• Title/Summary/Keyword: Design Collaboration

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Integration of Social Media with Product Data Management for Collaborative Product Design (협업 설계를 위한 소셜미디어와 Product Data Management 통합)

  • Do, Namchul
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.1
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    • pp.50-56
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    • 2016
  • Social media (SM) for expressing thoughts and opinions of people in network communities can support collaboration among stakeholders in business activities. To enhance collaboration for product design, this study integrates SM with a product data management (PDM) system that manages main product development processes and data in manufacturing companies. This study proposes a text messaging SM model that shares core components of PDM systems and uses product structures in PDM systems as networks for SM broadcasting. The SM model is implemented with a research purpose PDM system and applied to product design experiments to show feasibility of the proposed SM model in PDM systems.

A Framework of Server-Based BIM System for Architectural Design firm (설계사무소 운용을 위한 Server기반 BIM 통합정보시스템 프레임워크 개발)

  • Cho, Jae-Keun;Kim, Yeon-Soo;Mha, Young-Kyun
    • Journal of KIBIM
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    • v.3 no.2
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    • pp.10-18
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    • 2013
  • In the architectural design industry recent BIM system was introduced to the vast amount of information generated by the process, who need it and require the need to manage the construction of information related to production, storage, delivery. In addition, for the project to perform the work involved collaboration between organizations is essential. The purpose of this study was to BIM standard for the system to effectively utilize BIM technology and development of the BIM business support collaboration system, to establish a BIM application environment, a variety of information in the field of architectural design that can be used practically efficient transcription.

Web-based 3D Animation System for Visualization of Motions of Mechanisms (웹기반 3차원 기구 동적 거동 가시화 시스템 개발)

  • 남소정;한형석;이재경;김동성
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.1735-1738
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    • 2003
  • The dynamic design and evaluation of mechanisms need to be performed in a collaboration or concurrent system in order to shorten the development period of the product. A web-based system is the most suitable concurrent system to promote effective collaboration. In order to develop such a web-based system, Java Applet, which is not restrained by a computer's H/W and S/W, is widely used. This paper introduces a web-based 3D animation system for visualizing the motions of mechanisms. This web-based 3D animation system uses a JAVA Applet program method, which can be operated in a web-browser, and the Open Inventor for Java, which supports 3D graphics. It does not only allows the user to verify dynamic simulation results and design variables through the web, but it also has the advantage of supporting collaboration among a number of users through simultaneous connections.

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Implementation of Virtual Architectural Engineering and Design of Real-time State Server for Internet Virtual Collaboration (가상건축엔지니어링의 구현과 인터넷 가상협동작업을 위한 실시간 상태서버의 설계)

  • 고동일;이범렬;김종성;오원근
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.169-172
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    • 2000
  • Recently, the advent of World-Wide-Web(WWW) and the explosive popularity of the Internet gave birth to collaborative applications which were enabled by computers and networks as their primary media. And the progress of 3D computer graphics enabled collaborative application with 3D virtual environments or distributed virtual environments. In this paper, we explain our implementation of Share collaboration engine and Virtual Architectural Engineering 2000 (VAE2000) system which is our pilot application implemented with Share collaboration engine. And we explain problems presented by our experiments with VAE2000 system. For those problems, we design our new middle-ware system, SHINE(SHared INternet Environment). The SHINE proposes new concepts and approaches for collaboration with 3D objects in a virtual world.

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A Fundamental Study on System Development for Managing Information Exchange between Participants in Design Phase (설계사무소와 엔지니어링업체간 지속적 정보교환관리 시스템 구축을 위한 기초연구)

  • Jun, Joon-Ki;Yi, June-Seong;Yoo, Seung-Yeun
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.322-326
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    • 2007
  • Recently, as construction projects are getting bigger and more complex, the number of participants has been tremendously increased. According to the current trend, the necessity of collaboration design management controlling communication and information exchange among many participants has came up. So this study considers the roles and tasks of each participant and informations that occur in each design stage, and looks into the present status of collaboration in design management of domestic design companies. Finally, the function of collaboration system is drove. It supports tasks of design participants, such as input design outcome, decision making among concerned people and solution of design change and interference.

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A case study on value creation of fashion brands using content collaboration targeting MZ generation (MZ세대의 콘텐츠 콜라보레이션을 활용한 패션브랜드의 가치창출 사례연구)

  • Shin, Haekyung
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.830-844
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    • 2020
  • The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.

