• Title/Summary/Keyword: 고급감성

Search Result 52, Processing Time 0.029 seconds

Sensibility Evaluation for Car Navigation System based on Vehicle-type Preference (선호 차종별 자동차 네비게이션 시스템의 감성평가)

  • Park Sung Joon;Kim Sung Hoon
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.9 no.3
    • /
    • pp.71-79
    • /
    • 2004
  • Owing to the rapid increase of the number of automobiles, the traffic is being heavily crippled as time goes by. To provide drivers with better safety and convenience, a variety of CNSs(Car Navigation System) are being installed more and more specially for the vehicles which are produced in recent days. As the CNS has gained the public popularity, it has been playing a role as a component of the multimedia system in a vehicle in addition to providing the capability of route guidance service. It is, therefore, now recognized as an important unit of the vehicle interior system. As the situation has been changed as formerly described, it is necessary that not only the functions but also the usability and exterior features are to be designed to suit customers' tastes. This paper is an attempt to find out what the major sensibility factors which customers want as far as a CNS is concerned are. Because these factors can differ from a vehicle type to another that customers prefer, the analysis is based on the vehicle preference. It is proved that MDS(Multi Dimensional Scaling) is an effective method to analyze the sensibility factors for the different types of vehicles. The result shows that for the people who prefer the sedan-type vehicles, luxuriousness, harmoniousness, and texture are major factors. For people who like sports car, faminism, salience, and dynamics are major factors. For people who prefer SUV's(Sports Utility Vehicle) or MPV's(Multi Purpose Vehicle), solidity, dynamics, and convenience are important.

  • PDF

3D 경편조직을 응용한 고감성 니트제품개발

  • Sin, Yu-Sik;Kim, Mun-Jeong;Son, Song-Lee;Hwang, Yeong-Gu
    • Proceedings of the Korean Society of Dyers and Finishers Conference
    • /
    • 2011.03a
    • /
    • pp.87-87
    • /
    • 2011
  • 파일 직물은 높은 기공성과 유체흡수 및 보온성이 뛰어나, 타월, 행주와 같은 청소직물 뿐 아니라 침장 및 의류용 소재에도 널리 사용되고 있다. 최근 경편분야에서 극세사를 이용한 제품이 다양한 용도로 적극 활용되고 있으며 환편 제품으로 가볍고 터치감이 특징인 Polar Fleece가 저렴한 가격으로 소비자들의 관심이 증대되고 있다. 이러한 소비시장을 고려해 볼 때 이 두 가지가 함께 공존하는 제품 개발이 절실하지만, 극세사 제품은 트리코트 경편제품이고 Polar Fleece로 활용하는 제품은 환편에서 후가공 기술을 응용한 제품으로 생산기계와 가공공정이 다르며, EF Velboa와 Polar Fleece 2종류 원단의 본딩으로만 가능하기 때문에 환경적으로도 유해하다. 이에 본 연구에서는 덕산엔터프라이즈(주)에서 경편조직과 원사의 특성을 고려하여 본딩 공정없이 표면 은 EF-Velboa, 이면은 Polar Fleece와 같은 부드럽고 고급스러운 외관을 동시에 발현하는 3D 입체구조를 가진 원단을 개발하였다. 또한 개발된 원단의 다양한 용도전개를 위해 염색프로그램, 균염성, 견뢰도 테스트를 진행하였으며 향후 제품군으로의 활용 가능성 여부를 검토하였다.

  • PDF

Heat transfer printing technique (전사날염 기술에 대하여)

  • Hwang, Jong Ho;Jun, Byung Ik
    • Textile Coloration and Finishing
    • /
    • v.8 no.3
    • /
    • pp.66-71
    • /
    • 1996
  • 최근 섬유제품의 소비패턴이 고급화, 다양화, 개성화됨에 따라 이에 부응한 고기능성과 감성을 지닌 제품의 생산이 요구되고 있다. 이러한 요구에 따라 날염은 유행의 변화에 신속하게 대응하고 다양한 색상과 디자인의 변화를 부여함으로써 각광을 받으며 발전하여 왔다. 그러나 소비자의 요구는 화려한 색상과 정교한 디자인을 요구하고 있으며 점차 환경규제가 높아지고 있으므로 여기에 대응한 날염기술의 발전이 시급한 실정이다. 전사날염기술은 이러한 요구를 만족시킬수 있다는 점에서 관심의 대상이 되어 폭발적인 인기를 누리며 발전하여 왔다. 또한 전사날염은 衣料用 섬유소재 뿐 아니라 카페트, 인테리어 제품과 다른 소재에의 적용으로 확대되어지고 있다. 그러나 열전사날염은 천연섬유에 적용하기 어려운 문제점도 있다. 이 글에서는 전사날염의 개요를 알아보고 천연섬유및 그 혼방품에 대한 실용화를 위한 시도방법과 섬유제품이외의 소재에 대한 응용방법에 대하여 알아보고자 한다.

