• 제목/요약/키워드: Idea generation

검색결과 295건 처리시간 0.025초

E3(환경, 사용자, 경제) 친화형 제품 개발을 위한 디자인 아이디어 개발 및 평가 절차 (Design Ideation and Evaluation Process for E3(Ecology, Ergonomics, Economy)-Friendly Product Development)

  • 이원섭;이백희;김은하;유희천
    • 대한산업공학회지
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    • 제40권3호
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    • pp.299-304
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    • 2014
  • Objective : The present study was intended to develop a design ideation and evaluation process for the development of ecology-, ergonomics-, and economy-friendly ($E^3$-friendly) products. Background : Due to increasing social and legal requirements on global sustainability, manufacturing companies have made more efforts ever than before for the development of eco-friendly products. However, most eco-friendly products are often criticized due to lacking ergonomic and/or economic considerations. Method : An $E^3$-friendly product development process consisting of (1) survey of eco-friendly products, (2) characterization of eco-friendly products, (3) design ideation for $E^3$-friendly product, and (4) design idea evaluation for $E^3$-friendliness was established and applied to the development of a novel product which supports drinking of daily recommended amount of water. Results : Fifty-five design characteristics were identified by a survey of forty eco-friendly products and incorporated into the proposed ideation and evaluation process. New ideas and design changes were developed effectively using the proposed development process for a novel $E^3$-friendly bottle for support of water drinking. Conclusion : The proposed process was found effective for the development of eco-friendly design ideas and improvements. Application : The proposed system would be of use to develop better design ideas having market competitiveness.

Generation Y in the Global Market: A Comparison of South Korean and American Female Decision Making Styles

  • Jackson, Vanessa P.;Lee, Min-Young
    • 한국의류학회지
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    • 제34권6호
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    • pp.902-912
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    • 2010
  • This study compares and contrasts the consumer decision-making styles (CDMS) of South Korean and American Generation Y females. A total of 117 American female and 206 Korean female consumers completed self-report survey questionnaires to assess their consumer decision making styles. Exploratory principal components factor analysis using varimax rotation was used to categorize the items into an underlying set of American and Korean decision-making characteristics. Two-tailed independent t-tests were conducted to examine the differences between the two groups when items appeared to have common factors. Factor analysis identified five common factors between the two samples (i.e., enjoyment, shopping aversion, price consciousness, brand consciousness, and quality consciousness). The t-test results report significant differences in the items reported in each factor between American and Korean females. Some of the factors are more indicative of American female Generation Y consumers than Korean female Generation Y consumers. For example, the American female sample seemed to enjoy shopping and prefer brand names more than the female Korean sample. Koreans females seem to have a higher aversion to shopping than Americans; in addition, Koreans females seem to be more accepting of discount and outlet stores, will wait until the price is low before buying a product, and prefer sales when shopping. Based on the findings, the instrument identified varying CDMS between the two samples used. Previous studies using the Sproles and Kendall (1986) instrument experienced the same issue (Bakewell & Mitchell, 2004, 2006; Bauer et al., 2006; Durvasula et al., 1996; Fan & Xiao, 1998; Hanzaee & Aghasibeig, 2008; Mitchell & Walsh, 2004; Siu et al., 2001; Walsh et al., 2001). The results support the idea that no single instrument can be used to examine CDMS in different cultures. This suggests that each country has a CDMS with internal characteristics. Limitations and research for future studies are also discusse.

