• Title/Summary/Keyword: 물리적 제품

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A STUDY ON PHYSICAL PROPERTIES OF FLOWABLE COMPOSITE RESINS (유동성 복합레진의 물리적 성질에 대한 연구)

  • Kim, Ji-Young;Jeong, Byung-Cho;Yang, Kyu-Ho
    • Journal of the korean academy of Pediatric Dentistry
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    • v.29 no.3
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    • pp.423-429
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    • 2002
  • Recently, the clinical uses of flowable composite resins have increased because of fast, convenient and excellent accessibility, but little has been reported about physical properties of flowable resins. The purpose of this study was to measure and compare the physical properties(compressive strength, relative flowability, relative radiopacity) of 4 contemporary flowable composite resins(Filtek flow, Tetric Flow, Revolution Palfique Estelite LV high flow). The results were as follows; 1. There were no significant differences between 4 flowable composite resins in compressive strength, but all were lower than that of traditional hybrid composite resin(p<0.001). 2. The relative flowability were increased in order of Palfique Estelite LV high flow, Revolution, Filtek flow, Tetric Flow and sealant(p<0.001), but there were no significant differences between Filtek flow and Tetric Flow. 3. There were significant differences between flowable composite resins in relative radiopacity and they showed similar or higher radiopacity than dentin(p<0.001), especially Tetric Flow and Filtek Flow showed higher radiopacity than enamel(p<0.001). This results suggested that the stress of application area have to be considered since flowable composite resins have lower compressive strength than hybrid composite, and the differences of flowability between these flowable composite resins can be considered when they are selected. All tested flowable composite resins showed optimal radiopacity to ISO's recommend.

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가전 기기 사용자 인터페이스의 상호작용 방식 평가 : VTR 예악녹화 기능을 중심으로

  • 이용희;김경택;차혜영
    • Proceedings of the ESK Conference
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    • 1998.04a
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    • pp.99-104
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    • 1998
  • 가전 기기의 기능이 다양하게 발전하면서 새로운 기능을 적절하게 수용하기 위한 사용자 인터페이스 설 계가 중요시되고 있다. 본 논문에서는 대표적인 가전 기기의 하나인 VTR의 사용자 인터페이스를 조사하 였다. 특히, VTR에서 사용자가 빈번하게 어려움을 호소하는 예약녹화 기능에 따른 사용자의 상호작용 방 식을 중심으로 국내외 가전사의 네 가지 제품에 대하여 설계의 특징을 파악하였다. 사용자의 어려움을 야기하는 설계 요인으로 인터페이스의 물리적인 측면보다는 상호작용의 일관성 등 기능적인 측면을 중 심으로 평가하였다. 마지막으로, 몇 가지 인간공학적 척도에 대한 자료를 실험적으로 측정하여 분석 분석 결과와 비교하였다.

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A Study on the Education of Computer Software in Industrial Design Curriculum - In the Basis of IBM PC Users (산업디자인 교육과정 중 컴퓨터 SOFT-WARE 교육에 관한 연구 - IBM사용자를 중심으로)

  • 이재호;변해석
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.20-21
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    • 1999
  • 산업 디자인은 시대와 환경에 의해 그 과정과 방식이 변화해 왔다. 또한 컴퓨터 관련 기술의 발전은 사람들의 사고와 생활방식에 많은 영향을 미쳤으며, 물리적이고 실체적인 제품개발에서 소프트웨어의 중요성에 대해서는 이미 각계의 많은 사람들이 공감하고 있지만 실제적인 디자인 워크에서 이러한 컴퓨터 소프트웨어에 의한 개발업무나 프로세스에 대한 이해가 부족하기 때문에 효율적인 진행이 이루어지고 있지 않은 실정이다.(중략)

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The Development and the Application of a Collaborative Design Prototyping Tool for Digital Products (디지털 제품의 협동적 디자인을 위한 프로토타이핑 도구 개발 및 활용 사례 연구)

