• 제목/요약/키워드: Menu Design

검색결과 325건 처리시간 0.029초

3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로- (Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program -)

  • 홍은희
    • 한국의상디자인학회지
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    • 제22권1호
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

컴퓨터 게임의 분석과 게임 메뉴의 설계 및 구현 (The Design and Implementation of Computer Game Menu & Analysis of Computer Game in Korea)

  • 이창조
    • 경영과정보연구
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    • 제7권
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    • pp.53-68
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    • 2001
  • In this paper, Computer Games is still going strong. We are still making incremental improvements to the computer game, mobile game, but it seems to have settled into a fairly standard version and layout. Many games have passed through our life over the past couple of years. A number of the best have been written about in these games. Unfortunately there are too many games and too little time, and make some hard choices about what games actually play regularly. This is obviously a very personal list of favorite games, and change fairly regularly as new games rotate in and old games are given a rest for a while. It brings ours to the question of what we look for in a game, and why choose one game to play over another? What does make a game good enough to play time after time? Therefore, a game has to have, above all, interesting tactics and strategy, but also we like originality and simplicity. There is also a certain quality that is very difficult to define that makes some games beautiful. At last in this issue we return to mobile oriented games. This paper will discuss Computer Game Conditions in terms of the different games, components, and Design amd Implementation of Computer Game Menu Simulation based on 4GL, PowerBuilder.

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설계공리를 이용한 유리벌브 제품설계 자동화 시스템 구축 (Software Development for Glass-Bulb Automatic Design Integrated System Using Design Axiom)

  • 도성희;박경진
    • 대한기계학회논문집A
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    • 제20권4호
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    • pp.1333-1346
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    • 1996
  • As the automation system in manufacturing field works more efficientely, the automation scheme is applied to many areas. In order to reduce the entire manufacturing, cost the design process must be automated. However, design process is so complicated, it is very difficult to construct the design automation system. The axiomatic approach to design provides a general theoretical framework for all design fields, including mechanical design. The key concepts of axiomatic design are : the existence of domains, the characteristic vectors within the domains that can be decomposed into hierarchies through zigzagging between the domains, and the design axioms. Using this approach, the glass bulb design process was analyzed and the design automation software was developed. Through menu display, a user can select or furnish the design input and generate the drawing with ease.

외식프랜차이즈의 서비스 경험이 만족과 재방문의도에 미치는 영향: 인공신경망 분석의 적용 (Effect of Online Food Service Franchise Experiences on Satisfaction and Revisit Intention: Application of ANN Analysis)

  • 이신화;안성만;이유정
    • 한국프랜차이즈경영연구
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    • 제10권2호
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    • pp.59-70
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    • 2019
  • Purpose - Every company studies how to attract and retain new customers to increase competitiveness and profitability. Companies establish strategies to attract customers, secure competitive advantage and generate revenue. Businesses are looking for newer and better ways to differentiate themselves in the marketplace. One of the requirements for service differentiation is to make it a prerequisite for an engaging customer experience. Customer experience can be attained through service experience. Satisfaction determine whether to reuse the food service franchise. The purpose of this study is to investigate the effect of customer experience on the satisfaction and revisit intention of food service franchise. In this study, customer experience consists of three attributes such as service environment, food quality, and price fairness. Also, this study is to identify the importance of three service experience attributes of customer satisfaction and revisit intention using ANN (artificial neural network) analysis. Research design, data, methodology - The survey was conducted on customers who have visited franchise restaurants in one month in order to examine how service environment, food quality, and price fairness have been influenced customer satisfaction and revisit intention through online survey company (SM culture & contents). A total of 300 representative surveys were collected. Of those collected surveys, 26 were not used due to missing information, resulting in 274 as the final sample size. The sample size was more than 10 times more than the number of variables used in the structural model analysis. Results - The findings of this study are as follows: Service environment and price fairness have a significant effect on satisfaction. However, food quality did not have a significant effect on satisfaction. Finally, it was found that satisfaction had a significant effect on revisit intention. Meanwhile, according to the results of ANN analysis, satisfaction as a dependent variable was found to be the most important in male price fairness and service environment in female. Also, when the revisit intention is used as a dependent variable, both male and female price fairness are important. Also, when the intention to revisit is used as a dependent variable, both male and female price processes are important. Conclusions - First, a restaurant franchise enterprise needs to manage customer service experience. Customers should strive to eat and enjoy at a dining franchise store. Second, it is necessary to design a food service franchise shop as a customer-oriented service environment. Franchise companies need to improve the environment so that customers can use the store conveniently. Third, the restaurant franchise menu price needs to be cheaper than the alternative menu. The restaurant franchise menu needs to be constructed with a popular menu that can be used continuously by the customer, so that it can be set at a reasonable price.