시스템 구축 과정에서 소프트웨어 자동생성 도구의 적용 (Automated Generation of Software Systems in Systems Construction)

  • 정일주
    • 정보기술응용연구
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    • 제3권4호
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    • pp.63-92
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    • 2001
  • 1970대 이후 CASE 도구들은 꾸준히 발전되어 오고 활용은 보편화되고 있다. 많은 CASE 도구들은 보다 확대된 기능을 제공하기 위하여 통합되고 연계되고 있다. 한편 E-R 모델은 모델링 도구로서 널리 사용되고 있으며 대부분의 CASE 도구들이 E-R 모델을 지원하고 있다. 본 연구에서는E-R 모델에 내재한 여러 가지 특성과 응용시스템의 기본 요소들 사이에 관계를 설정하고 이를 이용하여 응용시스템을 자동적으로 생성할 수 있는 방법을 제시한다. 먼저 E-R 모델로부터 일정한 규칙에 의해 업무 프로그램, 프로그램간의 링크, 지속적 데이터 등으로 구성된 정형적 응용시스템이 생성된다. 정형적 시스템은 이용자를 위한 인터페이스 설계를 거쳐 최종적인 응용시스템으로 생성된다. 본 연구에서는 제안된 자동생성과정의 실현가능성을 가상의 시스템을 대상으로 검증해 본다. 본 연구에서 제안된 응용시스템의 자동생성 방안은 CASE 도구들의 모델링 기능과 코드 생성 기능을 연계하고 통합할 수 있는 하나의 대안을 제시할 것으로 기대된다. 동시에 종래에 데이터모델링 도구로서 주로 인식되어 온 E-R 모델에 관한 연구를 응용시스템 전체에 대한 모델링의 관점으로 확대할 수 있을 것으로 기대된다.

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심미적 영향요소인 비례를 적용한 디자인 프로세스 구축에 관한 연구 -다양한 형태발상에 대한 방법론적 제안을 중심으로 (Concentrated on the Methodological Proposal on the Various Form Generation)

  • 홍정표;이경화
    • 감성과학
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    • 제5권1호
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    • pp.49-60
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    • 2002
  • The aims of the study are first, in other to meet the demand for a new product design process, to review the prototype theory and to find out the conceptual structure of product aesthetics, which is another properly thought to be as important as the typical pattern in an effort to patch up the theory second to help designers overcome the limits of idea generation and create consumer oriented designs with a high success rate by setting up a new product design process that is established through the application of the aesthetically influential factor 'proportion'based on the preceeding studies that tested product aesthetics measuring devices. In other words, this study tries to find out product categories, making use of the prototype theory to introduce an ideal proportion for product design, recognizing the importance of proportion by conducting product pattern analysis: to create a differentiated method that can product consumer oriented designs, even if it only manipulate proportion and to establish a new design process that can systematically explain the methodology for various form generation that applies proportion. This study reviews the theoretical aspects of concepts pertaining to the above … and, based on them, empirically tests them by patting to use the programs, for proportion manipulation. This study was conducted in the following way: To begin with, this study takes out proportion out of some aesthetically influential factors that has a great impact on the way consumers prefer certain product designs and tries to see how proportion affects the consumer preference when consumers select a product. In addition, we could analyze the difference between the ideal proportion that consumers prefer and the traditional golden proportion produced through theoretical studies. The correlations between preferred proportion and ideal proportion, and preferred proportion and golden proportion could be shown. In order that we may create form variations through more detailed proportion manipulation on the basis of the ideal proportion verified as preferable, we again applied the proportion factor to the process utilizing PDS(proportion Distortion System). In the way the restraint of form generation could be pursued. All in all, this study makes an attempt to set up a design process to create new product forms through the application of Proportion.

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${\mu}C/OS-II$ 운영체제환경을 고려한 SDL 명세로부터의 내장형 C 코드 자동 생성 (Automatic SDL to Embedded C Code Generation Considering ${\mu}C/OS-II$ OS Environment)

