• Title/Summary/Keyword: Design Interaction

Search Result 4,325, Processing Time 0.036 seconds

Effect of raft and pile stiffness on seismic response of soil-piled raft-structure system

  • Saha, Rajib;Dutta, Sekhar C.;Haldar, Sumanta
    • Structural Engineering and Mechanics
    • /
    • v.55 no.1
    • /
    • pp.161-189
    • /
    • 2015
  • Soil-pile raft-structure interaction is recognized as a significant phenomenon which influences the seismic behaviour of structures. Soil structure interaction (SSI) has been extensively used to analyze the response of superstructure and piled raft through various modelling and analysis techniques. Major drawback of previous study is that overall interaction among entire soil-pile raft-superstructure system considering highlighting the change in design forces of various components in structure has not been explicitly addressed. A recent study addressed this issue in a broad sense, exhibiting the possibility of increase in pile shear due to SSI. However, in this context, relative stiffness of raft and that of pile with respect to soil and length of pile plays an important role in regulating this effect. In this paper, effect of relative stiffness of piled raft and soil along with other parameters is studied using a simplified model incorporating pile-soil raft and superstructure interaction in very soft, soft and moderately stiff soil. It is observed that pile head shear may significantly increase if the relative stiffness of raft and pile increases and furthermore stiffer pile group has a stronger effect. Outcome of this study may provide insight towards the rational seismic design of piles.

The Effects of Brand Experience on the Perceived Value of Customers in China and Korea

  • CHENG, Zhen-Feng;KIM, Gyu-Bae
    • The Journal of Economics, Marketing and Management
    • /
    • v.9 no.3
    • /
    • pp.1-9
    • /
    • 2021
  • Purpose: This study investigates causal relationships among brand experience, perceived value and brand support behavior in both Chinese and Korean consumers, and also examines the moderating effects of interaction with customers in the relationships between brand experience and perceived value. Research design, data and methodology: Three research were presented and examined empirically in this study. First research question is about relationships among brand experience, perceived value and brand support behavior. Second is about the moderating role of interaction with customers and third is about the differences in the causal relationships between China consumers and Korean consumers. A total of 377 samples who had visited theme parks in China and Korea were surveyed. Results: Sensory experience, emotional experience, and cognitive experience have significant causal relationships with perceived value in Both Chinese and Korean consumers. Perceived value has a positive effect on brand support behavior and interaction with customer has a moderating effect between brand experience variables and perceived value in Both Chinese and Korean consumers. Second, the causal relationship between behavioral experience and perceived value is not significant in Both Chinese and Korean consumers. Third, there were significant differences in the effects of emotional experience and cognitive experience on perceived value between Chinese consumers and Korean consumers. Conclusions: Managers of theme park industry should design experience programs considering various brand experience variables for both Chines consumers and Korean consumers. Second, it is necessary to raise the level of customer interaction between employees and customers.

A Study on the Cognitive Potential of Pre-school Children with AR Collaborative TUI

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.4
    • /
    • pp.649-659
    • /
    • 2022
  • The most important factor in pre-school children's psychological perception is ease of learning, and the closest measure is "natural" interaction. This study aims to explore the potential of tangible user interfaces (TUI) for AR collaboration for children's cognitive development. The conceptual model is constructed by analyzing physical interaction, spatial perception and social collaboration on the usability of TUI, to explore the role of TUI in pre-school children's cognition. In the empirical study, children aged 3-6 were taken as research objects. The experimental tool is "Plugo" education application. Parents answered questionnaires after observing their children's use. Research shows that physical interaction are the most critical factor in TUI. TUI is beneficial to the cultivation of spatial ability. The results are as follows: 1. Cronbach's Alpha and KMO were 0.921 and 0.965, which were significant and passed the reliability and validity test. 2. Through confirmatory factor analysis (model fit index, combinatorial validity), we found that physical interaction were closely related to usability. 3. The path analysis of the relationship proves that usability has a significant impact on the cultivation of pre-school children's spatial ability.

An Interactive Approach to Multiple Response Optimization (다중반응최적화를 위한 상호교호적 접근법)

  • Lee, Pyoungsoo;Park, K. Sam
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.40 no.3
    • /
    • pp.49-61
    • /
    • 2015
  • We study the problem of multiple response optimization (MRO) and focus on the selection of input levels which will produce desirable output quality. We propose an interactive multiple objective optimization approach to the input design. The earlier interactive methods utilized for MRO communicate with the decision maker only using the response variable values, in order to improve the current response values, thereby resulting in the corresponding design solution automatically. In their interaction steps of preference articulation, no account is taken of any active changes in design variable values. On the contrary, our approach permits the decision maker to change the design variable values in its interaction stage, which makes possible the consideration of the preference or economics of the design variable side. Using some typical value functions, we also demonstrate that our method converges reasonably well to the known optimal solutions.

