• Title/Summary/Keyword: 제작 프로세스

Search Result 359, Processing Time 0.025 seconds

A Study on UI Prototyping Based on Personality of Things for Interusability in IoT Environment (IoT 환경에서 인터유저빌리티(Interusability) 개선을 위한 사물성격(Personality of Things)중심의 UI 프로토타이핑에 대한 연구)

  • Ahn, Mikyung;Park, Namchoon
    • Journal of the HCI Society of Korea
    • /
    • v.13 no.2
    • /
    • pp.31-44
    • /
    • 2018
  • In the IoT environment, various things could be connected. Those connected things learn and operate themselves, by acquiring data. As human being, they have self-learning and self-operating systems. In the field of IoT study, therefore, the key issue is to design communication system connecting both of the two different types of subjects, human being(user) and the things. With the advent of the IoT environment, much research has been done in the field of UI design. It can be seen that research has been conducted to take complex factors into account through keywords such as multi-modality and interusability. However, the existing UI design method has limitations in structuring or testing interaction between things and users of IoT environment. Therefore, this paper suggests a new UI prototyping method. In this paper, the major analysis and studies are as follows: (1) defined what is the behavior process of the things (2) analyzed the existing IoT product (3) built a new framework driving personality types (4) extracted three representative personality models (5) applied the three models to the smart home service and tested UI prototyping. It is meaningful with that this study can confirm user experience (UX) about IoT service in a more comprehensive way. Moreover, the concept of the personality of things will be utilized as a tool for establishing the identity of artificial intelligence (AI) services in the future.

  • PDF

A refinement of customer satisfactory factors in multimedia contentware evaluation process - focused on company website design - (멀티미디어 컨텐트웨어 상품에 대한 소비자 감성 평가 요소(문화성 인자)추출에 관한 연구 - 기업 웹사이트를 중심으로 -)

  • 이종호;김명석;이현이;김태균
    • Archives of design research
    • /
    • v.11 no.1
    • /
    • pp.291-302
    • /
    • 1998
  • This paper covers the development process of multimedia evaluation system, especially focused on customer satisfactory factors while customers navigating net-based Interactive multimedia system. Customers usually experience new level of interaction cased by newly developed web-based technology In ordinary multimedia system. However, if it gives customers satisfactory experience is a matter of question. To find out the relationship between customer satisfaction and interactivity factors exposed by multimedia system, a model has been developed which describes the structure of web-based multimedia system and its relation to customer satisfactory factors. Five different experiments, including 'semantic differential', 'focus group interview', and 'expert review', has been conducted and four customer satisfactory factors were identified. Those are 'customery value', 'structural perfectness', 'visual perfectness', and 'contemporaneity'. With these factors and newly delveoped evaluation system, 7 different web-site has been evaluated and analyzed at the end of this report.

  • PDF

Development of Teaching-Learning Materials and Analysis of Learning Experience Based on Design Thinking in Home Economics Curriculum: Focused on the Units of Sustainable Consumption (디자인씽킹을 적용한 가정과 교수·학습자료 개발 및 학습 경험 분석: 지속가능한 소비 단원을 중심으로)

  • Yuk, Kyung Min
    • Journal of Korean Home Economics Education Association
    • /
    • v.32 no.1
    • /
    • pp.145-165
    • /
    • 2020
  • This study developed teaching-learning materials for 10 class periods that applies design thinking process for the units of 'sustainable consumption' of home economic subject, and examined the learning experience of students in the class. After the classes, reflection journals and in-depth interviews from 276 male and female students in ten classes were analyzed. The main results are as follows: The five steps of the design thinking process of the Stanford University d-School were applied to develop teaching-learning materials for the 'Sustainable Consumption Practice Book Creation Project'. Students' positive learning experience was evidenced through sustainable consumption classes that applied design thinking. The students were able to reflect through the experience of sympathizing with the real problem, and experienced an improvement in problem-solving ability through the process of idea construction and prototyping. Students expressed difficulties in reaching consensus among the members, and in devising ideas and implementing prototypes. Based on the learning experience of students this study, it is suggested that home economic teachers further develop and implement classes of various topics to which design thinking process is applied. A future study may need to verify the effectiveness of home economic classes to which design thinking is applied.

