• Title/Summary/Keyword: experiential factors

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Optimum Design of the Screw extruder using Thermo-mechanical Analysis

  • Cho, Seung-Hyun;Kim, Chung-Kyun
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2001.04a
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    • pp.28-33
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    • 2001
  • Screw conveyors are used extensively in industrial for conveying and elevating materials. Despite their apparent simplicity, the mechanics of the conveying action is very complex. so many engineers depend on experiential data. Capacities of screw are pumping, steady flow of polymer melts, steady volumetric throughput etc. they are affected by geometry of screw, heat flux, pressure on inside barrel, rotating velocity, friction coefficient at screw surface etc. by computation volumetric efficiency increases as rotating velocity increases and decreases as friction coefficient increases. also it decreases with short pitch length. and double flight screw is more effective than single flight screw. The temperature of polymer melts by heating pad and injection pressure play a very important role in the injection molding machine. so in this paper we analyze thermal distortion and stress of screw includes pressure and temperature distributions by finite element analysis to understand what design factors influence on volumetric throughput efficiency of the screw and thermo-mechanical characteristics of screw.

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Improving Creative Design Skills -The Effects of Past Experience on Apparel Design Education-

  • Lee, Yoon Kyung;DeLong, Marilyn
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.2
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    • pp.397-408
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    • 2016
  • This study explores factors that influence the development of creative ideas among apparel design students. This research is to understand how past experience (especially in art and design), influences the development of creative ideas in apparel design. The interaction between two related elements of student experience and work process is explored. A design process model based on Wallas's (1926) creative problem-solving process and Koberg and Bagnall's (1974) design process was used in the context of a beginning-level apparel design course comprised of Korean and Chinese students at a university in Seoul, South Korea. The results show that students with past experience in art and/or design performed differently than inexperienced students when faced with the same stimulation. Significant differences were also observed between experienced and inexperienced students in the development of creative ideas.

Study on the Model Development for Experiential Learning with Ubiquitous Everyday English (유비쿼터스 생활영어 체험학습장 교수-학습 모형 개발 연구)

  • Baek, Hyeon-Gi;Kim, Su-Min;Kang, Jung-Hwa
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.49-60
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    • 2009
  • The aim of this study was to develop a model for teaching-teaming by applying Ubiquitous at a learning experience field, in which connect characteristics of both ubiquitous application learning and experience teaming, making use of them. A literature survey of concepts was conducted, with the main areas to find out relationships between ubiquitous application learning and experience learning. Experience learning by applying ubiquitous learning methods maximizes its efficiency of experience learning in considering ubiquitous learning methods's characteristics of dynamic, interaction, sharing. Also it makes communications through positive participation and active interaction, and leads to a process of internal examination. The research data suggests that critical factors of experiencing learning applying ubiquitous are acquiring information and memory, information integration and exquisiteness, emotional and social activity, producing activity, help activity.

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A Case Study on the Serious Accidents of Construction (건설중대재해 사례 연구)

  • 장동일;이명구
    • Journal of the Korean Society of Safety
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    • v.11 no.1
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    • pp.108-120
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    • 1996
  • It is a problems in industrial accidents that the knowledge for industrial accidents is obtained by experience, not by experiment. This experiential knowledge is obtained by Investigating accident cases and utilizing those for safety education. Therefore, in this paper, the situation about the serious accident of construction is analyzed by occupation, a kind of construction, time group, season, type of accident, and accidental cause. And the mutual · relations of these factors are studied. The most frequent type of the serious accidents of construction Is the falling accident. It happenes most frequently at apartment construction among kinds of construction and to structural worker, finishing worker, normal worker in order among occupations. And it is found that the most critical causes of the falling accident are the imperfection of safety facilities and unwearing of protection equipments, so a number of accidents can be reduced by the expansion of safety facilities and wearing of protection equipments absolutely. The counterplan of prohibition of accidents and the direction of government policy are presented by a series of nalyses for accident cases.

