• Title/Summary/Keyword: interactive design

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Methods of Incorporating Design for Production Considerations into Concept Design Investigations (개념설계 단계에서 총 건조비를 최소로 하는 생산지향적 설계 적용 방법)

  • H.S.,Bong
    • Bulletin of the Society of Naval Architects of Korea
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    • v.27 no.3
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    • pp.131-136
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    • 1990
  • 여러해 전부터 선박의 생산실적이나 생산성 관련 자료를 기록하고 보완하는 작업을 꾸준히 개선토록 노력해온 결과중 중요한 것 하나는, 선박의 여러 가지 설계 검토과정에서 충분히 활용할 수 있는 함축성 있고 믿을만한 형태의 생산정보를 제공해줄 수 있게 되었다는 것이라고 말 할 수 있겠다. 이러한 자료들은 생산계획상 각 단계(stage)에서의 작업량, 예상재료비와 인건비의 산출등이 포함될 수 있으며, 선박이나 해상구조물의 전반적인 설계방법론(design methodology)을 개선코자 한다면 ''생산지향적 설계(Design for Production)''의 근간이 되는 선박건조전략(build strategy), 구매정책(purchasing policy)과 생산기술(production technology)에 대한 폭넓은 지식이 한데 어우러져야 한다. 최근에는 CIMS의 일부분에서 보는 바와 같은 경영관리, 설계 및 생산지원 시스템의 도입으로 이와 같은 설계 프로세스의 추진을 가능케하고 있다. 이와 병행하여 설계를 지원하기 위한 전산기술, 특히 대화형 화상처리기술(interactive graphics)의 발달은 설계자가 선박의 형상이나 구조 배치를 여러 가지로 변화시켜 가면서 눈으로 즉시 확인할 수 있도록 설계자의 능력을 배가시키는데 크게 기여하고 있다. 여러 가지의 설계안(alternative design arrangement)을 신속히 만들어내고 이를 즉시 검토 평가할 수 있는 능력을 초기설계 단계에서 가질 수 있다면 이는 분명히 큰 장점일 것이며, 더구나 설계초기 단계에 생산관련인자를 설계에서 고려할 수 있다면 이는 더욱 두드러진 발전일 것이다. 생산공법과 관련생산 비용을 정확히 반영한 각 가지의 설계안을 짧은 시간내에 검토하고 생산소요 비용을 산출하여 비교함으로써, 수주계약단계에서 실제적인 생산공법과 신뢰성있는 생산실적자료를 기준으로 하여 총 건조비(total production cost)를 최소로 하는 최적의 설계를 선택할 수 있도록 해 줄 것이다. 이제 이와 같은 새로운 설계도구(design tool)를 제공해 주므로써 초기설계에 각종 생산관련 정보나 지식 및 실적자료가 반영가능토록 발전되었다. 본 논문은 영국의 뉴카슬대학교(Univ. of Newcastle upon Type)에서 위에 언급한 특징들을 반영하여 새로운 선박구조 설계 방법을 개발한 연구결과를 보여주고 있다. 본 선계연구는 5단계로 구분되는데; (1) 컴퓨터 그라픽스를 이용하고 생산정보 데이타베이스와 연결시켜 구조형상(geometry)을 정의하고 구조부재 칫수(scantling) 계산/결정 (2) 블럭 분할(block division) 및 강재 배치(panel arrangement)의 확정을 위해 생산기술 및 건조방식에 대한 정보 제공 (3) 상기 (1) 및 (2)를 활용하여 아래 각 생산 단계에서의 생산작업 분석(work content assessment) a) 생산 준비 단계(Preparation) b) 가공 조립 단계(Fabrication/Assembly) c) 탑재 단계(Erection) (4) 각각의 설계(안)에 대하여 재료비(material cost), 인건비(labour cost) 및 오버헤드 비용(overhead cost)을 산출키 위한 조선소의 생산시설 및 각종 품셈 정보 (5) 총 건조 비용(total production cost)을 산출하여 각각의 설계안을 비교 검토. 본 설계 방식을 산적화물선(Bulk Carrier) 설계에 적용하여 구조배치(structural geometry), 표준화의 정도(levels of standardisation), 구조생산공법(structural topology) 등의 변화에 따른 설계 결과의 민감도를 분석(sensitivity studies)하였다. 전산장비는 설계자의 대화형 접근을 용이하도록 하기 위해 VAX의 화상 처리장치를 이용하여 각 설계안에 대한 구조형상과 작업분석, 건조비 현황 등을 제시할 수 있도록 하였다. 결론적으로 본 연구는 설계초기 단계에서 상세한 건조비 모델(detailed production cost model)을 대화형 화상 처리방법에 접합시켜 이를 이용하여 여러가지 설계안의 도출과 비교검토를 신속히 처리할 수 있도록 함은 물론, 각종 생산 실적정보를 초기설계에 반영하는 최초의 시도라고 믿으며, 생산지향적(Design for Production) 최적설계분야의 발전에 많은 도움이 되기를 기대해 마지 않는다. 참고로 본 시스템의 설계 적용결과를 부록에 요약 소개하며, 상세한 내용은 참고문헌 [4] 또는 [7]을 참조 요망한다.

