• 제목/요약/키워드: Definition of design

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The Roles and Human Resources of Service Design

  • Pan, Young-Hwan
    • 대한인간공학회지
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    • 제31권1호
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    • pp.1-5
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    • 2012
  • Objective: The aim of this study is to investigate the roles and human resources of service design. Background: The definition of service design is not clear yet, also did not define in this study. I studied the components of service design which are roles and human resources. That is helpful to understand the definition of service design and to clarify the works in service design. Method: I compare the service design with user experience design. I empirically define the roles and human resources of service design. Results: The roles of service design are service strategy, research, service concept design, service specification, service architecture design, integrated communication design, integrated system design, integrated operation design, service evaluation, launch, operation, and knowledge management. Conclusion: We defined who works and what works in service design. Application: The results of this study help the clarification of service design.

3D 설계 프로세스 정립을 통한 복잡한 시스템 설계에서의 공용부품 사용 극대화 (Maximizing Use of Common Parts in Complex System Design through Organizing 3D Design Process)

  • 최영운;박강
    • 한국CDE학회논문집
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    • 제12권3호
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    • pp.209-219
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    • 2007
  • Designing a complex system such as an LCD developing system becomes inefficient when many designers are involved and create their own parts even though they can be used repeatedly in other sections. Thus, this paper proposes a new design process that can maximize the number of common parts in complex system design by organizing the 3D design process. The proposed design process consists of 5 stages: analysis of design intention, definition of initial product structure, definition of skeleton model, sharing design intention with all assembles, control of correlation between components. The proposed design process can maximize common parts in design process, which results in shorter lead time, less production cost, and greater economic benefits.

Research on Design of Mixed Reality Interface Based on Spatial Perception

  • Wei, Li;Cho, Dong-Mi
    • 한국멀티미디어학회논문지
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    • 제24권6호
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    • pp.815-824
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    • 2021
  • Based on the theory of space perception, this paper concludes that the mixed reality application under the theory of space perception has a three-level definition of visual hierarchy and then analyzes the component elements of interface design and the classification mode of interface windows. Next, carry out case practice research through this theoretical definition, and finally conduct the survey and analysis of questionnaire data, verifying that the mixed reality interface design based on spatial perception theory meets the user experience elements of Usability, Availability, and Attraction. The conclusion is that the constituent elements of interface design and the window classification mode can provide specific and practical design specifications for mixed reality interface design, reduce the interaction cost of completing tasks, reduce users' cognitive load, and make it easier for users to receive interface information

패션디자인의 디자인보호법상 보호와 보호 가능성에 관한 고찰 - 디자인 성립 및 등록요건과 동일·유사 판단 기준 관련 판례 검토를 중심으로 - (A Study on the Legal Protection of Fashion Designs and its Possibility under the Korean Design Protection Act - Based on the Review of Cases Related to the Requirements for a Design Definition and Acquisition of Design Rights and the Judgment of Design Identity & Similarity -)

  • 조경숙;정석원
    • 복식
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    • 제66권1호
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    • pp.28-41
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    • 2016
  • This paper is aimed at intensively examining the scope of legal protection for fashion designs under the Design Protection Act of Korea. For this purpose, this looked into how the Act defines the concept of design, its requirements, and the prerequisites for acquiring design rights. The study also reviewed statutory interpretations over the judgment of the identity and similarity of designs. For more practical and substantial discussions, this research utilized cases and precedents, which had relevant legal principles. This study also figured out how both the requirements for a design definition - such as merchantability, configuration, visibility, and aesthetics - and the prerequisites for acquiring design rights - like industrial applicability, novelty, and creativity - are interpreted and utilized in actual circumstances. The authors expressed their opinions regarding the criteria of judging the identity and similarity of designs, based on a study of previous cases. Previous rulings show that aesthetics of the exterior design is used as the criteria for determining whether a design is same or similar. So, two designs, which have different specific details, are deemed same or similar, if both designs show similarity in the dominant elements. This is because both designs will produce similar aesthetic qualities. However, if the dominant elements of a design are part of the public domain, and the specific details characterize the design, the latter has to be evaluated in the process. This paper examined scope of legal protection for fashion designs using relevant precedents. The study may serve as academic materials that lead to the establishment of rightful ownership in creative activities.

