• 제목/요약/키워드: Feature and knowledge based design

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Development of Expert System for Supporting Assembly-Oriented Product Design (조립지향적 제품설계지원 전문가시스템의 개발)

  • Cho, Kyu-Kab;Ha, Jae-Woo;Cha, Dong-Kyun
    • IE interfaces
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    • 제6권2호
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    • pp.19-35
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    • 1993
  • This paper presents the development of a knowledge-based expert system to assist for designer in the process of designing products for easier assembly. The developed expert system for supporting assembly-oriented product design, which is named as DFA-MASTER, consists of two subsystems such as "Assembly Method Selection System" which provides feasible assembly methods to designer and "DFA-Analysis System" which provides guidelines to improve assemblability of products in the early stage of product design. The developed system is interfaced with AutoCAD system and can be run under PC environments. By using DFA-MASTER, designer can obtain feasible assembly methods which have high assemblability under the given asssembly conditions and also evaluate the assemblability of part feature or product structure.

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An Automated Process Planning System for Blanking or Piercing of Irregular-Shaped Sheet Metal Products (ll) (불규칙한 형상의 박판제품에 관한 블랭킹 및 피어싱용 공정설계 시스템(II))

  • Choi, J.C.;Kim, B.M.;Kim, C.;Kim, J.H.;Kim, H.K.
    • Journal of the Korean Society for Precision Engineering
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    • 제14권7호
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    • pp.39-48
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    • 1997
  • This paper describes the process planning system of a computer-aided design of blanking and piercing for irregularly shaped sheet metal products. An approach to the system is based on knowledge-based rules. The process planning system is designed by considering several factors, such as the complexity of blank geometry, production feasibility of products, and punch profile complexity. Therefore this system which was implemented production feasibility check and strip layout module can carry out a process planning considering a production feasibility area of both internal and external features, a dimension of blanked hole, a coner and a fillet radius for irregualrly shaped sheet metal products and generate the strip layout in graphic froms. Knowledges for process planning are extracted from plasticity theories, handbooks, relevant references and empirical know- hows of experts in blanking companies. This provides powerful capabilities for process planning system of irregularly shaped sheet metal products.

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A Study on Adaptive Knowledge Automatic Acquisition Model from Case-Based Reasoning System (사례 기반 추론 시스템에서 적응 지식 자동 획득 모델에 관한 연구)

  • 이상범;김영천;이재훈;이성주
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 한국퍼지및지능시스템학회 2002년도 춘계학술대회 및 임시총회
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    • pp.81-86
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    • 2002
  • In current CBR(Case-Based Reasoning) systems, the case adaptation is usually performed by rule-based method that use rules hand-coded by the system developer. So, CBR system designer faces knowledge acquisition bottleneck similar to those found in traditional expert system design. In this thesis, 1 present a model for learning method of case adaptation knowledge using case base. The feature difference of each pair of cases are noted and become the antecedent part of an adaptation rule, the differences between the solutions in the compared cases become the consequent part of the rule. However, the number of rules that can possibly be discovered using a learning algorithm is enormous. The first method for finding cases to compare uses a syntactic measure of the distance between cases. The threshold fur identification of candidates for comparison is fixed th the maximum number of differences between the target and retrived case from all retrievals. The second method is to use similarity metric since the threshold method may not be an accurate measure. I suggest the elimination method of duplicate rules. In the elimination process, a confidence value is assigned to each rule based on its frequency. The learned adaptation rules is applied in riven target Problem. The basic. process involves search for all rules that handle at least one difference followed by a combination process in which complete solutions are built.

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Design of an Intelligent Tutoring System based on Web Learning Assessment (웹 학습 평가에 기반한 지능형 교수 시스템의 설계)

  • 최숙영
    • Journal of Korea Society of Industrial Information Systems
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    • 제6권3호
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    • pp.71-78
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    • 2001
  • Since web-based tutoring systems are generally composed with passive and static hypertext, they could not provide adaptive learning environments according to learning ability of each student. In this study, we suggest an intelligent tutoring system, which grasps the learning state of student and provides each student with dynamic learning materials suitable to individual feature based on learning result. It is an agent based system, in which, courseware knowledge for learning is effectively constructed, the proper feedback according to learning assessment is inferred, and it is given to each student.

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Design of an Intelligent Tutoring System based on Web (웹기반 지능형 교수 시스템의 설계)

  • 최숙영
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 한국산업정보학회 2001년도 춘계학술대회논문집:21세기 신지식정보의 창출
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    • pp.152-158
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    • 2001
  • Since web_based tutoring systems are generally composed with passive and static hypertext, they could not provide adaptive learning environments according to learning ability of each student. In this study, we suggest an intelligent tutoring system, which grasps the learning state of student and provides each student with dynamic learning materials suitable to individual feature based on learning result. It is an agent based system, in which, courseware knowledge for learning is effectively constructed, the proper feedback according to learning assessment is inferred, and it is given to each student.

