• Title/Summary/Keyword: 웨어러블 디자인

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A Study on the Controller Design of 3D Printed Robot Hand using TPU Material (TPU 소재를 이용한 3D 프린팅 로봇 손의 제어기 설계에 관한 연구)

  • Young-Rim Choi;Ye-Eun Park;Jong-Wook Kim;Sunhee Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.2
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    • pp.312-327
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    • 2024
  • In this study, a rehabilitation 3D printed wearable device was developed by combining an assembly-type robot hand and an integral-type robot hand through fused deposition 3D printing manufacturing with various hardness TPU (Thermoplastic Polyurethane) filaments. The hardware configuration of the robot hand includes a controller designed with four motors, one small servo motor, and a circuit board. In the case of the assembly-type robot hand model, a 3D printed robot hand was assembled using samples printed with TPU of hardness 87A and 95A. It was observed that TPU with a hardness of 95A was suitable for use due to shape stability. For the integrated-type robot hand model, the external sample using TPU of hardness 95A could be modified through a cutting method, and the hardware configuration is the same as the assembly-type. The system structure of the 3D printed robot hand was improved from an individual control method to a simultaneous transmission method.Furthermore, the system architecture of an integrated 3D printed robotic hand rehabilitation device and the application of the rehabilitation device were developed.

A case on the moving as an aesthetic expression form in product design based on the perception of Maurice Merleau Ponty (제품디자인에서 미적 표현형식으로서 움직임의 사례 -모리스 메를로 풍티의 지각에 근거하여-)

  • Lee, Sungho
    • Smart Media Journal
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    • v.3 no.3
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    • pp.36-45
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    • 2014
  • Based on the perception of Maurice Merleau Ponty, This study defines that Moving is a form lively to experience meaning, pleasure as the aesthetic attribute structured to a product, expression and value are synthesized into. The purpose of study is to argue that Wearable, Ubiquitous, Interaction, Play, D, I, Y, Universal, Ecology are the forms, modalities that the moving is variously subjected to the product design. Above This is the result reasoned according to analogical form as below between the moving and all design forms. First, The moving as the aesthetic expression and value are synthesized into is the intrinsic, general proposition, maxim for the value judgement. Second, All design forms are the cases which the values based on the aesthetic expression system are subjected to Third, Thus All design forms are the modalities of the aesthetic expression based on the values. The certainty of this judgement, reasoning is the proof that the correspondence between the moving as the aesthetic expression and design form is the fact. That is to say, It is the proof that Users lively experience the aesthetic meaning, pleasure in fact as the aesthetic values are subjected to all design forms. The lived experience of each user in their daily life itself is the only method or assurance for this. The moving integrates the existence of a product and what should be of users into the aesthetic dimension and at the same time, is realized based on this. The emphasized theme in all cases of this study is not the product but the moving. So, The product design is changed into the action which structures the moving like above to a product.

Fashion Designs for Wearable Computer in Ubiquitous Environment (유비쿼터스 환경에서 웨어러블 컴퓨터를 위한 패션디자인)

  • Kim, Jee-Hee
    • The Korean Fashion and Textile Research Journal
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    • v.10 no.4
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    • pp.464-472
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    • 2008
  • Wearable computer focuses on functional aspects of fashion to respond to and satisfy needs for daily availability of ubiquitous environment owing to ever-developing digital technologies. The purpose of this study is to examine in possible developmental direction of wearable computer and thereby explore more promising directions of wearable computer to enhance its adaptability to future advanced ubiquitous environment and also satisfy both esthetical and functional needs. Now the wearable computer can be classified broadly into 3 types in the aspect of functionality, i.e. computer containing 'integratability', 'convertibility' and 'interactability'. Beyond simple portability concepts based on digital devices attached on body, it will be necessary that follow-up studies on wearable computer satisfy needs for enhanced digital functionality to comply with ubiquitous environment as well as emotional needs inherent in clothing. It is expected that possibility of future wearable computer will be extended via collaborative relationships between design and functionality, and should be implemented through possible points of contact among computer, telecommunication, design and fashion. Based on the findings of this study, it is expected that follow-up researches and developments for wearable computer to meet both functionality and esthetical values in the aspect of 'fashion design combined with electronic products' will help assure the variety of fashion designs for wearable computer contributing to better life quality of human in future ubiquitous environment.

