• Title/Summary/Keyword: 인간공학적 설계

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Design of a New-Concept VDT Workstation Chair for Improving Work Safety (작업안전성 향상을 위한 신개념 VDT 작업용 의자의 인간공학적 설계)

  • Shin, Jong-Hyun;Park, Min-Yong;Kim, Jung-Yong
    • Journal of Korean Institute of Industrial Engineers
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    • v.25 no.4
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    • pp.459-465
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    • 1999
  • A new-concept VDT workstation chair with adjustable keyboard/mouse support was proposed to minimize physical discomfort and the risk of cumulative trauma disorders (CTDs) at work sites in this study. First, a three-dimensional human modeling tool $(SAFEWORK^{(R)})$ was used to design the new chair satisfying the anthropometric specifications of Korean population. Second, based upon the result of 3-D graphical simulation, a mock-up chair was constructed with an adjustable keyboard/mouse support directly attached to the chair body. Third, muscle fatigue and subjective discomfort were measured to evaluate the newly developed chair. An experiment was conducted to compare the new workstation chair to the traditional computer chair without keyboard/mouse support. Six volunteer subjects participated in six one-hour word-processing sessions with two different chairs and three different postures. Statistical results indicate that the new-concept VDT chair generally improved subjective comfort level and reduced fatigue in finger flexor/extensor and low back muscle. In conclusion, this new VDT workstation chair is expected to reduce physical discomfort and prevent occupational CTD problems in the long run. Implications of the new design and suggestions for the further development are also addressed.

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設計工학의 내容과 方向

  • 성환태
    • Journal of the KSME
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    • v.19 no.2
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    • pp.76-78
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    • 1979
  • 설계공학이라는 말이 공학상의 정식용어로서 널리 쓰여지고 있는 것 같지는 않으나 국내외의 공학을 하는 사람들 사이에는 이미 알려지고 있고 이러한 제목의 서적도 몇가지는 나와 있으며 가까운 장래에 일반으로 통용되는 술어로서 승인될 것이며 그 취급하는 내용도 점차 명확해질 것으로 생각한다. 단적으로 설계공학이란 무엇이냐 하면 다음과 같이 말하여도 될 줄 안다. [좋은 설계를 능률 좋게 행하는 방법을 창출하기 위하여 공학적설계의 본질에 대하여 연구하는 학문 이다.]라고. 종래 우수한 설계자는 기본적 공학을 채득한자가 체험으로 기능 교육적으로 양성되는 것이라고 알려져 왔다. 이것은 비단 설계뿐만 아니라 다른 학문의 경우에도 같으나 특히 설계는 그러한 면이 강한 것이 사실이다. 넓은 의미로의 설계공학은 공학의 모든 영역에 적용되는 것 이며 다시 공학뿐만 아니라 적어도 그 일부는 자연과학의 연구, 비지네스등 적어도 인간이 어떤 목적을 달성하기 위하여 계획하는 경우에도 적용할 수 있는 것이다. 이러한 광범한 영역중에서 본 고에서는 그 주영역을 기계공학으로 하였다. 기계공학중 종래의 기계설계라는 학과중에 기계 설계의 방침이라든지 기계설계상의 유의사항등의 표제하에 설계전반에 관한 문제가 다소는 취 급되어 왔다. 이 기계설계 과목의 학습의 주목적은 기계요소에 관한 지식의 습득이다. 기계기술 자에 요구되는 설계는 설계할 물건의 구체적인 공간적 모양. 치수와 재료를 선정하는 것이 아 니면 안되고 보통은 설계도면의 형태로 주어진다. 이 기계설계의 최종단계에서는 기계요소에 관한 지식은 없어서는 안되므로 기계요소에 관한 학습을 목적으로한 기계설계가 중요함은 말할 것도 없으나 종래의 기계설계만으로는 설계전체에 관한 연구가 부족되어 있음을 부정할 수 없고 Detail을 설계하는 설계자를 양성할 수는 있어도 더 큰 시야를 갖는 설계자의 양성에는 불충분 하였다. 설계공학에는 이점을 충분히 함으로써 종래의 기계설계를 보장하는 뜻도 있다. 설계공 학의 발생은 말할 것도 없이 공업전체의 최근의 경이적인 발달에 기인된 것이다. 즉 공학의 대 발전의 결과로서 공업과 공학에 대한 요청이 과도하게 되어 공업과 공학의 사회에 대한 책임이 증대하였기 때문에 공업. 공학에 종사하는 사람은 옛날보다 훨씬 복잡하게 상관하는 수많은 조 건을 고려하면서 보다 나은 설계를 도모하지 않으면 안되게 되었기 때문이다. 좋은 설계라 함은 무엇이냐, 능률 좋은 설계하려면 어떻게 하면 좋은가 등의 문제에 답하는 것이 설계공학이다. 또는 설계의 process 해석이 설계공학이라고 하여도 좋을 것이다.