  • Nam, Tek-Jin
    • Archives of design research
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    • v.17 no.4
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    • pp.119-128
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    • 2004
  • There is a lack of user centered design methods that support effective collaboration between designers and end-users for designing hardware and software integrated digital products. This paper presents the application of Collaborative Design and a new collaborative design prototyping tool for interactive digital product design projects. The tool consists of STCtools(State Transition Chart tools) software, hardware modeling materials, and physical interface toolkits for integrating software and hardware. STCtools allow users to create and edit States, to compose Events describing transitions between States, and to run intermediate or final results of STC. Using the hardware modeling materials and the physical interface toolkit, designers and end-users can collaborately examine the hardware and software integrated concepts in an early stage of the design process. Three collaborative design workshops of designing a portable digital guide for a theme park were accomplished to examine the feasibility of the tool. The results suggested that the tool supported iterative concept development and interactions between designers and end users. Although several user interface problems of STCtools were identified, the participants gave positive feedback on the role of the tool in collaborative concept generation and deployment. It is expected that the results of this study contribute not only to the collaboration between designers and end users, but also to the collaboration between designers, and between designers and other professionals.

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Augmented Plasticity: Giving Morphological Editability to Physical Objects (증강가소성: 물리적 오브젝트에 형태적 편집가능성 부여하기)

  • Lee, Woo-Hun;Kang, Hye-Kyoung
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.225-234
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    • 2006
  • Product designers sketch various ideas of foreground figures(detail design) onto background figures(basic form) and evaluate numerous combinations of them in the late stages of design process. Designers have to test their ideas elaborately with a high-fidelity physical model that looks like a real product. However, due to the requirements of time and expense in making high-fidelity design models, it is impossible to evaluate such a number of combinatorial solutions of background and foreground figures. Contrary to digital models, physical design models are not easily modifiable and so designers cannot easily develope ideas through iterative design-evaluation process. To address these problems, we proposed a new concept 'Augmented Plasticity' that gives morphological editability to a rigid physical object using Augmented Reality technology and implemented the idea as Digital Skin system. Digital Skin system figures out the position and orientation of object surface with ARToolKit visual marker and superimposes a deformed surface image seamlessly using differential rendering method. We tried to apply Digital Skin system to detail design, redesign of product, and material exploration task. In consequence, it was found that Digital Skin system has potential to allow designers to implement and test their ideas very efficiently in the late stages of design process.

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Hazard Analysis and Determination of CCPs for Powdered Raw Grains and Vegetables, Saengshik (생식의 위해요인 분석 및 중요관리점 설정)

  • Kim, Dong-Ju;Ha, Sang-Do;Ryu, Kyung;Park, Ki-Hwan
    • Korean Journal of Food Science and Technology
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    • v.36 no.6
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    • pp.1032-1040
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    • 2004
  • Biological, physical, and chemical hazards in raw manufacturing processes of Saengshik, powdered raw grains and vegetables, were analyzed to identify critical control points (CCPs). In raw materials, total plate and coliform counts ranged 2.82-8.23 and $1.40-6.57\;{\log}_{10}\;CFU/g$, respectively. In final products, total plate counts, except for Lactobacillus spp., were $1.51-7.40\;{\log}_{10}\;CFU/g$. During processing steps, both total plate and coliform counts decreased after washing, whereas no changes were observed after freeze-drying. Physical hazards, such as contents of metal and other contaminants, and chemical hazards, such as moisture content, were assessed. Suggested CCPs for Saengshik were: washing process for controlling microbial contamination, freeze-drying process for controlling moisture content to prevent deterioration and growth of microorganisms, and pulverization process for controlling contamination of foreign substances such as metals. These results will provide guideline to apply HACCP system standards to this product.