An Exploratory Study on the Usage Patterns of Software-based Design Tools in Designers' Ideation and Collaboration Activities

  • Kim, Dongwook;Kim, Sungbum
    • International Journal of Contents
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    • 제17권4호
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    • pp.16-34
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    • 2021
  • The purpose of this study was to explore how designers use software-based design tools for ideation and collaboration (for two cases: with designers and with developers). We conducted logistic regression analysis and random forest analysis. Software-based design tools are more popular among product designers and affiliated with design organizations with 51 to 100 members. We identify the features that influence designers to use design tools for the ideation and collaboration, and how these usage patterns are interrelated. Interrelated usage pattern is a key consideration for location of the menu and convenience of use. The results imply that reinforcement of the design tool features per designer profile is required and that design management should be consistent with the field of design and the nature of the organization.

The Effect of Online WOM of Menu Product Consumers on Product Perception Risk and WOM Effect

  • HEO, Yeong-Wook
    • 유통과학연구
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    • 제18권3호
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    • pp.77-85
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    • 2020
  • Purpose: This study examined marketing value as online word-of-mouth media in the foodservice industry, and it did research on online word-of-mouth (e-WOM) communication marketing schemes using mass communication in the industry. The study is also intended to investigate the impact of electronic word-of-mouth (e-WOM) information and communication on product awareness risks, benefits, and word-of-mouth (WOM) impacts on restaurant consumers. Research design, data, and methodology: The analysis was conducted on a valid questionnaire of 425 menu product consumers. The survey was conducted for two months in March 2019. The collected data was analyzed using SPSS and hierarchical regression analysis was applied. Results: It did empirical research on the reciprocal casual relations to online and the existing word-of-mouth communication that have to be preceded to understand characteristics of online word-of-mouth communication for the purpose of this study. The result is summarized as follows. First, the online word-of-mouth (e-WOM) effect on product recognition risk shows the statistically significant effect of information sender characteristics, information recipient characteristics, and online word-of-mouth (e-WOM) communication on product recognition risk. Second, the influence of online word-of-mouth (e-WOM) on product risk benefits shows that the information sender characteristics, the information receiver characteristics, and online communications have a statistically significant effect on product risk benefits. Third, online word of mouth risk recognition had a statistically significant effect on word of mouth acceptance. Fourth, online risk benefit had a statistically significant positive effect on word of mouth (WOM) effect. Conclusions: The communication between online word of mouth (e-WOM) sender and recipient had a positive influence on the product evaluation and attitude change in the foodservice industry, and the word-of-mouth (WOM) effect affected financial and non-financial performance. The results mentioned above indicated that the communication between the sender of the information and the receiver of the information had a positive effect on the product evaluation and attitude change of the menu consumer, and the word-of-mouth (WOM) result affected the financial. Therefore, the online word-of-mouth (e-WOM) effect has a positive effect on the word-of-mouth (WOM) effect of menu products when performed simultaneously and positively between the information sender and the information receiver.

프랜차이즈 레스토랑의 선택속성이 지각된 가치와 고객만족 및 고객충성도에 미치는 영향 (Effects of Franchise Restaurant Selection Attributes on Perceived Value, Customer Satisfaction and Loyalty)

