• Title/Summary/Keyword: 커스터마이제이션

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Development of Bi-directional Grading Method for Uniform Easy-order System -Focused on Blouse for Adult Female- (유니폼의 이지오더 시스템을 위한 양방향 그레이딩 개발 -성인여성 블라우스를 중심으로-)

  • Choi, Young-Lim;Nam, Yun-Ja;Choi, Kueng-Mi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.6
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    • pp.860-868
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    • 2009
  • To provide adequate fit for women over a range of sizes, the grading process should reflect their body dimensions. Current methods of creating sized garments are not addressing the need for a good or even an adequate fit for the easy-order system. This study suggests a grading rule allocating system that can improve the appropriateness of clothing for uniform easy-order system. Also, the study proposes a bi-directional grading method subdivided to horizontal and vertical direction. The grading rule allocating system suggested the size increments which improve the fitness of uniform. Using the 5th Size Korea data, the crosstabulation was conducted with 1305 females in the age group $20{\sim}49$ years, and the size increments including $155\sim165$ of height section and $79\sim94$ of bust section, was selected for easy-order system. Also, the bi-directional grading method subdivided in horizontal and vertical direction was followed by factor analysis based on the circumference and height. And the grading rules were calculated by regression analysis.

A Customization Method for Mobile App.'s Performance Improvement (모바일 앱의 성능향상을 위한 커스터마이제이션 방안)

  • Cho, Eun-Sook;Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.208-213
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    • 2016
  • In the fourth industrial revolution, customization is becoming a conversation topic in various domains. Industry 4.0 applies cyber-physical systems (CPS), the Internet of Things (IoT), and cloud computing to manufacturing businesses. One of the main phrases in Industry 4.0 is mass customization. Optimized products or services are developed and provided through customization. Therefore, the competitiveness of a product can be enhanced, and satisfaction is improved. In particular, as IoT technology spreads, customization is an essential aspect of smooth service connections between various devices or things. Customized services in mobile applications are assembled and operate in various mobile devices in the mobile environment. Therefore, this paper proposes a method for improving customized cloud server-based mobile architectures, processes, and metrics, and for measuring the performance improvement of the customized architectures operating in various mobile devices based on the Android or IOS platforms. We reduce the total time required for customization in half as a result of applying the proposed customized architectures, processes, and metrics in various devices.

Benefits and perceived risks of influencing the consumer's willingness to use customization service for rash guard design (래시가드 디자인 커스터마이징 서비스 이용에 영향을 미치는 소비자의 추구혜택과 지각된 위험)

  • Lee, Jung-Woo;Jang, Seyoon
    • The Research Journal of the Costume Culture
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    • v.26 no.4
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    • pp.598-612
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    • 2018
  • This research aims to shed a light on the benefits and perceived risks to the willingness to use perceived by consumers, centering on design-customizing service catering to individuals' tastes and needs, and to study their impacts on the use of a design-customizing service. The validation of how benefits and perceived risks affect the intention to use showed that only aesthetic and self-expressive benefits had significant impacts on the willingness to use. However, only time/economic loss and self-design risks had negative impacts on the willingness to use a service. By gender, there was no difference in benefits and perceived risks to willingness to use for the benefit factors, whereas in terms of perceived risks to willingness to use factors. By age, there were also differences in the effects of benefits and perceived risks to purchase on the willingness to use a rash guard customizing service. There were variations in the perceived risks to the willingness to use and benefits depending on age. In particular, it was found that there were no perceived risks to the willingness to use for the age group of 10s. As design-customizing services based on individual tastes have drawn more attention recently, this research on the benefits and perceived risks to purchasing a rash guard design customizing service, as well as their effects on service use (particularly backed up by comparative analysis by gender and age), is expected to provide insights into design-customizing service strategy development.

A Reusability Enhancement Technique of Embedded System using Plug-In Method (플러그인 기법을 이용한 임베디드 시스템의 재사용 향상 기법)

  • Kim, Chul-Jin;Lee, Sook-Hee;Cho, Eun-Sook
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.81-94
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    • 2009
  • Research of reusability and variability design for embedded system development is insufficient. An embedded system should be designed to support new devices. If extensibility of embedded system is not considered, it is difficult to reconstruct. Currently, the development productivity and reusability of embedded system are very poor, and this will be cased about problems of increasing maintenance and development cost, and decreasing system quality such as software crisis. In this paper, we present framework of embedded system that address those problems of embedded system. We suggest a plug-in technique, based on reusability framework, which can support various devices dynamically. Also, we propose a dynamic Meta model which is base on plug-in technique.

Development of New Hanbok Jeogori Prototype

  • Cha, Su-Joung;Heo, Seung-Yeun;An, Myung-Sook
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.8
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    • pp.113-125
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    • 2021
  • This study aimed to develop a new Hanbok Jeogori prototype based on design extracted through a preference survey on new Hanbok Jeogori. This study was conducted based on K-patterns selected as excellent patterns in prior research and utilized the SPSS 27.0 program for analysis of appearance evaluation. As a result of the first appearance evaluation and garment pressure evaluation, the shoulder area was required to be modified, so the shoulder end point was moved within 1cm to rearrange the armhole line. Modification of sleeve length and circumference was also required, reducing sleeve length by 1.5cm and sleeve circumference by 0.5cm at both ends. As a result of the second evaluation, the length of Jeogori, hem circumference, and sleeve length were required, reducing the length of the front and back Jeogori by 1 cm and reducing the sleeve length by 1cm. The hem circumference was reduced by 0.2cm each in the princess line, which was highly evaluated in the final evaluation. In future research, it is thought that pattern studies by material, length, and age should be conducted and corrections should be derived through actual wear experiments.