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A study on Illustration Design using the characteristics of Marine Life -Centered on the colors and forms of Marine life- (해양생물의 특징을 활용한 일러스트레이션 디자인 연구 -해양생물 색채와 형태를 중심으로-)

  • NIU, MINGHUI;Cho, Joung-Hyung
    • Journal of the Korea Convergence Society
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    • 제13권1호
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    • pp.189-199
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    • 2022
  • While modern illustration designs require originality, the shape and color of marine life provide rich materials for illustration creation. Illustration has a very high artistic creation value. Based on the knowledge of color science and visual form design, this study takes illustration design and marine biology as the main research object. The purpose of this study is: ① The typical features of Marine life are sorted by color and form. ② Lead out graphic symbols representing Marine life. ③ Combine Marine life with illustration design to make design cases. Through research, it is highlighted that the curve feature is a typical feature for distinguishing marine organisms from terrestrial organisms. The classification and comparative analysis of the color phenomena of tropical fish help to extract and process the color of marine tropical fish on the basis of understanding the color characteristics of tropical fish, and apply it to the illustration design.

Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • Journal of the Korea Society of Computer and Information
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    • 제24권5호
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    • pp.11-17
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    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.

Protocol Analysis of Product Design Assignment based on Design Information and Design Process : A Case Study (제품디자인과제에 대한 디자인 정보와 프로세스에 기반한 프로토콜분석 사례연구)

  • Jin, Sun-Tai;Kim, Yong-Se
    • Archives of design research
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    • 제19권1호
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    • pp.109-118
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    • 2006
  • A case study bas been conducted to explore design activities of four expert designers through protocol analysis, We examined relations among design information, process patterns and solution qualities with two complementary coding schemes based on design contents and design process, Relation between personal creativity modes and design activities has been examined as well. Regarding design process, an adequate distribution of activities in process may be necessary to bring out a good solution. It seemed that the more design contents about context, external knowledge, and general feature are used, the more unique design concepts are made. Regarding personal creativity modes, not much of differences in that design activity were observed while only a few relations between designer's personality and design activity were observed. The fact that the designers participated are all experienced designers could explain this. Investigation on the differences between novice designers and expert designer reflected in protocol data based on design information and design process coding scheme is to be done. Also, how personal process patterns observed through this protocol analysis can be utilized in composing design team.

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The Study of Dependence on Sportswear and the Effects of Wearing Sportswear (스포츠웨어에 대한 의존성과 착용효과에 관한 연구)

  • Park, Soozin;Ahn, Minyoung;Lee, Yuri
    • Journal of the Korean Society of Clothing and Textiles
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    • 제39권1호
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    • pp.77-90
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    • 2015
  • When enjoying sports activities with friends or others, sportswear has symbolic meanings to express and expect self-concept. Sports players sometimes have trouble when they feel embarrassed by their low skills or care about other people too much. Therefore, researchers tried to find out which feature of sports players affects dependence on brand sportswear along with the effect of wearing conspicuous sportswear on wearer when sports players have a conflict based on Solomon's symbolic interactionism. We proposed that role knowledge and attention to social comparison information (ATSCI) influenced people to depend on and use brand sportswear that influences a reflexive evaluation. Finally, we suggested that a changed self-concept would exert influence commitment to sports. A quantitative study was conducted employing an online survey of 121 people by convenient sampling. In this process, Google Docs was to create the online survey and to collect responses by participants. In data processing, via SPSS 21.0 version for Windows, exploratory factor analysis, Cronbach's ${\alpha}$, ANOVA, t-test, discriminant and regression analysis were conducted to study the relationship between variables. The finding provided evidence that low role knowledge and high ATSCI create high dependence on brand sportswear and influence people to buy sportswear. When people bought and wore a brand sportswear, they evaluated themselves as professional sports players who were more committed to sports. This study confirmed that brand sportswear was useful for sport players to change self-evaluation and enjoy sports.

A Study on the Snap-fit Design System in Injection Molding (사출성형에 있어서 스냅핏 설계 시스템에 관한 연구)

  • 강성남;허용정
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제2권2호
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    • pp.1-5
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    • 2001
  • One of the major advantages of using engineering plastics is ease of part assembly through a locking mechanism known as a snap fit. The typical snap fit involves a short cantilever beam with a projection at the free end. which slides over a one way ramp on the mating part to lock in place. The tightness of the mechanism is determined by the lateral interference of the two sliding members If too small they become loose and can't hold together. while if too large. excessive force can be generated. causing failure of the cantilever beam during the assembly operation. Therefore. the accurate determination of the force-deflection relationship for cantilever beams is a key element in snap fit design. And also. the process of injection molding should be considered when cantilever beam is designed. But it is not easy for novice designers to design them appropriately because of the profound knowledge related to injection molding. In this paper. an intelligent design program has been developed and proposed to improve a conventional empirical design method.

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