifilament yarns, and measured the stress in the thread of the embroidery simultaneously. Thus, the required mechanical properties of the yarns in the embroidery process were analyzed. In the actual sample production, cutting occurred in silver-coated multifilament rather than silver-coated polyamide/polyester, which showed the lowest S-S curve. In the embroidery process, the twist was unwound through repetitive vertical movement. Further, we fabricated a piezoresistive pressure/tension sensor to measure gauge factor, which is an index for measuring biological signals. We confirmed that the sensor can be applied to the fabrication of embroidery electrodes, which is an important process in the mass production of smart wearable products.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

A Development of Extreme Escape Game using Virtual Reality (가상현실을 이용한 도망치기 게임 개발)

  • Kang, Myung Whan;Lee, Jai Kun;Lee, Han Gul;Kim, Han;Kang, Min Shik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.557-558
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    • 2014
  • ICT 기술발전으로 웨어러블 디바이스(wearable device)와 증강현실(augmented reality: AR) 및 가상현실(virtual reality: VR)등은 차세대 게임 산업에 새로운 재미와 가치를 부여할 기술로 주목받고 있다. 특히 가상현실 기술은 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간으로 사용자가 현실 세계에서는 직접 경험하지 못하는 상황을 간접 체험할 수 있어 실재감과 몰입감을 경험하게 한다. 게임에서의 몰입과 실재감은 게임이용과 만족도에 큰 영향을 미치는 것으로 연구되고 있다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 긴장감을 줄 수 있는 극한 도망 게임을 개발하였다.

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