• 제목/요약/키워드: on-line design

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On-Line Design과 Off-Line Design 환경 속에서 통합디자인커뮤니케이션에 관한 연구 (A Study of Integrated Design Communication in the On-Line Design and Off-Line Design)

  • 정은주;이용우
    • 한국디자인학회:학술대회논문집
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    • 한국디자인학회 2000년도 추계 학술발표대회 논문집
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    • pp.32-33
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    • 2000
  • 정보화 시대의 도래와 더불어 디자인 환경 역시 크게 변하고 있다. 디자인 환경의 변화에 영향을 주는 요인 중의 하나로 고가치 기업(high value enterprise)이 증가하는 추세를 꼽을 수 있다. 산업 시대의 상징이던 "양적 게임(volume game)"이 정보화시대에는 "질적 게임(value game)"으로 바뀌고 있는 것이다. (중략)

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전후 처리 기능을 포함하는 조립라인 설계 방법론 (A Study on the Assembly Line Design Tool with a Pre/Post Process)

  • 문병훈;최성훈
    • 산업경영시스템학회지
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    • 제37권4호
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    • pp.98-105
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    • 2014
  • According to a simple survey on the current status of the assembly line design, it was found that trial and error methods on the basis of experiences have been used mainly in domestic manufacturing industries, even though there exist a lot of excellent line balancing studies. It seems that more practical researches should be carried out to develop user-oriented line balancing tools especially for small and medium-sized enterprises. This study presents a design of the line balancing tool which can support the line balancing tasks of nonspecialists. The proposed design tool is composed of three major modules: pre-process, line balancing, and post-process. In particular, pre-process and post-process are newly proposed to increase its ease of use. We applied the proposed design to a test problem and test result showed that our practical method may contribute to enhance the efficiency of production operations management.

조형발상기반의 창의력 교육을 위한 On-Line 및 Off-Line상의 교육 컨텐츠 및 교구개발에 관한 연구 (Development on the On-line/Off-line Learning Content Solutions & Tools for Education of Creative Talent base on Method of Formative Inspiration)

  • 정승호;최은석;김대용
    • 한국콘텐츠학회논문지
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    • 제9권12호
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    • pp.891-899
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    • 2009
  • 유아/초등학생용 UI design의 부재와 창의력 교육 서비스 시장에서 On-line과 Off-line상의 교육부분 모두를 만족시키고 창의력 개발을 극대화 시켜주는 교육프로그램과 컨텐츠가 요구되고 있다. 이러한 창의력(조형) 개발 교육 프로그램의 다양한 활용을 위해서 On-line과 Off-line상의 교육을 병행할 수 있는 컨텐츠와 교재/교구(이하:크레키즈 Cre-kids)의 개발이 필요하다. 크레키즈는 창의성 4요소(유창성, 융통성, 독창성, 정교성)를 증진시킬 수 있는 4가지 영역별로 나누어져있다. 4가지 영역은 (1)언어적 발상, (2)시각적 발상, (3)만들기 발상, (4)컴퓨터 발상으로 되어있다. 영역을 통하여 아이들에게 체계적으로 조형발상능력을 키워주며 4가지의 영역을 다시 유창성, 융통성, 독창성, 정교성 4사 분면으로 나누며 각각의 분면을 평가하고 이것을 지수로 나타낸다. 이것을 CDQ(Creativity Design Quotient) 라고 할 수 있으며 각 컨텐츠에 대한 평가 결과를 토대로 하여 조형 창의력 지수에 대한 연구가 가능 할 것이다.

Multi-line Display를 이용하는 제품의 메뉴 설계방안 (Design of the menu on a multi-line display)

  • 유승무;한성호;곽지영
    • 대한인간공학회지
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    • 제15권1호
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    • pp.1-14
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    • 1996
  • Menu-driven interfaces are frequently employed for user interfaces on many electronic products. Due to space constraint, a single or multi-line display is popularly used to show menu items unlike the software interfaces. Single or multi-line display present 8 .approx. 21. characters on an LCD screen and the user selects items using a series of button pushes. Multi-line displays are different from the single-line ones in the following aspects. First, they can present multiple line of information at the same time. Second, they can present menu items in a various way compared to single-line ones. However, due to their space constraint multi-line displays have many limitations compared to ordinary displays which usually use 14" screens. Therefore, guidelines are necessary for designing efficent multi-line display menus interfaces. In this study, a human factors experiment was conducted to examine the effects of three design variables which might affect the usability of a multi-line display menus. Factors investigated include menu structure, number of lines on the display, and item presentation method. Usability of the multi-line display menus was measured quantitatively in terms of four different aspects: speed, accuracy, inefficiency and preference. The analysis of variance was used not only to analyze the main effects of the factors and their interactions but also to see the differences between the single-line display menus and multi-line display ones. A set of design guidelines drawn from this study can be applied to the design of the user interfaces of a various types of electronic consumer products.

