Polgampola Chamani Madara;Hasnain Yousuf;Muhammad Aleem Zahid;Suresh Kumar Dhungel;Youngkuk Kim;Junsin Yi
Journal of the Korean Institute of Electrical and Electronic Material Engineers
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v.37
no.2
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pp.154-163
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2024
The energy demand in the world is expected to exceed 740 million TJ by 2040 and our dependence on fossil fuels needs to be switched to sustainable and renewable energy sources like solar energy. Building Integrated Photovoltaic (BIPV) is one of the best approaches to extracting solar energy. There are more than 200 BIPV products in the market currently but when it comes to integrating these products into the technical aspects such as buildings' structural integrity, thermal, daylight retainment and aesthetic prospects to be considered. The share of BIPV integration potential of different building types in the world of residential, agricultural, industrial, commercial and other buildings account for 66%, 4.8%, 8.1%, 19.9%, and 1.2% accordingly. Many solar technologies developed to achieve architectural requirements, but the main problem is the trade-off between efficiency and aesthetic appeal, which is less than 10% in coloured and transparent solar modules. This paper discusses the different applications of solar photovoltaics (PV) in building architecture, technical requirements, and different module technologies. The article provides a comprehensive guide for researchers and designers working on the development of BIPV integrations.
Purpose: This study investigates the psychological mechanisms of comparison within the design context of retail stores, products, and advertising. The research aims to expand the understanding of comparison psychology, encompassing social, cognitive, perceptual, and self-comparisons and their application in design practices. Research Design, Data, and Methodology: The study employs a comprehensive review of psychological theories related to comparison psychology. They were selected through extensive research on literature pertaining to design psychology and consumer behavior. The research integrates insights from psychology, marketing, consumer behavior, and design theory, supported by various design examples of retail stores, products, and advertising, to demonstrate the practical applications. Results: The findings reveal that comparison psychology significantly impacts consumer preferences and user experiences. For instance, the assimilation effect and prospect theory highlight how comparisons shape value judgments and design perceptions. Practical examples are used to illustrate the profound influence of comparative judgments in design. Conclusion: The study advocates for a "psychologically-informed approach" to design, promoting designs that are not only aesthetically pleasing and functionally sound but also psychologically aligned. By bridging the gap between psychological theories and practical design implementations, the research provides valuable insights for designers, marketers, and psychologists, enhancing the psychological efficacy of design.
Health care service's added value and sustainability has been formed, through the product developing about sports equipment and special equipment for disabled in order to improve the life quality, with the increasing population of elderly and the attention about health care. This research's design and 3 testing sections has been done according to design process for design development of functional bike. 1st test is done through researching from 4 aspects: structure, aesthetic, function and using. In the 2nd testing, 10 universal design items were used to evaluate 10 modeling samples, and sample F which has high evaluation overall was chosen. In 3rd test, evaluation was done from the user service scene about the mock-up with 1/4 scale size. PPP (product performance program) which is constructed with 60 evaluation items about functional bike's service was tested, and these items were fixed through discussing with experts. Through the result we knew the aesthetic elements had relationship with proportion, unity and typicality. In 10 items (55 survey items), the scores of items with physical exposure's minimization, simple and intuitively usage showed high, on the contrary, the other items' scores was very low, such as information delivery's consideration and thought, failure preventing. The evaluation will be done once more by health care experts, designers and elderly together if the physical model could be made for getting accurate measurement about above test result in the future.