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A Quantitative Method of Measuring Color Expression Power in Eye shadow

  • Kim, Sangjune;Lee, Jaeuk;Kim, Hyungjin;Kim, Jinjun;Kang, Seh-hun
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.26 no.1
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    • pp.233-238
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    • 2000
  • We developed a quantitative method for evaluating CEP(color expression power) in eye shadow. This method enables the cosmetic industry to measure CEP on an interval scales, so it is more accurate and reproducible than previous panel tests. Oil, colorants, Pigments and pearls are major factors affecting CEP in eye shadow formulas. We studied the oil effect on CEP using our unique method so CEP could be improved. We believe this method can be applied to other color cosmetics as well. In conclusion, we expected this method to be useful to formulator who want to improve the color expression power in color cosmetics. Additionally, we hope it will contribute toward developing the experiential know-how about color to scientific knowledge.

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Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • v.8 no.2
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

Gift Sharing on Social Media: What Drives It?

  • Mira Lee;Yoon-Hee Kang
    • Asia Marketing Journal
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    • v.25 no.3
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    • pp.160-172
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    • 2023
  • This study examines factors influencing gift sharing on social media. An online survey gathered data from American adults. It investigates how motivations for social media content posting, gift attributes, giver characteristics, and recipient reactions affect gift-sharing behavior. Findings show self-expression motives in content posting drive sharing, while social interaction motives do not. Gifts perceived as experiential and expensive are more likely to be shared. Recipient-centric gifts positively influence gift sharing, while giver-centric gifts hinder sharing. Attitude towards the gift predicts sharing, while appreciation does not. The study enhances understanding of gift sharing on social media and offers marketing insights for leveraging this behavior.

A Study on the Semiology and Quantitative Psychological Analysis of Sequence Landscape of National Park (국립공원 Sequence 경관의 기호학과 계량심리학적 분석에 관한 연구)

  • 김세천
    • Journal of the Korean Institute of Landscape Architecture
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    • v.19 no.3
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    • pp.55-71
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    • 1991
  • The purpose of this thesis is to suggest objective basic data for the environmental design through the quantitative analysis of the visual quality included in the physical environment of Basemsagol valley sequence landscape. For this, visual volumes of physical elements have been evaluated by using the mesh analysis, spatial images structure of physical elements have been analyzed by factor analysis algorithm, and degree of visual quality have been measured mainly by questionnaires. Also, this study aims to understand semiotics and to grope the possibility of application to the sequence landscape assessment. A semiological approach suggests a new dimension in sequence landscape assessment, which is a contrast to the existing scientific evaluation methods. Result of this thesis can be summarized as follows. Visual volumes of the immediate vegetation, rock, bridge, road and distant vegetation are found to be the main factor determining the visual quality. Factors covering the spatial image of natural park sequence landscape have been found to be the overall synthetic evaluation, potentiality, natural quality, spatial, appeal and dignity. By using the control method for the number of factors, T.V. has been obtained as 40.22%. The characteristics of the semiological approach is qualitative, open, holistic, and experiential, whereas that of the scientific approach is quantitative, closed, reductive, and experimental.

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Distributing data in Virtual-reality: factors influencing purchase intention of cutting tools

  • JITKUSOLRUNGRUENG, Nitichai;VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.41-52
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    • 2021
  • Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.

Building Service UX Index : Measuring UX Satisfaction in Mobile Content Services (사용자 만족도에 기반 한 서비스 UX 인덱스 구축 -모바일 컨텐츠 기반 서비스를 중심으로)

  • Park, Jongmin;Ha, Hyunnam;Hong, Sangwoo;Chung, Kyungwon
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.41-51
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    • 2014
  • In mobile content services like apps for smart mobile devices in specific, there has been a growing interest in evaluating UX quality to make sure that it provides better experience to users and consequently, secures competitiveness in a market. In that sense, usability testing has been considered as one method that enables designers and design managers to evaluate UI quality before they launch their service. However, those designers have been faced with a following fundamental question to be answere d : Is good UX design a good business? In other words, can well-designed service, which has good usability, actually satisfy target users and improve competitiveness in a market? There is no doubt that usability is one important factor perceived by users. However, it has a limit in terms of evaluating UX quality in macro level, as it mostly focuses on ease of use and efficiency of performing tasks, but does not cover other possible experiential factors, which also can be perceived by users, such as market situation and preexistence experience. Therefore, this research aims to identify key experiential factors in using mobile content services, and establish service UX index model that enables to measure perceived user satisfaction, and identify how UX design contributes to the satisfaction in quantitative way.