• Title/Summary/Keyword: Product Line Design

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A UML Profile for USN Application Development based on Software Product Line Approach (프로덕트라인 기반의 USN 응용개발을 위한 UML 프로파일)

  • Lee, Woo-Jin;Choi, Il-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4234-4243
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    • 2012
  • USN(Ubiquitous Sensor Network) application S/W has a complex characteristic that it controls various kind of sensor nodes organically based on the core modules of various target operating systems. Currently, various researches for efficient S/W development are being performed in USN application field. In order to increase S/W productivity, the method such as product line development approach to specify core common functions of applications according to the domain and develop applications with the core common functions and variant functions selected according to the workflow of applications is efficient. To apply this approach to the USN domain, characteristics of USN application S/W and product line development should be specified with one consistent view. However, it is difficult to efficiently specify the characteristics using general UML notations. In order to solve the problem, this paper proposes a method to effectively specify the characteristics of USN applications and product line development using UML profile which is the extension mechanism of UML. The proposed UML profile for produce line based USN application development enables developers to effectively develop product line based USN applications using existing UML and UML support tools without new design methods or tools which are specified for USN or product line development.

On-line Circulation of MP3 Digital Music based on Digital Rights Management Technology (디지털 저작권 관리 기술을 이용한 MP3 디지털 음악의 온라인 유통)

  • Kang, Woo-Jun;Kim, Ung-Mo
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11S
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    • pp.3694-3701
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    • 2000
  • Internet purchase is increasing according to the activation of Electronic Commerce. Currently, the hardware is main purchase items in the Electronic Commerce. The on-line purchase of digital product, that is electronic file type of product, has many merits such as, does not cost in logistics, is ease of searching the product, and is possible of 'Try and Buy' system. But, actually digital products have not been major product and Cause of its piracy problem. Therefore, the tchnology of digital rights management is focused within EC. The piracy problem of digital products comes from the lack of safety in DP license control technology. Current EC has no method to identify the object that has the right to use the digital product. The protecting of object change is impossible and the protection of hacking is not enough and EC has many problems in efficient license control because of the incompletion of EC structure. In this paper, we propose the design and implementation of on-line circulation system, which can activate on-line circulation of MP3 digital data product in EC, by using the new license control technology, that is Dynamic License Control technology.

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The Study on the formal durability of consumer products - focused on the cases of long-selling products (제품조형의 내구적 속성에 관한 연구 -장기간 판매 제품의 사례를 중심으로)

  • 조영식;조민정
    • Archives of design research
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    • v.12 no.2
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    • pp.97-106
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    • 1999
  • The whole crisis of human being derived from environmental pollution has changed the human -centered paradigm into the ecological paradigm based on the harmony of human and nature, which have made it inevitable for designers to participate in the environmental problem-solving. In the line of this sense, it is necessary for designers to recognize the social and ethical responsibility for environmental pollution and to change into the designing for environment, not for sale itself. In accord with the context above, the purpose of this study is to suggest some clues for resolving environmental problems with the analysis of design for long-selling product, as we call, product durability analysis. That is, this study is under some assumptions that designing durable product and durable product itself are able to extend a product life cycle, delay a product disusing, reduce a rash development competition for new product among companies, mitigate consumption-oriented attitude of consumers, eliminate a waste of resources, and go far toward the environmental problem solving.

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Optimum Design of Trimming Line by One-Step Analysis for Auto Body Parts (역해석을 이용한 차체 부재의 트리밍라인 최적설계)

  • Bao, Y.D.;Huh, H.
    • Proceedings of the Korean Society for Technology of Plasticity Conference
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    • 2006.06a
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    • pp.49-54
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    • 2006
  • During most of manufacturing processes of auto-body panels, the trimming line should be designed in advance prior to flanging. It is an important task to find a feasible trimming line to obtain a precise final part shape after flanging. This paper proposes a new fast method to find feasible trimming line based on one-step analysis. The basic idea of the one-step analysis is to seek for the nodal positions in the initial blank from the final part, and then the distribution of strain, stress and thickness in the final configuration can be calculated by comparing the nodal position in the initial blank sheet with the one of the final part. The one-step analysis method is able to predict the trimming line before flanging since the desired product shape after flanging can be defined from the final configuration and most of strain paths are simple during the flanging process. Finally, designers can obtain a discrete trimming line from the boundary of the developed meshes after one-step analysis and import it into CAD system in the early design stage. The proposed method has been successfully applied to two basic curve flanging processes demonstrating many advantages.