  • 곽상훈;이정근
    • 한국컴퓨터정보학회논문지
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    • 제13권3호
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    • pp.45-55
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    • 2008
  • 내장형시스템의 복잡도 증가로 인하여 내장형 소프트웨어의 자동생성 및 하드웨어-소프트웨어 통합설계 방법론등이 크게 이슈화되고 있다. 자동화된 설계 방법론에 있어서 공통적인 요구사항은 시스템 설계를 효과적으로 모호성 없이 기술 할 수 있도록 정형화된 설계 언어를 제공하는 것과 설계 언어로 부터 자동으로 원하는 소프트웨어 코드를 생성하는 방법의 개발이다. 본 논문에서는 시스템 기술언어로 ITU-T에 의해 표준으로 권고되어 널리 사용되고 있는 SDL (Specification and Description Language)로부터 실시간 운영체제 uC/OS-II에서 수행될 임베디드 C코드를 자동으로 생성하는 자동화된 방법론을 제시한다. 연구 개발된 자동 내장형 C코드 생성기는 하드웨어-소프트웨어 통합설계환경에서 소프트웨어 설계의 한 축으로 이용될 수 있으며 SDL 시뮬레이터나 검증기를 통하여 개발하고자 하는 code의 기능을 초기 모델 수준에서 평가하고 검증 할 수 있다.

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A Study on Asset Preference Characteristics of Millennials and Gen Z

  • Eun-sung PARK;Jae-tae KIM
    • 융합경영연구
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    • 제11권4호
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    • pp.19-30
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    • 2023
  • Purpose: This study examines the factors that the Millennials and Gen Z prefers to invest in assets. We look at the asset structure they want now and in the future and the idea of designing the future. This can be expected that the center of Korea's asset market will change to the structure they want in the future. Research design, data and methodology: The spatial extent of the study is all over Korea including Seoul, the metropolitan area, and local cities. The survey was conducted for about 16 days from May 7 to May 22, 2023. The survey was conducted by the surveyor visiting the subject in person, distributing the questionnaire, explaining it, and filling it out in person. For the analysis, descriptive statistics and logistic regression analysis were conducted using the SPSS 25.0 statistical package. Results: It was confirmed that the preferred assets of the Millennials and Gen Z were different by period. There was also a difference in the influencing factors between Millennial Generation and Generation Z in asset preference. Conclusions: The Millennials and Gen Z's preferred assets were different by period. The reason is interpreted as the current process of collecting assets during the asset formation period. In the future, they intend to purchase real estate assets by using financial assets as a lump sum of money. We learned the characteristics of the entire Millennials and Gen Z, in addition, the difference between income and assets is believed to have affected the difference in preference factors of Millennial Generation and Generation Z, respectively.

AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로 (The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy)

  • 서영준;한도윤;손윤정;허윤정;김형범
    • 대한지구과학교육학회지
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    • 제15권2호
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    • pp.310-321
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    • 2022
  • 이 연구의 목적은 VR/AR을 활용한 창의교육 프로그램이 학생들의 창의적 문제해결력과 수업만족도에 어떠한 영향을 미치는지를 알아보고자 하였다. 이를 위하여 충북지역 소재 J 고등학교 1학년 7개 학급, 총 179명을 이 연구의 대상으로 하였다. 창의적 문제해결력 검사지의 사전·사후 설문 검사 값을 두 대응표본 t검정(two-dependent sample, t-test)을 실시하여 자료를 분석하였으며, 수업만족도의 값은 기술통계량 및 인터뷰를 실시하여 결과를 분석 및 해석하였다. 이 연구의 결과는 다음과 같다. 첫째, 실행을 제외한 문제발견 및 분석, 아이디어 생성, 실행계획, 설득과 소통 및 혁신 성향에서는 통계적으로 유의미한 결과 값을 나타내었다. 둘째, 수업만족도에서는 평균 3.75로, 정규 수업시간에 학습자들이 주어진 시간 내에 창의적 아이디어와 산출물 및 모둠을 통한 결과물을 이끌어내기에 어려움이 있었으나, 대체적으로 긍정적인 반응을 나타내었다. 이는 융합인재교육(STEAM)과 같이, AR/VR 활용 창의교육 프로그램이 학생들의 문제해결을 위해 아이디어를 생성하거나 확장시키는 과정에서 학생들의 학습동기 및 흥미를 증가시킨 것으로 확인되었다.