  • PDF

A Study on the Game Development for Linkage with PC and Smartphone (PC와 스마트폰 연동 게임개발에 관한 연구)

  • Song, Eun-Jee
    • Annual Conference of KIPS
    • /
    • 2012.04a
    • /
    • pp.1432-1435
    • /
    • 2012
  • 최근 세계 게임시장은 연 30% 이상의 고속 성장률을 나타내고 있으며, 3차원 그래픽처리의 발전과 컴퓨터기술의 고급화 및 풍부한 아이디어, 끊임없는 놀이문화의 추구로 게임시장은 국제적인 지식산업, 정서서비스산업, 감성산업 및 고부가가치산업으로 급성장하고 있는 상황이다. 일본, 미국 그리고 유럽 선진국 등은 미래의 지식산업으로서 게임 산업에 투자함으로서 국제경쟁력을 선점하기 위해 막대한 투자와 인재양성 및 창의력 교육 등에 앞서고 있다. 대기업과 제조업에서도 국제경쟁력이 약화되고 경제위기 및 실업대책에 어려움을 겪고 있는 우리나라도 이제는 공업입국에서 지식산업입국으로 발전시키기 위해서 게임 산업과 같은 고부가 가치산업을 육성 발전시켜야 한다. 본 논문에서는 국내 게임 산업에 대한 분석을 통해 게임 시장동향을 살펴보고 최근 스마트폰 이용자가 급속히 증가함에 따라 스마트폰 게임에 대한 시스템을 개발하고자 한다. 이것은 PC와 스마트폰 연동을 통하여 집이나 사무실에 있는 PC와 이동이 가능한 스마트폰에서 게임을 즐길 수 있도록 구성되어 있다.

Research for Cup Design Process Development Using Emotional Features Focusing on the Korean Traditional Alchol Yakju's Design (감성특성을 반영한 술잔 디자인 개발 프로세스 연구 -한국 전통주 약주잔 디자인 도출을 중심으로-)

  • Choi, Won-Ho;Kim, Kwang-Shin;Choi, Byong-Keon;Hwang, Seung-Wook;Kim, Woo-Ri;Lee, Seok-Jin;Ahn, Jung-Hyun;Sin, Jong-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.3
    • /
    • pp.151-165
    • /
    • 2014
  • Korean traditional alcohol's growth gets declined after Makgeolli's boom and it's time to enter the takeoff stage using cup based on the characteristics of each alcohols in order to their globalization and quality improvement. For now, there are 3 features of Korean traditional alcohol's cup design development; subdivision, quality improvement, systematization. However, there's no product design case that reflect the characteristics of the alcohol from the planning phase. Therefore, it needs to establish process technology for storytelling and emotion based cup design. This research aims to extract the specification for cup design and to find out the visualization element of cup's shape and material by studying 5 senses and traditional alcohol's objective informations. Through the study, the elements that can maximize the specific traditional alcohol's marketability: cup's label, pattern, decorative element based on the storytelling like history and tale were found. As a result, those result can give a new export strategy by developing competitive design that has emotional element and storytelling from the traditional alcohol's characteristics in a situation of stagnant export of the small sized home-brewed liquor business.

A study on the direction of Service Strategy according to the change of Mobility Paradigm -focused on the Korean Millennials (모빌리티 패러다임 변화에 따른 서비스 전략 방향성 연구 -한국 밀레니얼 세대를 중심으로)

  • Sung, Sora;Lee, Jiyoun;Nah, Ken
    • Journal of Digital Convergence
    • /
    • v.18 no.7
    • /
    • pp.375-381
    • /
    • 2020
  • The purpose of this study is to observe the meaning of the movement recognized by the millennials to derive the direction of the future mobility service strategy according to the change in the mobility paradigm. To do this, the concept of mobility was understood and related cases were analyzed. The characteristics of the millennials were theoretically summarized, and an in-depth interviews were carried out with 25 Korean millennials to analyze the emotion. As a result, it was observed that mobility is not just a movement, but a movement with a pleasant experience for them, and its meaning is being extending as an experiencing good that satisfied emotions, which makes life luxurious. To establish a mobility service strategy that satisfies them First, it is necessary to make an effort to curate a mobility life suited to different emotions. Second, a strategy is required to show the language and image with emotion as a service. Third, it is necessary to play the role of an expert leading the future mobility life to be realized through connection with various fields. We expect that this study will be used as fundamental data for establishing a future mobility service strategy.