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Research on the Difference in the influences upon consumers' Response Recoveries of Reward Method in the dissatisfaction Situation - Focusing on the Moderating Effects of Reward Timing and Reward Intensity - (불만족 상황에서의 보상방식이 소비자의 반응회복에 미치는 영향의 차이에 관한 연구 - 보상시기와 보상강도의 조절효과를 중심으로 -)

  • Kim, Sook-Hee;Kim, Yong-Ho
    • Management & Information Systems Review
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    • v.33 no.2
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    • pp.225-239
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    • 2014
  • An effect of reward program related to promotional activity has the limitation of being concentrated on a short-term performance or of inducing temporary re-purchase. Accordingly, this study verified the influence of reward method upon consumers' response recovery centering on interactive effects of reward timing and reward intensity, in order to expand a research of dissatisfaction situation. As for the objective of this study, first, the aim is to verify the difference in the influence of economic, non-economic, and combined rewards, which are reward methods of dissatisfaction situation, upon consumers' cognitive response recovery and emotional response recovery. Second, the aim is to confirm a moderating role of reward timing and reward intensity in the effect of consumers' response recovery according to reward methods. To design a research, the perfect factor design between subjects in 3X2X2 was used. As a result of major research, first, there was a difference in the influence upon consumers' response recovery depending on reward methods. Second, the influence of reward method upon consumers' response recovery had a difference depending on reward timing. Third, the influence of reward method upon consumers' response recovery had a difference depending on reward intensity. Consumers' response recovery level was confirmed to have the greatest influence in the combined reward. This study has a significance in newly applying the reward timing, in the dissatisfaction situation which is addressed in the general reward program. Through this study, the aim was to support the empirically analytical results of prior researches and to expand its role in several angles.

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Study on the brand personality of animation character and the consumer's personality (애니메이션 캐릭터의 브랜드개성과 소비자개성 연구 - 브랜드개성과 소비자개성의 일치성이 브랜드태도에 미치는 영향에 관한 연구 -)

  • Lim, Byung-Woo
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.141-150
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    • 2006
  • The animation should be produced to attract the audience's interests. Its characters will have the intended personalities through the interactions with the audiences, discarding the attributes of the nature. These personalities form the brand identity when they are exposed visually and will be powerful brand assets which lead the animation industry to the high-value added products. The brand identity of the character, the brand assets, can be used for various products in form of licensing and is noted to make an affirmative leverage effect. In this regard, the author has conducted an empirical research on the animation characters from the viewpoint of the brand, adopting, in particular, the Brand Personality Scale (BPS), which is the output of J. Aaker's (1997) study on brand personality defined as the human properties in relation with the brand. In addition, this study determines the correlation among the animation, brand and consumers based on the Sirgy's study (1982) resulting in that the better the brand and the consumer's personality are matched, the more the brand attitude is improved. In consequence, it is found that the animation characters have three personality levels such as refinement/ability, integrity and interests. The consumer's personality is divided into the 'practical ego-image' and the 'ideal ego-image' in the survey, and the survey result shows that the brand personality of the animation character exists between them.

