• Title/Summary/Keyword: school uniform satisfaction

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A Study on Modularity Concepts of Furniture Design - Focus on Fractal Concepts - (모듈화(Modularity) 개념이 적용된 가구디자인 연구 - 프랙탈 개념을 중심으로 -)

  • Lee, Hyun-Jung
    • Journal of the Korea Furniture Society
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    • v.21 no.5
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    • pp.380-391
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    • 2010
  • Modular furniture's colors, materials, finishing materials and quantities are determined by users' tastes and it's diverse functions, shapes and sizes are determined by the spaces of users. That is, modules satisfy the diversity of consumers, meet differentiated individuals' tastes and enable communications with consumers rather than delivering one-way messages of designers. The contemporary spaces of the 21st century have been gradually shifting from uniform spaces attaching weight on individuals' individuality and tastes and along with it, the consumption of expensive custom-made furniture and foreign branded furniture is increasing to satisfy those small numbers of consumers who want to express diversified individuality. The modular furniture as a concept which is the most suitable to Mass Customization can be produced in large quantities while considering the diverse needs and tastes of individuals and it does not have absolute shapes or sizes. The concept of modular furniture shows similarities to the creation of fractals that forms shapes by self similarities, repeats and similar transformations which is in the same context as the characteristics of a modular design that presents diversity with scales, materials and jointing points. Fractals will be combined with the digital media of today to present great plasticity and influence designers more heavily. Pursuit of new modeling is a requisite for the creation of future spaces and it will require continuous creativity and the transformable modular furniture will contribute to the satisfaction of diverse consumers' needs. This study is to propose the modular furniture that considers the diversity of the public in the 21st century and their individuality and that will enable interactions between designers and consumers.

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A Comparative Study on the Change Characteristics of the 4th to the 6th Size Korea's Anthropometric Data: Focused on the Boys Aged 13 to 18

  • Ryu, Eun-Joo;Choi, Hei-Sun;Yi, Kyong-Hwa
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.219-235
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    • 2012
  • Objective: The aim of this study is to analyze the change characteristics of boys among the ages of 13 and 18 years. This study is based on the $4^{th}$ to the $6^{th}$ national anthropometric survey(Size Korea) data. Background: Many changes can affect the body characteristics compared withthe past. The significant changes were shown in Pepsi generation according to the report of national anthropometric survey of Korea 1997. Method: The subjects of the survey were 1,899 boys of the $4^{th}$ Size Korea, 1,587 boys of the $5^{th}$Size Korea and 2,317 boys of the $6^{th}$ Size Korea, who were from 13 to 18 years old. The change characteristics were analyzed withanthropometric measurements, height index value and proportion. Results: Stature was increased in 17~18 years old age group of the $5^{th}$ and the $6^{th}$ Size Korea and height items of the lower body showed the tendency to increase as the $6^{th}$ Size Korea over the time. In the case of circumference items, the tendency to increase in the $5^{th}$ and the $6^{th}$ Size Korea was observed. If the $5^{th}$ and the $6^{th}$ Size Korea were compared, there were no changes of other circumference items but chest circumference of the $6^{th}$ Size Korea was decreased in comparison with the $5^{th}$ Size Korea. Waist breadth(natural indentation) was increased in the $6^{th}$ Size Korea in spite of chest breadth was decreased in the $5^{th}$ and the $6^{th}$ Size Korea. And shoulder length, biacromion length and bishoulder length were decreased. The proportion of chest circumference, abdominal extension circumference and hip circumference to waist circumference and the proportion of chest breadth to waist breadth(natural indentation) showed the tendency to decrease as the $6^{th}$ Size Korea over the time. Conclusion: There was no change of stature excluding 17~18 years old. Circumference items showed tendency to increase as the $6^{th}$ Size Korea over the time. Shoulder and chest breadth became narrow. The somatotype changed to board chest with narrow waist in comparison with the previous. Application: In this way, the body size of 13~18 years' old boys changes. If these change characteristics reflects to the school uniform design, research for the pattern development, and etc., these will be able to improve fit and satisfaction of clothes.

An Action Information Management Method for Creating Adaptive NPC (적응형 NPC를 생성하는 행동 정보 관리 기법)

  • Kim, Na-Ra;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.103-113
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    • 2008
  • Although people have had more opportunities to enjoy various types of game, most of players have felt less satisfaction with the games. This is the reason that since most Non-player Characters (NPCs) are simple and uniform, they have some limitations for competing with a variety of players. Thus, technologies for creating intelligent NPCs that can compete with each player at a similar level are required. In this paper, we present an action information management method for creating adaptive NPCs based on the algorithm for calculating their action efficiency. This algorithm is useful to the adaptation method for saving and controlling player-appropriate action. In our method, adaptive NPCs observe the actions of players and collect the relationship data between status and action. The efficiency value of the action data is calculated and data of similar status are grouped, and finally stored at the action database. The game system of NPC updates the action database and stores diverse actions. Then, NPC selects action with high efficiency value. We have tested our algorithm on an action game. A random test subject performed a one-on-one game against an adaptive NPC in real-time. As a result, the action dispositions of both the subject and NPC are analyzed in a log file to determine whether or not the disposition of the subject is similar to that of the NPC. The statistics of the diverse test results shows that NPCs become adaptive to players with error rate within less than 6%.

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