• Title/Summary/Keyword: Product Design and Development Process

Search Result 869, Processing Time 0.028 seconds

On the Integrated Operation Concept and Development Requirements of Robotics Loading System for Increasing Logistics Efficiency of Sub-Terminal

  • Lee, Sang Min;Kim, Joo Uk;Kim, Young Min
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.1
    • /
    • pp.85-94
    • /
    • 2022
  • Recently, consumers who prefer contactless consumption are increasing due to pandemic trends such as Corona 19. This is the driving force for developing the last mile-based logistics ecosystem centered on the online e-commerce market. Lastmile led to the continued development of the logistics industry, but increased the amount of cargo in urban area, and caused social problems such as overcrowding of logistics. The courier service in the logistics base area utilizes the process of visiting the delivery site directly because the courier must precede the loading work of the cargo in the truck for the delivery of the ordered product. Currently, it's carried out as automated logistics equipment such as conveyor belt in unloading or classification stage, but the automation system isn't applied, so the work efficiency is decreasing and the intensity of the courier worker's labor is increased. In particular, small-scale courier workers belonging to the sub-terminal unload at night at underdeveloped facilities outside the city center. Therefore, the productivity of the work is lowered and the risk of safety accidents is exposed, so robot-based loading technology is needed. In this paper, we have derived the top-level concept and requirements of robot-based loading system to increase the flexibility of logistics processing and to ensure the safety of courier drivers. We defined algorithms and motion concepts to increase the cargo loading efficiency of logistics sub-terminals through the requirements of end effector technology, which is important among concepts. Finally, the control technique was proposed to determine and position the load for design input development of the automatic conveyor system.

Design of a PPL System using Online Game (온라인 게임을 이용한 간접광고시스템 설계)

  • Jang, Su-Min;Cho, Yong-Jun;Kwak, Nae-Joung;Yoo, Kwan-Hee;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.1
    • /
    • pp.348-355
    • /
    • 2008
  • With recent development of internet, a lot of people use online games through internet networks. Since people that utilize the online games increase, a special company and an advertisement company adopt the PPL(Product in Placement) on online game instead of the advertisement through TV or radio. This paper persents applications of the PPL on online games and problems which was occurred by them. We propose an advertisement system architecture which processes it efficiently. To prove that our proposed PPL system on online game is efficient, we process various questionnaires on PPL efficacy in online game and analyze them.

A Case Study of Display Design of Space 'O'sulloc Teahouse' from the Point of Sequence Narrative (시퀀스 내러티브 관점에 따른 '오설록 티하우스' 공간의 제품 전시 디자인 사례 연구)

  • Yang, Hyeon-Jeong;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
    • /
    • v.23 no.1
    • /
    • pp.61-68
    • /
    • 2014
  • Recently, there have been increasing attempts to pursue and express feelings such as sensibilities, emotions, and impressiveness in commercial spaces. One of such methods is to apply 'storytelling' to space designs. Applicability of storytelling to a space suggests that the contents of a space can be expressed through various mediums. Portraying events and situations through a single time continuity of a story is referred to as 'narrative'. The movement of users and sequence of contents are determined by a narrative. It provides different storytelling and a sense of place to each space through various roles, such as wide association, engraving, and image formation. A narrative can lead users to engage in different perceptions and behaviors even in spaces with the same content. Thus, this study is intended to examine the impact of space marketing in line with design narratives, assuming that narratives of commercial space designs will influence the formation of brand identity. The research methods are as follows. First, the definition of narratives in space design was established by examining narrative architectures. Second, design analysis tools for commercial spaces were established from the perspective of narratives through preceding studies. Third, the design narratives of different shops under the same brand were comparatively analyzed through a case study. To carry out a case study, a commercial space of 'O'sulloc' was selected, and its brand identity was studied from the narrative standpoint. The case study involved interior designs of 7 road shops of 'O'sulloc.' Among the 7 road shops, two of them with the biggest difference in design narratives were selected, and an observation survey was done on the users as a second analysis. Through the observation survey, actual design narrative experience was analyzed in 4 steps of introduction, development, turn, and conclusion. The findings are as follows. The design method of each shop varied, and different design elements were emphasized. Among various elements, the ones that reflect the brand identity of 'O'sulloc' the best were logo, product, and shape. During the process of narratives, the characteristics of each shop and user recognition and behavior varied depending on the degree of emphasis on a particular element. It suggests that space design narratives can influence the formation of brand identity. This study provides ideal directions of developing space designs necessary for forming brand identity from the standpoint of Korean traditional culture modernization. Future studies could discuss the economic feasibility of such designs.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
    • /
    • v.10 no.2
    • /
    • pp.44-61
    • /
    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.95-104
    • /
    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

  • PDF

An Analysis on the Priority of Educational Needs of Teachers in Charge of Educational Contents of Invention Intellectual Property in Secondary Vocational Education (중등단계 직업교육에서의 발명·지식재산 교육내용에 대한 담당 교사의 교육요구도 우선 순위 분석)

