• Title/Summary/Keyword: 경험제품

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Changes on Physical Properties of Polyester Fabrics with Various Finishing Conditions (가공조건에 따른 폴리에스테르 직물의 물성변화)

  • 구자길;정미지;박정우;안승국
    • Proceedings of the Korean Fiber Society Conference
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    • 2003.04a
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    • pp.111-114
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    • 2003
  • 폴리에스테르 직물의 염색가공공정은 직물의 종류 및 용도에 따라 매우 다양하다. 최근에는 각종 신합섬 및 기능성을 갖는 제품의 등장으로 인해 기존의 공정이 세분화되어 적용되고, 각 공정의 조건 또한 복잡하다. 폴리에스테르 직물의 최종 물성은 이러한 단위공정의 영향을 크게 받는다. 동일한 생지를 사용한 직물의 경우에도 염색가공 공정 및 공정 조건에 따라 큰 차이를 나타내는 것으로 판단된다. 하지만 실제 생산 현장에서는 이러한 물성에 대해 객관적인 계측 없이, 최종 가공이 끝난 제품을 대상으로 몇몇 기술자의 경험에 의해 주관적으로 생산된 제품의 품질을 평가하고 있다. (중략)

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CAE and Experimental Methods for the Structural Design of Consume Electronics Products (가전제품 설계상의 해석적 및 실험적 방법)

  • 전삼표
    • Journal of the KSME
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    • v.33 no.7
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    • pp.648-660
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    • 1993
  • 본 연구에서는 현재 시행착오적으로 이루어지고 있는 제품구조설계 및 포장설계 방법을 보다 합리적이고 효율적으로 개선해 보고자 하였다. 현재 설계 방법에서는 제품과 포장재 설계가 동 시에 진행되며 EVT 단계에서 낙하시험을 하여 문제점 발생시 보완, 수정하는 방법에 의하고 있다. 따라서 설계수정 기간이 길어지면 금형수정에 소요되는 비용도 상당히 많을 뿐 아니라, 경험적으로 포장재 설계를 하므로 최적의 포장을 하기는 더욱 어려운 상황이다. 이러한 문제점을 해결하기 위해서 본 해석에서는 TV에 대하여 충격시험에 대체하는 시뮬레이션 방법을 정형화 하였고, 한계 충격치 산출 및 포장재 자동설계 방법을 개발하였다.

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A Knowledge-Based CAD System for Gate Design in Injection Molded Parts (사출성형제품의 게이트 설계 지식베이스화에 관한 연구)

  • 이찬우;허용정
    • Proceedings of the KAIS Fall Conference
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    • 2001.05a
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    • pp.87-90
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    • 2001
  • 본 논문은 사출성형제품의 게이트 설계를 합리적으로 수행하기 위해 사출금형설계전문가의 축적된 지식과 경험을 발췌ㆍ정리하여 지식베이스를 작성하였으며, 설계에 필요한 제품의 형상정보를 제공하기 위해 총칭형상과 특징형상 개념을 이용하여 특징형상을 정의하였다. 또한 지식베이스를 통해 산출된 설계결과를 기하학적 모델러와의 인터페이스를 통해 3차원 형상으로 보여지도록 하였으며, 최종 생성된 3차원 기하학적 형상정보는 CAE 모듈이나 CAPP 모듈에서의 후속작업을 위해 제공될 수 있도록 구축되었다.

A Knowledge-Based CAD System for Runner System Design in Injection Molded Parts (사출성형제품의 런너시스템 설계 지식베이스화에 관한 연구)

  • 이찬우;허용정
    • Proceedings of the KAIS Fall Conference
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    • 2001.05a
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    • pp.249-252
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    • 2001
  • 본 논문은 사출성형제품의 런너시스템 설계를 합리적으로 수행하기 위해 사출금형설계전문가의 축적된 지식과 경험을 발췌ㆍ정리하여 지식베이스를 작성하였으며, 설계에 필요한 제품의 형상정보를 제공하기 위해 총칭형상과 특징형상 개념을 이용하여 특징형상을 정의하였다. 또한 지식베이스를 통해 산출된 설계결과를 기하학적 모델러와의 인터페이스를 통해 3차원 형상으로 보여지도록 하였으며, 최종 생성된 3차원 기하학적 형상정보는 CAE 모듈이나 CAPP 모듈에서의 후속작업을 위해 제공될 수 있도록 구축되었다.

