• Title/Summary/Keyword: 공리적 설계 과정

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A Study on Concept Design of Customized Gripper for Assembly Process of IT Products (IT 제품의 조립 공정 맞춤형 그리퍼 개념 설계에 관한 연구)

  • Kim, Hyeon-Guk;Hwang, Soon-Woong;An, Bo-Young;Heo, Jun-Hyung;Choi, Youn-Sung;Shin, Kyoo-Sik;Han, Chang-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.644-652
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    • 2018
  • This paper describes the conceptual design of a customized gripper for the assembly process of IT products, which has a relatively short and regular product replacement cycle. The grippers that are used in the manufacturing field are mostly composed of one to two degrees of freedom and they can only handle one object, not multiple ones. Cost is also an important factor. If it were possible to develop a gripper suitable for the assembly process quickly and easily, some of the difficulties involved in its automation caused by the frequent changes of product and process could be solved. The assembly process utilized for this research is defined and described as the procedure and method of the process analysis due to the confidentiality of the manufacturer. We used an axiomatic design to derive the functional requirements and design parameters of the gripper used for the tablet PC assembly process. We proposed a design method for the conceptual design of the gripper by determining these parameters. For the feasibility study, a specific process was selected and the progress of the gripper design was described as an example. Although there have been studies on the design guidelines for grippers, their considerations are too general and their degree of freedom is too high. This paper defines the function of the gripper based on the assembly process of the IT products, which allows their production to be streamlined and automated. In this research, we attempted to produce a design that reflects the assembly process, not just one that enables objects to be held.

A Design of Teaching Unit to Foster Secondary Pre-service Teachers' Mathematising Ability: Inquiry into n-volume of n-simplex (예비중등교사의 수학화 능력을 신장하기 위한 교수단원의 설계: n-단체(simplex)의 n-부피 탐구)

  • Kim Jin-Hwan;Park Kyo-Sik
    • School Mathematics
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    • v.8 no.1
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    • pp.27-43
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    • 2006
  • The objective of this paper is to design teaching units to foster secondary pre-service teachers' mathematising abilities. In these teaching units we focus on generalizing area of a 2-dimensional triangle and volume of a 3-dimensional tetrahedron to n-volume of n-simplex In this process of generalizing, principle of the permanence of equivalent forms and Cavalieri's principle are applied. To find n-volume of n-simplex, we define n-orthogonal triangular prism, and inquire into n-volume of it. And we find n-volume of n-simplex by using vectors and determinants. Through these teaching units, secondary pre-service teachers can understand and inquire into n-simplex which is generalized from a triangle and a tetrahedron, and n-volume of n-simplex which is generalized from area of a triangle and volume of a tetrahedron. They can also promote natural connection between school mathematics and academic mathematics.

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The Effect of Virtual Human Lecturer's Human Likeness on Educational Content Satisfaction: Focused on the Theory of Experiential Economy (가상 휴먼 강사의 인간 유사도가 교육 콘텐츠 만족감에 미치는 영향: 체험경제이론을 중심으로)

  • Gong, Li;Bae, Sujin;Kwon, Ohbyung
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.524-539
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    • 2022
  • With the advent of generative artificial intelligence technology, it became possible to create a virtual human, and produce a lecture video only with textual information. It is expected that the virtual human will enhance the efficient production of educational contents and the student's entertainment experience and satisfaction. However, there have been still few studies that have demonstrated the process of how virtual human technology reaches students' satisfaction. Therefore, the purpose of this study is to empirically examine whether the human likeness, which is the main characteristic of a virtual human based on Uncanny Valley theory, affects human experience and satisfaction. In particular, human likeness of the Uncanny Valley theory was subdivided into human likeness in the visual and verbal dimensions, and the process of reaching satisfaction was understood based on the experience economy model. In particular, human similarity in Uncanny Valley theory was classified as similarity in the visual and language levels, and the process of reaching satisfaction based on the experiential economic model was analyzed with a partial least squares structure model equation (PLS-SEM). The survey was conducted online for a panel of office workers at a specialized research institution in China. The results indicate that both the visual and verbal human likeness had a positive effect on experience economy factors (education, entertainment, esthetic, escape), and then these experiential factors had a significant effect on satisfaction. The results also provide some suggestions to consider when designing educational contents by virtual human.