Affordable 3D VR Technology for Sensible Design - An Approach to Designing an End-User Oriented Service Space (3D VR 기술을 이용한 서비스 공간의 감성적 디자인)

  • Yoon, So-Yeon;Hwang, Jo-Hye;Park, Jung-A
    • Science of Emotion and Sensibility
    • /
    • v.13 no.1
    • /
    • pp.269-278
    • /
    • 2010
  • Today's Virtual Reality(VR) technology has become considerably more affordable and sophisticated with rapidly advancing computer technology. Photo-realistic visual representations along with real-time interactivity are now achievable without special programing knowledge and expensive equipment. The purpose of this paper is to establish how simple, credible user testing methods based on VR simulations can be utilized to improve design decision making towards more sensible design solutions for end-users. Results of a case study demonstrate the value of potential user-testing feedback in a simulated 3D virtual service space, i.e., restaurant interior. User feedback from the VR simulation includes preferences in table location, privacy, and values of seating preferred tables. A new design framework incorporating an empirical testing method for service spaces is presented. The overall design process, the development of the VE, and the user testing method and findings are discussed. This study provides useful guidances for future efforts in the areas where such technology may benefit to understand end-user feedbacks in design process.

  • PDF

Analysis of popular artistry of film industry on the trend of filming of Webtoon (Focusing on "Along with the Gods(2017)") (웹툰의 영화화 트렌드에 대한 영화산업의 대중예술성 분석연구 (영화 "신과 함께(2017)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
    • /
    • v.16 no.5
    • /
    • pp.391-398
    • /
    • 2018
  • Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.

Development of Luxuriousness Models for Automobile Crash Pad based onSubjective and Objective Material Characteristics (사용자 감성과 설계변수 특성에 기반한 자동차 Crash Pad의 고급감 모형 개발)

  • Ban, Sang-U;Yun, Myeong-Hwan;Lee, Cheol;Lee, Ju-Hwan
    • Journal of the Ergonomics Society of Korea
    • /
    • v.25 no.2
    • /
    • pp.187-196
    • /
    • 2006
  • This study aims to develop luxuriousness models based on both users' subjective feelings and objective material characteristics of automobile crash pad using Kansei engineering approach. Based on the results of literature survey and FGI, 12 Kansei variables describing look-and-feel and touch feel and crash pad design variables were extracted for systematically developing both a conceptual model of luxuriousness and a questionnaire for Kansei evaluation. A total of 41 various crash pad samples and 60 participants(customers: 30, designers: 30) were employed to evaluate the crash pad samples using the questionnaire with 9-point semantic differential scale and 100-point modified magnitude estimate scale. Based on the survey results, luxuriousness models were developed by using regression and quantification I method. In addition, they were compared and contrasted with respect to the relative importance of Kansei variables. Consequently, the developed luxurious model could suggest the preferred combination of material properties of crash pad.

A Comparison of Modeling Methods for a Luxuriousness Model of Mobile Phones (감성모델링 기법 차이에 따른 휴대전화 고급감 모델의 비교 평가)

  • Kim, In-Gi;Yun, Myeong-Hwan;Lee, Cheol
    • Journal of the Ergonomics Society of Korea
    • /
    • v.25 no.2
    • /
    • pp.161-172
    • /
    • 2006
  • This study aims to compare and contrast the Kansei modeling methods for building a luxuriousness model that people feel about appearance of mobile phones. For the evaluation based on Kansei engineering approaches, 15 participants were employed to evaluate 18 mobile phones using a questionnaire. The results of evaluation were analyzed to build luxuriousness models through quantification I method, neural network, and decision tree method, respectively. The performance of Kansei modeling methods was compared and contrasted in terms of accuracy and predictability. The result of comparison of modeling methods indicated that model accuracy and predictability was closely related to the number of variables and data size. It was also revealed that quantification I method was the best in terms of model accuracy while decision tree method was the best modeling method with small variance in terms of predictability. However, it was empirically found that quantification I method showed extremely unstable predictability with small number of data. Consequently, it is expected that the research findings of this study might be utilized as a guideline for selecting proper Kansei modeling method.