• Title/Summary/Keyword: 완구

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Drop Simulation of Puppy Robot by Toys Safety Standards (완구 안전검사 기준을 적용한 강아지 로봇의 낙하 해석)

  • Chung Tae-Eun;Kim Jun-Gi;Sin Hyo-Chol
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.710-713
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    • 2005
  • Many impact or drop test researches of home appliances are published, but those of toys cannot be found easily. External impacts are the primary causes of fracture of toys. For impact proof design, the finished product should pass an impact test after molding design. There are several international toy safety standards or requirements such as US CPSC(Consumer Product Safety Commission), ASTM F963-96a, EN71 and so on. The puppy robot which patrols around the house, namely, the watchdog was selected to investigate toy safety because it has considerable weight and outer panels are made of plastics. First the model of watchdog robot was obtained by 3 dimensional scan. Surface data can be generated from 3D polygon data of the watchdog. A reliable drop simulation method for the watchdog was established using Pam-crash program according to Korean toy safety standards. When there is a low impact allowance value, the molding design should be reinforced or changed. It was found that the maximum impact stress reaches the ultimate stress of panel material.

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Reverse Engineering (역설계)

  • Nobles, Herbert D.
    • Journal of the KSME
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    • v.33 no.4
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    • pp.311-314
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    • 1993
  • 역설계란 제품에서부터 역으로 그것의 수학적인 형상을 얻는 기법이다. 생산현장과 설계분야에서 역설계의 응용사례는 많다. 예를 들면 자동차 외형설계자는 자유곡면(free form)을 만들고, 이것 에서 역으로 스템핑 다이(stamping die)를 가공한다. 물론 외형 설계자는 자유곡면을 생성하기 위해 스틸이나 커크사이트(kirtsite)보다는 원하는 형상을 만들기 쉬운 진흙을 사용한다. 생산부 서에서는 가공물의 설계도가 분실되거나 훼손되어 완성된 제품에서 도면이 복사되어야 할 경우가 생기게 된다. 역설계는 복제가 요구되는 어떤 형상도 적용이 가능하다. 응용대상은 특히 완구, 인조팔, 스템핑다이, 폼 블록(from block), 욕조기, 가구, 일상용품 등이며 적용대상은 광범위하다. 역설계는 설계자가 습득해야 할 필요기술이고, 현재의 CAD/CAM 적용영역을 새로운 세계로 확대시킬 것이다.

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Cosmeceuticals in Skin Care (기능성 기초 화장품)

  • 조완구
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.24 no.2
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    • pp.40-79
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    • 1998
  • 기초화장품의 연구 방향은 환경 요인과 심리적 요인의 다양화에 따라 단순 기능에서 고기능을 추구하며 기능의 세분화 방향으로 변화되고 있다. 피부 노화 현상에 대한 관심이 점점 높아짐에 따라 최근 유전자 레벨에서의 연구, 피부대사에 대한 연구 등의 활발하며 특히 피부 미백에 대한 관점은 서양에서 조차 관심의 대상이 되고 있다. 본 논문에서는 최근의 노화 방지제 개발을 중심으로 한 피부 노화 화장품, 분자 모델적 측면에서 본 피부 미백제 개발등과 최근 연구되는 계면활성제 Free 등의 화장품 제재를 중심으로 기초 화장품 영역의 향후 연구 발전 방향을 논의하고자 한다.

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금형산업과 B2B

  • 류병우
    • Proceedings of the CALSEC Conference
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    • 2002.01a
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    • pp.27-29
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    • 2002
  • ◈전방 산업 ·기계공업 자동차, 우주항공, 공작기계, 측정기기 ·전자(전기)공업 가전, 전기용품, 반도체 ·성형가공공업 플라스틱, 고무, 유리 등 ·생활용품공업 완구, 문구, 주방기기 ·건축자재공업 PVC 파이프, 알미늄섀시 ·광학정밀공업 의료기기, 광학기기 ◈후방 산업 ·금형 소재 및 금형부품 금형강, 공구강, 다이세트, 몰드베이스 ·공작기계/공구산업 선반, 밀링, 공구 ·열처리/표면처리산업 담금질, 풀림, 침탄 ·설계/엔지니어링산업 CAD/CAM/CAE ·산업디자인산업 프로토타입, 목형(중략)