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Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.33-40
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    • 2005
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent Or-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper. the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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Design Technology of Product Line Architecture for Software Globalization (소프트웨어 글로벌화를 위한 제품 라인 아키텍처 설계 기술)

  • Lee, Kwanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.83-92
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    • 2013
  • Software globalization is the supporting process of adapting computer software to different country and culture. Most efforts for software globalization have been focused on the development of software implementation techniques or tools. However, global software sold worldwide has different requirements implied by different contexts, and the difference of requirements may derive different architectural design. In this paper, we define such architectural design knowledge as knowledge models and propose a method for developing and using the knowledge models for software globalization. Also we use set-top box middleware systems for digital data broadcast to validate the applicability of the proposed models and methods.

Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.21-28
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    • 2004
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent On-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper, the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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A Study on the Design of Accessories through the Concept of Reincarnation

  • Park, You Shin
    • Journal of Fashion Business
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    • v.21 no.6
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    • pp.77-86
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    • 2017
  • This study aims to explore the unethical issues in leather processing and to develop designs of leather products based on the concept of reincarnation by ecosystem circulation. The method used in this research include the review of previous literature and the design process for development fashion accessories using waste leather. The design process comprises collecting waste leather, classifying waste leather by type, color, and size, and developing leather products according to line carnation method. For this research, the material was limited to waste cowhide leather collected from leather workshops and leather product factories. The leather pieces were divided into typical and atypical types and developed leather accessories based on the leather piece's color and size. A twill brooch, four-string bracelet, a brooch using the four-stringed leather strap and mini handbag designs were developed using regular type waste leather. An armband of abstract patterns and a cellphone case with graffiti pattern using irregular type over-splitting waste leather. The environmental issues in design are observed as part of understanding the significance of this study. Development of waste leather accessory can expand the usability of the waste leather as well as increase the product value by creating limited-line editions. By understanding the role and benefits of sustainable upcycling, this research suggests an efficient way to use waste materials in fashion to coexist with the natural environment.

A Study on the Production Environment of Apparel Manufacture (의류제조업체의 생산환경에 관한 연구)

  • Sun-Hee Lee;Mi-A Suh
    • The Research Journal of the Costume Culture
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    • v.8 no.1
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    • pp.30-39
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    • 2000
  • The purpose of this study were to 1) identify types and levels of production environments, 2) classify apparel manufacturers based on production environments and 3) investigate relationship between characteristics of apparel manufacturers and production environment. Apparel manufacturer's characteristics included product line and the number of employees. For this study, the questionnaires were administered to 215 apparel manufacturers in seoul and Kyung-gi region from Feb. to Mar. 1998. Employing a sample of 201, data were analyzed by factor analysis, descriptive statistics, cluster analysis, cluster analysis, discriminant Analysis, and multivariate analysis of variance. The following are the results of this study : 1. The production environment was identified as three types such as complexity of product environment, uncertainty of demand/supply environment and uncertainty of worker environment. 2. Based on three types of the production environment, apparel manufacturers were classified into stable group, uncertain group and complicated group. 3. With respect to product line, men's wear manufacturers were lied the most high complexity of product environment, casual wear and knit wear were lied the most frequently uncertainty of worker environment. With respect to the number employees, apparel manufacturers comprising 50∼99 employees were lied the most high complexity of product environment, while those comprising 100∼299 employees the most high demand/supply environment.

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A Heuristic Method for Assembly Line Balancing of Large-Sized Product (대형제품의 조립라인 밸런싱을 위한 Heuristic 기법)

  • Kim, Y.G.;Kwon, S.H.;Cho, M.R.
    • Journal of Korean Institute of Industrial Engineers
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    • v.17 no.2
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    • pp.51-61
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    • 1991
  • This paper presents a heuristic method for the Assembly Line Balancing(ALB) of the large-sized product. In the ALB problem of the large-sized product such as bus and truck, the assignments of the Related Task Groups(RTG), the same side tasks, and team tasks should be considered. In this paper, a new concept of the RTG and two kinds of assignment rules are proposed to resolve the above considerations. The first assignment rule allots the RTG with the constraint of the same side tasks to the station while the second allots the RTG to the station, relaxing the above constraint to increase the applicability of the method. An assignment rule for team tasks is also presented. The benefits of the method are to improve work methods, to give more job satisfaction to workers, and to allow greater flexibility in the design of assembly lines.

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