  • 왕수오;이용기;김성환
    • 한국프랜차이즈경영연구
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    • 제9권4호
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    • pp.7-19
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    • 2018
  • Purpose - Recently, global management in Korea franchise industry is becoming an important keyword. As an important branch market, Chinese market plays a major role not only by making experience of the competitiveness among global brands which offers a foothold to become a top global brand, but also by actualizing an economies of scale in production, sales, etc. Therefore, it is necessary to identify key successful factor influencing customer evaluation and responses of Korean franchise restaurant targeting Chinese consumers in China context. The purpose of this study is to examine the effects for Korean franchise restaurant selection attributes on perceived value, customer satisfaction and customer loyalty in Chinese context with SmartPLS 3 and Artifical Neural Network(ANN). Research design, data, and methodology - For these purposes, the authors developed several hypotheses. A questionnaire survey was conducted on the panel of online survey companies for Chinese consumers who have visited Korean franchise restaurants. A total of 404 data were analyzed using structural equation modeling(SEM) and artifical neural network(ANN) with SPSS 22.0 and SmartPLS 3.0. Result - The findings of this study are as follows: First, the alternative model findings show that facilities & atmosphere, employee service, and menu influenced on utilitarian value, customer satisfaction, and customer loyalty directly. Second, employee service influenced on customer satisfaction. Third, menu influenced on hedonic value. Fourth, brand reputation influenced on utilitarian value. Fifth, hedonic value increase customer satisfaction and customer loyalty. Sixth, hedonic value increase customer loyalty. Seventh, customer increase customer loyalty. And, the ANN analysis shows that utilitarian value is the first most important factor influencing customer satisfaction, followed by hedonic value, facilities & atmosphere, menu and employee service. However, the ANN analysis shows that customer satisfaction is the first most important factor influencing customer loyalty, followed by utilitarian value, hedonic value, brand reputation, menu, and employee service. Conclusions - This study provides practical implications for enhancing customer satisfaction and customer loyalty by applying the ANN technique that complements the limitations of the linear structural relationship analysis using the proposed model and the alternative model. In other words, the SEM-ANN model provides guidelines on how Korean franchise restaurants should formulate facilities & atmosphere, employee service, and menu mix strategies in China. In addition, ANN 's analysis shows that restaurant brand reputation plays a pivotal role in increasing customer loyalty. The fact suggests that Korean franchise companies should establish their domestic brand reputation prior to their entry into overseas markets such as China.

프랑스 캐주얼 레스토랑 실내디자인 (French Casual Restaurant Interior Design)

  • 김정신
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2007년도 춘계학술대회 논문집
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    • pp.47-48
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    • 2007
  • The commerce space of today knew and simply in the space where it creates only space of the profit creation which leads a business the hay to reflect the sensitivity of the consumer new consuming culture trend it changed. It is a new trend it creates and it leads to sprout trend consumer class of leader trend(Trend Setter) as it does. This restaurant is one type of food culture which is various brunch it does with the important menu which it will pay. This design concept and one design inside the vigor garage side which reflects and to sleep the design concept which the traditional France restaurant has and has a discrimination from the plan which it sees and it applies new food culture it develops it does. Existing the reel rear design tendency which specialty restaurant is investigation it arranged the design discrimination strategy which is the possibility the shop which it tries to analyze having.

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압축코일스프링의 설계자동화 (Design Automation of the Compressive Coil Spring)

  • 권혁홍;최선준
    • 한국생산제조학회지
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    • 제9권6호
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    • pp.140-151
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    • 2000
  • Springs for vehicle suspension control the vibration of a car and influence on the ridability, safety, and life of a car. in the paper, the computer aided design program has been developed, which design the leaf spring shape from the given specifications using basic theory and the expert\`s knowledge, and the design results are checked by the analysis theory in order to increase the accuracy, and feed back to the design input. For the purpose of easy use, this program consists of pull-down menu and interactive input mode. To prove the effectiveness of this program, two springs, of which one is symmetric, other asymmetric, are designed and analyzed, and the outputs are compared to the experiments. Considering the tolerance of the given specifications, the results are good.

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솔거: $45^{\circ}C$ Corner-stitching에 의거한 레이아웃 설계 시스템 (SOLGER : A Layout Design System Based on $45^{\circ}C$ Corner-stitching)

  • 김재범;정성태;이재황;전주식
    • 전자공학회논문지A
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    • 제29A권9호
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    • pp.65-75
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    • 1992
  • In this paper, we introduce an integrated layout design system, SOLGER. Our system incorporates useful design tools : a powerful layout editor, a coherent access mechanism for large volumes of design data, an incremental design rule checker for hierarchical design environment, node extractor and electrical rule checker, a technology capture which is used for defining technology-specific information, and a procedural design environment for user customization. Also, we present a modified corner-stitching data structure which allows 45$^{\circ}$-angled bilateral edges. Users are provided with a multi-window design environment and a menu-driven interface. SOLGER is being used for VLSI designs practically.

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