특징형상 기반 자동차 전장도면설계 시스템 개발 연구 (A Development of Feature-based Wire Harness Drawing System)

  • 이상준;이수홍
    • 한국CDE학회논문집
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    • 제1권3호
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    • pp.177-188
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    • 1996
  • An approach to providing computational support with an expert shell is discussed with the scope of an industrial wire harness design, especially at a manufacturing stage. Key issues include the development of an architecture that supports a frequent design change among engineers associated with different parts of the wiring design process and the development of hierarchical representations that capture the different characteristics (e.g., connectivity, configuration) of the harnesses. The abstraction of design information results in features, while the abstraction of drawing elements leads to the definition of objects. These abstractions are essential for efficient transactions among people and computer tools in a domain that involves numerous interacting constraints. In this paper the strategy for the problem decomposition, the definition of features, and the ways in which features are shared by various operations and design changes, are discussed. We conclude with a discussion of some of the issues raised by the project and the steps underway to address them.

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AUTOMOTIVE FORMABILITY SIMULATION PROCESS FOR EARLY DESIGN PHASES

  • EL-SAYED J.;KIM H.;FRUTIGER R.;LIU W.
    • International Journal of Automotive Technology
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    • 제6권3호
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    • pp.277-283
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    • 2005
  • Formability simulation of automotive panels at early design phases can reduce product and tooling development time and cost. However, for the simulation to be effective in leading the design process, fast and reliable results should be achieved with limited design definition and minimum modeling effort. In this paper, nonlinear finite element analysis is used to develop an automated process for the formability simulation of automotive body panels at early design phases. Due to the limited design definition at early design phases, the automated simulation process is based on the plane strain analysis for selected number of typical sections along the panel. Therefore, an entire panel can be analyzed with few sections. The state of plane strain can be easily induced, during simulation through symmetry and applied boundary conditions that simplify the modeling process. To study the reliability and effectiveness of the developed simulation process, the analytical results are compared with measured results of production automotive body side panels. The comparison demonstrates that the developed simulation process is reliable and can be effective for analyzing sheet metal formability, in early vehicle development phases.

Research on the Features of VR Marketing Design Based on Emotional Experience

  • Sui, Qiao;Cho, Dong-Min
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.537-545
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    • 2022
  • Emotional experience (James, 1884)[1] can affect people's behavior. There are few types of research on VR marketing(Maojun Zhou, Zeru Yan, 2018)[2] design based on emotional experience. This article is based on emotional evaluation theory and empirical research, and the VR marketing case "Buy+" online shopping platform (Wu Yongyi, 2016). It is concluded that there are three levels of emotional experience definition on VR marketing which decompose the features of the VR marketing design of "Buy+ as an online-shop" correspondingly and find out the design features of VR marketing from the perspective of emotional experience. Finally, through the analysis of the questionnaire data, it verified that vividness, functionality and effectiveness could represent the features of VR marketing design. Moreover, it analyzed the correlation among these factors. Vividness and functionality have the closest relationship among them. The definition, the components, and the correlation of the three-layer emotional experience obtained from this research can provide theoretical support and reference for other VR marketing designs.

XML을 이용한 기어장치 설계정보의 구조적 표현 (Structured Representation of Design Information for Gear Drives in XML)

  • 정태형;안준영
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2000년도 추계학술대회논문집 - 한국공작기계학회
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    • pp.392-397
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    • 2000
  • A methodology is proposed to share the design information of a gear drive using XML (eXtensible Markup Language). XML is the standard language of the next generation and can be used as a neutral and unique format shared by various Web applications. Since XML is a platform-independent meta-markup language, it is possible to reduce the additional programming efforts for Web applications by using the standardization of technical terminologies. In this study, the structure of design information about gears, shafts, keys and bearings in a gear drive has been made and the terminologies used in the gear drive design process have been authored. The XML DTD(Data Type Definition) for the gear drive design has been declared and the usage of the XML application has been shown.

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Research on Scene Features of Mixed Reality Game Based on Spatial Perception-Focused on "The Fragment" Case Study

  • Li, Wei;Cho, Dong-Min
    • 한국멀티미디어학회논문지
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    • 제24권4호
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    • pp.601-609
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    • 2021
  • This article combines literature and empirical research based on space perception theory and the case study of mixed reality game "The Fragment." It is concluded that the mixed reality scene under space perception has a three-level visual definition. This definition carries out a corresponding level analysis of the scenes of the "The Fragment" game and draws up the constituent factors of the mixed reality game scene characteristics. Finally, through questionnaire data investigation and analysis, it is verified that the three factors of virtual reality coexistence, human-computer interaction, and local serviceability can better explain the characteristics of mixed reality game scenes. At the end of the study, it is concluded that the definition of three levels of visual hierarchy and the constituent factors of mixed reality game scenes can provide reference and help for other mixed-reality game designs and a brief description of future research plans.