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Study on Operating Limits of 5.56mm Rifle Overheat - Focusing on Human Engineering (5.56mm 소총 과열에 의한 운용한계 분석 - 인간공학 중심으로)

  • Lee, Ho-Jun;Choi, Si-Young;Shin, Tae-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.49-56
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    • 2020
  • High temperature heat generated during rifle firing not only degrades the performance of the weapon, but also limits the user's operation. In this study, temperature change of handguard according to firing was measured with reference to Human Engineering criteria and the operability according to material was examined. Accordingly, for the firing test, three types of Korean rifle and one overseas model were selected for each material of handguard, and firing test was conducted using a contact type temperature meter. The test result shows that using a plastic handguard with low thermal conductivity and aluminum handguard with high thermal conductivity enabled the rifles to be operated with bare hands even when firing at more than 100 rounds at low atmospheric temperature. However, when firing more than 60 rounds at over 20℃ atmospheric temperature, aluminum handguard use is limited. When firing quickly over 100 rounds, handguard use is restricted regardless of its fabrication material. To eliminate operational limitations by overheating, it is necessary to eliminate direct contact with skin using gloves, vertical grips, etc. This study examined the operability of rifles in terms of thermal risk, and the resulting study results are expected to be used as basic data for Human Engineering of other rifles and munitions.

A Review of Ergonomic Researches for Designing In-Vehicle Information Systems (차량 정보 시스템의 설계를 위한 인간공학적 연구 및 가이드라인 고찰)

  • Yae, Jin Hae;Shin, Jong Gyu;Woo, Jong Ha;Kim, Sang Ho
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.499-523
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    • 2017
  • Objective: This study is to provide a foundation for developing comprehensive ergonomic design guidelines for in-vehicle information systems (IVIS) by giving an overview of existing researches as well as setting further research directions. Background: The drivers get much more information recently while interacting with new safety functions of the cars. To avoid cognitive overload of the drivers, IVIS should be deigned appropriately by considering various human factors and task conditions. Method: We gathered, analyzed, and summarized ergonomic researches concerned with IVIS design conducted inside and outside Korea according to a categorization system proposed in the study. Frequency analysis was conducted for figuring out what kind of issues took major part of the researches, and their trends across time and regions. Results: Compared to domestic researches, those done in overseas tend to deal with more variety of independent, dependent and extraneous variables. The overseas researches also showed a tendency to get ahead in making ergonomic guidelines for IVIS design by adapting and integrating the results from previous researches. Conclusion and Application: There have been many researches regarding with ergonomic IVIS design, but some of their results became old-fashioned as the technology evolved. Not many researches have considered diverse human factors regarding the drivers' characteristics except age and gender. It is expected that researchers and designers take advantage of this study to find and review relevant results and set out issues of their own for more progressive researches of the field.