Design and Efficacy of Calf EMS Protective Gear for Pain Relief in PARA Taekwondo Athletes (PARA 태권도 선수의 통증 완화를 위한 종아리 EMS 보호대 설계 및 효과)

  • Kookhyun Han;Jinhee Park;Jooyong Kim
    • Journal of Fashion Business
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    • v.28 no.2
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    • pp.109-124
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    • 2024
  • The aim of this paper is to design and evaluate calf braces that are equipped with Electrical Muscle Stimulation (EMS) modules. These braces are intended to alleviate calf pain in PARA Taekwondo athletes. The paper also seeks to assess the effects of different textile electrode designs. PARA Taekwondo participants are at a heightened risk of injuries and pain due to the nature of this exercise, which is designed for individuals with disabilities. Additionally, there is a significant risk of strain on the lower limb muscles in PARA Taekwondo compared to regular Taekwondo. To address this issue, calf taping methods are commonly used. In this study, we develop calf EMS protective gear and aim to examine the effects of different textile electrode designs inspired by taping methods. We evaluate the differences in the effects of three different textile electrode designs through visual analog scale (VAS) and range of motion (ROM) measurements. The results show that EMS protective gear has the potential to reduce calf pain among PARA Taekwondo athletes, with electrode designs inspired by kinesiology taping providing the most effective pain relief. This research suggests that these findings may be applicable to other sports disciplines, body areas, and everyday pain relief scenarios.

Application of Responsive Identity Design in Sejong City: Focusing on Minimalism (세종특별자치시 반응형 아이덴티티 디자인 적용: 미니멀리즘을 중심으로)

  • Cha, Hyun-Ji
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.656-668
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    • 2020
  • The Sejong City was launched in July 2012 and was initially focused on the relocation of central administrative agencies, but it has been changing from an administrative city to a fourth industrial city since 2019 to a smart city and the implementation of Korea's New Deal in 2020. Identity design needs to be reevaluated accordingly. In particular, the web environment is also calling for an optimized identity design due to rapid changes in information technology such as various wearables and the Internet of Things. As the number of responsive web sites where information and communication technologies can be developed and optimized screens can be viewed increased, identity was intuitively communicated to users and designs were applied to make them more distinct and empathetic to other cities. Prior to the study, we looked at prior studies on the changing times in the web environment and the reactive web, and analyzed the identity design of the reactive web and applied minimalism characteristics step by step. Based on this, we surveyed experts and non-experts on the proposed survey by applying minimalist characteristics (simple, repeatability, and spatiality) of reactive identity and found that it was easily and intuitively recognizable in a small web environment such as mobile. Therefore, we hope that Sejong City's identity will continue to be studied in various ways and efficient management so that identity can be established in accordance with the changes of the times.

Design and development of fabric-type fitness band (직물형 피트니스 밴드 디자인 및 개발)

  • Jeong, Dawun;Lee, Sojung;Kwon, Chae-Ryung;Park, Ihwa;Heo, Seowon;Kim, Dong-Eun
    • The Research Journal of the Costume Culture
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    • v.26 no.4
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    • pp.632-648
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    • 2018
  • This study aims to contribute to the development of sports wearables. It was conducted by a convergence team of professionals in the fashion industry, kinesiology and sports studies, and computer science and engineering. The purpose of the current study was to design and develop a fabric-type fitness band for a sensor to measure acceleration during jump rope exercises. Computer science and engineering professionals developed the Arduino board and sensor, kinesiology and sports studies provided the necessary exercise protocol, and the fashion industry professionals developed the band. First, a fitness band preference survey was completed by men and women between the ages of 20 and 50. Typical uses of the band included tracking exercise amount as measured by the number of steps taken and calories burned. Strap watch closure, a single color and achromatic color, and soft and smooth touch materials were preferred as band design. Second, two fabric-type fitness bands were designed and developed. Design 1 had a 3-dimensional pocket for the sensor, bright blue color, and stretch binding around the edges and for a loop. Design 2 had a flat pocket for the sensor, achromatic color, mesh binding around the edges and two metal loops. Both designs had Velcro as a closure. Third, wear testing of both bands with the sensor were conducted of 15 women in their 20s. They wore the bands during jump rope exercises. Both bands generally satisfied the participants. The Design 2 band was slightly more satisfying than the Design 1 band.

