• 제목/요약/키워드: Design Environments

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Layout Design Problem in Multi-bay Facility (다중 베이 제조시스템의 설비배치)

  • Lee, Moon-Su;Chae, Jun-Jae
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.4
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    • pp.93-100
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    • 2009
  • This paper addresses the facility layout problem in multi-bay environments, where the bays are connected at one or both ends by an inter-bay material handling system. In most previous studies, the main concern is to allocate facilities or departments to the bays whose widths are fixed. In this research, we suggest the efficient models that provide the optimal layout solution under flexible bay width environments. We also suggest a mathematical model that provides the optimal solution using two-way facility allocation approach instead of one-way allocation technique. This paper also shows the approach of TABU search to the assignment and layout design of the departments. The results generated from TABU search are compared to the result from the mathematical model. Models are developed using mixed integer programming for various test problems and solved by CPLEX.

The Problems of an Acute Angle Design in Architectural Form and Improvement Plan (건축의 형태에 있어서 예각(銳角) 디자인의 문제점과 개선방안)

  • Lim, Myung-Gu;Lee, Jae-Kook
    • Journal of The Korean Digital Architecture Interior Association
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    • v.3 no.2
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    • pp.20-29
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    • 2003
  • It is an obstacle to improve living environments that an acute angle architectural design is often seen. Though that design give a stress to the neighborhood, we can't prevent the design taking place. We must control architectural design, because it is important to public worth and urban aesthetic. To prevent selfish architectural design, it is recommend to extend design review and reflect neighborhood opinions.

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Integration of Manufacture and Commerce for a Product Learning System in the Service Industry

  • Liao, Shih-Chung;Pan, Ying-Ju Angela
    • The Journal of Industrial Distribution & Business
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    • v.5 no.2
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    • pp.5-12
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    • 2014
  • Purpose - The purpose of this thesis is to assess the product design digital learning status of universities that are currently involved in learning environment projects in manufacture and commerce integration (MCI). Thus, enterprises must keep learning and creating new inventions with revolutionary progress. Research design, data, and methodology - This study not only emphasizes the analysis of technical ability, course concepts, conducting models, and learning environments of every aspect, but also systematically probes the planning of learning, system framework, web learning, environmental activities, data statistics, and digitalized learning, among other aspects. Results - The results of this study help in finally understanding each school's manufacture and commerce integration situation, in order to evaluate product design learning. Consequently, it is essential to evaluate computer learning at schools, thereby affecting communication and the requirements of business education training. Conclusions - It is essential to focus on MCI to promote web teaching to preserve and enhance knowledge disseminating technologies, and immediately share knowledge with learners, while improving work efficiency and cultivating the talent needed by industry.

An Efficient Solution Method to MDO Problems in Sequential and Parallel Computing Environments (순차 및 병렬처리 환경에서 효율적인 다분야통합최적설계 문제해결 방법)

  • Lee, Se-Jung
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.3
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    • pp.236-245
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    • 2011
  • Many researchers have recently studied multi-level formulation strategies to solve the MDO problems and they basically distributed the coupling compatibilities across all disciplines, while single-level formulations concentrate all the controls at the system-level. In addition, approximation techniques became remedies for computationally expensive analyses and simulations. This paper studies comparisons of the MDO methods with respect to computing performance considering both conventional sequential and modem distributed/parallel processing environments. The comparisons show Individual Disciplinary Feasible (IDF) formulation is the most efficient for sequential processing and IDF with approximation (IDFa) is the most efficient for parallel processing. Results incorporating to popular design examples show this finding. The author suggests design engineers should firstly choose IDF formulation to solve MDO problems because of its simplicity of implementation and not-bad performance. A single drawback of IDF is requiring more memory for local design variables and coupling variables. Adding cheap memories can save engineers valuable time and effort for complicated multi-level formulations and let them free out of no solution headache of Multi-Disciplinary Analysis (MDA) of the Multi-Disciplinary Feasible (MDF) formulation.

