• Title/Summary/Keyword: Wearable Product

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A Study for App Development of Product Management using Barcode based on Android (안드로이드 기반의 바코드를 이용한 상품 관리 앱 개발에 관한 연구)

  • Kim, Ye-il;Seo, Jung-hee;Park, Hung-bog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.947-948
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    • 2015
  • IOT(Internet of things) is a technology to embed various sensors and communication features on diverse things such as home appliances, mobile devices, wearable computers and connect to the Internet and through this technology, the status of things connected to the network can be analyzed and controlled with various data. On the other hand, this paper suggests to develop a merchandise management app using Android-based barcode to systematically manage expiry date of various goods that we purchase in our daily life. Therefore, individual goods are recognized with mobile-based barcode and divided under each category. By additionally supporting the notification service to let us know about expire date, goods can be efficiently managed.

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Types and Esthetic Characteristics by Function in Portable Smart Fashion Design (휴대형 스마트 패션 디자인의 기능에 따른 유형 및 심미적 특성)

  • Si Eun Lim;Heeyoung Ju
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.1
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    • pp.1-16
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    • 2023
  • The smart fashion industry is showing steady growth worldwide, which will create new value throughout the fashion industry and become an essential element for efficient lifestyles. This study attempted to examine the development trend of smart fashion products from a design perspective and present the direction of design as a fashion item incorporating smart technology from a functional perspective. For this purpose, the category of portable smart fashion and the characteristics of the research object were considered through current status survey and previous research review. Among smart fashion, accessories and clothing/fabric products that have been released thus far that apply portable fashion design principles are selected and its characteristics are analyzed. In addition, function keywords were extracted based on the product description provided by the manufacturer and the function-oriented types were classified to identify each type's design characteristics. Therefore, the area receiving the signal and the sensor size should be considered, as should the fashion accessory type that combines various materials and colors. The clothing/textile type requires a design that mainly focuses on functions related to bio-signal interactions.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

Development of Wearable Sensing and Feedback Product Design for Movement Monitoring (동작 모니터링을 위한 웨어러블 센싱 및 피드백 제품 디자인 개발)

  • Cho, Hyun-Seung;Yang, Jin-Hee;Lee, Kang-Hwi;Lee, Jeong-Hwan;Park, Su-Youn;Choi, Hyeong-Ik;Jeon, Hak-Su;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.165-176
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    • 2018
  • The objective of this study was to develop clothing-type wearable motion sensing and feedback systems to enhance children's sports by promoting visual and audio feedback. In this study, several applications, such as fabric sensors, sportswear integrated with various types of fabric sensors, and fabric-based motion sensing module design, as well as a visual and audio feedback system for gaining a better understanding of a child's interest in a type of exercise, were developed. An SWCNT-based stretchable fabric sensor was developed for motion sensing, and sportswear was designed using the fabric sensor that was integrated into the limbs of the garment. The sensing module was developed, and sensory performance was evaluated through a joint motion experiment for children. In addition, using the feedback system that was developed in the form of an accessory, the responses of light and sound were also examined based on the movement of the child who was wearing the sportswear prototypes. This study focused on the development and assessment of prototype designs for children's sportswear and accessory products that can help to ascertain a child's interest in a particular exercise.

Application Types and Meanings of Fashion Engineering in Fashion Brand CuteCircuit (패션 브랜드 CuteCircuit에 나타난 패션 공학의 적용 유형과 의미)

  • Kim, Jang-Hyeon;Kim, Young-Sam
    • Fashion & Textile Research Journal
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    • v.20 no.3
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    • pp.245-256
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    • 2018
  • This study considers application types and meanings of fashion engineering by analyzing CuteCircuit. The conclusions of this study are as follows. The application type of fashion engineering shown in CuteCircuit is first, electronic fashion, which attaches LED or WL on the surface of clothes to express the decorative function in clothes as optical light change, ultimately performing one-dimensional function. Second, interactive fashion is a medium in which clothing connects human beings with other human beings with sensors that can recognize the changes in tactile or movement with the wearer or with a light source that can visualize the emotional changes of the wearer. Third, scientific fashion has emerged as a new type of fashion in which new materials introduced in the field of engineering are fused with clothing to expand functionality and aesthetics. The meanings of fashion engineering in CuteCircuit is first, trying to conceptualize a new beauty as an open fashion that can freely change with the creation of a dual beauty by combining analog and digital sensibility. Second is the external representation of human psychological change or emotional exchange, which helps to form a consensus by understanding and exchanging emotions of different people. Third, reorganization of apparel pursuing integrated value appeared. Clothing, as a connection body in which the human body and the mechanical environment are combined with each other, is reestablished as a product of variable body that can embody an integrated value that includes various characteristics and can be diversified appropriately in any circumstance.

