• Title/Summary/Keyword: Experience Element

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Development of Distortion Analysis Method for Multi-pass Butt-welding Based on Shell Element (다층 맞대기용접의 쉘 요소 기반 변형해석법 개발)

  • Ha, Yun-Sok;Yang, Jin-Hyuk
    • Journal of Welding and Joining
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    • v.28 no.1
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    • pp.54-59
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    • 2010
  • Ship Blocks are assembled by welding, and among them, welding between large blocks (Pre-erection stage) is used as feature of butt. In this process, local material has a experience of thermal cycle and become finally shrunk. As for inconsistency of shrunk weldments and adjacent regions, ship structure would be deformed locally and globally. Thermal distortion analyses are done for control of these processes, and methodologies capable of ship block size among them are using 2-D shell element in FEM. A shell element takes charge of plate, so it has its thickness which is important for angular distortion by welding. By the way, a butt-welding consists normally of several passes, and weldment thickness are different at each pass. If a calculated final one-time welding shrinkage is acting on the shell element whose thickness is same as it of plate, then deformation value must be underestimated. This research developed a methodology that total deformation after multi-pass welding can be analyzed by one time at shell element having original thickness of its plate. We use the SDB thermal distortion analysis method and verified by several experiment. The both experimental and analysis results showed good agreements.

The Self Concept of Adolescent Consumers and the Evaluation and Experience of Adolescent Entry into Harmful Place (청소년 소비자의 자아개념과 유해업소 출입에 대한 평가 및 경험)

  • Lee, Eun-Hee;Nam, Su-Jung
    • Journal of the Korean Home Economics Association
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    • v.44 no.2 s.216
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    • pp.25-36
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    • 2006
  • This study examined the subcategories of the self concept of adolescent consumers, and investigated the influence of this self concept and the demographic characteristics on the evaluation and experience of adolescent entry into harmful places. The adolescent group was divided into 4 subgroups: (group I with negative evaluation and without entry experience, group II with negative evaluation but with experience;, group III with positive evaluation but without experience, and group IV with positive evaluation and with experience). The differences of demographic characteristic and self concept between these. subgroups were inspected. The results of this study were as follows. First, the self concept of the adolescent consumer consists of body self, social self, achievement self, scholarship self and family self. Among these self concepts, scholarship self was the highest, and family self was the lowest. Second, from the result of regression analysis using the demographic element as an independent variable to inspect the factors influencing self concept, sex, school year, living with parents, and economic status were statistically significant. Third, in case of entry evaluation, singing room was evaluated most positively among 10 places with a score of 4.20 and pub/drunkenness was evaluated most negatively. In case of entry experience, singing room was the most frequently experienced place and discotheque was the least. Fourth, with respect to demographic characteristics and influences of self concept, the influencing factors on entry evaluation were sex, school year, social self, and family self, and the influencing factors on entry experience were sex, school year, living with parents, social self, and family self. Finally, examination of the differences of demographic characteristics and self concept according to entry evaluation and experience, revealed the distinctive variables among the 10 harmful places to be sex, school year, living with parents, body self, social self, achievement self, scholarship self, and family self.

A Study on Effect of the Book Curation Education Program Using Experiential Economy Theory on Perceived Value, Continuous Participation Intent (체험경제이론에 의한 북큐레이션 교육 프로그램이 지각된 가치와 지속적 참여 의도에 미치는 영향에 관한 연구)

  • Kim, Mi-Jung;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.1-24
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    • 2022
  • By developing and implementing a book curation education program that reflects the experiential economy theory, this study aims to verify the effect that experience perception of the program has on continuous participation intention and perceived value of the program. Teaching and learning activities of book curation education programs were organized so that practitioners can experience activities for 4 experience element, entertainment experience, educational experience, escapist experience, esthetic experience according to experience economic theory. This study surveyed 195 peoples who participated in the program to measure the effectiveness of the program. As a result of analysis, research hypothesis 1 (the perception of experiences in the book curation education program affects the perceived value of the program) revealed that aesthetic and entertainment experiences were significant, and research hypothesis 2 (the perception of experience in the book curation education program affects the intention to continue participating in the program) showed that all other factors except educational experiences were significant.

Experience Design Guideline for Smart Car Interface (스마트카의 인터페이스를 위한 경험 디자인 가이드라인)

  • Yoo, Hoon Sik;Ju, Da Young
    • Design Convergence Study
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    • v.15 no.1
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    • pp.135-150
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    • 2016
  • Due to the development of communication technology and expansion of Intelligent Transport System (ITS), the car is changing from a simple mechanical device to second living space which has comprehensive convenience function and is evolved into the platform which is playing as an interface for this role. As the interface area to provide various information to the passenger is being expanded, the research importance about smart car based user experience is rising. This study has a research objective to propose the guidelines regarding the smart car user experience elements. In order to conduct this study, smart car user experience elements were defined as function, interaction, and surface and through the discussions of UX/UI experts, 8 representative techniques, 14 representative techniques, and 8 locations of the glass windows were specified for each element. Following, the smart car users' priorities of the experience elements, which were defined through targeting 100 drivers, were analyzed in the form of questionnaire survey. The analysis showed that the users' priorities in applying the main techniques were in the order of safety, distance, and sensibility. The priorities of the production method were in the order of voice recognition, touch, gesture, physical button, and eye tracking. Furthermore, regarding the glass window locations, users prioritized the front of the driver's seat to the back. According to the demographic analysis on gender, there were no significant differences except for two functions. Therefore this showed that the guidelines of male and female can be commonly applied. Through user requirement analysis about individual elements, this study provides the guides about the requirement in each element to be applied to commercialized product with priority.