Journal of Korean Institute of Industrial Engineers
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v.41
no.5
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pp.461-469
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2015
The aim of this study is to find out the user's needs of a 3D hand gesture interface in the smart home environment. To find out the users' needs, we investigated which object the users want to use with a 3D hand gesture interface and why they want to use a 3D hand gesture interface. 3D hand gesture interfaces are studied to be applied to various devices in the smart environment. 3D hand gesture interfaces enable the users to control the smart environment with natural and intuitive hand gestures. With these advantages, finding out the user's needs of a 3D hand gesture interface would improve the user experience of a product. This study was conducted using a diary method to find out the user's needs with 20 participants. They wrote the needs of a 3D hand gesture interface during one week filling in the forms of a diary. The form of the diary is comprised of who, when, where, what and how to use a 3D hand gesture interface with each consisting of a usefulness score. A total of 322 data (209 normal data and 113 error data) were collected from users. There were some common objects which the users wanted to control with a 3D hand gesture interface and reasons why they want to use a 3D hand gesture interface. Among them, the users wanted to use a 3D hand gesture interface mostly to control the light, and to use a 3D hand gesture interface mostly to overcome hand restrictions. The results of this study would help develop effective and efficient studies of a 3D hand gesture interface giving valuable insights for the researchers and designers. In addition, this could be used for creating guidelines for 3D hand gesture interfaces.
Journal of the Korea Academia-Industrial cooperation Society
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v.13
no.11
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pp.5397-5402
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2012
Accidents involving electric equipment and economical loss by power quality deterioration related to harmonics show a rising tendency A passive filter is economic and efficient in suppressing harmonics but many engineers and designers are reluctant to install a passive filter to defect harmonics at their power system because of problems such as harmonic amplification and the probability of generating series or parallel resonance with the power system. This work introduces that passive filters will be very available to defeat harmonic problems of the power system if passive filters are well designed. We describe method and process of harmonic passive filter design. And the passive filter for the power system having harmonic problems due to use of nonlinear loads like as 100HP DC motor system, an extruding machine, an air blower and other loads are designed. Experimental results verify the performance of the passive filter designed by the described method and procedure.
Walter Gropius, famous architect of Bauhaus, once treated of pure mind which was revealed in the system of object and its phenomena through sense of sight while examining material being and illusive being. And Thomas Aquinas said that man can have a creative power only with modest mental state void of prejudice saying that he expected God to come to him after his soul went out of him. The same thing was said by so many great philosophers and thinkers other than him. I think his saying, "God comes after Soul's escape from the body for a new creation", has a real truth for all times and places and beauty itself beyond expression. Why\ulcorner The reason why the saying is so true is because it has a Yin and Yang Idea, that is, the Soul means a dark spirit correspondent to Yin between both oriental ideas and God does a bright spirit correspondent to Yang between them. By reason of this idea, I would like to assert that we should take it granted that we stand in need of the same bright Yang's spirit as God has for the new creation, and let the Yang's bright spirit come to our minds. We can call it divine 'Providence', or call it God's guidance, which we cannot help accepting as a man's fatality. As God was pleased after he made man and all the creatures by dint of his design, so man was pleased after he made everything he needed by the same design that he accepted from God. In spite of pleasure of different dimensions from what God and Man has each other, their way of empathies were all the same. In this paper I compared a worldly lower conception by which man designed his products for his sensuous satisfaction with a higher conception by which God designed his creatures for his mental satisfaction. I intended to infer what destined relation there must be between both God's and man's creations, trying to remind designers that they have to confess to have not so divine a providence as God has for creation because I think the real truth is that they had regarded their works of product design as a routine occurrence for their physical convenience in the industrial plans.ial plans.
Journal of the Korea Academia-Industrial cooperation Society
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v.2
no.2
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pp.1-5
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2001
One of the major advantages of using engineering plastics is ease of part assembly through a locking mechanism known as a snap fit. The typical snap fit involves a short cantilever beam with a projection at the free end. which slides over a one way ramp on the mating part to lock in place. The tightness of the mechanism is determined by the lateral interference of the two sliding members If too small they become loose and can't hold together. while if too large. excessive force can be generated. causing failure of the cantilever beam during the assembly operation. Therefore. the accurate determination of the force-deflection relationship for cantilever beams is a key element in snap fit design. And also. the process of injection molding should be considered when cantilever beam is designed. But it is not easy for novice designers to design them appropriately because of the profound knowledge related to injection molding. In this paper. an intelligent design program has been developed and proposed to improve a conventional empirical design method.