Using Next Generation Technologies to Resolve Construction Labor Shortage Problems (건설기능인력 수급 불균형 문제 해결의 대안 제시)

  • Lee, Bok-Nam;Woo, Sungkwon;Chang, Chul-Ki;Koo, Bon-Sang
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.26 no.6D
    • /
    • pp.969-974
    • /
    • 2006
  • Labor shortages are a serious problem for Korea's construction industry. The problem is both quantitative and qualitative. There is a shortage in supply as due to a decrease in the influx of new labor, and existing workers are less productive as they age. The problem will only get worse as more and more major public projects are being planned. Options for increasing the labor supply are somewhat limited, and thus efforts need to be made to adopt new technologies that can improve the productivity and efficiency of field work and their processes. This paper introduces seven innovation technologies that have the best potential to increase productivity and thus reduce the burden of labor shortage problems. These include 1) Substitution by use of robotics and automation, 2) development and applications of Innovative materials to reduce on site field work, 3) increase in productivity through the implementation of Information Technology, 4) improved productivity through the application of modules, and prefabrication, 5) prevention of rework and redesign, 6) diversification of labor by integrating labor skills, and 7) improved productivity by standardizing site processes.

A Study on Improvement of Nuclear Power Plant Construction System According to Data-centric Design Technique Introduction in Korea (데이터 기반 설계기법 도입에 따른 원전 건설관리체계 개선방향 고찰)

  • Lim, ByungKi;Byon, Sujin
    • Journal of Energy Engineering
    • /
    • v.25 no.1
    • /
    • pp.108-112
    • /
    • 2016
  • This study is established the data-centric design concept, which is the latest design technique, by analyzing existing study literature for its application on the nuclear power plant industry in Korea. This study investigated the data-centric design cases in the advanced companies and suggests a data-centric design integrated system framework by analyzing the major functions of the commercial 3D CAD system, which is globally used in the plant architect engineering. In order to apply the data-centric design integrated system framework to the nuclear power plant industry in Korea, the main functions of a nuclear power plant design information integrated system framework, which can manage the design products of each EPC step and the related information in integrated way, is suggested by analyzing the supplier design, field design process and field design drawings, which have close relation with the plant Architect Engineering (A/E). It is expected that the result of this study would contribute in the dramatic enhancement in the job efficiency of nuclear power plant design process in Korea.

Simulation of Virtual Marionette with 3D Animation Data (3D Animation Data를 활용한 가상 Marionette 시뮬레이션)

  • Oh, Eui-Sang;Sung, Jung-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.12
    • /
    • pp.1-9
    • /
    • 2009
  • A doll created by various materials is a miniature based on human model, and it has been one of components in a puppet show to take some responsibility for human's culture activity. However, demand and supply keeps on the decrease in the puppet show industry, since professional puppeteer has been reduced rapidly, and also it is difficult to initiate into the skill. Therefore, many studies related Robotic Marionette for automation of puppet show have been internationally accompanied, and more efficient structure design and process development are required for better movement and express of puppet with motor based controller. In this research, we suggest the effective way to enable to express the marionette's motion using motion data based on motion capture and 3D graphic program, and through applying of 3D motion data and proposal of simulation process, it will be useful to save time and expenses when the Robotic Marionette System is practically built.

A Study on The Application Concurrent Engineering Concept in Industrial Design Practice - With emphasis on The Building of Design Prototype- (산업디자인 프로세스상의 실체화 단계를 위한 동시공학 개념 도입에 관한 연구 - 디자인 프로토 타입 제작을 중심으로)