A Study on Characteristics of Graphic Appeared in interior of Contemporary Commercial Spaces (현대 상업공간의 실내에 나타난 그래픽 특성에 관한 연구)

  • Lee, Mi-Hui;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.151-155
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    • 2006
  • The objective of commercial space design is not only to sell goods but also provide customer experience so called 'Experience marketing'. Therefore, companies are in search for various methods to give special customer experience and interior design is being considered as an important tool. For example, providing catharsis through commercial interior design, or bringing In the concept of hands-on exhibition into sales area relate to affirmative images of specific products or brands. Graphics in various methods has now become important interior design medium of expression. Therefore the study investigates graphical methods that appear in interior space such as objet, frame, optical illusion, moire and information transmission. It also analyzes their applications and roles in commercial spaces as major element in establishing spatial identity.

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A Study on the Expressive Characteristics of Jerde Partnership's shopping mall space - Focused on Emotional Design - (저드 파트너십의 쇼핑몰 공간에 나타난 디자인적 특성에 관한 연구 - 감성디자인적 표현특성을 중심으로 -)

  • Chang In-Kyung;Kim Moon-Duck;Song Choon-Eui
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.86-94
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    • 2005
  • The recognition of emotionality becomes so important that it is called' emotional consumption society'. Emotional design, which is mostly concern about user's consensus & experiences and in the space, is appeared on commercial place. Emotional design is understanded from a Interactive point of view, human and interior-space. The purpose of this study is to examine the emotional design by analysis of multiple-commercial-functioned shopping places. Specially, the most recently remarkale Jerde partnership's shopping space in Japan. Jerde partnership' project theme is creative experience by making place and experience design. Though, they weren't claim to stand for emotional design, but presented an emotional element in the shopping mall works.

Museum Service Quality, Satisfaction, and Revisit Intention: Evidence from the Foreign Tourists at Bangkok National Museums in Thailand

  • Duantrakoonsil, Tattawan;Reid, Earl L.;Lee, Hae Young
    • Culinary science and hospitality research
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    • v.23 no.6
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    • pp.127-134
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    • 2017
  • Despite its importance to Thailand, museum tourism has not received sufficient attention from researchers and practitioners. Consequently, knowledge of museum tourist responses toward museum service quality is quite limited. Thus, the purpose of this study was to (1) examine the service quality of museums in Thailand and (2) revealed how tourists react positively namely through satisfaction and revisit intentions. This study further explored how the proposed relationships vary between Asian and European tourists. Based on Harrison and Shaw's (2004) museum experience model, facilities, staff services, and exhibition experience were proposed as three important service elements encountered during a service experience. Data were collected from foreign tourists who visited any of the 6 national museums in Bangkok. A total of 260 questionnaires were obtained over a 3-month period, all of which were retained and utilized for the analysis. Results found that exhibition experience and staff services were positively associated with tourist museum visit satisfaction, which in turn acted on revisit intention. In addition, exhibition experience was found to be the most important service element for Asian tourists, while staff services was most important for European tourists. Staff services and exhibition experience both played important roles in the tourist museum experience, while facilities did not have an effect on the evaluation of museum services. In response, museum managers need to implement a segmentation strategy that considers tourists' backgrounds such as region, culture, or nationality.

A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

A Prototype Design of Control Element Drive Mechanism for Nuclear Power Plants (원전용 CEDM 원형 설계)

  • Lee, J.M.;Kim, C.K.;Kim, S.J.;Kwon, S.M.;Chang, K.C.
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.474-477
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    • 2004
  • This paper deals with a design experience of Control Element Drive Mechanism (CEDM) that is used to withdraw or insert control rods in nuclear reactor. The design is carried out to satisfy the performance requirements for CEDM that were given to ensure reliable and secure actions of the rods. The electrical parameters for four coils that energize the mechanical actuators in CEDM are determined first, Then a computer simulation for CEDM with these coils is performed to see how it works. An adjustment of the coil parameters is made from the simulation results. Finally, it is shown that our final design is valid to guarantee the required performance since the FEM(finite Element Method) calculation shows sufficient vertical attraction forces of a lift armature and a latch magnet, and good dynamics with a full load.

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A Strength Analysis of the AGV Structure using the Finite Element Method (유한요소법을 이용한 AGV 구조물의 강도해석)

  • 양영수
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.7 no.3
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    • pp.37-42
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    • 1998
  • The important parts of the developing AGV model are the fabrication of each part and the design technology of body frame. In the present day, design of the body frame depends on the experience of the industrial place. the systematic data need for the optimal design of the frame for the case of model change. In this study, the strength of the early stage AGV(Automatic guided vehicle) is examined with the 3-dimensional finite elemnt method. In order to verify the finite element results, the computed results are compared with the experimental data from the strain-gage output. A New model was designed by rmoving some parts of the early staged(roughyly designed) model and choosing the thickness change of the rectangular-pipes.

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