Developing of Functional Sport Underpants using Infrared Thermal Image Analysis (열적외선 영상분석을 이용한 기능성 스포츠 팬티 개발)

  • Lee, Joong-Sook;Yang, Jeong-Ok;Lee, Bom-Jin
    • Korean Journal of Applied Biomechanics
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    • v.25 no.2
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    • pp.231-240
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    • 2015
  • Objective : This study is for providing data about men's functional sport underpants. It provides the fundamental data of biomechanics by measuring and analyzing the functionality of various underpants using infrared thermal image camera. Method : Then author drew a conclusion based on the final analysis of 965 questionnaire survey results about issues on men's functional sport underpants after discarding invalid questionnaires, as following. Change in body temperature while wearing functional underpants compared to general briefs or boxer pants showed lower temperature by approximately 1~2 degrees Celsius. In the case of general underpants, wearer sweats and feels hotter due to the friction of penis, scrotum and thigh. However functional sport functional underpants improved this issue with ergonomic 3D design by putting penis towards the lower part of the abdomen(below the navel) while putting the scrotum comfortably on the testicles, which enables to make room between the penis, scrotum and thigh of a wearer. Results : This was analyzed to lower the temperature of penis and scrotum. The survey results about the quality of functional underpants showed that 78% of the respondents felt comfortable while driving; 68.5% replied that frictional heat decreased while working out; 78.7% felt less sweat and humidity; 81.7% replied as highly wearable and comfortable; 77.1% replied functional sport underpants were the most comfortable in routine lives or in workout times. Putting all such results together, it is possible to conclude that functional sport is an excellent product. Conclusion : This can be evaluated as an excellent functional sport underpants, towards the penis abdomen (under the navel) in 3D human engineering design, by the scrotum to wearing to be easier to scrotum of pocket, the penis and scrotum and thighs were separated and analyzed with a function that will lower the body temperature of the penis and scrotum.

A Study on the Technology Convergence in Contemporary Fashion (현대 패션에서의 테크놀로지 컨버전스에 관한 연구)

  • Park, Nang-Hee;Lee, Hyun-Jung;Choi, Yoon-Mi;Kim, Yoon-Hee
    • The Research Journal of the Costume Culture
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    • v.16 no.1
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    • pp.88-99
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    • 2008
  • This study aims to analyze product samples of convergence of fashion and technology, as convergence is a major trend in the age of digital paradigm, and to propose desirable directions of development for technology convergence in fashion design in the future. With bibliographic research as well as internet search of the cases of development and commercialization of convergence of fashion and technology from the 1960s, when wearable computers were first introduced as an early development form of convergence, to the present, it becomes possible to classify these cases into three groups: functionally oriented one, aesthetically oriented one, and one that combines function and aesthetics. The pros and cons of each group of these cases are discussed and an evolutionary trend is observed from the earlier stage of convergence with functionally oriented cases which tried to achieve specific purposes of the time to the later stage of convergence with emphasis on both function and aesthetics which reflects the sensitivity of the general wearers. When three groups are plotted in the positioning map with one axis of function-aesthetics and the other of industry-fashion designer, however, all three are located outside of the two axes, suggesting these elements are not very well combined. In order for the products of the fashion-technology convergence in the future to receive favorable response from the consumers, it is necessary for the fashion industry to develop a close collaboration with companies of digital technology and the convergence products not only will have to provide functional benefits of the new technology but also to satisfy the aesthetic demands of the wearers.