  • 김관명;임창영
    • Archives of design research
    • /
    • v.13
    • /
    • pp.27-42
    • /
    • 1996
  • With the rapid development of nowadays technologies, the environment of product development is experiencing structural changes than ever. Manufacturers are put under never-experienced pressures to launch their products in the market both faster and less expensively than their competitors while continuously improving product quality These pressures have given birth to so-called, Concurrent Engineering which is a systematic approach to the integrated, concurrent design of products and their related processes, including manufacture and support. Most manufactiring companies now recognize the importance of concurrent engineering and put heavy emphasis on the research and impementation of concurrent engineering. However, with this fundamental change in the process of product development, designers rarely pay attention to this newly demanding process. Designers still stay in the middle of process, satisfying their roles in dealing with aesthetic points of product. Designers badly need to incorporate the concept of concurrent engineering to design to design process and to adapt to this new environment. With these backgrounds, the study sets the objective to understand the nature of concurrent engineering and explore the possibility of it's application to industrial design. Particularly this study focuses on how the concept of concurrent engineering can be applied from the stage of form development to prototyping. At first, background, objectives, and scope of the study are discussed as an introductory part. It is followed by reviewing theories of concurrent engineering such as definition, history, technologies, examples, state of art and so on. Subsequently industrial design is viewed in terms of concurrent engineering and problems in industrial design are identified. Base on the findinss of precedent part of study, new process of industrial design incorporating concurrent engineering is developed. For the demonstration of new process, a case study of design of palm-top printer is introduced. Case study shows how the sketch, and forms can be transformed into prototyping with the simultaneous cooperation with engineering and other related specialists. Finally the study in summarized and future studies are prospected.

  • PDF

2D Game Image Color Synthesis System Using Convolutional Neural Network (컨볼루션 인공신경망을 이용한 2차원 게임 이미지 색상 합성 시스템)

  • Hong, Seung Jin;Kang, Shin Jin;Cho, Sung Hyun
    • Journal of Korea Game Society
    • /
    • v.18 no.2
    • /
    • pp.89-98
    • /
    • 2018
  • The recent Neural Network technique has shown good performance in content generation such as image generation in addition to the conventional classification problem and clustering problem solving. In this study, we propose an image generation method using artificial neural network as a next generation content creation technique. The proposed artificial neural network model receives two images and combines them into a new image by taking color from one image and shape from the other image. This model is made up of Convolutional Neural Network, which has two encoders for extracting color and shape from images, and a decoder for taking all the values of each encoder and generating a combination image. The result of this work can be applied to various 2D image generation and modification works in game development process at low cost.

An Experiment Study for RFID Attachment Standardization of Construction Materials (건설자재의 RFID 부착표준화를 위한 실험적 연구)

  • Han, Choong-Han
    • Proceedings of the Korean Institute Of Construction Engineering and Management
    • /
    • 2008.11a
    • /
    • pp.753-757
    • /
    • 2008
  • The objects of this study are to increase the efficiency and competitiveness for construction management and field supervision by using IT technology which is a trend of construction industry thesedays. Using RFID technology can play an important role to achieve the goal, but it is necessary to research a standard of using frequency, specific, protocol, package method and reading method because it is hard to apply RFID to physical, chemical, environmental specifics. In this study as a part of planning research to standardize, a limitation item Is conducted with RFID tag attached building materials, and RFID Tag goods which solve the restriction are produced to conduct a field application test. From the result, available reading distance is different according to physical and environmental specifics. Furthermore because the different application method and attaching method make a various management efficiency, the current management of construction materials is analyzed and applied to a construction field to provide to various limitation items and recovery plan.

  • PDF

A Study on Errors that Occur in the Garment Sample Production Process (의류샘플 생산 프로세스 상 발생하는 오류에 관한 연구)

  • Kim, Sung-Hyun;Do, Wol-Hee
    • Fashion & Textile Research Journal
    • /
    • v.19 no.3
    • /
    • pp.296-301
    • /
    • 2017
  • This study researched the status and prospect of a natural dye program in Gyeongsang region that focused on private centers with sufficient infrastructure and abundant human resources were available for natural dyes. The entire site for metropolitan cities that have difficulty in securing the land are limited (as well as smaller) because they are closer to the city; in addition, they do not own the drying house and the agricultural land for natural dyes. It is understood that the one-time program of all centers researched help to promote and maintain the centers rather than generating profit; in addition, it is shown that Jun - Aug (summer) is preferred over Dec - Feb (winter). This program uses natural indigo; consequently, natural dye program for hobby and education is operated when it is required because the number of participants are low in most cases, Persimmon Juice is used for the dyeing raw materials. Programs in operation are often outsourced with other institutes registered under private certification system; therefore, many cases of starting business are found in the institutes operating programs directly after obtaining the certification. Their plans do not allow for investment in facility such as enlargement of experience center and prospect of program; in addition, business value is generally bright for business strategies that include an exhibition shop for natural dye products and program development.