The Analysis of Satisfaction and Preference Rates of Bathroom Design in Mid-class Apartment Residents - Focused on Residents's age of Brand Apartment in Seoul Metropolitan Area - (중규모 아파트 거주자의 욕실디자인 만족도와 선호도 분석 - 수도권 브랜드 아파트 거주자의 연령을 중심으로 -)

  • Shin, Kyung-Joo;Hwang, Yun-Jung;Rhee, Jee-Heon
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.12-22
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    • 2008
  • The purpose of this article is to establish fundamental sources and guidelines of bathroom designs of brand apartments in Korea. The article examines the current conditions of bathroom, satisfaction rates, and preference rates of residents in Mid-sized apartment units of the top five brand apartments based on construction capacity and brand popularity. A total of 427 samples, acquired via internet survey, were analyzed with the statistical computer program SPSS PC+ window version 15.0. The conclusions of the article are as follows: 1) Fixtures and products which fulfill various behaviors, as well as multi-functional space programming, are demanded. 2) Developing clear standards of basic bathroom fixtures and environments is also required in further research and to be applied to practical bathroom design. 3) The bathroom fixtures and environments ought to accommodate all age groups. 4) Respondents preferred a separated dry floor, either toilet or sink portion, to a full-dry or full-wet floor. 5) Respondents of all age groups considered bathroom as a private space, thus it should facilitate various private activities. The results of this study would contribute to adequate and sound bathroom design as key information.

A web-based collaborative framework for facilitating decision making on a 3D design developing process

  • Nyamsuren, Purevdorj;Lee, Soo-Hong;Hwang, Hyun-Tae;Kim, Tae-Joo
    • Journal of Computational Design and Engineering
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    • v.2 no.3
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    • pp.148-156
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    • 2015
  • Increased competitive challenges are forcing companies to find better ways to bring their applications to market faster. Distributed development environments can help companies improve their time-to-market by enabling parallel activities. Although, such environments still have their limitations in real-time communication and real-time collaboration during the product development process. This paper describes a web-based collaborative framework which has been developed to support the decision making on a 3D design developing process. The paper describes 3D design file for the discussion that contains all relevant annotations on its surface and their visualization on the user interface for design changing. The framework includes a native CAD data converting module, 3D data based real-time communication module, revision control module for 3D data and some sub-modules such as data storage and data management. We also discuss some raised issues in the project and the steps underway to address them.

Comparative Analysis of Visual Presentation and User Acceptability of Virtual/Augmented Reality Application for Architectural Design Review (설계검토를 위한 가상현실·증강현실 기술의 활용 효과 비교 분석)

  • Lee, Jin-Gang;Choi, Min-Ji;Lim, Yun-Ji;Seo, Joon-Oh
    • Journal of KIBIM
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    • v.9 no.4
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    • pp.1-9
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    • 2019
  • Visualized information platforms through building information modeling (BIM) such as virtual reality (VR) and augmented reality (AR) improves the efficiency of architectural information exchange. Despite that, less effort has been directed to evaluate the effectiveness of different BIM visualization platforms for architectural design review. This study fills these gaps and compares three BIM visualization tools for reviewing diverse architectural review factors and technology acceptance degree. Three main BIM visualization tools, which are desktop-based, virtual reality-based and augmented reality-based, were employed and different architectural review factors and user's technology acceptance degree was measured. As a result, VR and AR environment showed better visual presentation than desktop environment during design review. In terms of the technology acceptance level, VR and AR environments have received higher ratings compared to desktop environments. The detailed findings provide guidelines for participants and researchers involved in design review process to selectively adopt VR and AR system to various architectural design review components.