The comparison of the user's emotions before and after using a product (제품 사용 전후의 사용자 감성 비교)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.761-768
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    • 2010
  • Research from many marketing fields shows that the importance of factors which ultimately reflect customers' satisfaction towards a product or service vary with the progression of time. Likewise, the emotions that users experience from using the product can vary with prolonged interaction with the product itself. Thus, research was conducted under the notion that users' emotions at the initial stage of product usage is likely to vary with that at a later stage, when users would have had more experience with the product. In this research, a comparison was made between the emotions felt by customers with first-hand experience with the iPhone and those felt by long-time iPhone users who already had much more opportunities to familiarize themselves with the product. The results of the research conducted above show that, with first usage of the iPhone, users experience a relatively low level of negative emotions(Uncomfortableness) due to the predominance of the users' positive emotions. Over prolonged usage, however, the level of negative emotions associated with the usage of the iPhone has been shown to increase. Still, it is impossible to state that the Uncomfortableness associated with iPhone usage is high in general. In fact, it has been shown that positive emotions were rather experienced by iPhone users both before and after usage, suggesting that the emotions involved during iPhone usage was generally positive. Although more research would need to be conducted to safeguard this claim, it can be generally deduced from the results of this research that:when using a product, positive emotions in terms of the reflective level accounts for much of the negative emotions(i.e. discomfort) associated with behavioral level with regard to the product itself.

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Contemporary Consumers' Product Consumption Experiences: A Comparison between the Two Leading Brands of Smart Phone (현대 소비자의 제품소비경험: 스마트폰 상표 간 비교를 중심으로)

  • Oh, Ji-Eun;Ki, Kee-Ok
    • Journal of the Korean Home Economics Association
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    • v.50 no.1
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    • pp.141-154
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    • 2012
  • The purpose of this study was to examine consumers' product experiences from the time when the consumer purchases a smart phone, through to the period of use, and to evaluate the product after a period of usage by comparing two groups of smart phone users of the two leading brands, Galaxy S and iPhone 4G. Product experiences were considered through the process of a consumer purchasing and using a product throughout the whole cycle of product consumption. Product experiences were compared between the two brand users according to their demographic backgrounds. The results indicated that iPhone 4G users were more likely to experience functional superiorities and emotional varieties than Galaxy S users. Especially, iPhone 4G users were more likely to experience enjoyment, aesthetics, enhanced self-images and good relationships with others through the smart phone than the Galaxy S users. Galaxy S users were more likely to identify a corporate's image as a superior feature, while iPhone 4G users were more likely to identify multi-functions and endless applications. This study implies that not only the product's functional superiorities but also the consumers' entire cycle of product experiences should be carefully examined and reflected in the development of successful new products in this competitive market.

Adolescents' Purchasing Behavior for Hair-care Products (청소년의 헤어제품 구매 행동에 관한 연구)

  • Song, Yean-Hwa;Oh, Kyung-Wha
    • Journal of Korean Home Economics Education Association
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    • v.23 no.2
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    • pp.1-16
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    • 2011
  • This study investigates the relationship between the purchasing behavior for hair-care products and the attitude toward hair-care products by adolescents. A total of 412 middle and high school students located in Seoul and Gyunggi-do province participated in this research. SPSS 12.0 for Windows Program was utilized for statistical analysis. As a result, the hair concerns and the satisfaction of adolescents as well as their attitudes towards hair-care products were significantly affected by gender, school level, and educational experiences. Female high school students with some degree of educational experiences had a more rational and brand-oriented attitude. Students having a higher rational and brand-oriented attitude bought hair-care products in regards to the quality of the product and environmental impact. On the other hand, those having a conspicuous and fashion pursuit attitude showed an image and fashion concern purchasing behavior. Adolescents usually purchased styling and dyeing products at a cosmetic specialty store and hair-care cleaning products from a discount store. They obtained the information about hair-care products from relatives, personal experiences, and TV advertisements.