Ergonomic Designs of Car Navigation for Elderly Users (고령자를 고려한 내비게이션의 인간공학적 설계에 관한 연구)

  • Kim, Chang-Kyoon;Choe, Jae-Ho;Im, Young-Jae;Jung, Eui-S.
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.5
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    • pp.771-782
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    • 2010
  • Today, the number of elderly drivers who use navigation is increasing with the growing number of elderly drivers. The purpose of this study is to provide guidelines on the interface of car navigation for elderly users. To extract significant factors which were distinguished between young and elderly users, both young and elderly users executed the driving test by installing two car navigation alternatives. The analysis was conducted through t-test. The results show that significantly different factors were the number and the meaning of the menu items in the initial screen, the location and the meaning of the menu icons in the map screen, the ease of search of the menu and the text size in the menu screen. Improvements for the factors of the initial screen and map screen were made with reference to ergonomic guidelines, and suggested through experiments comparing design alternatives for the menu screen. Design alternatives were made through a combination of investigative variables, and the analysis was conducted through ANOVA. The results show that Alternative 7 (the location of the tab was placed at the bottom, menu representation was done with the text font size of 18pt and the location of menu navigation icons was shown at the upper left) was preferred in terms of user's preference and the execution time. So if the suggested menu for elderly users are added to the existing design, both users will satisfy their desires. The guidelines suggested in this study will help the designer of car navigation take elderly users into consideration.

Development of Quantitative Ergonomic Assessment Method for Helicopter Cockpit Design in a Digital Environment (가상 환경 상의 헬리콥터 조종실 설계를 위한 정량적인 인간공학적 평가 방법 개발)

  • Jung, Ki-Hyo;Park, Jang-Woon;Lee, Won-Sup;Kang, Byung-Gil;Uem, Joo-Ho;Park, Seik-Won;You, Hee-Cheon
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.2
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    • pp.203-210
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    • 2010
  • For the development of a better product which fits to the target user population, physical workloads such as reach and visibility are evaluated using digital human simulation in the early stage of product development; however, ergonomic workload assessment mainly relies on visual observation of reach envelopes and view cones generated in a 3D graphic environment. The present study developed a quantitative assessment method of physical workload in a digital environment and applied to the evaluation of a Korean utility helicopter (KUH) cockpit design. The proposed assessment method quantified physical workloads for the target user population by applying a 3-step process and identified design features requiring improvement based on the quantified workload evaluation. The scores of physical workloads were quantified in terms of posture, reach, visibility, and clearance, and 5-point scales were defined for the evaluation measures by referring to existing studies. The postures of digital humanoids for a given task were estimated to have the minimal score of postural workload by finding all feasible postures that satisfy task constraints such as a contact between the tip of the index finger and a target point. The proposed assessment method was applied to evaluate the KUH cockpit design in the preliminary design stage and identified design features requiring improvement. The proposed assessment method can be utilized to ergonomic evaluation of product designs using digital human simulation.

User-interface Considerations for the Main Button Layout of the Tactical Computer for Korea Army (한국군 전술컴퓨터의 인간공학적 메인버튼 설계)

  • Baek, Seung-Chang;Jung, Eui-S.;Park, Sung-Joon
    • Journal of the Ergonomics Society of Korea
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    • v.28 no.4
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    • pp.147-154
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    • 2009
  • The tactical computer is currently being developed and installed in armored vehicles and tanks for reinforcement. With the tactical computer, Korea Army will be able to grasp the deployment status of our forces, enemy, and obstacles under varying situations. Furthermore, it makes the exchange of command and tactical intelligence possible. Recent studies showed that the task performance is greatly affected by the user interface. The U.S. Army is now conducting user-centered evaluation tests based on C2 (Command & Control) to develop tactical intelligence machinery and tools. This study aims to classify and regroup subordinate menu functions according to the user-centered task performance for the Korea Army's tactical computer. Also, the research suggests an ergonomically sound layout and size of main touch buttons by considering human factors guidelines for button design. To achieve this goal, eight hierarchical subordinate menu functions are initially drawn through clustering analysis and then each group of menu functions was renamed. Based on the suggested menu structure, new location and size of the buttons were tested in terms of response time, number of error, and subjective preference by comparing them to existing ones. The result showed that the best performance was obtained when the number of buttons or functions was eight to conduct tactical missions. Also, the improved button size and location were suggested through the experiment. It was found in addition that the location and size of the buttons had interactions regarding the user's preference.