  • Lee, Sang-hyun;Lee, Chan-joo;Lee, Byung-Wook
    • 대한공업교육학회지
    • /
    • v.40 no.2
    • /
    • pp.155-174
    • /
    • 2015
  • The purposes of this study were to analyze the property of educational needs of teachers for educational contents of invention and intellectual property in secondary vocational education and provide fundamental data for the development of job training programs so as to develop the capabilities of teachers, the base for effective education of invention intellectual property in secondary vocational education. To achieve them, educational needs for the educational contents of invention intellectual property and the priority of the educational needs in secondary vocational education based on the recognition of the teachers were analyzed and suggested. Concrete results of this study can be suggested as follows. First, the average of educational needs of the teachers for the educational contents of invention intellectual property in secondary vocational education was 5.02. There were 23 items of the educational contents whose educational needs were higher than the average of the whole items and for those items and the average of each item, there were F4(The average of patent applications) 6.72, F5(Modification and supplementation of specification sheets) 6.46, F2(Writing of patent floor plans) 6.39, F3(Writing of patent specification sheets and abstraction) 6.31, A5(Invention method and activity) 6.27, E6(Invention design project) 6.15, H3(Invention commercialization) 5.97, F1(Patent information and application) 5.90, E5(Design obligation) 5.78, E3(Designing process of inventional design) 5.77, A4(Invention and problem solving) 5.57, G2(Patent investigation and classification) 5.47, C2(Thinking method of inventional problem solution) 5.45, E4(Production of inventional design product) 5.45, B5(Inventional patent project) 5.42, A2(Creativity development) 5.26, C4(Inventional problem solving project) 5.26, H4(Invention marketing) 5.26, H2(Analysis on invention commercialization) 5.20, D4(Invention and management) 5.16, C3(Problem solving activity) 5.14, E2(Inventional design devise and expression) 5.11, B3(Actuality of inventional method) 5.08 in order. Second, for the priority of educational needs of the teachers for the educational contents of invention intellectual property in secondary vocational education, there were 13 items of the educational contents for the first rank, 10 for the second rank and 17 for the third rank. The items of the educational contents for the first rank were A4(invention and problem solving), A5(inventional method and activity), B5(Invention patent project), C2(Thinking method of inventional problem solution), C4(Inventional problem solving project), E3(Inventional design process), E4(Production of inventional design product), E5(Design obligation), E6(Invention design project), F1(Patent information and application), F2(Writing of patent floor plan), F3(Writing of patent specification sheet and abstract), and H3(Invention commercialization. The items of the educational contents for the second rank were A2(Creativity development), B3(Actuality of inventional method), C3(Problem solving activity), D4(Invention and management), E2(Invention design devise and expression), F4(Range of patent demand), F5(Modification and supplementation of specification sheet), G2(Patent investigation and classification), H2(Analysis on invention commercialization), and H4(Invention marketing). The items for the third rank were the educational contents except the ones of the first rank and the second rank.

PERFORMANCE EVALUATION AND DEVELOPMENT OF RVDB SYSTEM FOR THE SYNCHRONIZED PLAYBACK PROCESSING OF OBSERVED DATA IN KJJVC (한일공동VLBI상관기에서 관측 데이터의 동기재생처리를 위한 RVDB 시스템 개발과 성능시험)

  • Oh, Se-Jin;Roh, Duk-Gyoo;Yeom, Jae-Hwan;Chung, Hyun-Soo;Lee, Chang-Hoon;Kim, Kwang-Dong;Kim, Hyo-Ryoung;Oyama, Tomoaki;Kawaguchi, Noriyuki;Ozeki, Kensuke
    • Publications of The Korean Astronomical Society
    • /
    • v.23 no.2
    • /
    • pp.91-107
    • /
    • 2008
  • In this paper, we introduce the performance evaluation and development of Raw VLBI Data Buffer(RVDB) system for the synchronized playback processing of observed data in Korea-Japan Joint VLBI Correlator(KJJVC). The high-speed correlation processing system is under development so that the radio data obtained with 8192 channels and 8 Gbps speed from 16 stations will be able to be processed. When the recorded data of each station are played to correlator, the time synchronization of each station is very important because the correlator should process the data obtained with same time and condition. There are many types of recorder systems in the East Asia VLBI Network (EAVN). Therefore it is required to prepare the special time synchronized playback processing system to synchronize the time tag of observed data. The developed RVDB system consists of Data Input Output(DIO), 10GbE switch, and Disk Data Buffer(DDB). It can record the data with maximum 2 Gbps speed, and can play back the data to correlator with nominal 2 Gbps speed. To enable to play back the data of different playback system to the correlator, we developed the high-speed time synchronized playback processing system. We carried out the experiments of playing back and correlation for gigabit correlator and VCS trial product so as to confirm the performance of developed time synchronized playback processing system. In case of online and offline playing back experiment for gigabit correlator, we confirmed that the online and offline correlation results were the same. In case of playing back experiment for VCS trial product, we verified that the wide band and narrow band correlation results were also the same. Through the playing back experiments of RVDB system, the effectiveness of developed RVDB system was verified. In this paper, the system design, construction and experimental results are shown briefly.