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A Study on 3D Printer Design for Clothing Printing: Focusing on Knitted Wearable Clothing Output

  • Chung, Do-Seung;Kim, Kwan-Bae;Jang, Jung-Sik
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.82-89
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    • 2020
  • This study is a design study related to the application of 3D printer technology for garment printing. Knitting, which used to be a home industry in the early days, originally comes from hand-knitting. This evolved with various personal devices as a small job for the self-sufficiency of early European housewives. In addition, since the Industrial Revolution, mechanical production entered the mass production mass supply system, and various apparel products were provided to consumers in accordance with mass standardized dimensions. This is similar to the development process in Korea. In addition, it has formed a considerable market with the situation that it can produce and supply apparel products at low labor costs of first-generation Namdaemun and Dongdaemun merchants. As the production shifted to the Southeast Asian region due to the increase in labor costs in the domestically developed social situation, the production of garment products in Korea is now almost 5%. As a result, apparel-related production facilities and related companies are constantly moving to other countries to move production facilities sensitively due to rising labor costs. Recently, smart factory automation has been planned to explore new possibilities. In addition, in recent years, with the evolved appearance of consumers, the appropriate supply of the right amount of production has appeared, and the 3D printer applied to personal garment output has attracted considerable interest in the customized market. Therefore, in order to become a new hope and a small addition to various clothing workers, this study conducted related research on the following 3D printers for clothing output and attempted to proceed with a new design.

Producing the insoles for flat feet of senior men using 3D systems based on 3D scanning, 3D modeling, and 3D printing (3D 스캐닝, 3D 모델링, 3D 프린팅 기반의 3D 시스템에 의한 시니어 평발용 인솔 제작)

  • Oh, Seol Young;Suh, Dongae
    • The Research Journal of the Costume Culture
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    • v.25 no.3
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    • pp.270-284
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    • 2017
  • This study aimed to create 3D-printed insoles for flat-footed senior men using 3D systems. 3D systems are product-manufacturing systems that use 3-dimensional technologies like 3D scanning, 3D modeling, and 3D printing. This study used a 3D scanner (NexScan2), 3D CAD programs including Rapidform, AutoCAD, SolidWorks, Nauta+ compiling program, and a 3D printer. In order to create insoles for flat-footed senior men, we analyzed horizontal sections of 3D foot scans We selected 20 flat-footed and 20 normal-footed subjects. To make the 3D insole models, we sliced nine lines on the surface of the subjects' 3D foot scans, and plotted 144 points on the lines. We calculated the average of these 3D coordinates, then located this average within the 3D space of the AutoCAD program and created 3D sole models using the loft surface tools of the SolidWorks program. The sole models for flat feet differed from those of normal feet in the depth of the arch at the inner sideline and the big toe line. We placed the normal-footed sole model on a flat-footed sole model, and the combination of the two models resulted in the 3D insole for flat feet. We printed the 3D modeled insole using a 3D printer. The 3D printing material was an acrylic resin similar to rubber. This made the insole model flexible and wearable. This study utilized 3D systems to create 3D insoles for flat-footed seniors and this process can be applied to manufacture other items in the fashion industry as well.

A study on the change of material width by forging processing in fine pitch connector of C5210-H(HP) and NKT322-EH materials (C5210-H(HP)와 NKT322-EH 소재의 협피치 커텍터에서 단조 가공에 의한 소재 폭 변화에 관한 연구)

  • Shin, Mi-Kyung;Lee, Chun-Kyu
    • Design & Manufacturing
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    • v.14 no.3
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    • pp.17-22
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    • 2020
  • As devices such as smartphones, tablet PC, and wearable devices have been miniaturized, the connectors that go into the devices are also designed to be very small. The connector combines the plug and the receptacle to transfer electricity. As devices are miniaturized, the contact shape is formed by partially thinning the thickness of the raw material of the terminal in order to lower the coupling height of the plug and receptacle. The product used in this study is a receptacle terminal used for 0.4mm pitch board to board connector among fine pitch connectors. When the material thickness is reduced by forging the receptacle terminal, the width change of the pin is checked. To reduce the thickness of the material by forging, pre-notching is applied in the first step, forging in the second step, and notching in the third step. After forming the width dimension of the pin to 0.28 mm in the pre-notching process, in the forging process, the material thickness 0.08 mm and 0.02 mm (25%) were forged and the thickness was changed to 0.06 mm and the width change amount of the pin was measured. The facility produced 10,000 pieces at 400 SPM using a Yamada Dobby (MXM-40L) press, and thirty pins were measured and the average value was shown. After forging by using C5210-H (HP) and NKT322-EH, which are frequently used in connectors, analyze the amount of change in each material. The effect of punching oil on forging is investigated by appling FM-200M, which is highly viscous, and FL-212, fast drying oil. This study aims to minimize mold modification by predicting the amount of material change after forging.