반응성 염료에 의한 Cellulose 섬유의 염색기술에 관한 이론과 실제

  • 노덕길
    • Textile Coloration and Finishing
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    • v.5 no.4
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    • pp.112-125
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    • 1993
  • 천연 섬유 중에서도 섬유소 섬유는 그 우수한 물성 때문에 널리 이용되고 있다. 특히, 천연 cellulose 섬유는 내의류에서 out-wear는 물론 커튼, 침구류 등 우리 일상생활 주변에 가장 가까이 필수적으로 이용되고 있다. 우리는 이 cellulose 섬유에 고부가가치 제품을 만들기 위하여 여러 종류의 염료를 사용하여 선명한 색상과 견뢰도가 우수한 염색을 하고 여러가지 물리적, 화학적 가공을 통하여 다양한 기능성을 부여하고 환경과 건강을 위한 가공을 함으로서 사람들의 욕구를 충족시키고 있다. 여기에서는 반응성 염료의 기초이론과 실제에 대하여 논하고져 한다. 1956년 영국의 ICI사가 개발한 최초의 반응성 염료인 Procion MX염료가 시판된 이래 현재는 수많은 종류의 반응성 염료가 세계 각국에서 개발되어 왔으며, 최근 우리나라에서도 4∼5개 사의 반응성 염료 Marker들이 선진국 제품에 전혀 손색이 없는 품질을 생산 공급하고 있으며 그 수요도 점차 증가하고 있는 추세이다.

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Conservation for Wooden Objects excavated from Isong Sansung Fortress in Hanam, Korea (하남 이성산성 출토 목제품의 보존 처리)

  • Kim, Soochul;Son, Junhyuk
    • Conservation Science in Museum
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    • v.12
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    • pp.47-52
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    • 2011
  • The authors did conservation treatment of wooden objects excavated from Isong Sanung Fortress upon request of the Museum of Hanyang University. The authors investigated types of the trees prior to conservation treatment to find out 1 Pinus spp. and 11 Querus spp. The authors investigated paint coating of 1 wooden ware to find out No.4 of the exterior and No.3 of the interior and about 100㎛ thickness of the lacquer layer. The. conservation treatment was done to immerse wooden ware into high molecular PEG#3,350 in water solution (10 ~ 45%) and to give physical strength and to do vacuum freeze drying.

Tag-Billboard를 활용한 유비쿼터스 공간제휴 네트워크 비즈니스 모델 개발

  • Lee, Gyeong-Jeon;Lee, Hyeon-Seok
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.11a
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    • pp.412-420
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    • 2007
  • 기존의 물리 공간과 제품은 RFID태그를 통해 원래의 사용 용도 이외의 매체로서의 기능을 갖게 되고, 이러한 매체 기능의 추가는 제휴 마케팅의 기반이 될 수 있다. 본 논문에서는 누구나 쉽게 RFID 태그부착 공간 제공자로 참여하여 물리적 공간의 트래픽을 전자적 트래픽으로 전환시켜 수익을 창출하는 경제활동을 가능케 하는 방법을 제안하며, 이러한 방법을 응용한 쿠폰 네트워크 비즈니스 모델을 제시하고 실제 작동할 조건을 분석하였다. 제안하는 비즈니스 모델과 방법을 통해 공간을 이용하여 비즈니스를 하고자 하는 기업과 공간제공자 간의 연결을 쉽게 하여 기업의 물리적 접점 확대와 공간제공자의 참여를 상대적으로 낮은 비용으로 실현시킬 수 있고, 공간소유자가 자신의 이익을 위해 하는 제휴 활동이 유비쿼터스 사회 인프라 확산을 촉진시키게 되도록 설계함으로써 불특정다수에 의한 빠른 RFID 태그 확산과 비용부담의 광범위한 분산을 이룰 수 있다.

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Relationships between Digital Media and Exhibition Design Methods Development -Focused on Camera Sensing & Video Input/Output Works- (디지털미디어와 전시디자인기법개발의 상관성 -카메라 센서와 비디오 입출력작업을 중심으로-)

  • Ahn, Ho-Eun
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.162-170
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    • 2008
  • The promotion of new product is one of most important object for exhibition design. The majority of conventional exhibition technique has been implemented through one-way communication. However, using digital technology, development of new exhibition techniques is necessary for promotion of high-tech products and consideration of the phases of the times. This paper propose the various possibilities of exhibition design model which is using camera sensing and video input/output. Interactivity is efficient method to communicate between viewers and displays. Viewers can be participate actively and exhibition goal will be accomplish through this. Using camera as visual senses, video input/output technique is offered not only introducing new product but also entertaining viewers through various ways of representation. Physical experience and learning process can be expected from the exhibition space and the object. The classification of the artist who are using video input/output technique and exhibition examples are described. The collaboration on a work with the new media artist and the exhibition design will be complement each other. It will be solved the problems of realization and corporation of idea and technology.