• Title/Summary/Keyword: Mass customization

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The Multi-Objective Optimal Design of Vehicle Component Manufacturing System with Simulation and ANP (시뮬레이션과 네트워크 분석법을 이용한 자동차 부품 가공시스템의 다목적 최적운영설계)

  • Kim, Woo-Kyun;Kim, Youn-Jin;Lee, Hong-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.4697-4706
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    • 2010
  • This paper suggested the optimal operating design method using simulation and ANP(Analytic Network Process) for mass-customization in the automotive component manufacturing industry. For this, first of all, we built the simulation model including various and complex factors in the field, and estimated the meta-model by RSM(Response Surface Method). Secondly using ANP, we calculated the weight of relative importance of evaluation factors gathered from decision makers. And then, we proposed the optimal operation designs by MOGA(Multi-Objective Genetic Algorithm), analyzed results of them. Moreover, by comparing the results with the consequences using AHP(Analytic Hierarchy Process), we showed its superiority of suggested method to the manner using AHP, because it reflects inner, outer dependency, and inter-relation among judgement factors. In conclusion, through this process, we can present the better way to serve mover effective, precise, and accurate information to decision makers when they build operation design for mass-customization system as automotive parts production system.

A Study on the Hereafter Development in Universal Design Surveyed on the Case Studies of Kitchen Design (부엌디자인 사례연구를 중심으로 살펴본 유니버설디자인의 전개방향에 관한 연구)

  • Choi, Eun-Hee
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.81-90
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    • 2005
  • Universal Design is comprised of three main concepts known as barrier-free, adaptive and life-span design. It does not focus on accessibility for the disabled, but rather expands its breadth to the comfortable use and easy access in ail physical environments and facilities. In this study, the researcher views the present and future of universal design through the cases of kitchen design. Based on the market changes in design guidelines and the changes of time uncovered from past studies, this researcher suggests that universal design would develop through mass customization for personalized use, application of new technology and consideration of psychological aspects. Additionally, for the diffusion of universal design appropriate solution in economic cost problem, social recognition and conversion of problem cognizance in designing is needed. In Korea design models of universal design concepts are not yet in production over various fields. In order to develop and study universal design which suits our country, cultural and regional characteristics should be considered as well as physical, perceptual, psychological aspects.

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A Study on the Development of Basic Bodice Block Pattern by Women's Body Type from 3D Virtual Clothing System - Focusing on Early 20's Women - (체형별 신체밀착형 Basic Bodice Block 설계 및 3차원 가상착의평가 - 20대 전반 여성을 중심으로 -)

  • Shin, Jang-Hee;Sohn, Hee-Soon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.2
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    • pp.1-13
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    • 2013
  • The study is to provide basic data on improving costume's fitting by developing physical integrated Basic Bodice Block's development for body types of adult women, which is based on setting up body-type information per truncus as fundamental of adult women's top product manufacture in being ready for Mass Customization era. Also, after review on the objectivity and accuracy of fitting information by real wear and virtual wear experiment on body types, not only 3D virtual clothing system was used as way of information provider of Clothing product, but also provided as basic data in order to use effectively on portion of clothing passion in responding to trend of Mass customization in advance. The consequence of the study is as followings. After analyzing significance differences per items on real and virtual wear evaluation, bowed type of type 1 had significance differences on waist measurement and hip circumference in back and side, which would be knowing as not integrated with costume, affecting form of human body according to virtual wear system bended on back region. Also, in side evaluation, every types except straight body type of type 3 appeared significant differences. In virtual wear evaluation, costume's expression with side body types were not similar to real wear until now except straight body types. It would be improvement things from 3D virtual wear system in advance.