Bonding Technologies for Chip to Textile Interconnection (칩-섬유 배선을 위한 본딩 기술)

  • Kang, Min-gyu;Kim, Sungdong
    • Journal of the Microelectronics and Packaging Society
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    • v.27 no.4
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    • pp.1-10
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    • 2020
  • This paper reviews the recent development of electronic textile technology, mainly focusing on chip-textile bonding. Before the chip-textile bonding, a circuit on the textile should be prepared to supply the electrical power and signal to the chip mounted on the fabrics. Either embroidery with conductive yarn or screen-printing with the conductive paste can be applied to implement the circuit on the fabrics depending on the circuit density and resolution. Next, chip-textile bonding can be performed. There are two choices for chip-textile bonding: fixed connection methods such as soldering, ACF/NCA, embroidery, crimping, and secondly removable connection methods like a hook, magnet, zipper. Following the chip-textile bonding process, the chip on the textile is generally encapsulated using PDMS to ensure reliability like water-proof.

A Study on the Correlation between PUX Factors and Continuous Usage Intention -focus on Wireless Earphone- (제품 사용 경험 요소와 지속적 사용의도의 관련성 연구 -무선이어폰을 연구대상으로-)

  • Zhang, Jifa;Go, Jungwook
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.172-187
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    • 2022
  • In the era of 'Experience Economy' user experience has emerged as a core value of a product, affecting the sustainability of the product and the long-term market viability. However, studies on product user experience factors (PUX factors) that affect the sustainability of the product still limited. Therefore, the purpose of this study is to investigate the relationship between the PUX factors and the continuance usage intention with wireless earphones, which is a wearable product that is widely used to enjoy music in everyday life. The study uses three types of wireless earphones as the target product to insight into the differentiation of this relationship represents in different types of product. The research process consisted of four steps: 1) "Investigation on the current status of wireless earphones market", 2) "User survey and derivation of PUX factors", 3 "Analyzing the relationship between PUX factors and continuance usage intention", 4) "Output of analysis results and direction of product experience design". Through this research process, it was found that the core PUX factors that influence product sustainability were different depending on the type of wireless earphone. According to the differentiation of the core PUX factors, a variety of design methods for improving product experience and product sustainability was presented.

A Study on the Development of Wearable Smart Fashion Product - Focused on the Construction of Optimized Functionalities for Particular Needs - (웨어러블 기능성 스마트 패션제품 개발 연구 - 특정사용자를 위한 특수한 기능성 구현을 중심으로 -)

  • Lee, Hyunseung;Lee, Jaejung
    • The Korean Fashion and Textile Research Journal
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    • v.21 no.2
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    • pp.133-140
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    • 2019
  • This study developed smart fashion prototypes that provide utilitarian functionality by combining Fashion and Electronics regarding the IT focused convergence tendency in modern industries. A convergence R&D workshop was performed by Fashion design majors and Engineering majors for the study. As a result, 5 functional smart fashion prototypes were developed and the outline of each prototype are as follows. The $1^{st}$ prototype, 'Hidden Camera Detecting Coat' focused on gender-related crimes. The coat uses infrared lighting and LED technologies to provide a function to detect hidden cameras in suspicious public spaces such as toilets. The $2^{nd}$ prototype, 'Heating-massage Suit' targeted patients with musculoskeletal system difficulties. The suit uses heating and vibration technologies to provide a heating massage treatment for patients with ongoing difficulties in their daily lives. The $3^{rd}$ prototype is an air-bag jacket to prevent sexual molestation on public transportation. The jacket extends its volume through pressure sensing, air compressing, motors and 3D-printing technology to secure the wearer's personal preventive space between the user's body and others. The $4^{th}$ prototype is a town wear for people suffering from synesthesia. People with synesthesia inadvertently see colors when exposed to certain sounds. This town wear uses sound sensing, air compressing, motors and 3D-printing technology to provide sound prevention and a comfortable sound playing function. The $5^{th}$ prototype is a set of a vest and a gloves for visually impaired people. The vest and gloves uses DMS, voice playing, vibration technology to provide distance measuring and warning functions.

Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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