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Classification and Developmental Direction of Domestic Internet Advertising (국내 인터넷 광고의 유형과 발전방향에 대한 고찰)

  • 안성혜
    • Archives of design research
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    • v.16 no.3
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    • pp.241-252
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    • 2003
  • Currently while a phase of the Internet as an advertising media is firm, and Internet advertisement utilization of a company rises, and the consumers contact with various Internet advertisements. A lot of Internet advertisements of various forms made with new technology to develop rapidly are executed and will disappear again. Now, It is necessary to classify various types of the Internal advertisement which was made by a sharp environment change, and was tested of the last ten years and to classify expression techniques systematically. At the same time, we have to check a development direction of domestic Internet advertisement and trend. It is a point of time that Internet advertisement must be designed in a macroscopic dimension like the four medium advertisement by an advertisement strategy and an expression strategy. In this paper, first I classified a type of domestic Internet advertising into marketing, an advertisement purpose, an expression form, manufacture technology, and an express on method systematically in five sides so far And I tried to consider the form and characteristics. By next time, while examine change of internet marketing paradigm, I checked trend of recently domestic Internet advertising in accord to a change of consumer's use tendency and a change of Internet advertisement manufacture technology, and tried to consider the development course in the marketing side, the manufacture technical side, and the creative side. Finally, I wish to propose necessity of expression strategy establishment to promote development of the interactive advertisement technique that considered the creative side in order to raise an effect of Internet advertisement.

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Translation of 3D CAD Data to X3D Dataset Maintaining the Product Structure (3차원 CAD 데이터의 제품구조를 포함하는 X3D 기반 데이터로의 변환 기법)

  • Cho, Gui-Mok;Hwang, Jin-Sang;Kim, Young-Kuk
    • The KIPS Transactions:PartA
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    • v.18A no.3
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    • pp.81-92
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    • 2011
  • There has been a number of attempts to apply 3D CAD data created in the design stage of product life cycle to various applications of the other stages in related industries. But, 3D CAD data requires a large amount of computing resources for data processing, and it is not suitable for post applications such as distributed collaboration, marketing tool, or Interactive Electronic Technical Manual because of the design information security problem and the license cost. Therefore, various lightweight visualization formats and application systems have been suggested to overcome these problems. However, most of these lightweight formats are dependent on the companies or organizations which suggested them and cannot be shared with each other. In addition, product structure information is not represented along with the product geometric information. In this paper, we define a dataset called prod-X3D(Enhanced X3D Dataset for Web-based Visualization of 3D CAD Product Model) based on the international standard graphic format, X3D, which can represent the structure information as well as the geometry information of a product, and propose a translation method from 3D CAD data to an prod-X3D.

A Study on the Viewer Usage and Evaluation of Television Network Websites and the Respective Feedback (지상파 TV 3사의 홈페이지 이용실태와 서비스 평가에 관한 연구)

  • Seol, Jin-Ah
    • Korean journal of communication and information
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    • v.32
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    • pp.147-168
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    • 2006
  • This study attempts to evaluate the Korean terrestrial television networks‘ internet site effectiveness, specifically in addressing user motivations and user evaluations and in gauging the broadcasters' feedback. The result shows that the primary motive for using a broadcaster's internet homepage was to obtain information. Overall, the users tended to be dissatisfied with the services, especially with regards to its navigational structure and design and with the insufficient number of appropriate content items. The reason cited highest for dissatisfaction was the fee-based services. Among the three networks, Seoul Broadcasting System, the sole commercial network, received the most complaints from the respondents in this respect. The study results reveal that broadcasters' feedback systems to users were deemed responsive and timely, but a true interactivity between the broadcasters and the viewers was lacking. In conclusion, network televisions' internet sites and increased content access through them have provided a platform for increased communication with their viewers, however, these sites are not yet being fully utilized as effective interactive communication feedback channels but more as a unidirectional information source. In addition, the network television services seem to be lacking in providing users with efficient navigational structure, good design, or adequate content level and quality. Thus, to better serve the public, it is recommended that they improve internet homepage usability by assessing and applying qualitative researches regarding the users.

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Augmented Presentation Framework Design and System Implementation for Immersive Information Visualization and Delivery (몰입적 정보 표현과 전달을 위한 증강 프레젠테이션 디자인 및 시스템 구현)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.5-13
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    • 2017
  • Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.