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An Empirical Analysis on Long Tail Patterns with Online Daily Deals (소셜 커머스 시장의 롱테일 현상에 대한 실증 연구)

  • Jeon, Seongmin
    • The Journal of Society for e-Business Studies
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    • v.19 no.1
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    • pp.119-129
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    • 2014
  • The renowned Pareto rule of 80/20 has been challenged in the electronic marketplace with the emergence of long tail economy. Mass customization on top of the Internet infrastructure is expected to explain these changes of product concentration. In this paper, we empirically analyzed the micro-transactional data of a Groupon-like daily deal web site to identify the changes of product and customer concentration. The results show the long tail pattern aligned with the previous research on the e-commerce literature on the long tail. We find that the notification setting on email or SMS about daily deal influences the patterns of sales concentration. The information through email and SMS is expected to enable consumers to know about daily bargains and purchase the coupons eventually. However, the email notification for niche products results in the decreased sales while the SMS notification for overall product promotes overall products.

Approaches to Build-to-Order Manufacturing System (주문 맞춤형 생산시스템에의 접근 방법)

  • 홍태영;강무진;박세형;이상봉
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2002.05a
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    • pp.587-590
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    • 2002
  • Build-to-Order (BTO) capabilities enable manufacturing firms to design, produce, and deliver a high volume of differentiated products that meet specific customer needs in timely manner as well as at close to mass-production prices. Aim of BTO is to simultaneously achieve customer responsiveness, cost efficiency, and high volume production. This paper attempts to define the BTO system and suggests the critical components for its realization. A case study is also described to show the impact of a successful BTO implementation.

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Advanced Planning System: A Prerequisite for Achieving Build-to-Order Environment (주문생산에 필수적인 진보적 생산계획 시스템)

  • 강윤식;이휘재;문광원;노성관;임헌욱
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2002.10a
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    • pp.93-96
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    • 2002
  • The manufacturing paradigm has shifted dramatically over the past decade from “push” or mass production mode to “pull” or customer-driven, order-based manufacturing mode, as multitudes of customers now demand mass customization of configurable products. As a means to achieve such rapidly responsive manufacturing system, Advanced Planning System (APS) has become an essential software tool for achieving modern “build-to-order” and “configure-to-order” manufacturing environment. APS enables manufacturers to respond to variety of customer demands In real time by instantly configuring manufacturing processes based on specifications described in each purchase orders and providing capable-to-promise information directly to customer by performing rapid “what-if” manufacturing simulated scenarios. This paper discusses the working of such system as well as the business processes that incorporate such systems to enable efficient “build-to-order” environment.

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Application of Bucket Brigades in Assembly Cells for Self Work Balancing (자율적인 밸런싱을 실현하는 Bucket Brigade 기반의 조립셀 운영방식)

  • Koo, Pyung-Hoi
    • IE interfaces
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    • v.22 no.2
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    • pp.144-152
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    • 2009
  • Assembly line has been recognized as an efficient production system in mass production. However, the recent production environment characterized as mass customization urges production managers to transform a long assembly line to a number of short assembly cells. To maximize the utilization of resources in an assembly cell, it is important to have the line balanced. This paper presents a bucket brigade-based assembly cell. Bucket brigade is a way of coordinating workers who progressively perform a set of assembly operations on a flow line. Each worker follows a simple rule: perform assembly operations on a product until the next worker downstream takes it over; then go back to the previous worker upstream to take over a new assembly job. In this way, the line balances itself. The bucket brigade assembly cell is analyzed and compared with traditional assembly lines and general assembly cells. The paper also discusses some prerequisite requirements and limitations when the bucket brigade assembly cells are employed.

