• 제목/요약/키워드: Interactive Product

검색결과 172건 처리시간 0.024초

위치기반의 드라마 콘텐츠서비스용 스마트 플랫폼 설계 (Smart Platform Design for Location based Drama Contents Services)

  • 최영호
    • 인터넷정보학회논문지
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    • 제18권1호
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    • pp.37-41
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    • 2017
  • 본 논문에서는 PPL(Product Placement)을 변경할 수 있는 위치기반 실시간 비디오 클립을 스트리밍하는 스마트 플랫폼을 제안한다. 제안하는 플랫폼은 LTE 위치인식 기반의 GPS 좌표 값과 비콘 기술을 활용하여 Active Push형태로 사용자에게 촬영지의 드라마 영상을 제공한다. 또한 비디오 클립 내의 PPL 객체에 대한 사진, 동영상, 음악, URI(Uniform Resource Identifier) 형태의 DB를 구성하였다. 제안한 플랫폼에서는 비디오 클립 스트리밍 서비스 상황에서 PPL 객체 DB에 대한 인터액티브 태그 동기화를 통해 PPL 객체의 색깔과 모양을 변경할 수 있도록 하였다. 제안하는 플랫폼에서는 서비스 제공자의 요구에 따라 PPL 변경이 가능한 위치 기반 실시간 비디오 스트리밍을 가능하게 한다.

소셜미디어와 PDM 시스템을 활용한 협업적 제품자료관리 교육 (Education of Collaborative Product Data Management by Using Social Media in a Product Data Management System)

  • 도남철
    • 한국CDE학회논문집
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    • 제20권3호
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    • pp.254-262
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    • 2015
  • This study proposes an approach to Product Data Management (PDM) education for collaborative product data management, which can support collaborative product development process. This approach introduces social media and a PDM system into a framework for PDM education supported by consistent product development process and product data model. It has been applied to two PDM classes and the result shows that the social media in PDM education can support not only experiences of the collaborative product data management but also interactive and informal communications among instructors and participants using integrated social media with product data during courses.

진화프로그램에 기반을 둔 혼합모델 조립라인의 투입순서를 위한 대화형 다목적 의사결정 기법 (An Interactive Multi-objective Decision Making Technique for Sequencing Mixed Model Assembly Lines Based on Evolution Programs)

  • 김여근;이수연
    • 대한산업공학회지
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    • 제25권3호
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    • pp.310-320
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    • 1999
  • A mixed model assembly line (MMAL) is a special type of production line where a variety of product models similar in product characteristics are assembled. Determining the model sequence is an important problem for the efficient use of MMALs. This paper considers interactive multiobjective decision making problems for MMAL sequencing. Evolution program is employed as an underlying framework. In this study, a way of approximating the linear utility function is first studied. To improve its search efficiency to the solution space preferred by a decision maker, some modifications of a standard evolution program are made: operating several subpopulations instead of a single population and merging two or more subpopulations to a single subpopulation, and using a Pareto pool. Extensive computational experiments are carried out to verify the performance of the proposed approach. The computational results show that our approach is promising in solution quality.

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Body Food: Touch Mat for Emotional and Physical Development of Children

  • Jo, HanGyeol;Kang, EunJeong;Yoon, Youngjun;Choi, Yongsoon
    • International Journal of Advanced Culture Technology
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    • 제7권1호
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    • pp.162-173
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    • 2019
  • This study proposed 'Body Food,' an interactive tactile mat that provides interactive visual responses and induces physical activity in young children at the time of developing tactile and five senses, along with the touch of various stimuli. The product combines fiber materials and digital content to achieve a variety of visual and auditory responses in real time when children touch the fabric. User tests were conducted for 4-year-olds and the result was positive in terms of physical exercise and artistic experience, but quantitative testing is required to generalize it. In the future, we will complement physical and digital contents to realize more complete product.

'놀이' 관점에서 본 인터랙티브 패션디자인의 창작 특성 (Creations of interactive fashion design as 'Play')

  • 정수진;임은혁
    • 한국의상디자인학회지
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    • 제21권2호
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    • pp.43-56
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    • 2019
  • The purpose of this study is to analyze the phenomenon of 'play' in contemporary fashion creation from an interactive point of view and to analyze cases in the contemporary fashion design creation process. The research method was a combined literature review and a case study. As a result of the research, we have derived the creations of interactive fashion design from the viewpoint can be categorized as 'play as creativity', 'mimesis', and 'deviance'. First, creativity can be seen in DIY products, customized products, and clothing that reflects the consumer's way of wearing. By actively intervening in the products and expressing their creativity in the product, it can be considered as a DIY creation. Second, mimesis in the creation of a fashion design that occurs when consumers imitate the designs of the famous fashion designers. Often similarity and difference are generated, while sometimes objects are newly constructed. Third, deviance means that an item is reborn with a completely different intention from the original shape and function by the intervention of the 'hacker' consumer. For example, the logo and the design of a luxury brand are transformed to satirize its legitimacy. In this paper, we analyzed the cases of fashion design creation as an interactive play and investigated their characteristics and tendencies.

