• Title/Summary/Keyword: 3D printing product design

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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
    • Fashion & 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.

A Study on the Design of Alarms to Maintain the distance in the COVID-19 Era. (코로나19시대의 거리유지를 위한 경보기 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.513-518
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    • 2022
  • In the past two years, all sectors of society have been underdeveloped and suffered a significant damage due to COVID-19. In particular, people who were working in many areas of research were unable to do anything due to restrictions on meetings with people and social distancing. The purpose of this study is to develop a social distancing device that allows users to maintain the distance in accordance with the government guidelines through an analysis of people's social distancing methods in the COVID-19 society through UX Design. In order to develop the social distancing device, the distance is expressed by changing the color of LED based on research related to UI design such as ultrasonic distance sensor, battery, charging method, distance display method, etc. The outer form of the social distancing device is designed using 3D, the device is developed by installing ultrasonic distance sensor, neo-pixel module and Arduino after printing a prototype using a 3D printer, and this device is tested to develop a final product that helps the social distancing practice amid COVID-19.

A Study of the Development of Gardening Products Converged with Cultural Contents of Kongjwi Patjwi (콩쥐 팥쥐전의 문화콘텐츠를 융합한 가드닝 제품 개발 연구)

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.501-508
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    • 2019
  • Today, home gardening is in the spotlight. Therefore, the necessity of developing a new type of gardening product was raised according to the consumer's desires. This study, the contents were developed using sparrows, a helper who helped the bean rat's grain-cracking task among the characters of 'kongjwi patjwi'. The cultural contents convergence product is a lid production that is used at the end of the plant support. The fabrication method was designed using UG NX program after design research, and after printing by 3D polyjet method, mold was made and cast into silicon and resin. Through product manufacturing, we could confirm the public's interest in the possibility of new products and creativity. In the future, it is expected that the development of products incorporating cultural contents through various cultural archetypes will be activated, contributing to the enhancement of economic added value and national brand value.

The Proposal of a Small-Size Business Model based on a 3D Printer : Focused on Sunglasses for Children (3D 프린터를 활용한 소규모 비즈니스 모델 제안 : 유아동 선글라스를 중심으로)

  • Kim, Se-yeong;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.455-464
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    • 2018
  • Recognizing the shortage of information about business models to generate profit despite the designers' recent interest in 3D printers as a new creative tool, this study set out to make sunglasses for young children, which lacked diversity in sizes according to age due to the small market scope under the old mass production system, by taking advantage of 3D printers' strength in the small batch production of customized products and propose a practical example to be expandable as a small-size business model. For these purposes, the investigator summarized the basic information about the 3D printing technology and the basic structure of sunglasses and made a size table to manufacture sunglasses for young children by analyzing the size table for vision correction. After this series of work, the study presented final product with the production costs and demonstrated that sunglasses for young children made with a 3D printer could be a practical case expandable as a competitive small-size business model in the market.

Analysis of Clothing Pressure of Commercial Body Shapers using 3D Printed Torso Dummy for Middle-aged Women (중년 여성용 3D 프린팅 토르소 더미를 사용한 시판 바디쉐이퍼 제품의 의복압 분석)

  • Do, Wolhee;Lee, Jeongeun
    • Fashion & Textile Research Journal
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    • v.23 no.6
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    • pp.810-825
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    • 2021
  • This study measured and analyzed clothing pressure at each measurement part of commercial body shapers to provide basic information for product design and clothing pressure standard and level. This study used five body shaper. Clothing pressure measurements were taken at 18points: Anterior area 8points, lateral area 5points, posterior area 5points. The findings of this study were as follows. As a result of measuring the clothing pressure, the body shaper 1 showed the highest pressure, and body shaper 5 showed the lowest pressure at almost of the measurement points of the three body types. In some cases, body shapers 2, 3, and 4 showed different orders of pressure depending on the measurement point. The highest measured values in most body shapers were the P1 shoulder area and the P2 bust area. The lowest measurement area differed by body type, but mainly P3 underbust area, P4 thorax area and P9 axillary area, P11 waist lateral area, P13 hip lateral area. These body shapers showed different results depending on the the manufacturers and body type of middle-aged women, and because there was no standard for the pressure value. Therefore, it is necessary to design a body shaper sizing system after accurately setting the clothing pressure value for each body part of the consumer.

Review of Recent Trends and Technology for Additive Manufacturing (적층제조기술 응용사례 및 최신기술동향)

  • Lee, Jaehyang;Park, Sung-Jun
    • Journal of Institute of Convergence Technology
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    • v.6 no.1
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    • pp.1-5
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    • 2016
  • Additive manufacturing is converting a digitally designed object into a tangible three dimensional solid using an additive process where materials are applied in successive layers with no or very limited material waste. It can be distinguished form traditional manufacturing which begins with a fixed amount of raw material and removes excess to arrive at the final product. Generally there are five stages to the additive manufacturing supply chain, namely materials, systems, software, application design and production. In this paper, recent market trends and technology about additive manufacturing based on supply chain are analyzed and reviewed.