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의복디자인의 평가도구 개발을 위한 연구 -실루엣 평가를 중심으로- (A Study on the Development of a Clothing Design Evaluation Instrument)

  • 이경희
    • 대한가정학회지
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    • 제29권1호
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    • pp.37-49
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    • 1991
  • The purpose of this study was to investigate the visual effects of clothing design. The specific objectives were: 1) to develop a clothing design evaluation instrument using semantic differential scales for the purpose of measuring visual responses with clothing design: 2) to identify the factor structure of the clothing design evaluation instrument: 3) to test the differences of perception to the clothing design depending on sex and knowledge about clothing design. The major findings were: 1. 37 pairs of descriptors of clothing form were found to include five factor dimensions (total variance:62.1%). Five major factors were found: attractiveness, practicability, elegance, comfort, hardness and softness. 2. for the visual evaluation of silhouettes, there were significant differences. H-line was explained by the simple image. A-line was explained by the comfortable image. V-line was explained by the mature and refined image. X-line was explained by the attractive and femine image and evaluated positively. 3. For the visual evaluation of observers, there were partly significant differences depending on sex and knowledge about clothing design in the observers' responses. But there were greater differences depending on sex than knowledge about clothing design in the observers' responses.

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16종광 도비직기에서 네트워크조직의 디자인발전에 관한 연구 (A Study on Development of network draft design on 16 shaft dobby loom)

  • 최영자
    • 디자인학연구
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    • 제15권1호
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    • pp.81-92
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    • 2002
  • Through network draft, it′s possible to describe curve draft with main motive in a lobby loom and to fulfill draft design more conveniently thanks to the development of computer device. Network draft was introduced by Alice Schlein, who is an American weaving artist, and I had ever published research paper on "The unfolding and development of network draft using computer dobby system" . The purpose of the next study was to develop the design of network draft while do make a design network draft in a dobby loom with 16 shafts, and could reach follow conclusion as a result of designing a variety of drafts. The initial of 4-end in a loom with 16 shafts was a basic condition to describe more perfect shape in comparison with draft in 8 shafts through the development of network. The development of draft line was essential to deride the pattern of fabric, and the pattern of draft is decided according to selecting key peg plan. Thereby, could get a variety of draft patterns derive from mix key peg plan with initial selected by developing the kind of draft line and applying diverse key peg plan. As for the variation and diversification of draft line, the shape of patters varied depending col the curve extent and connectivity of draft line and the size of curve. The pattern of network draft can be changed infinitely by free round curve of draft line. In addition, a variety of draft designs shall be developed by increasing the number of shaft, enlarging the scale of draft line, and developing more creative draft line.

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시물레이션과 진화 전략을 이용한 가스 오븐 조립라인의 최적 설계 (The Optimal Design of gas oven assembly line with the Simulation and Evolution Strategy)

  • 김경록;이홍철
    • 한국산학기술학회:학술대회논문집
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    • 한국산학기술학회 2009년도 추계학술발표논문집
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    • pp.715-718
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    • 2009
  • The assembly line is one of the typical process hard to analyze with mathematical methods including even stochastic approaches, because it includes many manual operations varying drastically depending on operators' skills. In this paper, we suggest the simulation optimization method to design the optimal assembly line of a gas oven. To achieve the optimal design, firstly, we modeled the real gas oven assembly line with actual data, such as assembly procedures, operation rules, and other input parameters and so on. Secondly, we build some alternatives to enhance the line performance based on business rules and other parameters. The DOE(Design Of Experiment) techniques were used for testing alternatives under various situations. Each alternatives performed optimization process with evolution strategy; one of the GA(Genetic Algorithm) techniques. As a result, we can make about 7% of throughputs up with the same time and cost. By this process, we expect the assembly line can obtain the solution compatible with their own problems.

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