Platform Development toy Systematic Support of Design Collaboration between SMEs (중소기업간 디자인 협업의 체계적 지원을 위한 플랫폼의 개발)

  • 박지숙;박선화;윤주현;이경전
    • The Journal of Society for e-Business Studies
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    • v.8 no.4
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    • pp.207-221
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    • 2003
  • Most commercially available collaboration support systems are not proper for small enterprises in a specific area such as small e-design companies, because they are focused on general functionalities, required by most large enterprises. In this paper, we analyze the requirements for improving communication environments of small e-design companies, and propose an advanced communication management tool which reflects those requirements. The communication platform focuses the acknowledgement process by customer and the schedule sharing and management between project members. The proposed system suggest a new research direction which supports the systematic collaboration with external entities such as customers rather than the unsystematic collaboration between internal members, and improves the communication environment of those small e-design companies that are desperately in need of a cost-effective way to carry out projects, and will help in the process of successful projects.

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A Study on the Building Information Modeling Collaboration Strategy for Railway Infrastructure - Case Study and Survey - (철도 인프라 BIM 협업 전략에 관한 연구 - 싱가포르 사례 및 국내 전문가 설문조사를 기반으로 -)

  • Kim, Seong-Ah;Kim, Jin-Man;Shin, Min-Ho
    • Journal of KIBIM
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    • v.12 no.4
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    • pp.116-127
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    • 2022
  • Building Information Modeling, which was applied mainly in the construction sector, is expanding to the road sector, and the government recently recommends preparing individual application guidelines considering the characteristics of detailed fields such as railways, ports, and complexes through BIM implementation guidelines. Compared to general construction projects, a lot of the works such as signals, electricity, and power, and the railway BIM 2030 roadmap has been presented to apply BIM to railway construction projects that require business consultation and work environment review with various local governments, and pilot projects are in operation. Unlike a general building, in which the construction begins after the detailed design is completed, in the railway project, the detailed design of other works proceeds along with the roadbed construction. Because construction and design work together, railways need to coordinate detailed engineering interfaces such as trajectories, signals, and power, and the application of BIM in design interface coordination has the advantage of maximizing the effectiveness of pre-review. Overseas railway construction projects actively used BIM to adjust design interfaces and had a collaboration process to modify BIM models and create construction details from the revised models through regular meetings with suppliers. Therefore, this study aims to derive the factors necessary for establishing a BIM collaboration environment based on a survey of practitioners as a preliminary step for establishing the BIM collaboration process of the railway construction project.

Design of Collaboration Service for CORBA Based Multimedia Applications (CORBA 기반 멀티미디어 응용을 위한 공동작업 서비스 설계)

  • Kim, Nam-Yong;Lee, Seung-Geun;Wang, Chang-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.3
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    • pp.562-570
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    • 1999
  • Information superhighway and improvement of computing power result in increase of the requirements for distributed multimedia applications. But, developer of applications needs much time and efforts because of the difficulties of development, enhancement and maintenance of distributed applications. To solve this problem, CORBA is used widely. But, the definitions of CORBA services are required for the brief developments of distributed multimedia applications. Especially, collaboration service is required because multiple users use distributed multimedia service. Collaboration service manages user and group information of applications and makes the interoperability between of multi users. In this paper, we designed collaboration service for CORBA based distributed multimedia applications. Collaboration service is able to maintain group information and to present the ability for collaborative works between of multi users. Application developers can develop the applications easily because the ability of collaborative works is offered by collaboration service.

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The Effects of Collaboration, Brand Origin, and Fashion Involvement of Sportswear Brands on Preference of Chinese Consumers (스포츠 웨어 브랜드의 콜라보레이션, 원산지, 유행관여도가 중국소비자의 호의도에 미치는 영향)

  • Shi Wen;Yoosun Byun;Sunjin Hwang
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.126-139
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    • 2023
  • The purpose of this study was to investigate and verify interaction effects of collaboration and brand origin as well as fashion involvement on consumer attitudes towards global sports apparel brands and Chinese local sports apparel brands targeting Chinese consumers. A survey was conducted on 425 Chinese women aged 19 to 34 years. Data were subjected to frequency analysis, reliability analysis, t-tests, 3-way ANOVA, and simple effect analysis. Results of the study are as follows. First, fashion involvement, collaboration, and brand country of origin all had a significant effect on consumer preference of Chinese consumers when purchasing sportswear. Second, fashion involvement and collaboration in purchasing sportswear had a significant interaction effect on consumer preference. Finally, collaboration, brand origin, and fashion involvement showed significant three-way interaction effects on Chinese consumers' preferences. Results of this study can help establish an efficient marketing strategy for Chinese local sportswear brands, which are fiercely competing with global sportswear brands in the Chinese market because they can examine Chinese consumers' attitudes toward sportswear brands. To accurately compare global and local sportswear brands, it must be assumed that there are no differences in brand preferences among consumers. However, as this study selected each brand as the research brand ranked as the top preference, this aspect was not taken into consideration. Therefore, in future research, it is necessary to consider differences in brand preferences and conduct the study accordingly.