Research on functional module jewelry through combination method (결합 방식을 통한 기능성 모듈 주얼리 연구)

  • Jung-Jin Chun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.111-118
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    • 2023
  • The purpose of this study is to study jewelry designs presented to general consumers who seek new products and diversity. We would like to present a modular jewelry design with a structure and combination method that is distinct from jewelry in a multimodal replacement method that allows various product modules sold in the past to be worn interchangeably. Problems are likely to occur when a number of existing rather small parts are manufactured in a complex combination method, and difficulties may follow when consumers replace decorative parts and lose them in the process of assembling small fixture parts. Therefore, in order to reduce these problems, we try to make it different from jewelry products made with a simple and simple design so that it can be easily replaced and worn without the need for other coupling parts, and produced using the latest 3D printer (Rapid Prototyping). In this study, based on the experience and know-how gained while engaging in field work, it was possible to make a real object and focused on minimizing problems during the production process, and through this, time and economic loss can be reduced. The purpose of the study is to produce improved jewelry products by expressing more sophisticated and differentiated shapes by using 3D programs (CAD).

A development of creative capstone design process by product and mold design (제품 및 금형 연계 창의 캡스톤 디자인 교육과정에 관한 연구)

  • Kim, Kyung-A;Han, Seong-Ryeol
    • Design & Manufacturing
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    • v.13 no.4
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    • pp.45-50
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    • 2019
  • The fourth industrial revolution calls for an integrated talent by improving working-level skills within the big framework of creativity and convergence. Therefore, university education focuses on solving the problem of practical ability education by improving employment ability. Based on this improvement in practical skills, this study is based on the field-based design curriculum of Capstone. Currently, the Capstone Design Course is being implemented at most universities, extending its scope to the fields of engineering, humanities, social studies and arts. However, there is a limit to the core concept of Capstone design education and capacity education developed in line with the foreign educational environment and applied directly to our nation's university education. In terms of overseas cases, the core focus is to develop practical, design, and prototype capabilities by forming a team among all grades and multidisciplinary institutions to support the capital and manpower of the industry. However, the nation's industrial linkage and curriculum have difficulties in carrying out multi-disciplinary education. In this study, students were asked to team up and solve the challenges that the industry needs based on the expertise acquired in the lower grade curriculum by applying majors and 3D printing through the first and second semester courses of the fourth grade to address these limitations. In addition, business skills for the process of creativity and leadership experience in our country through a suitable design capstone class to review the efficiency of education by applying a model. In order to achieve the purpose of Capstone design subject, the goal setting, class model composition, class model application, verification and evaluation, and final class model development procedures were carried out. Through this process, it will be used as a basic material for educating design class capstone design.

Textile Design for Children Applying Korean Prehistoric Petroglyphs (한국 선사시대 암각화를 응용한 아동용 텍스타일 디자인 연구)

  • Jang, Kyung Ah;Park, Eun Kyung
    • Journal of the Korean Society of Costume
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    • v.64 no.2
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    • pp.135-149
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    • 2014
  • This study attempts to adapt and develop Korean prehistoric petroglyphs into textile design for children. For this purpose, literature review was conducted to understand the plasticity and symbolism expressed in Korean prehistoric petroglyphs. Also this study conducted textile design development as follows: First, the figures and faces in petroglyphs were selected because children can easily recognize them. Second, two groups of different ages (7-9 and 10-13) were allowed to freely draw the selected motifs. Third, some of the motifs created by the children were selected that show children's individuality and also keep the features of the original motifs. The children's motifs were developed into textile design using Texpro and Photoshop. Then digital textile printing and 3D mapping program were used to make pajamas (5 types), umbrellas (3 types), and simulate bedding sets (2 types) for children. This research's results are as follows: First, petroglyphs are symbolic language of human's oldest art form, and related to religious and mythical belief. Korean petroglyphs have plasticity showing the development steps in technique and expression, with various shapes such as animals, human figures, faces, masks and abstract figures. Third, children showed their interests in various human figures and faces of the petroglyphs, and it was easy to draw those motifs in their own way. Fourth, 10 design motifs were selected from the children's work and used to create textiles considering materials and colors for children. Total 10 items were made and presented. This study confirmed the usefulness of applying prehistoric petroglyphs to children's textiles designs. These designs may grow as a kind of cultural product for children who know about and like petroglyphs. They can be a niche market items too, made to order for children with individuality and who favor originality.

A Development on the Cultural Products Using Dinosaur Characters (공룡 캐릭터를 이용한 문화상품 개발)

  • Lee, Kyung-A;Bae, Soo-Jeong
    • Journal of Fashion Business
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    • v.12 no.1
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    • pp.147-163
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    • 2008
  • This research aims to develop cultural products for professional sales after producing creative products utilizing dinosaur characters, which are the representative exhibited item of dinosaur-centered museum. There are seven museums in Korea whose theme is dinosaur. There are three dinosaur museums among them, Goseong Dinosaur Museum at Kyungnam, Mokpo Natural History Museum, and Seodaemun Museum of Natural History. While inspecting cultural products within the museum shops of these three museums, general products occupy more than 80% of all the products rather than products related to dinosaurs, and has a problem that most products are decorative ones. This resulted from that enterprises supplying these products are not professional ones and are irrelevent to cultural industry; as result, purpose of conveying culture through products is lost. This research develops dinosaur characters utilizing computer 3D techniques in order to imbue unique characteristics to dinosaur museums and informing cultural speciality of our country. In addition, this research presented design method of cultural products by grafting traditional symbols onto these characters, and actually produced 11 items of 5 kinds: toys(dolls), clothes(T-shirts, pajamas, socks), stationery(notebooks, memo), accessaries (bags, umbrellas, handkerchief), and others(cups). On the items above, dinosaur characters are variously utilized in form of printing, embroidery, and stickers by using computer 3D technique. A cultural product is a tangible form which could show variety of cultural characteristics of our nation that could spread the culture through the consumers, and such type of purchasing could increase values of cultural industry by creating economic profits; such points are the significance of this study.