From 1998 Seoul city is being rebuilt for 'the city which people want to go around on foot'. Many streets only for cars have been transformed for pedestrians. In addition to that streets are built not only just to pass by, but also enjoy themselves, so 8 Streets in Seoul have been redecorated as 'Streets of History and Culture'. These Streets are chosen because they have their own unique history or culture, so they are remodeled with lightings, exhibition pavilions or sign postings etc except manhole covers. Even these 8 streets have manhole covers; they are not particular, just same as like other streets. For most streets manhole cover is an essential component of them, but it is mostly omitted to be designed in particular. For the most time some of the standard manhole covers are installed in a street. Taking a look at manholes in Minneapolis city, they inform visitors what the landmark, landscape, symbol, representative flower or tree of the city is. Sometimes they are designed by famous artists and become art which all pedestrian can enjoy. If manhole covers in 'the streets of history and culture' are designed to represent its history or culture, visitors will get information about there easily and enjoy their design. To foster manhole cover designs, the government office should co-work with professional designers or design societies and encourage people to spend a certain amount of the construction cost to design manhole covers. At school designing manhole cover can be handled in an art class and besides can have a class in the field, streets to observe manhole cover designs. Getting more concern of manhole cover design, competitions and exhibitions are able to be held.
The purpose of this study is to develop an online community construct, which proposes an inclusive illustration of the structure of online communities, for online community designers. This study reviewed researches from psychology, sociology, management engineering, and practical reports to understand the characteristics and dynamics of online communities. The proposed online community construct visualizes the cognitive, affective, and behavioral aspects of online community. As the notion of community originates from geographical groups, and with the assumption that geographical community shares identical characteristics with online community, this study reviewed researches about geographical communities as a starting-point. Then the study went through three main perspectives (1) online community attributes, (2) sense of online community and (3) challenges of online community. Then this study proposed an online community construct that encompasses the reviewed frameworks. The online community can be seen as a congregation of members from two sources. One is from the 'Shared Goal' that meets the personal needs. Given the shared goal, members gather into the community without personal relationship and have more chances to feel the sense of belonging to their needs fulfillment or benefit. This befitting tendency leads to strengthening of membership. Public online forums fall under this classification. The other source is from the emotional connections that are already initiated by personal and casual contacts in the real world. The network of emotional connection can evolve into an online congregation of people under faint boundaries. Although there is no (or weak) shared goal, members are strongly bound to other members. Personal homepage or web log (blog) can be classified as an example of relationship-oriented community.
Proceedings of the Korean Society for Emotion and Sensibility Conference
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2007.05a
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pp.176-179
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2007
Every individual uses, appraises and interacts with products on a daily basis. It is evident from current trends and theories associated with product design, that these products that are a part of our everyday lives, satisfy our needs in two ways, functionally and psychologically. While a product's usability or the service it provides may satisfy our functional needs, it is often the case that when given a choice, we may select one product from the other, even though they are functionally alike. Why do we make these choices, and more importantly, how? When users are satisfied with a product's performance, they seek a stronger emotional involvement with them(Lewalski, 1988). Are emotions responsible for our choices, likes and dislikes of products? What is the nature of this emotional involvement, what are these emotions, and how, if possible, can we design to generate specific emotions? This research proposes to develop into these questions. It is an effort to formulate the underpinnings of "design for emotions" and uncover the possibilities of a design process that places "emotion" as an equally important concern for the design of objects, as functionality or aesthetic appeal. The literature review will include a systematic study of human and product attributes, theoretical and empirical studies of emotion, and the interaction of humans and products is discussed. This project examines what product characteristics lead to an emotional experience, when people interact with them, and suggests a methodology or design guidelines that may allow designers to enhance or specifically modify the emotions experienced by people, while using the products that are a part of their everyday lives.
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