A Study of the Patternmaking Methods for Mass Customization of the Men's Jacket (남성복 재킷의 Mass Customization을 위한 패턴 제작 방법 연구)

  • Oh, Seol-Young;Chun, Jong-Suk;Suh, Dong-Ae
    • The Research Journal of the Costume Culture
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    • v.14 no.1
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    • pp.40-47
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    • 2006
  • Three-dimensional body scanners were used for years in the clothing manufacturing fields. The 3D body surface provide essential data to draft patterns for mass customization, virtual fit model, and computerized patternmaking systems. This research proposed the methods of drafting patterns for men's jacket by using three dimensional body scan data. Eight male subjects were scanned, the surface data was flattened. The differentials of the flattened body surface and the jacket draft were measured, and analyzed the regressions. To verify the fit of the patterns, the jacket was constructed by the regression formulae and tested by experts. The fit of the jacket were significantly improved rather than a ready-made suit especially the shoulder areas. This means that the methods that we proposed were good to improve the fit of the garments and could be used effectively to implement mass customization strategies in the apparel retail industry.

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A Study on the Advancement of the Competitive Power of Korean Electronics and Automobile Industries from a Product-Architectural Point of View (제품구조 관점으로부터의 한국 전자 및 자동차 산업 경쟁력 제고 방안에 관한 연구)

  • Rho, Hyung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.179-187
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    • 2010
  • The purpose of this study is to suggest the advancement of the competitive power of Korean electronics and automobile industries from a product-architectural point of view. There are two types for the characteristics of parts. They are the modular type and the integral type. The former is very independent between one subsystem and another, whereas the other is very dependent. The distinction of product architecture makes them different for the ability to organize developing products suited for the product manufacturing. The organizing ability is generally divided into the abilities of 'modulation integration' and 'selection assembly'. For the integral products such as cars, the integration ability is important between an enterprise and another, as well as between a part and another. However, the modular products such as a PC need the ability to select and effectively organize optimal parts or enterprises. The strategy raising product competitiveness is pursued by synthesizing 'design manufactu-turing strategy' for the product architecture and 'customer value strategy' for the customer values.

A Variability Design and Customization Technique of Message Flow for Improving Generality (범용성 향상을 위한 메시지 흐름 가변성 설계 및 특화 기법)

  • Cho, Eun-Sook;Kim, Chul-Jin
    • Journal of Internet Computing and Services
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    • v.9 no.1
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    • pp.115-127
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    • 2008
  • The component for satisfying several domain requirements must be developed to support variety. But, when the application is developed using the component, it happens other requirements. So, it is difficult to design component to satisfy severaldomain requirements. Also, it is impossible to support the special business logic. As this problem, the component must provide to the white-box component, it is not the black-box component. So, in this paper, we propose the variability design technique and the customization technique using the design technique that can support the various requirements. This technique is not focus on designing the component to analyze various domains. The variability of the component is designed to the initial variability in the component development phase and we use the customization technique for applying the variability to developing application. The variability can be re-designed during developing the application to use the component applying the variability. The variability of the component is evolved and the generation of the component is increased via the iteration Generally, the range of the component variability is classified the function modification within the component and the component internal structure modification as requirements in the component outside. As the range of the variability, we propose the variability design technique of the behavior and the message flow. This paper proposes a message flow design technique for modifying function call.

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Development of New Hanbok Cheollik One Piece Prototype

  • Cha, Su-Joung;An, Myung-Sook;Heo, Seung-Yeun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.125-137
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    • 2021
  • This study was intended to develop a prototype of new Hanbok Cheollik one-piece based on design extracted through a preference survey on new Hanbok Cheollik one-piece. Through this, it was intended to provide information on patterns that are fundamental to the production of new Hanbok Cheollik one piece. The pattern of the experiment was produced by modifying D pattern, which was selected as excellent in the comparison of commercial Cheollik one-piece patterns. The SPSS 26.0 program was used to analyze the appearance evaluation of patterns. As a result of the 1st evaluation of appearance and garment pressure, the shoulder, sleeve length, skirt length and sleeve width required modification, reducing the sleeve length by 8.0cm and the sleeve width by 1.0cm in total. The length of the skirt was reduced by 5.0cm and the shoulder end point was reduced by 0.5cm on both sides to modify the shoulder width. As a result of the 2nd evaluation, the waist area, sleeve width, and skirt wrinkles were required to be corrected, reducing 2.0 cm waist width and 1.0 cm sleeve width and removing wrinkles on the front center and side area. The final pattern was highly appreciated. In future studies, it is thought that research should be conducted through study of Cheollik one-piece pattern according to material and age and the actual wearing experiment according to fabric and age.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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