A Study on a Design Process Model for Mass-Customized Fashion Product (Part I) -On the Basis of Internet Shopping- (대량 맞춤형 의류상품을 위한 디자인 프로세스 모형 연구 (제1보) -인터넷 쇼핑 환경을 중심으로-)

  • Eun, Myung-Jin;Lee, Joo-Hyeon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.2 s.150
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    • pp.187-197
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    • 2006
  • The purpose of this study was to search for the effective mass customized fashion design process based on internet shopping, so that a total of fifteen models of mass customized fashion design processes which are different in the customized degree and in the composition of design elements was proposed in this study, and to compare their efficiencies and appropriateness with those of the existing fashion design process. The data was obtained from a survey of 180 Korean females in their twenties and thirties from Nov 17th to 29th, 2002. The results of this study were summarized as follows: First, more than half of the whole respondents appeared to prefer mass customized products. Therefore, the mass customized design process was considered to be applicable to some sectors in the present domestic clothing market. Second, Respondents generally preferred the designs by mass customized design process model to those by existing fashion design process. However, satisfaction on the designs done by the mass customized design process suggesting only one choice to prosumers was lower than that of existing fashion design process. This result suggested that mass customized fashion design process enabling at least two choices should be presented to prosumers in order to increase their design satisfaction. In addition, the design process models suggesting more that three choices presented higher satisfaction than existing fashion design process.

A Proposal for the Improvement Method of Order Production System in the Display Industry (디스플레이산업에서 수주생산방식의 개선 및 효율화 제고 방안)

  • Cho, Myong Ho;Cho, Jin Hyung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.4
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    • pp.106-116
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    • 2016
  • MTO (Make to Order) is a manufacturing process in which manufacturing starts only after a customer's order is received. Manufacturing after receiving customer's orders means to start a pull-type supply chain operation because manufacturing is performed when demand is confirmed, i.e. being pulled by demand (The opposite business model is to manufacture products for stock MTS (Make to Stock), which is push-type production). There are also BTO (Build to Order) and ATO (Assemble To Order) in which assembly starts according to demand. Lean manufacturing by MTO is very efficient system. Nevertheless, the process industry, generally, which has a high fixed cost burden due to large-scale investment is suitable for mass production of small pieces or 'mass customization' defined recently. The process industry produces large quantities at one time because of the lack of manufacturing flexibility due to long time for model change or job change, and high loss during line-down (shutdown). As a result, it has a lot of inventory and costs are increased. In order to reduce the cost due to the characteristics of the process industry, which has a high fixed cost per hour, it operates a stock production system in which it is made and sold regardless of the order of the customer. Therefore, in a business environment where the external environment changes greatly, the inventory is not sold and it becomes obsolete. As a result, the company's costs increase, profits fall, and it make more difficult to survive in the competition. Based on the customer's order, we have built a new method for order system to meet the characteristics of the process industry by producing it as a high-profitable model. The design elements are designed by deriving the functions to satisfy the Y by collecting the internal and external VOC (voice of customer), and the design elements are verified through the conversion function. And the Y is satisfied through the pilot test verified and supplemented. By operating this make to order system, we have reduced bad inventories, lowered costs, and improved lead time in terms of delivery competitiveness. Make to order system in the process industry is effective for the display glass industry, for example, B and C groups which are non-flagship models, have confirmed that the line is down when there is no order, and A group which is flagship model, have confirmed stock production when there is no order.

A Study on Auditory Data Visualization Design for Multimedia Contents (멀티미디어 컨텐츠를 위한 청각데이터의 시각화 디자인에 관한 연구)

  • Hong, Sung-Dae;Park, Jin-Wan
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.195-204
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    • 2005
  • Due to the of evolution of digital technology, trends are moving toward personalization and customization in design (art), media, science. Existing mass media has been broadcasting to the general public due to technical and economic limitation and art works also communicate one-sidedly with spectators in the gallery or stage. But nowaday, it is possible for spectators to participate directly. We can make different products depending on the tastes of individuals who demand media or art. The essence of technology which makes it possible is 'interactive technology'. A goal of this research is to find out the true nature of the interactive design in multimedia contents and find the course of interactive communication design research. In this paper, we pass through two stages to solve this kind of problem. At first, we studied the concept of multimedia contents from the aspect of information revolution. Next, we decided our research topic to be 'visual reacting with audio' and made audio-visual art work as graphic designers. Through this research we can find the possibility to promote 'communication' in a broad sense, with appropriate interactive design.

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