Development of Certified Reference Materials for Analysis of Heavy Metals in Paints to Cope with Environmental Regulations (환경규제 대응을 위한 페인트 중의 중금속 분석용 인증 표준물질 개발)

  • Yu, Byung Kyu;Sun, Yle Shik
    • Journal of Environmental Analysis, Health and Toxicology
    • /
    • v.21 no.4
    • /
    • pp.209-219
    • /
    • 2018
  • In the areas of RoHS, WEEE, ELV and REACH, reinforcement of environmental regulations against harmful substances is a global trend not only in EC but also in all over the world. In the fields of Korea's major export products such as material parts, electrical and electronic products and automobile parts, we are responding to these regulations consistently. To develop reference material for analyzing lead and cadmium in paints, the candidate materials were produced through the screening process which separated shapes and sizes. To secure the traceability of the candidate materials produced, the characteristics and uncertainties are estimated by ICP-AES analysis using the primary reference material. The short-term and long-term stabilities also are evaluated in parallel. In order to calculate the final certification value of the candidate material, the verification were carried out by the performance evaluation through the comparison among the KOLAS (Korea Laboratory Accreditation Scheme) laboratories, and the CRM was produced in accordance with ISO Guide 35. The certified values and uncertainties of Pb and Cd of the final paint standard, determined according to the joint analysis among laboratories, are Pb [($191.4{\pm}3.1$) mg/kg, ($944.1{\pm}5.6$) mg/kg] and Cd [($45.0{\pm}2.6$) mg/kg, ($225.5{\pm}3.5$) mg/kg]. These standard materials were developed to enhance the reliability of measurement analysis, including the validity and traceability of measurement results. Also it is expected that the CRM will be used as QCM (quality control material) for the product design and the process monitoring, so that regulation and management of hazardous heavy metals can be systematically implemented.

Development of Three-Dimensional Deformable Flexible Printed Circuit Boards Using Ag Flake-Based Conductors and Thermoplastic Polyamide Substrates

  • Aram Lee;Minji Kang;Do Young Kim;Hee Yoon Jang;Ji-Won Park;Tae-Wook Kim;Jae-Min Hong;Seoung-Ki Lee
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
    • /
    • v.37 no.4
    • /
    • pp.420-426
    • /
    • 2024
  • This study proposes an innovative methodology for developing flexible printed circuit boards (FPCBs) capable of conforming to three-dimensional shapes, meeting the increasing demand for electronic circuits in diverse and complex product designs. By integrating a traditional flat plate-based fabrication process with a subsequent three-dimensional thermal deformation technique, we have successfully demonstrated an FPCB that maintains stable electrical characteristics despite significant shape deformations. Using a modified polyimide substrate along with Ag flake-based conductive ink, we identified optimized process variables that enable substrate thermal deformation at lower temperatures (~130℃) and enhance the stretchability of the conductive ink (ε ~30%). The application of this novel FPCB in a prototype 3D-shaped sensor device, incorporating photosensors and temperature sensors, illustrates its potential for creating multifunctional, shape-adaptable electronic devices. The sensor can detect external light sources and measure ambient temperature, demonstrating stable operation even after transitioning from a planar to a three-dimensional configuration. This research lays the foundation for next-generation FPCBs that can be seamlessly integrated into various products, ushering in a new era of electronic device design and functionality.

The Effect of Employee's Entrepreneurship Level (Capacity, Attitude, CEO Support) on Entrepreneurial Culture, Structure and Operation Systems of Corporate: Focused on Design Corporate in Korea (조직 구성원의 기업가정신 수준(역량, 태도, CEO 지원)이 기업의 기업가적 문화와 구조, 운영체계에 미치는 영향: 국내 디자인기업을 중심으로)

  • Kim, Sun Joo;Choi, Seung Wook
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.11 no.4
    • /
    • pp.103-116
    • /
    • 2016
  • In uncertain future and the rapidly changing environment, it is necessary for companies to do innovative management activity. With business strategy that creates value and vision, The major industrialized countries ensure development of venture & start-up business and business competition by creating various added value through design. Thereby, Companies use design to increase enterprise value, a lots of interests and supports are focused in design industry which pioneer new market with new product and services. Therefore, Companies need more innovative and creative activities, and leads creative companies through developing entrepreneurship. Now, Companies should improve successful entrepreneurship, developing effective process in the organizational level beyond individual level. This research conducts empirical analysis from the individual and organizational perspective of corporate entrepreneurship. This study of design corporate 351 employees in design corporate is surveyed. This research finding is that design corporate employees' entrepreneurial capacity, entrepreneurial attitude and CEO support have meaningful effects on culture and structure. However, The analysis result indicates that this employees' entrepreneurial capacity, entrepreneurial attitude and CEO support have no effects on operation systems, so it is necessary to build the operation systems for activation of corporate entrepreneurship. This study puts emphasis on the needs to raise the level of corporate entrepreneurship and requires ways to improve entrepreneurship for sustainable growth. Also, This study suggests practical implications that it is important to systematic operation systems to actively utilize infrastructure, so it occurs in employees' entrepreneurship not only on the individual level, but also on the organizational level.

  • PDF