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학술자료 II: 생식과 내분비계장애물질

  • Jeong, Ui-Bae
    • Journal of the korean veterinary medical association
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    • v.47 no.3
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    • pp.272-276
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    • 2011
  • 최근의 연구에 의하면 자연계 또는 인류가 합성한 수많은 화합물질들이 내분비계를 교란하여 야생 도물, 조류, 어류 및 인체에 부작용을 일으킨다고 보고되고 있다. 이들 내분비계를 교란시키는 물질들을 과학자들은 "내분비계 장애물질 (endocrine disruptors, 언론에서는 환경호르몬으로 소개됨)"이라고 부른다. 이들 내분비계 장애물질은 일상 생활에서 우리 주변에서 흔히 볼 수 있는 것으로서 플라스틱, 캔, 세제, 내연제, 음식, 완구, 화장품, 살충제, 약품 등에 광범위하게 분포되어 있다. 우리는 음식물, 음료수, 약품, 화장품 등에 포함된 내분비계장애물질을 구강 또는 피부로 이들 물질을 섭취하고 있다. 아직까지 이들 화합물질에 대한 정확한 부작용이 규명되지 않고 있는 문제점이 있음에도 불구하고 동물과 사람은 다양한 이들 화합물에 노출되고 있다.

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A Study on Character Storytelling for Children's TV Animation Based on Viewing Rate (시청률에 기반한 유아용 TV 애니메이션 캐릭터 스토리텔링 분석)

  • Kim, Seol-Ri;Kim, Nam-Hoon
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.79-85
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    • 2017
  • Since Korea started producing original animations targeting children, market of character for children has been led by TV animation with continuous broadcasting and OSMU. With a successful fondation in animation toy industry, its market is expanding to film industry, at the same time, brings positive effect for benefit of domestic animation. Therefore, this study researched viewing rate of children's TV animation and analyzed character storytelling to help foster and grow the direction of future animation characters. For the analysis, I selected 20 animations with high viewing rate and analyzed the storytelling of 95 characters based on their roles. The results of this study are as follows: in children's animation appeared various types of characters helping each other to make the viewer learn socializing. In addition, character's external setting varied depending on its role. Moreover, in the characters' internal setting, the most frequently appeared keyword was leadership, however, their personality keyword varied depending on the role.

Implementation of Virtual Diorama Using LEGO-Type 3D Brick System (레고유형의 3D 브릭 시스템을 활용한 가상 디오라마 구현)

  • Kwon, Hyo-Jeong;Jo, Hyun-Sin;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.10
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    • pp.1344-1353
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    • 2006
  • In terms of the product conforming to a social value of integration of digital and design, the importance of brick toys aiming at the convergence with digital technology in various ways has increased on the strength of expanded base of users and in pursuit of design innovation. Given that previous studies on bricks centered on the role as a tool of flay and education, it is true that studies on other indefinite potentials and expandability in light of multimedia have not been conducted. This study was initiated with a question how the brick system toys, which is gradually gaining popularity, has evolved and is aimed at examining the status of evolvement through study of basic theories and analysis of examples. Based on this, it is intended to explore the possibility of the digital brick system by executing design process utilizing examples of comprehensive brick system with expanded form.

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A Study on the Elements Analysis according for the Development Characteristics of the Augmented Reality Toy-Games (증강현실 토이게임의 개발 특징에 따른 요소 분석 연구)

  • Song, Hyun-Joo;No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.51-62
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    • 2017
  • The augmented reality toy-game is a kind of new game genre that can be seen within the concept of augmented reality games, and it is a term to refer to the content or hardware that plays the game using the toy of the real world. This study aims to analyze the elements for the model of toy-game development based on the augmented reality. This study analyzed three characteristics of toy game which are different from other games based on existing related research. and have selected important factors to consider when developing augmented reality toy-game. A questionnaire was conducted to determine the suitability of the development elements derived, and the analysis and verification of the factors derived using an exploratory analysis method. As a result, it showed a reasonable outcome of the selection of variables, with the exception of some of the questions, and the classification results of the multi-dimensional scaling methods were also classified as reasonable in the clustering analyses.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

A New Speech Enhancement Method Using Adaptive Digital Filter (적응디지털필터를 사용한 음질향상 방법)

  • 임용훈;김완구;차일환;윤대희
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.30B no.10
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    • pp.35-41
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    • 1993
  • In this paper, a new speech enhancement method for speech signal corrupted by environmental noise is proposed. Two signals are obtained from the microphone and from the accelerometer attached to the neck, respectively. Since two signals are generated from same source signal, both signals are closely correlated. And environmental noise has no effect on the accelerometer signal. The speech enhancement system identifies the optimum linear system between two signals on the basis of the dependence between the signals. The enhanced speech can be obtained by filtering the noise-free accelerometer signal. Since the characteristcs of the speech signal and environmental noise are changing with time, adaptive filtering system has to be used for characterizing the time-varing system. Simulation results show 7dB enhancement with 0dB speech signal level relative to the white noise.

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