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Interaction Design Framework for Idea Generation of Smart Products (스마트 제품 아이디어 발상을 위한 인터랙션 디자인 프레임웍 제안)

  • Choi, Jung Min
    • Korea Science and Art Forum
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    • v.30
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    • pp.453-464
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    • 2017
  • With the development of IT technology, various smart products and services have been spread in our daily life, providing users with convenience and emotional satisfaction. Particularly, input and output technologies, sensor technologies, and intelligent system technologies have offered new opportunities for diverse interaction patterns and new user experiences. This research started from the interest in the idea generation of product designers who need to combine various technological aspects with users' needs. The goal of this research is to propose an interaction design framework which can be used in an idea generation stage. To do so, first, the concept and characteristics of smart products were studied through literature reviews, and the interaction technologies, including input/output modality and context-aware technologies, were also investigated. Then, the frameworks that have been proposed in the deisgn fields were reviewed. This paper finally proposed the interaction design framework and explained its application to the idea generation, using several case studies. The proposed framework consists of four categories: product components, context-awareness elements, information input elements, and feedback output elements. Each of these are divided into several sub-categories, focused on users' needs. Sub-categories includes some elements of interaction, and each of the elements is explained with an existing smart product/system. The paper also describes how the proposed framework would be used in the idea generation process, using some design ideation examples. In the future study, more various concept ideas will be proposed through some elaborated case studies, and the framework is expected to be verified in terms of its possibility as an idea generation tool.

A Study on the Experience Design and Practical Use of Experience by On- and Off-Line Environment (온 오프라인 환경에 따른 경험의 활용과 경험디자인에 관한 연구)

  • Yoon, Se-Kyun;Kim, Tae-Kyun;Kim, Min-Su
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.5-14
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    • 2005
  • In the past, consumers sought utilitarian and defensive consumption in an attempt to move to a balanced state. However, today's consumers go beyond this to consume more for hedonic and creative reasons if not for sheer pleasure. There is an obvious shift from the type of consumption that satisfies basic desires through the characteristics, convenience and quality of goods and services to an era of 'experiential consumption,' in which consumers pursue distinctive value systems and way of life along with a total 'experience' provided by such goods and services. Such a sign of the times has given birth to the experience design that aims at maximizing the strategic use of experiences in design. Research on this subject is gradually increasing. The research and application peformed even without the proper understanding about the concepts and purposes of experience design, however, is likely to deviate from the true nature in its process or method. Also, they are likely to cause rather than solve problems. Accordingly, this study examined the meaning of experience from a spatial aspect, focusing on areas that recognize the experience as economically valuable, making the most of it substantively. The main concept of experience practical used on-line is enhancement of the usability of a medium by reflecting the experience of users accustomed to both off-line and on-line environments and materializing the environment doser to and more familiar with the users, thus allowing them to comfortably use the medium. This is to allow the users to feel more comfortable. The experience practical used pertaining to off-line is a tool to fulfill the sensitivity of users, with efforts to create new, future-oriented consumer values. This, based on the understanding of consumer behavior, seeks to maximize the consumption experience of consumers by providing a combination of sensual and sensitive experiences as well as to enhance the existing experiences by permitting users to create new, extended experiences from the fixed characteristics of products. Furthermore, it aims to provide consumers with the hedonic experience of play through the joy, fun and uniqueness of alternate experiences.

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A Study on Requirements Definition Methodology for Network Products (네트워크 제품에 대한 보안요구사항 정의 방법론 연구)

  • 성윤기;김태훈;이은경;노병규
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04a
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    • pp.248-250
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    • 2003
  • 국제표준인 Common Criteria가 2002년에 국내표준으로 제정됨으로써, 앞으로 국내에서도 정보보호시스템에 대한 공통평가기준의 활용이 기대된다. 특히 국내는 조직의 내부 인프라 보호를 위해 네트워크 제품의 수요가 증가하고 있어 침입차단시스템, 침입탐지시스템 등 네트워크 솔루션에 대한 개발이 많이 진행되고 있으나 이러한 제품을 소비하는 대부분의 기업 및 조직에서 제품 구매 시 활용될 수 있는 자신들의 요구 사항을 정의한 보호프로파일을 개발한 경험이 없다. 앞으로는 공통평가기준을 활용하여 자체 보안요구사항을 정의할 경우가 많이 발생할 것으로 기대되지만 공통평가기준은 운영체제와 같은 단일 호스트 및 시스템 중심으로 기술되었으므로 네트워크 제품에 대한 보호프로파일을 개발 시 새로운 접근방법 필요하다. 따라서 본 논문에서는 기업이나 조직에서 네트워크 제품에 대한 보호프로파일 및 보안목표명세서를 개발시, 공통평가기준과 보호프로파일 및 보안목표명세서 작성법을 이용하여 요구사항을 정의하는 방법에 대해서 기술하고자 한다.

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