다중반응표면 최적화를 위한 단변량 손실함수법: 대화식 절차 기반의 가중치 결정 (A Univariate Loss Function Approach to Multiple Response Surface Optimization: An Interactive Procedure-Based Weight Determination)

  • 정인준
    • 지식경영연구
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    • 제21권1호
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    • pp.27-40
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    • 2020
  • Response surface methodology (RSM) empirically studies the relationship between a response variable and input variables in the product or process development phase. The ultimate goal of RSM is to find an optimal condition of the input variables that optimizes (maximizes or minimizes) the response variable. RSM can be seen as a knowledge management tool in terms of creating and utilizing data, information, and knowledge about a product production and service operations. In the field of product or process development, most real-world problems often involve a simultaneous consideration of multiple response variables. This is called a multiple response surface (MRS) problem. Various approaches have been proposed for MRS optimization, which can be classified into loss function approach, priority-based approach, desirability function approach, process capability approach, and probability-based approach. In particular, the loss function approach is divided into univariate and multivariate approaches at large. This paper focuses on the univariate approach. The univariate approach first obtains the mean square error (MSE) for individual response variables. Then, it aggregates the MSE's into a single objective function. It is common to employ the weighted sum or the Tchebycheff metric for aggregation. Finally, it finds an optimal condition of the input variables that minimizes the objective function. When aggregating, the relative weights on the MSE's should be taken into account. However, there are few studies on how to determine the weights systematically. In this study, we propose an interactive procedure to determine the weights through considering a decision maker's preference. The proposed method is illustrated by the 'colloidal gas aphrons' problem, which is a typical MRS problem. We also discuss the extension of the proposed method to the weighted MSE (WMSE).

라이브 커머스 판매자의 진정성과 가치 유사성의 역할 (The Role of Authenticity and Value Similarity for Live-commerce Sellers)

  • 황인호
    • 한국정보시스템학회지:정보시스템연구
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    • 제33권2호
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    • pp.1-25
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    • 2024
  • Purpose Live commerce, a real-time product promotion method using portable hardware, is experiencing significant growth. This approach involves product experts or celebrities endorsing products, providing consumers with valuable information to mitigate uncertainty. This research underscores the significance of the seller's authenticity and their value similarity with consumers in live commerce. The study's first objective enhance the seller's authenticity and elucidate the mechanism that influences purchase intention. The second objective is to demonstrate the interactive effect of value similarity and the seller's authenticity on positively influencing purchase intention. Design/methodology/approach This research utilized previous studies to develop models and hypotheses, focusing on adults experienced in live commerce product purchasing. The study tested the research hypothesis using 330 samples. The study analyzed the path from seller authenticity to purchase intention via structural equation modeling (AMOS 22.0), and also explored the interaction between value similarity and seller authenticity using the Process 3.1 macro. Findings The research validates that the seller's channel activities and external perception amplify the seller's authenticity, influencing purchase intentions. It also affirms that value similarity fosters seller authenticity and interactive effects, thereby boosting purchase intentions. These findings provide insights for devising seller management strategies on live commerce platforms.

중소기업을 위한 최종 사용자 컴퓨팅 PDM 시스템 개발 (Developing an End-User Computing PDM System for Small and Medium Business)

  • 도남철
    • 대한산업공학회지
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    • 제41권2호
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    • pp.162-172
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    • 2015
  • This paper proposes a Product Data Management (PDM) system architecture that supports end-user computing for small and medium businesses (SMBs) in Korea to build and maintain efficient and sustainable information systems for their product development. Its open database with relational tables enables existing common application programs such as Microsoft office suites to access product data in PDM systems. In addition, the interactive query processor provided by database management systems helps design engineers to build ad hoc queries in standard SQL database language to response different data requirements during their product development. The PDM architecture with the open database allows design engineers or technical staffs in SMBs to build and maintain their application programs for product development by themselves. To show the feasibility of the proposed architecture, this study implemented a prototype PDM system based on the architecture and database, and represents real-world product data with the implemented PDM system.

인터랙티브 제품 디자인을 위한 프로토타이핑 도구 조사 (Survey of Prototyping Tools for Interactive Product Design)

  • 남택진;임지동
    • 디자인학연구
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    • 제18권4호
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    • pp.165-174
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    • 2005
  • 디지털 기술의 발전으로 디자인 대상, 대상의 속성, 디자이너의 역할이 변화하고 있다. 본 논문에서는 변화된 디자인 환경의 새로운 디자인 도구로써 프로토타이핑의 역할을 재조명하고 인터랙티브 디지털 제품을 디자인하는 과정에 디자이너들이 적극적으로 활용할 수 있는 다양한 프로토타이핑 도구들을 조사 분석하였다. 관련 분야의 프로토타이핑 방법을 분석하여 프로토타입의 완성도, 디자인 프로세스, 디자인 대상과의 연계성을 중심으로 체계화하였다. 프로토타이핑 도구의 연구들에 대한 분석을 바탕으로 효과적인 프로토타이핑 도구의 활용에 대한 시사점을 도출하였다. 주요 분석 결과로 컨셉 디자인 단계에 중요한 역할을 하는 새로운 프로토타이핑 방법과 도구를 숙지해야 하며, 디자인 대상과 목표에 부합하는 다양한 프로토타이핑 방법들을 활용해야 한다는 점을 파악하였다. 그리고 구현기술에 얽매이지 않고 새로운 컨셉의 탐색에 기여할 수 있는 프로토타이핑 도구에 과한 추가적인 연구가 필요함을 알 수 있었다. 타 분야 전문가들과의 긴밀한 협업으로 프로토타이핑의 효율화를 꾀할 수 있으며 디자이너들이 주로 활용하는 기존 도구를 기반으로 하는 구현 환경을 적절히 활용하는 것이 효과적이다. 조사분석 결과는 디자이너들이 새로운 문제에 직면했을 때 적절한 프로토타이핑 도구를 선택해서 활용학 수 있는 기초로 활용될 수 있다. 또한 디자인 프로세스의 효율성 개선과 교육에 실질적인 기여를 할 수 있을 것으로 기대된다.

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