The Study for An Usability Improvement of Conning Display through Information Distribution (정보 분산을 통한 코닝 디스플레이의 사용성 향상에 관한 연구)

  • Lee, Bong-Wang;Yang, Young-Hoon;Kim, Hong-Tae
    • Journal of Navigation and Port Research
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    • v.31 no.8
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    • pp.637-643
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    • 2007
  • In many fields, commercial programs or equipments are biting developed and these are getting complicated more and more by adding advantages from existing products. In promoting the usability of these products, design based on the information integration receives attention. However, is information integration always better? In this study, we tried to demonstrate information distribution is more efficient than information integration through conning display design that was propelled by many countries' classification societies. We designed the conning display using many ergonomic methods and conducted its performance experiment. Results of the performance experiment reveal that conning display having two modes (one shows the functions related with ocean and coast voyage and another shows the functions related with docking and leaving port) is more efficient.

비즈니스 프로세스 리엔지니어링과 정보기술을 동시연계시키는 방법론

  • 권오훈
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1998.10a
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    • pp.294-297
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    • 1998
  • BPR에 있어서 다른 경영혁신 기법이나 모든 사회적 활동에 공통적인 요소 즉 인간적, 정치적, 조직행태적 요소를 제외하면 재설계된 프로세스를 실세계에 구현 시키는 정보전략계획, 정보시스템 개발, 정보시스템 인프라스트럭춰 구축등 정보기술이 가장 핵심적인 요소가 된다 본 논문에서는 BPR 프로젝트의 성공적인 수행을 위한 방법론으로서 동시공학적 BPR을 제시한다. 컨커런트 BPR은 BPR과 IT를 동시 연계시키는 방법론과 BPR과 IT구현 사이의 커다란 단절을 이어주는 모델을 제시한다. 이렇게 함으로써 BPR의 자리 매김을 다시 하고 BPR을 간접비 절감, 인원과 조직의 축소, 생산성 향상운동의 일환으로 이해 할 것이 아니라 기업의 근본적 변혁 매니지먼트의 핵심기법으로서 부서를 넘어선 회사전체, 나아가 그 회사가 속한 가치 시스템(Value System), Supply Chain에서 고객을 포함한 모든 이해 관계자의 가치증진을 추구하는 것으로 받아 들여야 함을 강조한다.

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Development of a Roller-Coaster Motion Simulator Based on Human-Ergonomics Type Washout Filter (감성 워시아웃 필터를 적용한 Gimbal형 롤러코스터 게임용 모션 시뮬레이터 개발)

  • 오중석;안재준;윤석준;신영기;남양희
    • Proceedings of the Korea Society for Simulation Conference
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    • 2002.05a
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    • pp.109-114
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    • 2002
  • 현재 게임시장에서는 사용자가 직접 게임을 체험하는 체감형 게임기가 활발히 개발되고 있다. 대다수의 제품들은 운동을 재현하기 위하여 6개의 축으로 이루어진 Stewart 형의 모션 플랫폼을 사용하고 있다. 본 연구개발에서 시도되고 있는 게임기는 모션이 가미된 콘솔형 아케이드 시뮬레이션 게임기에 해당되는데, 인간의 감성인자중 운동감성에 바탕을 둔 운동 재현을 고려하여 워시아웃(Washout) 알고리즘을 적용하였고, 일반적으로 6개의 축으로 구현하는 운동 자유도를 짐발(Gimbal)형으로 재현하고자 하였다. 또한 실시간 스케줄러와 H/W 입출력 및 통신 드라이버에 대한 개발을 수행하였으며, 게임용 실시간 시뮬레이션에 적합한 정확도와 실시간성을 유지하도록 롤러코스터 상에서 이루어지는 차량운동이 모델링 되었다. 특히, 연구사례를 찾기 어려운 짐발형 운동판에 대한 워시아웃 필터를 시뮬레이터 탑승자의 감성공학적 특성을 반영할 수 있도록 설계하였다.

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