Selection of the Optimum Seaming Condition for Spin Drum Using Design of Experiment (실험계획법을 이용한 스핀드럼의 시밍 최적조건 선정)

  • Kim, Eui-Soo;Lee, Jung-Min;Kim, Byung-Min
    • Proceedings of the KSME Conference
    • /
    • 2007.05a
    • /
    • pp.1511-1516
    • /
    • 2007
  • Because Seaming process of MPJ (Mechanical Press Joining) has various design factors such as thickness, bending radius, seaming width, caulking press width and the dynamic factor such as multistage plastic working, elastic recovery, residual stress, the optimum conditions can't be easily determined. Using a design of experiment based on the FEM, which has several advantages such as less computing, high accuracy performance and usefulness, this study was performed investigating the interaction effect between the various design factor as well as the main effect of the each design factor during drum MPJ and proposed optimum condition using center composition method among response surface derived from regression equation of simulation-based DOE.

  • PDF

A Study on the User Research Method for the Deduction of Public Display Service Factors (공공디스플레이 서비스 요소 도출을 위한 사용자 정보수집 방법에 관한 연구)

  • Lee, Kang-Kue;Pan, Young-Hwan
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2007.05a
    • /
    • pp.149-152
    • /
    • 2007
  • 본 연구는 광범위한 공간에서(공공장소에서) 불특정 사용자를 대상으로 가능한 정보수집 방법을 제시하고, 수집된 정보의 활용 방안을 제안하기 위해 진행되었다. 연구 내용은 첫번째, 서비스 환경 변화로 인해 공공 디스플레이 서비스 개발요소 도출을 위해 연구사례 및 문헌을 통해 공공장소에서 활용 가능한 사용자 정보수집 기법을 선정하고 고찰한다. 두번째, 선정된 기법을 서비스 개발에 적용하기 위한 정보 수집시 고려해야 하는 특성 및 속성 변수를 정의하고, 이를 중심으로 공공디스플레이 서비스 개발을 위한 사용자 정보 수집 방법을 제안 하였다. 네번째 제안된 방법을 활용하여 서비스 내용과 방법(제공/조작방식).

  • PDF

Optimum Design of Washing Machine Flange using Design of Experiment (실험계획법을 이용한 세탁기 플랜지 단면 최적설계)

  • Lee, In-Soo;Kim, Byung-Min;Kim, Eui-Soo
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.31 no.5
    • /
    • pp.601-608
    • /
    • 2007
  • To meet demand of big capacity and high speed rotation for washing machine, more stress from bending and twisting are complexly loaded onto the shaft supporting the horizontal drum, causing problems in fracture strength and fatigue life. Shafting system is mainly divided into flange and shaft. Flange is located between the drum and shaft, transferring power from the shaft to drum, and acting as a supporter of the back of the drum. Because section of flange has various design factors according to configuration of flange, the optimum conditions can’t be easily determined. Using a design of experiment (DOE), this study was performed investigating the interaction effect between factors as well as the main effect of the each design factor under bending and twist and proposed optimum condition using center composition method among response surface derived from regression equation of simulation-based DOE.

Designing Effective Virtual Training: A Case Study in Maritime Safety

  • Jung, Jinki;Kim, Hongtae
    • Journal of the Ergonomics Society of Korea
    • /
    • v.36 no.5
    • /
    • pp.385-394
    • /
    • 2017
  • Objective: The aim of this study is to investigate how to design effective virtual reality-based training (i.e., virtual training) in maritime safety and to present methods for enhancing interface fidelity by employing immersive interaction and 3D user interface (UI) design. Background: Emerging virtual reality technologies and hardware enable to provide immersive experiences to individuals. There is also a theory that the improvement of fidelity can improve the training efficiency. Such a sense of immersion can be utilized as an element for realizing effective training in the virtual space. Method: As an immersive interaction, we implemented gesture-based interaction using leap motion and Myo armband type sensors. Hand gestures captured from both sensors are used to interact with the virtual appliance in the scenario. The proposed 3D UI design is employed to visualize appropriate information for tasks in training. Results: A usability study to evaluate the effectiveness of the proposed method has been carried out. As a result, the usability test of satisfaction, intuitiveness of UI, ease of procedure learning, and equipment understanding showed that virtual training-based exercise was superior to existing training. These improvements were also independent of the type of input devices for virtual training. Conclusion: We have shown through experiments that the proposed interaction design results are more efficient interactions than the existing training method. The improvement of interface fidelity through intuitive and immediate feedback on the input device and the training information improve user satisfaction with the system, as well as training efficiency. Application: Design methods for an effective virtual training system can be applied to other areas by which trainees are required to do sophisticated job with their hands.