A Comparison Between Music and Non-music Conditions in Reciprocal Attention Intervention for Improving Joint Attention Behaviors of Children With Autism Spectrum Disorder (자폐범주성장애 아동의 공동주의 기술 향상을 위한 단계적 상호 주의 중재효과: 음악 조건과 비음악 조건 비교)

  • Jeong, Pil Eun
    • Journal of Music and Human Behavior
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    • v.14 no.2
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    • pp.19-43
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    • 2017
  • This study aimed to examine the effects of a reciprocal attention intervention on the joint attention behaviors of children with autism spectrum disorder (ASD) by comparing the music and nonmusic conditions. An alternating treatment design was applied as one of the single subject designs and the reciprocal attention intervention included music and nonmusic conditions implemented alternately within a session. The participants were four children between the ages 4 and 5 years and each participant who participated in 23 intervention sessions that followed the sequence of baseline (3 sessions), treatment (15 sessions), and follow-up (5 sessions). The music condition consisted of structured joint instrument playing, trials for attentional shift, and interactive instrument playing. The nonmusic condition consisted of joint toy play, trials for attentional shift, and turn taking-based play. The occurrence of target behaviors (i. e., joint attention behavior, eye gaze, and joint action) was analyzed across sessions. At pretest and posttest, the Early Social Communication Scale was administered. All participants showed increasing tendency in all target behaviors, but such occurrence was greater in the music condition than in the nonmusic condition. The findings support the use of a reciprocal attention intervention with musical stimuli to effectively improve joint attention in this population.

A Study on the Contemporary Definition of 'GARDEN' - Keyword Analysis used Literature Research and Big Data - ('정원'의 시대적 정의에 관한 연구 - 문헌연구와 빅데이터를 활용한 키워드 분석을 중심으로-)

  • Woo, Kyungsook;Suh, Joo Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.5
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    • pp.1-11
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    • 2016
  • There has been an increasingly high interest in gardens and garden design in Korea recently. However, the usage of the term 'garden' is extremely varied and complex, and there has been very little academic research made on the meaning of garden. Therefore, this research attempts to investigate the ideas of current gardens and to elucidate their changing patterns by means of extensive literature research and big data analysis. The notion of garden in the past was broad including not only private space such as Madang(마당) and Teul(뜰), but also even field and grass land as public outdoor space. Yet, the meaning has become smaller to merely private space due to the change of dwelling systems due to high industrial development of the 20th century. Furthermore, the introduction of urban parks as an interactive space between nature and humans, the similar spatial function of gardens, has blurred the boundary between garden and park, which created confusion in understanding the concept of a garden. After all, garden is a subject for humans. The meanings of garden need to be recognized from various points of view since garden itself is a creation by the sum of diverse fields such as natural and social sciences as well as culturology. This discussion on the meaning of garden in the present day will give a conceptual foundation for future research on gardens and garden design. Also, the big data analysis employed here as a research method can help other similar research topics, particularly semantics in landscape architecture.

A Study on the Practical Use of Rich-Media in the Internet Advertisement (인터넷 광고에서의 리치미디어 활용에 관한 연구)

  • 임은정;손은미;이현주
    • Archives of design research
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    • v.14 no.2
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    • pp.187-196
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    • 2001
  • Today's internet advertisement market is growing rapidly placing great importance on banner advertisements. Still, banner advertisements are being ignored by the users because most of these banners are exaggerated, visually distracted and they usually interfere with internet surfing. These banners make the agents and the users feel displeased and furthermore, make internet market unstable. 'Rich-Media'came in sight as the new way of advertising means in the internet market as the users demand for more dynamic and interactive media. In Rich-Media, sound and animation interact with former animated banner advertisements. Internet advertising businesses inducing web agencies have positive views about Rich-Media, because more information and ideas are shared through aural and visual integration and it is very effective way to draw attentions from the users. In this study, we have examined the effects of Rich-Media advertisements through surveys. As a result, Rich-Media advertisements are superior to ordinary banner advertisements in visual effect, leading interests of users, inducing mouse did(s and providing of information. The recent uses of Rich-Media is just a mere beginning, but we expect to make the Rich-Media an essential medium of internet advertisement as we continue studying the uses and effects of Rich-Media.

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