Mesh topological form design and geometrical configuration generation for cable-network antenna reflector structures

  • Liu, Wang;Li, Dong-Xu;Jiang, Jian-Ping
    • Structural Engineering and Mechanics
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    • 제45권3호
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    • pp.411-422
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    • 2013
  • A well-designed mesh shape of the cable net is of essential significance to achieve high performance of cable-network antenna reflectors. This paper is concerned with the mesh design problem for such antenna reflector structure. Two new methods for creating the topological forms of the cable net are first presented. Among those, the cyclosymmetry method is useful to generate different polygon-faceted meshes, while the topological mapping method is suitable for acquiring triangle-faceted meshes with different mesh grid densities. Then, the desired spatial paraboloidal mesh geometrical configuration in the state of static equilibrium is formed by applying a simple mesh generation approach based on the force density method. The main contribution of this study is that a general technical guide for how to create the connectivities between the nodes and members in the cable net is provided from the topological point of view. With the new idea presented in this paper, multitudes of mesh configurations with different net patterns can be sought by a certain rule rather than by empiricism, which consequently gives a valuable technical reference for the mesh design of this type of cable-network structures in the engineering.

길쌈부호기를 이용한 LDPC 패리티검사 행렬생성 및 비터비 복호 연계 LDPC 복호기 (LDPC Generation and Decoding concatenated to Viterbi Decoder based on Sytematic Convolutional Encoder)

  • 이종수;황은한;송상섭
    • 스마트미디어저널
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    • 제2권2호
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    • pp.39-43
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    • 2013
  • 본 논문은 오류정정부호의 하나인 LDPC 패리티검사 행렬을 생성 하는 방법에 관한 논문으로 또 다른 오류정정부호의 하나인 길쌈부호를 이용하여 LDPC 패리티검사 행렬을 생성하면 터보부호처럼 LDPC 부호에서도 다양한 부호율을 쉽게 얻을 수 있다는 장점을 가진다. 또한 복호기에서 LDPC에서의 복호방식 뿐 아니라 길쌈부호의 복호방식인 비터비알고리즘도 적용할 수 있는 장점을 가진다. 또한 보통의 오류정정부호의 경우 프레임크기가 커야 오류정정성능이 안정적으로 나오는데, 새로 제시하는 방식을 통해 프레임크기가 작은 부호의 경우에도 성능열화를 어느 정도 막을 수 있다.

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아이디어 도출단계에서의 그룹의사결정지원시스템 효과성에 관한 연구 (An experimental study on effectiveness of group decision support systems in diea-generation)

  • 김성희;박흥국;최상현;박종학
    • 한국경영과학회지
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    • 제20권1호
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    • pp.11-26
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    • 1995
  • We have used various information technologies (IT) in group decision-making for increasing effectiveness and satisfaction of group decision-making process. Recently, a new form of IT so called Group Decision supprot System (GDSS) was introduced into group decision-making process. Previous experimental studies about effectiveness of GDSSS have been inconsistent and the results were mixed. There was no empirical studies about GDSS in Korea. In this study, we divide two groups-GDSS supported group and traditional face-to-face group and investigate impacts of GDSS on group decision-making processes and outcomes. An idea generation task for operational action plan development, implementing GEO's strategic vision, served as the decision-making context. Supported GDSS is GroupSystems V, which had been developed by Univ. of Arizona. It was translated by Korean. According to the results, Number of nonredundant ideas in GDSS group is two or three times more than Non-GDSS grop. GDSS group feel more equal status, have better interpersonal relationship, have more confidence on group decision than Non-GDSS group. But satisfaction of participants on decision-making process and outcome has not showed a significant difference between two groups. Because all of participants in GDSS group were novice to GDSS. With this results we suggest further studies on transforming western type GDSS to Korean decision-making culture. It will be cornerstone for development of GDSS in Korean desision-making culture. It will be cornerstone for devlopment of GDSS in Korean decsion making culture environment.

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