An Inquiry of Constructs for an e-Learning Environment Design by Incorporating Aspects of Learners' Participations in Web 2.0 Technologies

  • PARK, Seong Ik;LIM, Wan Chul
    • Educational Technology International
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    • v.12 no.1
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    • pp.67-94
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    • 2011
  • The major concern of e-learning environment design is to create and improve artifacts that support human learning. To facilitate effective and efficient learning, e-learning environment designers focused on the contemporary information technologies. Web 2.0 services, which empower users and allow the inter-transforming interactions between users and information technologies, have been increasingly changing the way that people learn. By adapting these Web 2.0 technologies in learning environment, educational technology can facilitate learners' abilities to personalize learning environment. The main purpose of this study is to conceptualize comprehensively constructs for understanding the inter-transforming relationships between learner and learning environment and mutable learning environments' impact on the process through which learners learn and strive to shape their learning environment. As results, this study confirms conceptualization of four constructs by incorporating aspects of design that occur in e-learning environments with Web 2.0 technologies. First, learner-designer refers to active and intentional designer who is tailoring an e-learning environment in the changing context of use. Second, learner's secondary design refers to learner's design based on the primary designs by design experts. Third, transactional interaction refers to learner's inter-changeable, inter-transformative, co-evolutionary interaction with technological environment. Fourth, trans-active learning environment refers to mutable learning environment enacted by users.

Implementation of Smart Collaboration Environment Framework (지능형 협업 환경 프레임워크 구현)

  • Han, Sang-Woo;Kim, Nam-Gon;Choi, Ki-Ho;Ko, Su-Jin;Bae, Chang-Hyeok;Kim, Jong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.1
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    • pp.40-51
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    • 2008
  • To realize advanced collaboration environments for knowledge workers distributed geographically, there are extensive researches in ubiquitous computing environments. Especially, to cope with several known problems in traditional collaboration tools such as limited display resolution, uncomfortable shared documentation, difficult operation of collaboration environments, various approaches are attempted in the aspect of framework design. In this paper, we design a framework for collaboration environments covering hardware/software/networking architecture to flexibly coordinate a set of collaboration services and devices considering users' expectation and node capabilities. Based on the proposed framework, we develop the collaboration environment supporting the interactive networked tiled display enabling media/data sharing via networking, display interaction using pointing/tracking, and high-resolution tiled display. Finally the demonstration of the developed prototype is introduced to prove the possibility of its realization.

Motion-capture-based walking simulation of digital human adapted to laser-scanned 3D as-is environments for accessibility evaluation

  • Maruyama, Tsubasa;Kanai, Satoshi;Date, Hiroaki;Tada, Mitsunori
    • Journal of Computational Design and Engineering
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    • v.3 no.3
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    • pp.250-265
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    • 2016
  • Owing to our rapidly aging society, accessibility evaluation to enhance the ease and safety of access to indoor and outdoor environments for the elderly and disabled is increasing in importance. Accessibility must be assessed not only from the general standard aspect but also in terms of physical and cognitive friendliness for users of different ages, genders, and abilities. Meanwhile, human behavior simulation has been progressing in the areas of crowd behavior analysis and emergency evacuation planning. However, in human behavior simulation, environment models represent only "as-planned" situations. In addition, a pedestrian model cannot generate the detailed articulated movements of various people of different ages and genders in the simulation. Therefore, the final goal of this research was to develop a virtual accessibility evaluation by combining realistic human behavior simulation using a digital human model (DHM) with "as-is" environment models. To achieve this goal, we developed an algorithm for generating human-like DHM walking motions, adapting its strides, turning angles, and footprints to laser-scanned 3D as-is environments including slopes and stairs. The DHM motion was generated based only on a motion-capture (MoCap) data for flat walking. Our implementation constructed as-is 3D environment models from laser-scanned point clouds of real environments and enabled a DHM to walk autonomously in various environment models. The difference in joint angles between the DHM and MoCap data was evaluated. Demonstrations of our environment modeling and walking simulation in indoor and outdoor environments including corridors, slopes, and stairs are illustrated in this study.